Stonehearth

Stonehearth

Authorized Community Expansion (ACE)
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Update: May 21, 2024 @ 2:59pm

Too long for steam, please read them here!

https://discourse.stonehearth.net/t/ace-pre-release-0-9-6/43079/166

Update: May 14, 2024 @ 6:57pm

Hotfix 0.9.6.16d
Small fix to support older standards of recipe unlocking through campaign nodes (Using a string instead of a table)
Proper fix to the band-aid fix from 0.9.6.16c (Crafting being broken for older saves)
Fixed entities that had their RRN (Renewable Resource Node) removed bugging out when loading the game (i.e.: Water Wells)
Fixed Shepherds not placing their feeding mangers or pasture beds.
Fixed special tagged items not being placed on building plans (like Shepherds or Engineers placing their items)
Reduced the Shepherd pasture pathfinder modifier, hearthlings are more likely to consider crossing over pastures now.
Fixed Restocking Golems and the Candledark Broom triggering issues when trying to pick up water from water wells.
Fixed a base-game text inconsistency on the Bug Meat Stew recipe.
Fixed an issue that was preventing Ox Golems (Harvesting Golem) from harvesting tree stumps.
Added a no_restock tag to objects in ACE that are not meant to be restocked (like water buckets)

Update: May 12, 2024 @ 4:37pm

Sneaky Update 0.9.6.16c
- Fixed the errors being triggered by water wells on loading games from the previous version.
- Band-aid fixed crafting on loading games from the previous version; A proper (better) fix might happen later.

Update: May 12, 2024 @ 3:32pm

Sneaky Update 0.9.6.16b:
- Fixed an issue that was caused by starting the game without the Debug Tools mod activated, which resulted in an ACE client patch to fail.

Update: May 12, 2024 @ 12:58pm

Notes can be found at:
https://discourse.stonehearth.net/t/ace-pre-release-0-9-6/43079/151

Update: Jan 23, 2024 @ 12:23pm

### FROSTFEAST
- Frostfeast is now over!
- The recipes learned during the event are yours to keep!
- If you already started the quest, you can continue it until it is finished. But you can no longer trigger it to start! Worry not, however! If Frostfeast is your thing and you can’t help it but give presents all year long... Here's your solution!
<https://steamcommunity.com/sharedfiles/filedetails/?id=3101043830>

#### Added
- New names have been added to the Community Shrine. As always, thank you for your support! :jubilant: :heart:
- Orchard Merchant, a new type of agriculture merchant. These merchants will specialize in fruits and nuts but they’ll also bring some saplings, seeds for fruit trees or bushes and a little bit of wood.
- The player will now receive an alert bulletin whenever a hearthling is inflicted with a Sunstroke or a Frostbite.
- (For Modders!) The ACE model renderer has been tweaked to allow multiple matrices and/or multiple models to be rendered, particularly for market stalls (but potentially to any application that might use it);

#### Changed
- Thanks to the model rendering changes listed above, all market stalls have been slightly improved to now show the Level of the Merchant (1, 2 or 3) through their sign! Level 1 merchants will have a simple, faded sign with broken borders; Level 2 merchants have a nicer sign with a brown border and Level 3 merchants have the most colorful and bright signs with a golden border.
- This is the first half of the intended original design for the market stalls that didn’t make it to the release of the Mercantile Update; The next half will also give each kind of merchant a more original look to the stalls themselves! Soon :™:
- Farming Merchants will bring less fruits from now on.
- Pet beds will now provide “Cover” buffs like hearthling beds do.
- Pasture beds will now have their own “Cover” buff, being more specific about its capabilities and less misleading to users.
- The “Bug Meat Kabob” has been renamed “Bug Meat Skewer”.
- Improved the description of the “Sunstroke” buff to make it clearer that it can be avoided if wearing a hat of any kind.
- There’s a small change to delay the effects of universal storage entities. This itself doesn’t affect ACE but should help with visual glitches on mods that utilize the system like “Ethereal Storage”.

