Alpha 14 on Steam Latest!

Yep! You heard right! Alpha 14 has been released on the Steam latest branch, so go on and give it a try! Check out all the details on the dev blog: Alpha 14 on Steam Latest! – Stonehearth.

For details on how to access the Steam latest branch, check out Development – Stonehearth.

Important Note: Most mods are incompatible until they are updated for Alpha 14. If you are having issues with the latest release of Alpha 14, please remove all mods (debug tools are OK) and retest before reporting a bug. If the issue does not remain, you can try adding one mod back at a time until the issue returns. Please post in the corresponding mods thread if you believe you know which mod is causing issues.

10 Likes

Such a fancy update! :smiley:

2 Likes

Hi! So I updated to alpha 14 but now when I launch the game I get a black screen. Save me.

your local bug killer may be needed! To call them, go to the crash support part of the forum and wait for the reply…sorry thats about all i can do

I’ve figured it out. I had to delete the unzipped stonehearth mod folder thingy. It was totally my fault for messing with the game files.

1 Like

Day 2 and i’ve already had to scramble to get a military set up. Goblins and entlings coming after my town. Thankfully… one 6,6,4 stat footman has been enough, but he’s starting to lose health after a few assaults… Herbalist is def needed at this point.

Nice work Radiant, loving it so far

1 Like

For Translators:

en.json:

  • “mine”: “digging foundation”, -> changed
  • “resting_from_injuries”: “requiring medical attention”, -> add
  • “healing”: “treating wounds”, -> add
  • “healing_target”: “healing [name(data.target)]” -> add
  • “disband_party”: “Disband”, -> removed
  • “remove_members”: “Remove All Members”, -> add
  • “attack_target”: {
    “display_name”: “Attack Target”,
    “description”: “Attack a specific enemy at the exclusion of all others, or attack anything near a location, and everything in between.”
    },
    “defend_location”: {
    “display_name”: “Defend Location”,
    “description”: “Run towards, then stay at this location, attacking anything in the path.”
    },
    “move_unit”: {
    “display_name”: “Move to Location”,
    “description”: “Move to a location, ignoring all intervening threats.”
    },
    “manage_party”: {
    “display_name”: “Manage Party”,
    “description”: “Add and remove combat units from the party.”
    }
    -> add
  • “militia”: “Militia”,
    “status”: “Status” -> added
  • “tab”: {
    “tasks”: “Tasks”,
    “groups”: “Groups”
    },
    “enrollment”: {
    “enrolled”: “Enrolled”,
    “not_enrolled”: “Not enrolled”,
    “cannot_enroll”: “Cannot enroll”
    }
    -> add
  • “consumable”: “Consumable”, -> add
  • “town_alert”: {
    “display_name”: “Town Alert Mode!”,
    “description”: “Rally your hearthlings to prepare for intruders!”,
    “activated_title”: “Town Alert Mode Activated!”,
    “activated_text”: “Your hearthlings are vigilantly watching for intruders. Hearthlings not enrolled in the militia will run to safety points.” -> lots of changes in the names
  • },
    “party_1”: {
    “display_name”: “Combat Party 1”,
    “description”: “Direct hearthlings into combat! Promoted combat classes are automatically added here.”,
    “tip_title”: “The party is selected in the unit frame.”,
    “tip_description”: “Use the commands in the unit frame to direct the people in the party.”
    },
    “party_2”: {
    “display_name”: “Combat Party”,
    “description”: “Direct hearthlings into combat! Use the unit frame controls to manage the party.”,
    “tip_title”: “The party is selected in the unit frame.”,
    “tip_description”: “Use the commands in the unit frame to direct the people in the party.”
    -> add
  •   },
                "herbalist": {
                   "display_name": "Herbalist Craft Menu",
                   "description": "Makes healing items from herbs.",
                   "required_job_text": "Requires an herbalist" 
    

