Stonehearth

Stonehearth

Authorized Community Expansion (ACE)
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Update: Apr 2, 2023 @ 10:43pm

#### Added
- The Engineer is able to craft Soft Metal Bits and Hard Metal Bits now. Additionally, their recipes are slightly more efficient than the Blacksmith’s, producing 4 items per Ingot (instead of 3).
- Proficiency, game mechanic. Hearthlings will now be able to specialize in certain crafting categories, gaining “proficiency” on them each time they craft a recipe that is part of that category. Proficiency goes from 0% to 100% and gives a boost to the likelihood of getting better qualities when crafting items from that category.
- You can check out the proficiency of a crafter by hovering the cursor over any of their “Category Crafting Toggle” buttons in the Workshop view.
- Not all recipes will give you the same proficiency, and the amount gained is not the same for everyone, since it is influenced by the “Diligence” attribute. The description has been updated to reflect that.
- Proficiency replaces the base game “bonus” chance for better qualities given to crafts that are of a lower level in relation to the crafter. The reasoning for this is because this standard was making certain recipes (like higher level “bulk” recipes that produce more ingots, ingredients, charcoal, etc) be less worthwhile due to having a smaller chance of better quality.
- Finally, proficiency and the new quality odds also apply to other activities that can improve the quality of something, like Herbalist Planters. They’re now more likely to be improved the more that crop has been tended.
- We’re implementing very fancy tooltips for items, providing a lot of information on mouseover. The new tooltips will be visible on many views like the town inventory, workshops (where you’ll see the recipe name and description instead), shop screens, builder mode, fence building mode and even on quest bulletins, allowing you to mouseover requested or offered items to see their stats or what specific kind of item they want when the name alone is not enough.
- These tooltips will contain information like damage or protection for weapons and armor, type of equipment, job and level required, value and appeal with accounting for quality, the amount of servings for foods or drinks and so on. In shops, they’ll show interesting values like how much a merchant is profiting over something (how more expensive it is from the base value); or how much you’re profiting from their special deals.
- Additionally, the quest bulletins will also display the item’s portrait next to their name.
- Finally, please note that some mods that change tooltips (for example, LostEms) will “override” this change until they’re updated.
- The `northern_alliance` and `rayyas_children` mods are now marked as “Required” and can’t be disabled when ACE is active. This should prevent mistakes, however it won’t be much help if ACE is activated when these mods are already disabled.
- We’ve added a new loading screen tip for Proficiency.
- Another supporter has been added to the Community Shrine!

#### Changed
- We have broken down several item categories into more specific categories that should be more convenient for users. Please note that modded items probably won’t use the new categories until the mods are updated. Modders: we’ll include the new categories at the bottom of these notes!
- The “Limit Network Data Sent” gameplay setting has been changed from a simple toggle to a list with an additional option: “Very Limited”, which should even more aggressively reduce the “presence” updates from other players in multiplayer, hopefully giving a greater boost to network performance on online games.
- Improved the behavior of search bars in workshop views.
- The icons for Drink Satisfaction have been improved to be clearer by using bronze-silver-gold colors.
- There’s now a supply container filter for “Mega Silkweed Bundle”.
- Butter is now categorized as a Cooking Ingredient instead of Food.
- After some scolding and some lectures from WHO (World Health Organization) we’ve made it so Hearthlings are not allowed to drink from bird baths again. Ew.
- The Potter, Blacksmith and Weaver have had their experience gains slightly tweaked. Potters will not receive almost half of the experience from the crafts that have been split in two parts (molding/turning clay and then burning it on the kiln); Weavers and Blacksmiths will receive slightly less experience overall.
- Hardtack Crackers will no longer provide the baked goods buff, and will correctly make hearthlings slightly more thirsty.
- The War Horn recipe has been greatly changed. It now uses a Gold Ingot and some bone material, and requires a higher level.
- The Community Shrine and the Radiant Shrine will now more dynamically generate their text instead of just printing big strings.

#### Fixed
- Fixed an issue that was preventing several items from actually having a chance at better qualities when crafted. You may notice a town-wide increase in quality in late stage games.
- Fixed an UI issue with the category crafting toggle buttons when promoting a hearthling.
- Fixed a typo in the wooden sword description.
- Fixed a typo on one of the drink satisfaction phrases.
- Fixed a typo that was preventing a previous fix for multiple campaign events triggering to function correctly.
- Fixed some possible UI issues that could happen when loading a game under certain circumstances.
- Fixed an issue that prevented “Wild Honey” from being consumed.
- Possibly fixed an issue that made it so hearthlings will sometimes keep a food or drink item in their hands and run around with it… For some reason.
- Fixed a graphical issue with one of the “Northern Alliance” merchant hats.
- Fixed a graphical issue with the Ascendancy-style Light Iron Shield.
- Fixed an UI issue with the position of the “Crafted by…” text on certain items.
- Fixed some more base game localization strings that were displaying outdated/invalid information due to ACE changes.

