Stonehearth

Stonehearth

Authorized Community Expansion (ACE)
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Update: Sep 10, 2019 @ 9:17pm

Hotfix
Patch notes can be found here:
https://discourse.stonehearth.net/t/ace-pre-release-0-9-4-3-the-drinking-update/40239/75

Update: Sep 6, 2019 @ 1:56pm

Quick Fix to mining regions, oops

Update: Sep 6, 2019 @ 11:17am

Patch Notes can be found at:
https://discourse.stonehearth.net/t/ace-pre-release-0-9-4-1-the-drinking-update/40239/58

Update: Aug 20, 2019 @ 11:06am

Update: Aug 19, 2019 @ 6:03pm

Update: Apr 23, 2019 @ 2:51pm

Added
- Training Equipment should now appear as its own category under the fixture/furniture placement tool in the Building Mode.
- Blacksmiths, Masons and Engineers will now have - by default - Iron pickaxes. That means they will mine slightly faster and will yield better quality mined resources.
- Teddy was a beloved, young, very playful and cute kitten adorable to everyone around it. It was poisoned yesterday (April 22nd) by absolutely vile human beings that doesn’t share that same love and, after a whole day of struggle at the hospital, has passed away today. (April 23rd) A small easter egg has been added in the memory of Teddy. <3

Changed
- The Loadout choosing window now doesn’t display the same icons on the right. This not only fixes the issue of big loadouts being rendered awkwardly but also makes it more clean and neat!
- The visuals for the Ornate Curtains have been reworked to fit the game style more nicely.
- The Porcelain Park Bench, Porcelain Couch and Porcelain Large Couch have had their collision boxes adjusted for better placement. They can now be placed closer to walls and the hearthlings will sit on nicer positions.
- The Stone Kitten Statue is now called Marble Kitten Statue, like all the other marble statues that can be carved from marble boulders.
- The Skull Floor Candle Holder now has a shorter collision box, 4 voxels instead of 5.

Fixed
- Tentative fix to the Save crash. We’re not 100% sure it is defeated - it might still happen! But testing has been promising! As before, if you still get this, please try to provide us with as much information you can!
- Fixed an issue that didn’t allow the new Carpenter Saw recipe to work. As informed in the original patch notes for version 9.3, now the Carpenter saw can be crafted with an iron ingot (and the advanced saw is made of steel).
- Fixed a little issue that made the raw sausage recipe be duplicated in the Cook’s menu.
- Fixed an issue that made it impossible for combat units to train with dummies or targets and caused an error whenever they tried.
- The Northern Alliance recipe for a Weaver’s Spindle wasn’t properly updated with the bone requirement and is now fixed.
- The Skull Hearth (firepit made of skulls) had a broken collision box for the ghost instance. It is now fixed.

Update: Apr 16, 2019 @ 8:33am

Added
- There are now a couple of new common (and not so common) landmarks in the game. Some small ruins, some larger ruins, maybe a ship that never reached a port and - for those that sometimes have trouble finding iron - there might even be a gift from the skies somewhere…?
- There are now mixins for all the new clothing/outfit types; 4 for the different weather protections and then 4 for the same weather protections with the Devoted buff. Individual mixins for each are necessary because of the seasonal ilevel changer.
- A couple of new loading messages due to popular demand.
- New resource constants, `grease cooking_ingredient` and `oil cooking_ingredient`; recipes that previously required butter can now use any grease, giving you more options like cooking oil!
- Cooking Oil, cooking ingredient.
- Fish Fingers and Poyo Nuggets, foods.
- There is now a new rabbit feed and its recipe for the Rayya’s Children cook. It is made with gourds so getting carrots shouldn’t be an issue anymore.
- Sweet Energy, a new buff applied to hearthlings when they eat a dessert. We plan on adding a couple of extra food-related buffs, encouraging players to produce better foods. We also plan on showing those buffs on the crafting window similarly to how equipment buffs are displayed.
- Bone Kibble Bowl and Bone Animal Comfy Bed, furniture. These two were missing from the bone set and are now ready.