-> add

  • “tooltip_refined”: “cooked foods”, -> removed
  • “tooltip_prepared_food”: “cooked foods”,
    “tooltip_ingredients”: “raw ingredients”,
    “tooltip_healing_items”: “healing items”
    -> add
  • “message”: “Are you sure you want to embark without choosing a tool from the shop? As always, you will still get the starting talisman for your faction.”, -> changed
  • tooltips for stamina, dillegence, willpower and body was changed
  • },
    “militia”: {
    “display_name”: “Militia”,
    “description”: “In Town Alert Mode, militia members will hold their ground against enemies instead of running to a safety banner. In addition, they receive an extra boost of Courage and Muscle.”
    -> add
  • “food_veggie_raw_name”: “Raw Vegetable”, -> add (thx @yshan xD)
  • “herb_resource_name”: “Herb” -> add
  • refugees_hint: “003”: “Those goblin wolves aren’t like normal wolves–they’re fast and viscious and unafraid! Run while you can!”, -> little fix to viscious
  •                        "create_necromancer_crypt": {
                            "crypt": {
                               "display_name": "A Crypt",
                               "description": "Constructed by the Phoenix Empire"
                            },
                            "sarcophagus": {
                               "display_name": "Stone Sacrophagus",
                               "description": "Here lies a member of the Black Cord"
                            },
                            "crypt_structures": {
                               "floor_candle": {
                                  "description": "Illuminates the crypt entrance"
                               }
                            }
                         }
                      }
                   }
                }
             },
             "random_raid": {
                "mission": {
                   "sighted_bulletin": {
                      "title": "Invaders Approaching!" -> add
    
  • “injured”: {
    “injured_buff”: {
    “display_name”: “Injured”,
    “description”: “Moving slower due to low health.”
    }
    },
    “recovering”: {
    “recovering_buff”: {
    “display_name”: “Bed Ridden”,
    “description”: “Slowly recovering from injuries. Can receive medical care from herbalists.”
    }
    },
    “stamina_tonic”: {
    “stamina_tonic_buff”: {
    “display_name”: “Stamina Tonic”,
    “description”: “Slightly more healthy”
    }
    },
    “strength_tonic”: {
    “strength_tonic_buff”: {
    “display_name”: “Strength Tonic”,
    “description”: “Slightly more buff”
    }
    },
    “severely_injured”: {
    “severely_injured_buff”: {
    “display_name”: “Severly Injured”,
    “description”: “Wounded badly! This hearthling can hardly walk!”
    }
    },
    “undead_infection”: {
    “display_name”: “Infected”,
    “description”: “Healing items are 10% less effective”
    -> add
  • },
    “use_consumable”: {
    “display_name”: “Use”,
    “description”: “Use this consumable item to buff every hearthling in town. This will destroy the item.”
    },
    “edit_party”: {
    “display_name”: “Edit Party”,
    “description”: “Add and remove combatants from this party.” -> add
  • },
    “prototypes”: {
    “party”: {
    “display_name”: “Party No.[str(self.unit_info.custom_name)]”,
    “description”: “Organizes troops into groups for combat”
    } -> add
  • },
    “wooden_tunnel_door_ghost”: {
    “display_name”: “Wooden Tunnel Door”,
    “description”: “Useful for blocking off tunnels” -> add
  • changes the description of the brightbell and frostsnap
  • },
    “cactus_flower_crop”: {
    “description”: “The flowers have medicinal properties”,
    “display_name”: “Cactus Flower”,
    “growth_stage”: {
    “000”: {
    “name”: “Cactus Bud”,
    “description”: “Starting to grow”
    },
    “001”: {
    “name”: “Young Cactus”,
    “description”: “Starting to get prickly”
    },
    “002”: {
    “name”: “Mature Cactus”,
    “description”: “Wait for its flower to bloom”
    },
    “003”: {
    “name”: “Flowering Cactus”,
    “description”: “Ready for harvesting”
    }
    } -> add
  • changes in the big and small wallbanner
  •        }
       },
       "brightbell": {
          "brightbell_ghost": {
             "display_name": "Brightbell Flower",
             "description": "Just a flower." -> remved
    
  • “frostsnap”: {
    “frostsnap_ghost”: {
    “display_name”: “Frostsnap Flower”,
    “description”: “It’s chill to the touch!”
    }
    }, -> removed
  •            "zombie_chest_camp": {
                "boss": {
                   "display_name": "Giant Zombie",
                   "description": "Blaarhgh.. don't touch Master's treasure!!"
                }
             },
             "wolf_pack_raid": {
                "wolves": {
                   "description": "Defending its territory"
                }
             },
             "giant_alligator_raid_6": {
                "alligators": {
                   "description": "The larger variety."
    