#### (For Modders) New entity categories:
- `resources` was renamed “Resources (Plant)” so herbs and logs can remain here.
- `resources_animal` for bones, pelts, feathers…
- `resources_mineral` for clay, stone, ores, coals…
- `resources_fiber` for fibers! Since there are lots of fibers that are both animal or plant, we’ve decided to give them a unique category.
- `food_animal` for fodder and kibble.
- `food_prepared` for cooked food that counts as prepared food.
- `healing_item` for any consumables that are specifically made for healing hearthlings (not tonics, seeds…)
- `civillian_equipment` for all the items previously marked as “armor” that are actually worker clothes, hats and so on.
- `drink_prepared` like food, but for prepared drinks.

Update: Mar 22, 2023 @ 1:24pm

oops
quickfix

Update: Mar 22, 2023 @ 1:21pm

- When reembarking the game will now "record" the year you're departing and the new game will start on the following year, giving a bit more continuity to reembarks!
- Improved the UI on the workshop view (crafting screen) to prevent some possible issues.
- Fixed a couple of visual issues on some traveler hats.

Update: Mar 19, 2023 @ 10:45pm

#### Added
- Some Tier 3 Town Progression shrines will now have some basic effects on their non-blessed version (without completing the Town Upgrade or when choosing a different shrine); These effects are only the non-magical but expected effects of some of the shrines. For example, the water movement on the ones that looks like fountains. This should allow them to be more interesting decorations, at least.
- There’s now a crafting warning for recipes that are “locked” from being crafted due to the only crafters able to perform it having that category restricted through our new crafter/category restriction system implemented on 0.9.6; The recipe will get the red `!` alert symbol and opening up the “Orders” tab will have a more detailed message warning.
- “Returning Traders” (the traders that offer a number of a certain item in exchange for some other items) will now count towards your merchant reputation, increasing your town's attractiveness to more merchants. This should provide a small encouragement even when the offers are not great.
- Meteoric Fragments will now always have the “Loot Command” as an indication on how to obtain them, even the ones created on map generation.
- (For Modders!) There’s a new `”drop_all_on_undeploy”` parameter that can be added to the `”stonehearth:storage”` component on entities, allowing them to be undeployed even when they have contents in them, dumping it all.
- (For Modders!) The `”add_loot_command”` property can be added to the `”stonehearth_ace:create_entity”` entity data; Check out the starsteel ore for an example.

#### Changed
- Pressing `Esc` in a Workshop search filter will clear the filter.
- Herbalist Planters can now be undeployed even when they have “bonus products” stored in them. The products will be dropped.
- The same applies to most workbenches that use fuels. They can now be undeployed at any time and the fuel will be dropped on the ground.
- Herbalist Planters will now use an additive appeal bonus from Vitality instead of multiplicative one, which resulted in absurdly appealing planters.
- The Wall-mounted Iron Lantern unlocked by the “Craftsman Shrine” will now have the same reddish, warmer glow that we’ve added to some lanterns on 0.9.6, including its own companions (the Rustic Lamp Posts) so they look more like a set now.

#### Fixed
- Fixed an UI error that could happen if you tried changing the selected crop of a planter with a fixed crop (for example, the Hearthbud Planter or the dwarven quest’s Glowshroom Planters);
- Fixed an issue that allowed a town’s “universal storage” to be completely destroyed by accident when clearing out an access point with the “Destroy” command.
- Fixed a small symmetry inconsistency with the small and big “Wall Banners” made by the Weaver; they should now be centered on their block. The God of Symmetry is happy to be part of a sneaky update.
- Fixed some localization issues with a couple of Blacksmith Recipes.

