http://stonehearth.net/steam-latest-updated-to-develop-3107/
We’re deep into Alpha 18 polishing and tweaking. And this week brings a huuuuge list of updates — including (finally!) buildings that don’t leave landscape holes when destroyed. (How does it work? We don’t know. It’s almost like… magic.) Also: the initial steps in a first-time player’s tutorial (only for the Ascendancy at the moment). Let us know what you think of the format.
IMPORTANT UPDATE FOR MODDERS AND PLAYERS WHO USE MODS: This release contains certain updates designed to improve performance of the game overall. These updates include a bunch of mod-related improvements we have made to make your life and the game better. The minimum mod version number has been increased to 3 so outdated mods will no longer load. Please update your mods (and let us know if you have any trouble) — games using mods that have not been updated will not see those mods loaded. These changes are effective on the Steam Latest branch with the release of develop-3107 (August 25). They will not affect games using mods on the current stable Alpha (Alpha 17).
Full details are here. Please read.
Here’s the full rundown on what’s new in this release:
#performance ++!
- Tons of performance fixes related to memory
- Remove components from items that don’t need them: unit info, material, regions, etc
- Reduce memory usage in nav grids
- Various fixes related to material proxies
- Change catalog to string map for network performance reasons
- Separate biome generation data from biome to speed up lookup
- Use restore instead of load from json when adding components that already exist
- Reduce # of traces on entities
#building ++!- Restore terrain when buildings are destroyed
- Add SFX for building destruction
- Correct fixture merging bug when buildings are merged
- Removed extra ghost object when placing furniture around finished buildings
- Placeable items now show up correctly in building editor
- During building destruction, combine items until max stacks are reached
- Make building asserts show more information
- Smooth debris animations so they are framerate independent
- Building cost now updates accurately based on furniture placement
- Fixed bug that prevented Carpenter House from building
- ##Enhanced hearthling lifestyles
- Added Emote Animations: Complete, Concerned, Browwipe, Reservation
- Adjusted Yawn Animation – Previous Yawn Update looked too much like a celebration when time sped up
- Add tall clay window and tan latticed window
##Merchants++- Forgot to mention this in an earlier update, but merchants now have gold caps! You can only sell them as much stuff as they have gold to trade you for it!
- Add min days before return to trader scripts
- Display the returning trader’s remaining time in days, not hours, when a large amount of time remains
##General stuff and bugfixes- Fixed assertion when exiting the game
- Remove rename functionality on things that shouldn’t/can’t be renamed
- Fix bug where toasts float a hundred feet above people’s heads
- Fix militia not standing ground in town alert mode
- Add button properties to Craft button in crafter UI
- Fixed patrol formation bug. Keeps members from following a former patrol lead when she’s off duty (e.g. going to bed)
- Fixed bug that spammed mining regions when digging building foundations
- Added basic tutorial when starting a game on Ascendancy
- Change market stall recipes to use wood/clay resources instead of piles
- Adjust damage value of wrench
- Fix some issues with pets eating
- Add min days before return to trader scripts
- Make level up bulletins less spammy; auto remove if close button is pressed
- Fix goblin boss naming issue
- Display the returning trader’s remaining time in days, not hours, when a large amount of time remains
- Send CPU/GPU info for analytics
- Fix Ent raid starting in peaceful mode
- Fix bug that tried to set player_id on invalid goblin sheep
- Fixed container inception bug where hearthlings were placing other items over the ghosts of manually moved objects
- Fixed bug where inventory counts of items were incorrect because duplicate ghosts were appearing at the edge of the world
- Food now decays correctly, and disappears when it is completely rotten
##Known issues in this release- Wall mounted items will fall down in old saves. This will happen the first time you load an older save, but not on subsequent loads
- Old pet names have been forgotten (sorry!); you’ll have to rename them
- Building names have also been forgotten; you’ll have to rename them
- IB (instabuild) may not work correctly for very large structures
- On loading old saves, farmers may no longer farm. To restart their activity, make a new farm somewhere in the world