  • gargoyle descritiption changed
  • “stone_floor_candle_holder”: {
    “stone_floor_candle_holder_ghost”: {
    “display_name”: “Stone Floor Candle Holder”,
    “description”: “Let there be light!”
    }
    }, -> add
  • stone wall latene description changed
  • all signs: removed wall mounted + same goes for wooden_wall_lanterne (and the fine) and clay_lamp and golden clay planter
  •         }
       },
       "cactus_flower": {
          "cactus_flower_ghost": {
             "display_name": "Cactus Flower",
             "description": "Handle with care!" -> removed
    
  • },
    “safety_standard”: {
    “display_name”: “Wooden Safety Standard”,
    “clay_safety_standard”: {
    “display_name”: “Clay Safety Standard”
    },
    “description”: “Mark a safety point to flee to in Town Alert mode”
    },
    “control_attack_marker”: {
    “control_attack_marker_ghost”: {
    “display_name”: “Attack Marker”,
    “description”: “Hearthling attacks everything between here and there”
    }
    },
    “control_hold_marker”: {
    “control_hold_marker_ghost”: {
    “display_name”: “Hold Marker”,
    “description”: “Post aggresively at this location”
    }
    },
    “control_move_marker”: {
    “control_move_marker_ghost”: {
    “display_name”: “Move Marker”,
    “description”: “Move to this location”
    } -> add
  • “alligator”: {
    “display_name”: “Varanus”,
    “description”: “And this is the smaller variety…”
    },
    “wolf”: {
    “display_name”: “Untamed Wolf”,
    “description”: “Grrr! Rwar!” -> add
  • },
    “goblin_cage”: {
    “display_name”: “Large Cage”,
    “description”: “Property of Central Chief Grug Skull Crusher” ->add
  • },
    “crypt”: {
    “display_name”: “A Crypt”,
    “description”: “What lies inside?”
    },
    “sarcophagus”: {
    “display_name”: “A Sarcophagus”,
    “description”: “Holds remains of the dead”
    },
    “tombstone”: {
    “display_name”: “A Tombstone”,
    “description”: “Where undead are born”
    },
    “stone_pillar_fence”: {
    “display_name”: “Stone Pillar Fence”,
    “description”: “Sturdy fence anchored by pillars.”
    },
    “necromancer”: {
    “display_name”: “Necromancer”,
    “description”: “Practitioner of the dark arts” -> add
  • “brightbell_plant”: {
    “display_name”: “Wild Brightbell”,
    “description”: “Can be harvested for healing herbs”,
    “unripe_description”: “This plant has been harvested and has not grown back yet” -> changed
  • “frostsnap_plant”: {
    “display_name”: “Wild Frost Snap”,
    “description”: “Can be harvested for healing herbs”,
    “unripe_description”: “This plant has been harvested and has not grown back yet” -> changed
  • cactus_plant": {
    “display_name”: “Wild Cactus”,
    “description”: “Can be harvested for healing herbs”,
    “unripe_description”: “This plant has been harvested and has not grown back yet” -> changed
  • },
    “herb”: {
    “brightbell”: {
    “display_name”: “Brightbell Flowers”,
    “description”: “An herb commonly used for medicinal purposes”
    },
    “frostsnap”: {
    “display_name”: “Frostsnap Flowers”,
    “description”: “An herb that’s chill to the touch”
    },
    “cactus_flower”: {
    “display_name”: “Cactus Flower”,
    “description”: “A beautiful desert bloom with healing properties”
    }
    },
    “skin”: {
    “varanus_skin”: {
    “display_name”: “Varanus Skin”,
    “description”: “Rough and scaly”
    } -> add
  • },
    “scythe”: {
    “display_name”: “Scythe”,
    “description”: “Preferred weapon for reaping”
    }
    },
    “consumables”: {
    “healing_tonic”: {
    “small_healing_tonic”: {
    “display_name”: “Small Healing Tonic”,
    “description”: “Used by the herbalist to heal small wounds”
    }
    },
    “stamina_tonic”: {
    “display_name”: “Stamina Tonic”,
    “description”: “Buffs stamina of all hearthlings for a short while”
    },
    “strength_tonic”: {
    “display_name”: “Strength Tonic”,
    “description”: “Buffs muscle of all hearthlings for a short while”
    },
    “coarse_bandage”: {
    “display_name”: “Coarse Bandage”,
    “description”: “Used by the herbalist to heal for a small amount”
    },
    “heavy_bandage”: {
    “display_name”: “Heavy Bandage”,
    “description”: “Used by the herbalist to provide a lot of healing.”
    },
    “light_bandage”: {
    “description”: “Used by the herbalist to heal a moderate amount”,
    “display_name”: “Light Bandage” -> add
  • “blacksmith_forge”: {
    “blacksmith_forge_ghost”: {
    “display_name”: “Forge”,
    “description”: “A stone oven for heating metal” -> changed
  • “utility_name”: “Utility”, -> add
  • },
    “herbalist_staff_recipe”: {
    “description”: “Required to promote a hearthling to an herbalist, who creates healing tonics and bandages.”,
    “recipe_name”: “Herbalist’s Staff”
    },
    “safety_standard_recipe”: {
    “description”: “Use to designate a safety point”,
    “recipe_name”: “Wooden Safety Standard”
    },
