Alpha 16 Updated to release-559

We’ve identified a few bug fixes and enhancements that we don’t want to wait to get in your hands (since the first unstable release of Alpha 17 is soon… but not that soon). So probably the last update to Alpha 16. But never say never again, and all that.

For the moment, this release is only on our Steam latest (unstable) branch. We will move it to the stable branch after a short evaluation period.

Bugs fixed

  • Fixed crash when trying to load a game again after having already loaded a game
  • Fixed bug that prevented scaffolding from being built for slabs after game load
  • Fixed two bugs that caused combat units to ignore enemies
  • Fixed melee units not moving to defend a location while in combat
  • When defending a location, units will leave their post to go eat and sleep. You might want to put food and beds near their defense point.
  • Fixed bugs that were slowing down pathfinding
  • Fixed a few placement direction indicators that were off center
  • Fixed two bugs that caused mining zones not to be mined
  • Fixed General’s Gong recipe taking the wrong ingredient

Other Changes

  • Ranged units will now kite their enemies
  • Improved target selection code. Hearthlings will now focus fire at enemies that are low on health.
  • Changed sound effects for cleric healing
  • Trapping grounds can now be placed on mountains. The spawn rate on mountains is lower though.
  • Mining zones now have a max size of 40. You can still merge them to create larger zones though, but this is not recommended for performance.

I joyfully went to try new version! However…
I tried stable version it was still r553. I thought r559 is not ready for steam normal branch yet at this time.
So I tried latest branch, but stonehearth won’t start up. Steam client asked me force to close?/wait?. After restarting steam client, it’s saying stonehearth is still running. Even after rebooting my windows.
I had to remove app.manifest file remaining in the steam library folder. And I had to reinstall stonehearth as normal branch…(I repeated these progress few times)
As a result, just failed to try new version… :cry:

Hi oloklir,

So Stonehearth still wasn’t able to start up after reinstalling? Pinging @not_owen_wilson, @Albert

Nice update.

Still combat units want to attack mobs way off in the distance. Also when in town defense, hearthling will still rubber band if auto loot is on and try and attack mobs even though not soldiers

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Hi @linda, for me, It’s still r553 for normal branch.
So I tried latest branch a minute ago again, it still makes steam client broken.
When I try to remove stonehearth.exe process from task manager it says “access denied”.
Because of this, I had to reboot windows and remove app manifest file of stonehearth.
Existing manifest file makes steam client unable to run any other games, arguing stonehearth is still running.
Once manifest file removed, the game is indicated as not installed, so I can install it again.

Now I just installed normal branch r553, and I am waiting for problem to be solved.

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Why is it that release 559 is only for the latest branch, and not the normal branch?

The notification on the dev blog has been updated to reflect that release-559 is currently only on our Steam latest branch. We’ll move it to the stable branch after an evaluation period (probably tomorrow, no guarantees though!).

This build contains fixes and features we didn’t want to wait to release – but at the same time, we’re cautious about pushing things that have been tested only internally straight to the stable branch. So if you’re on the unstable branch, please give it a whirl and let us know if it’s working as intended!


what is kite? google displays flying toys that’s why I don’t understand…

Since the update the sheep wool has been having an issue… It started with this error.

release-559 (x64)
c++ exception: invalid file path ‘/stonehearth/data/effects/fursplosion_effect/growing_wool_effect.json’.
stack traceback:
[C]: in function 'load_json’
radiant/modules/resources.lua:33: in function 'load_json’
radiant/modules/effects/effect_tracks.lua:34: in function '__init’
radiant/modules/common.lua:20: in function 'EffectTracks’
radiant/modules/effects/effect_manager.lua:84: in function '_add_effect’
radiant/modules/effects/effect_manager.lua:69: in function 'start_effect’
radiant/modules/effects.lua:21: in function ‘run_effect’
…_resource_node/renewable_resource_node_component.lua:161: in function ‘renew’
…_resource_node/renewable_resource_node_component.lua:34: in function '_fn’
radiant/controllers/timer_controller.lua:95: in function 'fire’
radiant/controllers/time_tracker_controller.lua:82: in function <radiant/controllers/time_tracker_controller.lua:82>

radiant/controllers/time_tracker_controller.lua:82: in function ‘set_now’
…hearth/services/server/calendar/calendar_service.lua:379: in function ‘_on_event_loop’
…hearth/services/server/calendar/calendar_service.lua:37: in function 'instance’
radiant/modules/events.lua:206: in function <radiant/modules/events.lua:200>
[C]: in function 'xpcall’
radiant/modules/common.lua:257: in function 'xpcall’
radiant/modules/events.lua:200: in function 'trigger’
radiant/modules/events.lua:269: in function '_trigger_gameloop’
radiant/modules/events.lua:320: in function '_update’
radiant/server.lua:62: in function <radiant/server.lua:58>

uh… not sure how to explain it… to the rescue! :stuck_out_tongue:

quote A term in video gaming and elsewhere to describe when a ranged fighter skirmishes with a hand-to-hand fighter by running and shooting. This can have 2 purposes: a) to damage the enemy while staying outside of hand-to-hand range, or b) to make the enemy follow you so you can lead them to a specific location

so much like shoot and run tactic? fantastic!

