Stonehearth

Stonehearth

Authorized Community Expansion (ACE)
Showing 131-139 of 139 entries
< 1 ... 12  13  14 >
Update: Jan 1, 2019 @ 7:46am

- Fixed an issue that made the Weapon preference buttons have a randomized order among other buttons under certain contexts. For example, the Bow/Crossbow button kept swapping places with the different arrow types from quivers. Now weapon preference buttons will always be displayed on the right.

Update: Jan 1, 2019 @ 6:37am

Changed:
- Daisies can now only spread on grass. They might still spawn on dirt, however - but won't spread.
- Firepit component is now more flexible and accepts certain JSON inputs for future modding compatibility (ie: different entities for the embers, etc;)
- The models for the Simple Quiver and Fire Quiver have been re-positioned to accomodate for the fixes below.
- Simple Quiver now requires a level 2 Archer while the Fire Quiver requires a level 4 Archer.
- Added a limit to the spawn of certain plantlife and new terrain features until we find a better balance. This should help with performance a bit for newly generated maps.

Fixes:
- Fixed an issue that prevented the Valor Torch from being unlocked by the Tier 3 Valor Shrine.
- Fixed some more issues with the Vine component. The 'bind' error should not show up anymore.
- Fixed a base game issue that made arrow Quivers disappear if the Archer changes its visuals for some reason (like equipping armor) or stay rendered even if the Archer equips something that forcefully removes the Quiver. That happened because the Quiver equipment was handled as a "merge to model" clothing. Now it is a "backpack" slot item equipped through "attach to bone"; This was done for future compatibility with mods that could break the quiver by adding armor to archers, different weapons, etc.
- Added an "accessory placeholder" to Quivers to make them retro-compatible with any other mods that add Quivers and are not adapted to ACE.

Update: Dec 31, 2018 @ 8:33am

Added:
- Golden Egg, trophy. A little funny tribute for the elusive nature of game issues and the eternal quest for debugging. Poyos have a very little chance of laying them, can be sold for a hefty amount.

Changed:
- Updated the description of the Fisherman's Soup (Ascendancy's special Fish dish) to make it clearer that it is supposed to be made with Carp and not any fish.
- Reduced the chance for the "Sisters of Whitehill" foraging shop. These nuns really were walking a lot.
- Removed Carrots from Rayya's Children initial crops.

Fixes:
- Some important fixes to the Vine Component to prevent errors thrown at startup or game load that would prevent vines from spreading.
- Fixed an issue that made Poyos lay more than just eggs... They were laying bones too. Bones. Poyos were laying bones. (What have we been drinking?!)
- Fixed an issue that made some traders (weapons & armor traders) sell things they were not supposed to, like worker outfits.

Update: Dec 30, 2018 @ 4:19pm

HOTFIX
- Medium Highland Pine Stumps will no longer cause a crash
- Fixed the NA Seeds

Update: Dec 30, 2018 @ 1:53pm

Added:
- Porcelain recipes are now in the game! Porcelain is an advanced tier of pottery crafting - similar to the "Ornate" recipes for wood furniture. The recipes are all high level and somewhat expensive but very worth it!
- Thatch now drops from Silkweed and Wintermoss.
- Added a shrub to the Highlands that drops Thatch called Dwarfsbeard. It also drops Dwarfsbeard Fiber Bundles.
- Added a Practice Sword recipe for the Potter. They were jealous of the mason.
- Added Embers & Log Embers, decorative entities. They appear in your firepit after the fire burns out, as a way to signal the player that they can't immediately use the charcoal generated. Embers will disappear after a while and Log Embers will turn into Charcoal.
- Tall Curtains & Wide Curtains, decorations.
- Ornate Curtains & Ornate Wide Curtains, decorations.
- Ornate Throw Rug & Ornate Wall Banner, decorations.
- Added Input Box filters for a lot of the new resources that were missing, including but not limited to: algae, doughs, thatch...
- Added Snow Poppies and Violets, crops. Native from the Arctic, these pretty flowers can be cultivated by the Northern Alliance and replace the Frostsnaps.
- Added Arctic Pine and Arctic Juniper, crops. These saplings will grow into any of the possible variations of trees from the Arctic and can be planted by the Northern Alliance.
- Added Seed Boxes for the following crops: Sweet Potatoes, Snow Poppies, Violets, Arctic Pines, Arctic Junipers, Highland Pines, Birches, Yews.
- Added new recipes to the Herbalist based on the biome you're in. Herbalists can now create Seed Boxes of some of the native flora, mainly non-food crops like trees and flowers.
- Highland Vines and Daisies, which use the vine component, now grow and spread as they were intended to! Should be backwards compatible with existing saves.
- Additionally, Daisies now have seeds, drop seeds on harvest and both daisies and highland vines now have sprout stages.
- Re-enabled connections! Vines no longer user connections, which was the primary source of lag. Currently not actually used much until more content is added.
- First version of Chinese (Simplified) localization added.