Changed
- The Farming UI has been slightly reworked! To create a more interesting progression, some elements of it are now hidden according to certain conditions. Fertilizer information won’t be displayed until fertilizers are unlocked (Farmer level 3); Humidity and Flood information won’t be displayed if the crop has no relevant influence from humidity levels.
- To adjust to this, crops have been rebalanced and redistributed across the Farmer’s levels. Many crops were unlocked on the first levels while few or none were unlocked on later levels. The crop unlocking should now feel more rewarding.
- Crop “difficulty” has been adjusted according to their levels. Easier crops (levels 1-2) will not have humidity requirements; Medium crops (levels 3-4) will have simple requirements; Hard crops (levels 5-6) will have complex requirements.
- All the worker outfits now use the mixins added by ACE.
- Made it less likely for bone containers (Chest, supply bin, supply table and shelf) to show up on merchants not specialized in bone things.
- Golems now appear under their own category in the Town Inventory tab now, called “Automatons & Golems”. This should make it easier to locate your active/deployed golems. They can be clicked for cycling through.
- The Heliophile trait icon has been edited to look slightly better with the other traits’ icons.
- Some recipes that previously needed butter now accepts any cooking grease, like Bacon & Eggs or Seared Meat & Veggies.
- Lowered the value of all Kibble types to around ⅓.
- Made it so that all the Kibble recipes will now produce 3 Kibble per crafting, making it more appealing as a pet food alternative.
- The spawn order and rate of some landmarks has been adjusted.
- A couple of underwater landmarks were standing out too much with odd, crispy shapes and were changed to remove such weirdness.

Fixed
- Fix to the uncontrolled fish population explosion. This won’t fix it for games that already have a huge population of fishes but should fix any games where all fishes are cleared or new games. To clear all fishes type the following command on the LUA Console (you need Debug Tools mod active for this):
for id, child in radiant.entities.get_root_entity():get('entity_container'):each_child() do if child:get_component('stonehearth_ace:aquatic_object') then radiant.entities.destroy_entity(child) end end
- Possible fix to auto-save not happening sometimes.
- Possible fix to the save crashing. It might still happen, but we’re trying to track down all instances of how it happens. If it happens to you, please provide us with as much detail as you can about your game or - better yet - provide us with the latest successful save and instructions on how to repeat the crash! (i.e: what you did since the last save)
- Possible fix to the Shepherd’s Pasture grass spawning and timer.
- Fixed a very dumb issue (sorry!) that made wild sheep and wild poyos immortal for hunters. Literally. They’ve now been once again banished from their respective animal godhoods and became mortal creatures again.
- Fixed an issue that made Iron and Steel worker tools be invisible on merchant screens.
- Fixed an issue where one of the possible Relative Growth Time statuses on the Farm Field’s UI was blank.
- Fixed an issue with Training Dummies and player IDs.
- Fixed an issue that prevented Fertilizers from being properly stockpiled and filtered.
- Fixed some typos on descriptions and tooltips.
- Improved the collision and rotation of all pet beds. Existing pet beds might need to be replaced for the new collision/rotations to have effect and the animal sleeping spot might be offset, but otherwise they should remain unchanged.
- Fixed an issue that didn’t properly apply the `grain` tag to corn like announced on previous updates.
- Fixed an issue that caused water signals to not be properly assigned when an object is created outside of the water.
- Fixed an issue that prevented the “Box Move” tool to be cancelled with a right mouse button click.
- Fixed an issue that made milk impossible to be stockpiled unless you use the “All” filter. Now it is possible to stockpile milk with the “Drinks” filter.
- Fixed an issue that prevented Geomancer’s summoning stones to be placed through the “Place Item” menu. This was done by reverting an action override that was made to avoid an annoying error log spam caused by the default action, so the log spam is back (albeit harmless) until we find a better solution.


