Alpha 19 Arrives on Steam Latest

because the hearthlings love to play tag :wink:

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I can’t answer that without seeing what is going on. Some guesses off the top of my head: this is a combat unit trying to catch up to a patrol, Navin Yiss is an enemy they’re going to attack, the text doesn’t really explain what is going on.

that was my blacksmith chasing my farmer

Were they both “idle”? Did they socialize after the blacksmith caught the farmer?

just started playing A19myself this morning, and from what i could tell when they “chase” another hearthling it means they’re going to go talk to them

bah who needs talk just keep working my little voxel slaves

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@8BitCrab is correct here. I just dug into the code. Chasing is displayed when the chase_entity action is being run. chase_entity occurs in the following larger actions:

  • Chase Patrol Party
  • Collect animal for pasture
  • Melee attack
  • Ranged attack
  • Chase entity until targetable
  • Run to start conversation
  • Check out random friend (pet action)
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was militia removed or the option for it moved in Alpha 19? I can not find it!!!

It does appear that the removal was intentional. I’ve asked the devs for some clarification on this, will update when I have more information.

Update: See Yang’s post below for details.

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i love the no more wood needs for scaffolting, otherwise this would almost not be possible

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Hope we can see some clothing for soldiers that matches Rayya’s Children soon also :slight_smile: feels very weird with blue clothed footmens :slight_smile:

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Totally seconding this decision. i dont at all mind that they magic wooden scaffolding out of nowhere.

i have also noticed that when building roads they can get a bit “sloppy” with the removal of the initial stones. (especially when you have mined out the bottom layers, so they ocasionally fall down while digging and have to walk back to continue)

and as a result build road in the same location as where there is still another block. looks a bit odd.

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Piece of feedback: im not sure if this was an existing issue or not, but its much more noticable on raya’s children (i usually dont play them)

if you make for instance, 3 potters, and 3 kilns and one turning table (they dont actually USE it its there for requirements and nice looking ness) the potters dont work togeather as well as they could be.
they do split up the asigments (3x one order for one windowsill) but they dont split up a single, big order (1x20 bricks) could this be changed so all the workers follow the que order and work togeather? (so if you have 20 bricks, 3 chairs, and 5 doors qued, that not one order goes to one worker, but that all the workers do order 1, then all of them do order 2, and then all of them do order 3?

Yes, buildings made completely out of clay or stone would still have a small wood cost to them. As long as the player knew of this feature up front, I don’t think it’d be a big issue.

I personally think the free scaffolding/ladders is fine. It’s a small compromise to ensure the game flows smoothly. But if the aim is to preserve a small sense of reality, then a small upfront “fee” of wood might be a simple remedy.

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I duno, personally i like the way it currently is, for example,

whenever i need another high lvl crafter i will make a large order of ann item and make sure the new guy gets that order. So while the new guys working away at that order to lvl up, my main crafter is still free to do any new orders.

Now that being said, i can see how/why that would be usefull, so perhaps it should be a toggleable thing.

Yeah valid point i had not thought about that yet. i had kinda forgotten about crafter levels XD
hmm a toggle would fix it, but personally i would love some kind of feature in place that makes it redundant. shared xp maybe? (as in all get full xp from crafted items, not just the one making it)

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Off topic: Happy 2 year anniversary @8BitCrab :confetti_ball:!

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Haha, thanks @jomaxro, it’s crazy that it has already been 2 years! :birthday: :cake: :tada: :confetti_ball:

Feels like i’ve only been here a couple months, i guess time really does fly when you’re having fun :smile:

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RE: Militia removal
Hi, sorry much wasn’t said about this earlier.
Militia has been disabled for now. There was a bug that it caused in some other systems, which then lead to all of us having a design conversation looking deep within ourselves for whether the Militia system was the right solution for what it was trying to solve. The feature is not easily discoverable by new players and also not the easiest to use. For many players, I thinking having a footman for defense and having all noncombat citizens run to the banner and huddle for safety is the easiest to understand strategy. So its bugginess and not the greatest player experience led us to decide to disable it.

I understand there may be some players who relied on the Militia system and I am sorry for pulling it out from under you. Please give us feedback on what the Militia system meant to you and how you used it. We want to work towards making the combat system better and everyone’s feedback is very valuable in that process.

Thank you and apologies again.
-Yang

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