#### Fixed
- Fixed an issue with the “Dragonborn King” quest that could happen when the copper dragon reached its final growth stage after a re-embark.
- Fixed an issue that caused a copper dragon that is not the one obtained by saving the Dragonborn King to trigger the “Cadmus’ytrax revelation” dialog when growing, and then depart your town. We know that Dragons have a shared consciousness but that’s a bit too much :jubilant:
- Unfortunately, due to some limitations, the fix above will only work for newly-hatched copper dragons! So make sure to not re-embark any copper dragons that have been born before this update.
- Fixed some localization errors with the recently added Fireworks merchant, Dangalf.
- Fixed some issues with the range selector client service.
- Attempted a fix to prevent the edges of the “Duck Pond” landmark from generating inside of terrain.

Update: Jan 2, 2024 @ 5:23am

### FROSTFEAST
- Quickfix to last night’s fix which ended up breaking something else - or something like that.
- Adjusted the flavor text of some of the new Frostfeast food & drink recipes to remind the player that they need to be placed before consumption!

Update: Jan 1, 2024 @ 6:22pm

### FROSTFEAST
- Fixed another issue that was preventing more Frostfeast quests from being triggered after a while under certain circumstances. Note that for this fix to work for existing, broken savegames, it is now allowed to have 2 active Frostfeast quests instead of just one, a side-effect that only new games or people that didn’t run into the issue will experience. A proper fix will be applied once the event ends!
- The “timed deliveries” will now have varied Frostfeast items as rewards, and the Frostfeast Crafting Recipes will be given as a second reward upon delivery.

Update: Dec 30, 2023 @ 11:08pm

#### Fixed
- Fixed an issue that made it so pets would keep trying to eat from the “ghost” (placement) versions of some foodstuffs (mainly Candledark & Frostfeast foods), which resulted in an AI-loop that could lead to starvation.
- Fixed an issue when finishing the Bonecarving quest line that failed to unlock the recently added new “Bone Bow” recipe.
- Improved the behavior of a previous UI change that resulted in an issue with the “Place” menu disappearing whenever an item was selected and re-implemented the changes.
- Fixed a couple of issues with pets when re-embarking. (Especially dragons)
- Fixed a long-standing issue with the “claiming” of wild entities (like berry bushes) that resulted in double inventory count.
- Fixed an issue that caused recently transformed wild entities (like carving wood trunks) to not belong to the player.
- Fixed an issue with transforming entities that resulted in the entity not being added to the inventory. This issue had certain side-effects, especially when upgrading beds, that caused some mods like “Proper Shelter Requirement” to not work properly. (Shameless plug!)

Update: Dec 27, 2023 @ 1:40pm

#### Changed
- Geomancer Golems can now be re-embarked.
- The damage calculation formula has been slightly tweaked and will now allow for different weapon types to determine how much of an influence the “Muscle” stat will apply to the final damage output. Cleric Tomes and Crossbows will now have no influence of Muscle on damage at all; Bows will have 80% of the default influence; Off-hand weapons will have 60%; Two-handed weapons will have 120%, which means their damage is slightly buffed.
- Additionally, the way damage is calculated when the resulting value (after all the math) is less than 1 was changed. Before, the game would randomly pick between 0 and 1; Now it shall take into account how close to 1 it was and use that as a chance for it to be 1. For example, if the final damage calculation results in 0.85, that means there will be 85% of chance for damage to be 1 and 15% of chance for it to be 0.

#### Fixed
- Fixed a collision region issue with the newly added “Shepherd’s Composter” workbench. Existing workbenches will retain the broken collision and a new one must be crafted for it to be fixed. Sorry about that!
- Fixed an “exploit” that allowed the Eastern Cho-Ko-Nu to deal massive amounts of damage when worn by characters with high Body. With the new damage calculation changes, crossbows will no longer have their damage influenced by the Muscle attribute.
- Fixed an incorrect collision region with the Gold Plated Stone Table, which prevented objects from being placed on top of it.