For Modders & Enthusiasts!
- Season Icons
Season icons are now stored and defined in a simple-to-mixinto JSON in the following path: `/stonehearth_ace/ui/data/season_icons.json`. For your custom seasons to have icons displayed near the clock and in the farming UI, you need to set it up through that.

Update: Apr 6, 2019 @ 12:56am

Things we forgot from 0.9.3…
These were already in the game but we forgot to add them to the patch notes.

- Pasture animals that are not actively following a shepherd are no longer able to open doors (including fence gates).
- When humidity on a farmer field is too high, little water puddles are visible on the soil.
- During rainy days or after going into the water, hearthlings will now get a “Soaked” debuff that also has a visual indicator (their clothes will be dripping)
- On chilly, cold or freezing days, hearthlings will have cute cold breathing effects.

Added
- Bone Furniture! They were going to be in the 0.9.3 initial release but ended up being cut near the end… Well, they’re back from the dead! No pun intended. Until other kingdoms can acquire bone-carving, Northern Alliance is the only one that can make this unique (and creepy) set! But this shall change soon. For now, other kingdoms can buy the furniture from bone merchants! Please note that there are some pieces missing (Pet beds and bowls, for example) but these shall be added as well!
- Buffs should now count with a handful of new scripts like `destroy_on_expire`, `kill_on_expire` and `reduce_health_to_x_on_expire`. There is also a `remove_stacks_on_expire` property that just removes one stack and restarts the timer instead of removing all stacks at once when expired.
- There is also a new setting for Renewable Resource Nodes to apply a buff on renewal.
- You can now have `””` on the entity data for the evolve component. This will evolve the entity into nothing, effectively destroying it.
- New Loading Screen tip reminding players that they can now hold the SHIFT key while clicking “Craft!” in any crafter window to queue that recipe straight on top.

Changed
- Cleaned some useless code from an old implementation of a system that won’t be used anymore.
- Training AI was slightly tweaked.
- The Winter season and Chionophile trait icons have been replaced with an improved, cleaner version.
- Slightly reduced the benefits of eating a lovely meal for the new “Love” traits.
- Minor touch-ups to the code behind connection and component info.
- Minor tweaks to the User Settings screen so the “Auto-save Interval” dropdown menu can be properly viewed.
- The ‘Soaked’ debuff now uses the new `remove_stacks_on_expire` property.
- Fishes now evolve into nothing instead of being removed by the food decay service.

Fixed
- Fixed an error caused by the pile component.
- Fixed an error caused by the crafting monkey patches.
- Fixed an issue with the base worker job on promotion tree.
- Fixed remove commands causing nil error when demoting restored jobs.
- Fixed manual hunting commands for Northern Alliance causing issues.
- Fixed a bug with filling pasture troughs when feed was already on the ground, causing stuttering.
- Fixed an issue that prevented crude beds to have thatch applied to them under certain circumstances.
- Fixed a base game issue that incorrectly displayed the values of stacked buffs.
- Fixed an issues that completely removed the accumulated values of stacked buffs when you removed stacks individually.

For Modders & Enthusiasts!
- Renewable Resource Node
Added `buffs_on_renewal` table to `stonehearth:renewable_resource_node` component that can be specified in an entity’s JSON to apply buffs with optional stacks when renew happens
- Buffs
Added `destroy_on_expire`, `kill_on_expire`, and `reduce_health_to_x_on_expire` buff scripts
Added `remove_stacks_on_expire` property to buffs that removes the specified number (or 1) stacks when the expiration timer triggers (and restarts the timer), rather than removing all stacks

Update: Apr 2, 2019 @ 5:53pm

Quick Title image fix

Update: Apr 2, 2019 @ 4:27pm

Changes are too long to fit here!

You can find them on:
https://discourse.stonehearth.net/t/ace-pre-release-0-9-3-the-quality-update/39695