Update: Mar 18, 2023 @ 2:44pm

Quickfixing a steam upload issue

Update: Mar 18, 2023 @ 2:26pm

#### Added
- Cook’s Ladle, talisman. This new option for promoting a hearthling into a Cook can be crafted by the Rayya’s Children Potter. This addition complements a couple of changes to their Job tree, further down the notes.
- There are now a couple of new game creation functions that allow certain objects (defined in their data) to have a configurable vertical displacement or scale variation on creation. The vertical displacement has been added to trees, which means that they’ll now have a very slight diversity in apparent height.
- The practical effect of this is to completely (or almost completely) remove instances of “Z-Fighting” on tree tops. “Z-Fighting” is a technical term for the “flickering” that you sometimes get when two or more objects are occupying the same depth in a rendered image, or in simple terms: the weird artifacts you get when a tree is too close to another tree. Please note that this solution means to remove horizontal “Z-Fighting” on tree tops, which means that trees can grow closer and look slightly better, but it does nothing to prevent vertical “Z-Fighting” which might still happen on the sides of tree canopies (or when a tree grows too close to a wall or cliff). Scaling would have been a better solution for this but, unfortunately, it also massively impacts performance. :glum: (This addition will be relevant to an Orchard and Timber Farm change further down the notes)
- From now on, returning to the “Main Menu” from certain views and/or under certain circumstances will not cause the game to reload. For example, going into the “Mods” menu and then heading back to the “Main Menu” will not require a game reload if you haven’t changed the active mods; Starting a new game and then, during game creation, returning to the “Main Menu” will not cause a reload if the game wasn’t properly initiated yet - for example, while still selecting the roster or loadout.
- (For Modders!) ACE Farm patterns defined in the `all_crops` file now support a new parameter for giving them “borders”—obligatory empty space around them—determined by its thickness in tiles (default: 0); Check Orchards and Timber Farms for an example

#### Changed
- The Rayya’s Children Job tree was tweaked and they may now promote a Cook without any previous Job requirements. On the other hand, Trappers now require previous experience as a Shepherd, further contributing to the idea of nomads relying on shepherding for their early access to animal products.
- Due to these changes, the initial loadouts for Rayya’s Children have also been changed. The Shepherd’s Crook replaces the Trapper’s Knife on “Merchant Caravan”, and the new Cook’s Ladle replaces the original stone Cook’s Spoon.
- We’ve tweaked the AI priorities a bit as an attempt to more often encourage hearthlings to perform certain work tasks like harvesting trees over restocking or hauling.
- We’ve decided to capitalize all the direct references to hearthling jobs in the game. There were too many instances where they would be either capitalized (like “Carpenter”) or not (like “carpenter”) and it felt like it really needed a standard. That standard now exists, and we encourage modders to do the same to their mods/jobs if possible!
- During this process, we’ve also run into several bits of text that were in need of changes due to still retaining very old information that isn’t applicable with ACE any longer, like job buff descriptions, job perks and entity descriptions.
- We’ve reworked Orchards and Timber Farms a bit. They will now have a denser disposition of trees (more trees in less space used)
- Changed the recipe of “Clay Chest of Monkey” to have a more consistent price, name and to show the amount of items it can store in the recipe itself, like other containers.
- The “thresholds” used to determine a drink’s satiation level were tweaked and there should now be more drinks that are considered “very satisfying”; This is mostly a UI change, it doesn’t really affect the drinks themselves.
- Lavish Tea is now slightly more satisfying, competing with Lavish Coffee.
- The AI logic for pasture animals looking for a pasture bed has been simplified.
- Clicking on a player’s row in the “Multiplayer Menu” will no longer forcefully move your camera to their banner, unless you *specifically* click their banner/icon.

#### Fixed
- Fixed an issue with the universal storage system on game creation that was affecting some mods that rely on it (Like Ethereal Storage)
- Fixed a major issue that has been hiding for 4 years (!!) that caused hearthlings to become “sleepwalkers” over time, never needing to go to bed again. This is the same issue that was (more often reported) causing hearthlings to have dreams or nightmares while awake. Not everyone noticed that some of their hearthlings were ever sleeping so - surprisingly - this was only reported 2 times in these four years (!!!!) Please note that this fix might cause short-term mass narcolepsy when you load up your game :jubilant:
- Improved the crafting behavior to ensure that desires are updated when changing the craft orders’ quantities.
- Fixed a couple of female hairstyles that had a “rogue” voxel that caused a lot of issues with hats. We’ve been fixing hats for years without knowing that the problem was on their hair models! So these should now be permanently fixed. A major victory for the God of Symmetry.
- Fixed an issue that prevented the Amberstone Door Frame from being unlocked during the Amberstone questline.
- Fixed an issue that made it so soldiers would never utilize certain “Equippable consumables” like Anti-Poison potions.
- Fixed an issue that caused the dwarves from the dwarven questline (Dwalek and Karuna) to permanently remain in town if you refused their quest. How rude!
- Fixed a UI positioning issue when choosing to hide the “Processing meter” bar; it no longer shifts the menu, only the terrain vision widget.
- Fixed an issue where selecting a mining zone would take the player out of “Zones” mode, and overall improved how modes are handled based on the selected object.
- Fixed some typos and small text issues across the entire game.