Changed:
- Porcelain furniture and decorations have had their values tweaked to reflect their crafting recipes better. Balance might still not be good, thread carefully!
- Adapted the text in the Farm UI to make it clearer that irrigation is not obligatory and farms will still grow without it.
- Re-organized the Weaver's crafting recipes (the decorations) to have a more sensible progression. They could craft everything on level 1 (and only a tapestry on level 5). Now they have old and new recipes nicely distributed over their levels.
- Updated the description of grass so it is clearer they drop thatch.
- Updated the description of Thatch so it is clearer it comes from grass. The circle of life, Mufasa, etc.
- The water level on the Desert has been lowered a bit again from 0.1 to 0.5. The depth of the shallows has been increased from 1 to 2.
- Updated the flavor text of some recipes so the player knows where to get thatch from.
- Updated the flavor text of the Enhanced Anvil so the player knows where to get Hard Coal from.
- Hard Coal drop rate from coal veins slightly increased.
- Made it so that the Carpenter Saw can be crafted with the normal anvil; that should make it not so difficult to obtain again.
- Changed the "Wooden Sword" name to Practice Sword for consistency. The Mason was getting stressed about crafting stone practice swords and ending up with wooden swords.
- Changed the Stone Practice Sword recipe to be a bit less inconsistent as well.
- Lowered the experience gain from training so now you'll probably need more than one Dummy/Target to get a fighter to level 3.
- The Firepit Component was changed to accomodate the new functionalities (Embers and Log Embers).
- Bronze smelting has returned to Blacksmith level 1! Additionally, the Crucible recipe now requires Clay & Ore instead of Iron and is a level 1 recipe. That feels more logical.
- The Blacksmith level 1 & 2 perk texts have been changed to accomodate the changes above.
- The Blacksmith experience earning has been very slightly reduced.
- Changed the flavor text of chopping Firewood to better reflect the proper usage of logs.
- Inverted the colors on the Clay Training Dummy so the pot sizes are now consistent with the craftable pots.
- Updated the pictures of the Ascendancy's Mason House and Potter House templates.
- Changed the model of the Comfy Clay Bed so it feels more like a Clay Bed evolution.
- Extremely reduced the mod's size in like 60%~ by greatly reducing the detailing on two of the new tree types: Birches and Yew. They'll look slightly less detailed and more bland, now - but the performance gains should be significative.
- Additionally, Highland Pine trees were also attacked by the God of Symmetry and revamped to more harmonious and pretty forms.
- Box move and undeploy now check if the corresponding command is enabled for each selected entity, not just if it exists. No more undeploying filled crates!
- Added rotation-specific model variant options for tile component.
- Auto Harvest now requests harvests for entities that spawn with a renewable resource node (e.g. berry bush grew into fully grown version).
- Renamed "Short Sword" to "Steel Short Sword" and "Long Sword" to "Steel Sword" for consistency, better readability among the other weapon tiers and player clarity.
- Slightly recolored the Knight's Shield so it feels more neutral next to the different Knight outfits.
- Recolored the wooden Market Trading Shelf from green to blue. Now it should feel more consistent against the other wooden furniture that uses blue cloth.
- Made fish more likely to reproduce.
- Roast Fish recipe now accepts any kind of raw fish, even those from beautiful, sunny archipelago shores!