will they still run in fear when doing this? I mean their animation that is. or they will just run?

if u really dont know what kiting is it me they make enemy chase them while getting them dmged, ie archer is kiting by running take a shot running take shot ect ect

For Translators:


  •                                       "000": "Will you not return the children of the forest? They do not belong in your crates and piles of trinkets. Your compliance will be rewarded.", -> changed
  •                                       "002": "Return our logs and help restore the natural balance of the great woodlands. I cannot guarantee your safety if you refuse.", -> changed
  •                                       "000": "I am deeply disappointed... I would suggest you prepare yourselves. The minions of the forest speak of an invasion." -> changed (but just a space more xD)
  •                                       "000": "Thank you for your cooperation. In return, we have prepared a gift." -> changed
  •                                 },
                                  "revenge": {
                                     "bulletin_message": {
                                        "000": "We will be taking these back."
                                     "bulletin_title": "A horde of entlings escape with your logs!",
                                     "dialog_title": "Ent"
                         "ent_donation_dialog": {
                            "donation_dialog_info": {
                               "dialog_nodes": {
                                  "simple_message": {
                                     "bulletin_message": {
                                        "000": "Here, take this as a token of our gratitude."
                                     "bulletin_title": "Entlings carrying loot scurry toward you",
                                     "dialog_title": "Ent",
                                     "choice_000": "Thanks!"
                         "ent_wrath": {
                            "mission": {
                               "sighted_bulletin": {
                                  "title": "An angry entling army approaches!" -> added
  •               "name": "Mature silkweed",
                "description": "Ready for weaving!"
             "001": {
                "name": "Silkweed sprout",
                "description": "Sprout, little one!"
             "000": {
                "name": "Silkweed seedling",
                "description": "Still a long way to grow."
             "019": {
                "name": "Rotten silkweed"
             "003": {
                "name": "Immature silkweed",
                "description": "Flossy hairs are beginning to emerge"
             "002": {
                "name": "Stubby silkweed",
                "description": "Look at those follicles!" -> descriptions added
  •         "label": "gold" -> added
  •   },
    "outfits": {
       "trader_outfit": {
          "display_name": "Trader Outfit",
          "description": "Clothing of choice for traders"
       } -> added
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I told my hearthlings to take cover, they ran to the safety standard and stayed there! Brought a tear to my eye. I’m so proud that my hearthlings are less lemming like now.

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I tried r559 at latest branch a minute ago!
My building stucked is started to be built! Yes!! I love it!

Another thing I want to say is, I thought most of all efforts done in combat update is messed up.
I had to become angry because my army keep ignores battle command… hit that guy, hit that guy, no no not that guy, no don’t go to pick up loots! hey where are you going? no no no no stop don’t go don’t go don’t chase DO NOT CHASE! hit this guy first! such things… Armed hearthling sometimes go to pick up loots when I command to attack… even just near the enemy… :anguished:
And another critical bug I found is a footman was an archer keep making a distance(probably archer’s range) against enemy and just looking enemy and mimicking archer’s kiting motion while holding a sword. Lots of such AI bug is temporarily fixed when I save&reload game, but it messed up a few minute later again. :sweat: While AI is messed up, if I command defend position, it ignores further any other commands until save/reload…

this can be solved, just go turn off haul off footman, I do this every time only becuase i want footman to patrol not haul things around.

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Although I’m happy with most of 559 there is one thing that worries me. Soldiers will leave their post to sleep and eat while on defend duty.
Up till now Whenever I was doing anything outside the security of the city walls I was using a party rota of 8 hours on defence mode. It worked perfectly and the civilians were protected 24hrs a day.
Now I’m risking my city and workers to be left undefended should the soldiers decide to go to sleep all of them at the same time.
I don’t know whether I’m happy with this change.

Have Fun, Kyth.

I think this change was necesaary. Most people do not want to give new commands every 8 hours. Especially when using fast forward, this would be bad.

I can’t speak for “most of the people”, only for me. And I prefer my hearthlings to be reliable. With this change they are not.
After writting the first post I realized another thing. I also used the defend command to gather the troops before an attack. With It you could lauch the parties together and not one by one as they arrived.
The defend command was the only one that allowed it. With the other commands as soon as they hit the banner the soldiers go back to patrolling. Now, it will not work anymore. We are in the hands of the hearthlings whims.

Have Fun, Kyth.

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i have to say, @Kythandra makes some good points, perhaps some sort of a checkbox for activating/deactivating this behavior could be added?

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