Update: Mar 11, 2023 @ 6:49pm

#### Changed
- Tweaked the mercantile values once more. Total traded gold (buying or selling) is now a lot more important in determining the amount of daily merchants you get.
- The filters for pet kibble bowls should now work properly for selecting all kinds of kibble - and it should say “Pet Food” instead of “Prepared Food”.
- We’ve also tweaked the pets’ AI for eating, and they should now always prefer to eat kibble from kibble bowls if available.
- (For Modders!) We also changed how exclusive pet food is handled, the “food container” entity should now have `stonehearth_ace:pet_food_container` data (that works just like the `stonehearth:food_container` data in normal food items); however the serving should still have `stonehearth:food` data.)

#### Fixed
- Fixed an issue preventing pets from eating under certain circumstances.
- Fixed a localization issue with the serving of Lingonberries.

Update: Mar 10, 2023 @ 9:40pm

#### Added
- New supporter name has been added to the Community Shrine!

#### Changed
- The priority for “repairing” objects has been increased and should now be ahead of other less important tasks like restocking.
- We’ve improved the status text for hearthlings that are training or repairing objects.
- The “Silk Road” Caravans will no longer immediately trigger a new caravan support quest right after you complete/abandon/fail the previous quest.

#### Fixed
- Fixed a major issue with eating and drinking AI that resulted in hearthlings very often collecting and dropping (therefore wasting) several servings of food or drink before finally deciding, an issue caused by their AI failing to follow the path to a chair.
- Fixed an issue where the “Autumn Breeze” weather incorrectly displayed its possible dynamic weather types.
- Several fixes to the “Universal Storage” system.

Update: Mar 9, 2023 @ 9:22pm

#### Added
- Wooden Door Frame, Wooden Double Door Frame, Ornate Wooden Door Frame, Ornate Wooden Double Door Frame, Stone Door Frame, Stone Double Door Frame and Amberstone Burrow Door Frame, construction parts. You can now craft (and learn, for the Amberstone one) door frames! No longer we’re restricted to having doors on every doorway! We can now have doorless doorways… Or something like that.
- There’s a new gameplay setting called “Reduced Ambient Light in Build Mode” (Default: enabled) that, when disabled, will prevent the terrain from going dark when you enter build mode, which can be helpful for those wanting to match terrain colors or build at night.
- There’s also a gameplay setting for reducing merchant notifications. (Default: All notifications) You may choose to get no notifications at all or only get exclusive merchant notifications.
- Finally there’s a new gameplay setting called “Updated Maintain Orders” (Default: enabled) that, when enabled, will make it so any new “Maintain X of” crafting orders will instead update the values of an existing order. When disabled, it will return the game to the original behavior of “maintain X of” crafting orders, which means you can have multiple orders for the same item.
- We’ve added a “movement preference modifier” (similarly to the one used on tables) to the corners of all doors, which means that hearthlings will now prefer to go through the middle of a door instead of hugging the frame. Nothing much but should make your town’s activity/movement look much nicer!

#### Changed
- The “Dynamic Weather” mechanic has been overhauled and is now handled by the `weather_state` controller instead of by a weather script. This change will give it a lot more flexibility, and because of that it has been added to several more weathers.
- Additionally, the tooltip information on dynamic weather is now dynamically (hah!) generated.
- Meteor showers have also been moved to the dynamic weather system instead of being handled by the game master.
- The “running” animation for ogres has been slowed down, which looks more consistent for beings of their size.
- Additionally, the speed of most ogre enemies has been tweaked and they should keep up with the rest of their forces now. This is particularly relevant for The Mountain, who will now stay close to Ogo’s Army instead of running ahead and dying alone.
- Finally, The Mountain received some slight buffs, increased health being the most relevant.
- Most enemy bosses like the raid camp goblin chief, Ogo, the Orc Warchief, the Zilla and some other enemies will no longer cower and try to run away. They’re now immune to having their morale broken..
- Joshua Tree Seeds, which grow into an unfinished tree from the base game, can no longer be obtained from travelers or merchants.

#### Fixed
- Fixed an issue that caused meteor showers to be a lot more common when playing multiplayer.
- Fixed a graphical glitch where an emoji used for a weather property was not being properly displayed on some cold weathers.

Update: Mar 7, 2023 @ 8:24am

#### Added
- Added some more names to the Community Shrine!

#### Changed
- Herbalist Planter Pots - which seem to be more often used as decorations - will now default to not being harvested. Remember that this doesn’t mean they won’t provide herbs, they still will, but only be picked when needed.
- The Periodic Interaction (Like herbalist gardens) and Herbalist Planters UI views are now non-visible for players that do not own that object. You may no longer secretly change your neighbors’ planters to grow ugly herbs!

#### Fixed
- Fixed an issue that was causing default storage to be used before fully initialized, possibly causing some multiplayer errors.