    “wooden_tunnel_door_recipe”: {
    “recipe_name”: “Wooden Tunnel Door”,
    “description”: “Useful for blocking off tunnels” -> add
  • “footman_buffs”: {
    “damage_1_buff”: {
    “description”: “At Level 1, the footman attacks with increased ferocity”,
    “display_name”: “Damage +20%”
    },
    “damage_2_buff”: {
    “description”: “At Level 1, the footman attacks with increased ferocity”,
    “display_name”: “Damage +20%”
    },
    “damage_3_buff”: {
    “description”: “At Level 1, the footman attacks with increased ferocity”,
    “display_name”: “Damage +20%” -> changed
  • “utility_name”: “Utility”, -> add
  •   "herbalist": {
       "herbalist_description": {
          "display_name": "Kräutearzt",
          "description": "Heilt Einheiten mit hergestellten Balsamen und Verbänden.",
          "requirements": "Kräuterarztstab, wird vom Schreiner hergestellt.",
          "workshop": {
             "name": "Käuterarzt Labor",
             "description": "Ermöglicht dem Kräuterarzt heilende Salben und Bandagen herzustellen.",
             "long_description": "Ermöglicht dem Kräuterarzt heilende Salben und Bandagen herzustellen."
          },
          "level_1_data": {
             "perk_000_name": "Verbesserte Willenskraft",
             "perk_000_description": "Der Kräutearzt kanalisiert die Geister des Waldes und gewinnt natürliche Regeneration."
          },
          "level_2_data": {
             "perk_000_name": "Gemeinsame Einblicke",
             "perk_000_description": "Der Kräuterarzt ist nun erfahren genug um Material von anderen Handwerkern zu nutzen."
          },
          "level_4_data": {
             "perk_000_name": "Leistungsfähiger Mediziner",
             "perk_000_description": "Der Kräuterarzt kann sich nun um bis zu 4 Hearthlinge gleichzeitig kümmern."
          },
          "level_0_data": {
             "perk_000_name": "Nachwuchsarzt",
             "perk_000_description": "Der Kräuterarzt kann sich nun um bis zu 2 Hearthlinge gleichzeitig kümmern."
          },
          "level_3_data": {
             "perk_000_name": "Gegenstandsbeherrschung",
             "perk_000_description": "Die medizinischen Fähigkeiten des Kräuterarztes erhöhen die Wirksamkeit der Heilgegenstände um 50%."
          }
       },
       "herbalist_outfit": {
          "display_name": "Kräuterarzt Outfit",
          "description": "Traditionelle Robe des Kräuterarztes"
       },
       "herbalist_staff": {
          "display_name": "Kräuterarztstab",
          "description": "Wird benötigt um einen Hearthling in ein Kräuterarzt zu ernennen",
          "herbalist_staff_iconic": {
             "display_name": "Kräuterarztstab",
             "description": "Wird benötigt um einen Hearthling in ein Kräuterarzt zu ernennen"
          },
          "herbalist_staff_talisman": {
             "display_name": "Kräuterarztstab",
             "description": "Wird benötigt um einen Hearthling in ein Kräuterarzt zu ernennen"
          }
       },
       "herbalist_workbench": {
          "herbalist_workbench_ghost": {
             "display_name": "Kräuterarzt Labor",
             "description": "Wird verwendet um Heilgegenstände herzustellen"
          }
       },
       "recipes": {
          "herbalist_workbench_recipe": {
             "description": "Ermöglicht dem Kräuterarzt heilende Salben und Bandagen herzustellen.",
             "recipe_name": "Kräuterarzt Labor"
          },
          "workbenches_name": "Werkbanken",
          "tonics_name": "Elixiere",
          "small_healing_tonic_recipe": {
             "description": "Ein medizinisches Getränk das eine winzige Menge heilt",
             "recipe_name": "Kleines Heilelixier"
          },
          "stamina_tonic_recipe": {
             "description": "Bufft die Ausdauer aller Hearthlinge für eine kurze Zeit",
             "recipe_name": "Ausdauerelixier"
          },
          "strength_tonic_recipe": {
             "description": "Bufft die Muskeln aller Hearthlinge für eine kurze Zeit",
             "recipe_name": "Stärkeelixier"
          },
          "bandages_name": "Verbände",
          "coarse_bandage_recipe": {
             "recipe_name": "Grober Verband",
             "description": "Wird vom Kräutearzt verwendet, um eine kleine Menge zu heilen"
          },
          "heavy_bandage_recipe": {
             "recipe_name": "Schwerer Verband",
             "description": "Wird vom Kräuterarzt verwendet, um viel Heilung bereitzustellen. Gut für schwere Verletzungen."
          },
          "light_bandage_recipe": {
             "recipe_name": "Leichter Verband",
             "description": "Wird vom Kräuterarzt verwendet, um eine moderate Menge zu heilen."
          }
       },
       "herbalist_buffs": {
          "willpower_1_buff": {
             "display_name": "Willenskraft +50",
             "description": "Der Kräuterarzt hat die Gesundheitsregeneration verbessert"
          }
       }
    

