1.0 announcement or not, we’ve still got a couple more features to deliver before this is shipped. This release includes some of the last major changes that are going into 1.0, before we switch completely to bug fixing and optimization.
Somebunny to Love
In this release, we are adding the Clan Amberstone campaign, which introduces the Rabbits. If you befriend these industrious subterranean folk, they will share their resources, recipes, and centuries of accumulated wisdom. Some of them may even join your town! The questline is started automatically shortly after your town has reached tier 2 (upgraded hearth).
Now that the Rabbits are out of their hiding, they may be convinced to teach you the ancient art of Geomancy, which allows you to place terrain patches and ore veins, summon landmarks from far-off places, and craft golems to take some of the burden of repetitive tasks off your hearthlings’ shoulders.
In addition to Geomancers being able to summon landmarks, some of them will now also appear naturally in generated maps.
Going Further North
Thank you all for testing the Northern Alliance and the Tundra Biome, and giving us tons of feedback! Here are the changes we made as a result:
Added 2nd tier Northern Alliance building templates.
Added spindle and sword recipes to Northern Alliance masons.
Added a herbalist staff recipe to Northern Alliance potters.
Added Northern Alliance variants of several existing cooking recipes.
Added automatic auto-looting of hunted animal drops.
Added a +2 Body bonus to the Font of Fire.
Added Tundra resources to input bin filters.
Improved the notifications for Northern Alliance hunting events.
Increased wintermoss growth speed and seed drop rate.
Reduced the difficulty of Northern Alliance monster encounters.
Fixed Northern Alliance spirit animals appearing hostile.
Fixed Northern Alliance shrines displaying incorrect town bonuses.
Fixed stone torch and candle visual issues.
Fixed several typos in the Northern Alliance town progression campaign.
Fixed goblins demanding oak logs in the tundra.
Added wood, clay, and stone fence posts and slats.
[Modding] Added support for live-editing graphics assets in the “steam_uploads” folder.
Improved encounter spawning logic to be less predictable and more robust.
Improved server performance.
Improved building template placement in confined spaces.
Fixed building template thumbnails sometimes not updating when resaving.
Fixed several issues with fixture placement in the building editor.
Fixed several issues with item placement.
Fixed several issues with undeploying and restocking AI.
Fixed several UI errors that can be caused by mods with missing data.
Fixed visual artifacts in the building editor road too.
Fixed deployed tonics being considered usable crafting ingredients.
Fixed the collision of growing plants.
Fixed several AI infrastructure issues.
Fixed savegame overwriting failing if the savegame’s folder is open in explorer.
Fixed a crash related to Northern Alliance hunter looting.
Added automatic auto-looting of hunted animal drops.
For some reason, my people were hunting at the other end of the map. Now everyone is running around to collect meat
Maybe it is possible to make a looting for a real automatic? So that the meat is magically moved in the storage and stockpile?
It would certainly solve the “archers are too stupid to collect their prey” problem. Currently they kill something, and than happily run off back to your city to collect lunch. Having items from killed animals (and ONLY killed animals) either teleport to the camp banner, or be auto-added to the archer inventory would greatly increase the archer usefullness: I don’t want my unarmed heartlings out on the other side of the map because my archer is lazy.
On the subject of hauling hunted animal loot, the only thing I feel would make it easier is if the animal dropped a “corpse” item that could be hauled as one item and butchered for meat (for example, by a cook).
I personally don’t think that really fits the feel of Stonehearth and might not quite be the easiest or best way to program in, but would make hauling hunted animals easier.
could be used something like this?
create a movable entity (hunted prey)
set the archer to carry it back to town and then process the corpese into leather and meat in a workshop?
at this point by modding ofc
that way there shouldn’t be any faaaaaaaaaar away stuff to collect from hunting
No matching overload found, candidates:
Point3 get_standable_point(lua_State*,Physics&,Point3 const&,int)
Point3 get_standable_point(lua_State*,Physics&,custom [class std::weak_ptr<class radiant::om::Entity>],Point3 const&)
[C]: in function 'get_standable_point'
radiant/modules/terrain.lua:78: in function 'place_entity'
stonehearth/call_handlers/town_call_handler.lua:21: in function <stonehearth/call_handlers/town_call_handler.lua:6>
I didn’t see the Herbalist talisman being craftable by the Potter for Northern Alliance, as said in the patch notes. I think Rayaa’s Children could make it that way too with a Potter.
I saw the new Stone Sword craftable by the Mason: thats nice, but to use it, you have to have been an Archer first to change job to Footman for Northern Alliance. This poses a problem of waiting a long time to craft a bow from the Carpenter first, especially if you take the loadout that does not provide a Bow talisman to start with an Archer.
I realize Rayaa’s Children also has to wait a long time to craft their first Sword talisman with a Carpenter, to start off their fighters, but often a vendor would come by early that sold a Sword talisman for 80g.
So perhaps, you could have an early vendor come by for NA that sells a Bow (160g ?), or else maybe change the Mason’s new craftable Sword to a craftable Bow? Or let the potter make a Bow, to make it take a little bit longer?
Sorry for the complaint, maybe everyone uses the loadouts that include a Bow anyway, so this may not be a big issue.
Thank you Max99x for fixing several of the other issues for Northern Alliance, its quite fleshed out now.
This is a harmless error resulting from the game trying to do a “gib_effect” on the point where the consumable existed when the consumable was inside of a chest (or possibly in a hearthling’s inventory) rather than sitting somewhere in the world.
I’ll see what I can do about changing that without having to override too many default functions. I may have to switch from merely overriding the buff_town.lua script to monkey patching over the town_call_handler:use_consumable_on_town function so that it doesn’t try to call radiant.terrain.place_entity(proxy, location) when location isn’t valid. (I don’t want to slow down radiant.terrain.place_entity with extra checks, a function I suspect is used a lot.