Fixes:
- Added an "offhand_placeholder" to all shields and off-hand weapons. We modified shields and standarized their slot as "offHand" instead of "leftArm" since the vanilla standard is not "friendly" to modding of new types of off-hand equipment. That change made it possible for hearthlings to equip non-ACE adapted items and ACE off-hand items at the same time, however. For example: a modded shield + a hatchet. To prevent that, all ACE off-hand items will now unequip non-ACE adapted "leftArm" items without issues of hearthlings having 3 equipped weapons/shields :D
- Fixed dried algae so it's not auto-queued by the Herbalist every time. Again. This is the third time we "fix" this issue :D
- For some weird reason the Blacksmith Workbench was set up through an override instead of clever mixintos. That was fixed for increased future compatibility.
- Moved all seasons 7 days back in the Highlands to accomodate for a base-game bug with the season system. At least one season has to start on Day 0. We'll consider fixing (monkey-patching) the issue in the future so modders have more freedom over their seasons. This was responsible for several errors that should not happen again on a fresh game.
- The Curtains (base game) were not perfectly centered. They are now :)
- The Market Stalls were not centered either and received the same perfectionist treatment :D
- Fixed some Mason and Carpenter recipes that were asking for Pedestal/Toolbench even though they were level 2. They now require the base Workbench.
- Cooked Nuts, Cherry Tart, Stirred Poultry & Nuts, Cherry Pie and Nut pralines had no description. A description was added. Gosh. Sorry.
- The Knight's equipment preference had an issue that made them prefer short swords over maces, which is bad because maces have lower damage but apply the Fracture debuff that makes enemies take more damage.
- Fixed nil error in shepherd pasture grass spawning.
- Fixed another nil check with patrol banners.
- Fixed an error in equipment piece upgrade check if the current season

Update: Dec 24, 2018 @ 12:24pm

Added:
- Sweet Dough, cooking ingredient
- Sugar Loaf & Panettone, foods (Happy holidays!)
- Hotkey support for most of ACE's new commands. No hotkeys have been set - but you can set them in the Settings!

Changed:
- Updated German translation
- Title image doesn't highlight the expression "Known Issues" anymore.
- Changed the former "Sweet Dough" to Sweet Batter. Sorry if I ruined any culinary dreams, but apparently cake is made with batter :D
- Changed "Sleeping Bag" to "Bedroll"
- Changed the Blacksmith Hammer to have the same colors as the anvil for the iron/wood based on feedback.
- Changed Blacksmith Furnaces (Enhanced too) to have a 4-voxel tall collision instead of 6-voxel tall. Now they fit in tunnels and you can play around with their chimneys sticking out of roofs.
- Thatch drop rate from grass slightly increased; Hard Coal drop rate from coal veins slightly increased.
- Improved the art for the 'Gather and Replant' command button art.
- Improved the art for the 'Prefer Bows' and 'Prefer Crossbows' command buttons.

Fixes:
- Removed sitting on logs for now. The idea is to have a range limiter that will prevent them from walking across the map to find a log to sit, but until that is done we just removed sitting on logs as a whole.
- Fixed an issue that prevented the Firepit from accepting Bundle o' Firewood as fuel.
- Fixed an issue where brown coal or peat would become charcoal in the Firepit. Now only logs become charcoal.
- Blacksmith Furnace and Enhanced Blacksmith Furnace models for all factions have been adjusted.
- Fixed an issue in which Northern Alliance Archers would not train. They will now properly train their skill with training targets.
- Fixed an issue in which wild poyos and wild sheep would have no loot if killed (hunted).
- Fixed an issue that prevented the new traders and merchants from showing up to the Rayya's Children.
- Removed Vines from the Highlands Biome generation. They were not supposed to be spawning :P
- Tweaked the value and rarity of certain decorations and items on merchants.


Update: Dec 23, 2018 @ 3:22pm

0.9 - Pre-Release
"The Dwarves are Coming... Soon"

First ACE Public release
More Information:
https://discourse.stonehearth.net/t/ace-pre-release-0-9-out-now/38843

Update: Dec 19, 2018 @ 9:40am

- (INDEV) Update

Update: Nov 28, 2018 @ 6:58pm

- Initial (INDEV) Release