rayya:

  • “recipe_name”: “Golden Guord Curry”, -> little fix

undead_pop:

  •   },
    "necromancer" : {
       "male" : {
          "uri" : ["stonehearth:monsters:undead:necromancer"],
          "given_names" : [
             "Havir",
             "Vomon",
             "Oyavok",
             "Fazis",
             "Wralek",
             "Idavras",
             "Chrothes",
             "Wrexith",
             "Cecrux",
             "Nameless"
          ]
       },
       "surnames" : [
          "Soul Crusher",
          "the Tormenter",
          "the Corrupted",
          "Doom Whisper",
          "the Desecrator",
          "the Defiler",
          "Gravemoor"
       ] -> added
3 Likes

Good to know. But on the topic on A14 its great i still live with only 2 bosses of footman who somehow heal themselves right after being hit. also i love all the new monsters to fight, it makes me wonder which one will appear next.

1 Like

I started a new game tonight and picked the normal game. I had no idea the game had updated. So I’m playing, day 2 starts and I see some new enemies. I think well I haven’t played that many combat games, they must have been in the game all along. So I built up some fences and then I noticed the flag. That was when I realized the game had been updated. Great surprise Radiant!

1 Like

On day 14. Performance is holding up, but that’s because I’ve lost a couple workers due to wolves attacking them out of nowhere. Wolves are nasty and the game didn’t alert me that my guys were under attack. Also: are wolf packs supposed to spawn in caves/underground?

Also are monsters supposed to attack each other? The Fancypants Goblin in my game was mauled by a stone golem and finished off by some wolves. I got a good laugh out of it.

1 Like

Now that I’m back from the holidays and this tasty treat is here I think I’ll take it for a test drive!
Nice work and welcome back from the holidays Dev’s.

3 Likes

Yay! I’m so excited to try it out!

1 Like

Day 25. I have 20 hearthlings running about and the game itself is running smooth as butter. However, there’s some serious UI lag going on.

3 Likes

Wow didn’t expect this released so soon, Well, I know what I’m doing all day now, Time to see how tough these mobs are! :slightly_smiling:

2 Likes

Whoa! i thought we had said goodbye to the Friday releases, happy weekend!

2 Likes

@sdee noticed this as well when testing on the stream last night, she definitely agreed that some type of notification is needed.

I honestly have no idea. @linda or @sdee should be able to confirm, but I agree it is probably very entertaining to watch everyone attack each other!

1 Like

I admit I laughed hard when the Goblin Chief was killed by a Stone Golem. But I’m guessing that was unintentional.

1 Like

I believe at the moment it is intended that monsters fight each other… and personally I hope it stays that way. Gives one more step of immersion imo. :slight_smile:

2 Likes

That is wanted because they have all own factions :wink: and some undead loves wolfmeat :wink:

As much as this is a nice update, I am not sure that I like that the game is getting harder and harder as time goes by. It puts you in a crunch to build fast.
I really enjoy the building and managing side of the game, the random odd attack is fun and refreshing.

Would there be a way to slow the arrival of monster, pace it maybe.
Thoughts ?

2 Likes