Stonehearth

Stonehearth

Authorized Community Expansion (ACE)
Showing 71-80 of 139 entries
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Update: Mar 6, 2023 @ 6:05am

Hotfix for lings/pets not eating

Update: Mar 5, 2023 @ 8:20pm

#### Changed
- We’ve improved the eating and drinking AI by further optimizing some of the logic, hopefully this should bring some benefit to the game’s overall performance!
- Tweaked the values of the mercantile system a bit. It should now be slightly easier to get your first merchant but slightly harder to get further merchants. The maximum number of daily merchants is now 12.
- Adjusted the shop service to make sure that only sellable items can be added to a shop’s inventory.

#### Fixed
- Fixed an issue where the recurring Iskender Caravan merchant for Rayya’s Children would trigger an error and never arrive.
- Probably fixed an error that caused the Ogo Army Raid to be able to arrive multiple times for the same player.
- Fixed a base game issue with the “check for net worth” game master node that caused events to be triggered more than once, resulting in duplicated encounters.
- Fixed suspended crafters’ temporary workbenches.
- Fixed suspendable entities not registering with town until after town was already suspended on restore.
- Fixed some other smaller issues with the “suspendable” component on restore.
- Added a nil check for a rare AI error.

Update: Mar 4, 2023 @ 5:50pm

- Fixed an issue where temporary (client) entities were being counted in heatmaps (like Appeal view)
- Various small fixes to universal storage

Update: Mar 4, 2023 @ 1:17pm

#### Added
- The “Build Fence” tool has been greatly improved with some new functionalities and fixes. You can now “Place” individual bits of any pattern without having them be part of the pattern (which is great for gates!)
- You can also reverse the pattern with a single click, and start your placement from any segment of the pattern instead of always from the first one.
- We’ve added a gameplay setting that allows you to ignore the qualities of fixtures (like furniture or decorations) when building a template.
- Hovering over items on the fixtures’ list in the Build Mode will now show the quantity available (if you already have any) and/or the crafter’s job used to create that item.
- There’s now support for “default block colors” to be added so biomes will use these colors for new kinds of blocks (added by ACE and/or mods) if the biome itself is outdated and doesn’t have these block colors defined.
- Selecting a storage entity will now keep you in the “Zones” UI mode but won't change you to it if it wasn’t active already.

#### Changed
- You can now send Orc citizens (or any other citizens that do not have “Geomancer” as an option on their promotion tree) to become Geomancers without causing issues.
- Re-embarking should not longer trigger added stats through effects, buffs, potions, food, etc. to become permanent; Instead, they shall now carry over with their base stats - from now on, the only attribute change that is considered permanent for re-embarkation is the +1 to all stats that you can get from one of the Tier 3 shrine bonuses.
- The smart crafting system had its functionality improved overall. You’re now able to directly adjust the amount on “maintain” orders.
- Additionally, crafting orders that get “stuck” should now be reconsidered more consistently.
- We’ve improved the behavior of the “Esc” key when trying to close/leave UI modes.
- The “Remove Ladder” command now toggles the removal instead of being impossible to cancel once ordered.

#### Fixed
- Fixed a base game issue that, combined with our recent change to allow friendly entities to also get experience from battles, resulted in a game-breaking issue where no one would get experience from combat. This issue is therefore now fixed.
- Fixed an error that would occur if you sent a citizen that doesn’t have a certain job in their job tree to learn that job through a quest node. For example, the Geomancer quest would cause issues if you sent an Orc citizen.
- Fixed several edge cases and possible issues with “associated orders” and the smart crafting system as a whole.
- Some general fixes and tweaks to the crafting UI.
- Fixed an issue that caused multiple items of the same time to be split into more than one listing in the building materials list.
- Fixed lots of minor typos and improved the grammar of the loading screen tips.

Update: Feb 26, 2023 @ 12:47pm

#### Added
- We’ve added a new mechanic that limits the drawing of farms to “steps” that perfectly fit each additional row, bush, tree, etc. While limiting in a small way (not really; only for people that abused farm placement to have denser crops), it should ensure that your fields now have the proper sizes with no waste. Let us know how it feels!
- There are now filters for Lingonberry baskets.
- Added even more names to the Community Shrine… Thank you so very much for the support! :heart: ✨

#### Changed
- Changed lingonberries to no longer count as “Any fruit” (as intended) and be edible (also as intended, which it wasn’t since we removed the “eat” not from a container action and fixed only jerkies)
- Meteorites dropped during the “Shooting Stars” event will have the Loot command available.

#### Fixed
- Fixed a couple of issues with the recently added Quest Storage in the Goblin Camp “Shakedown” quest.
- Fixed an issue that caused the “Devoted” buff to show 2 stacks in the crafting screen of the Ascendancy’s Winter Worker Outfit.
- Fixed an issue where cats were invisible. Yep, cats and poyos were both invisible when this update came out. Don’t ask.
- Fixed the models of a couple of hats that needed a little adjusting to better fit the hair beneath.
- Fixed a null happiness error in character sheet.
- Fixed an issue that allowed the player to promote jobs with multiple parents without really fulfilling the requirements.

Update: Feb 25, 2023 @ 9:03am

#### Changed
- Added some extra nil checks to the healing library to prevent issues.

#### Fixed
- Fixed a recently introduced UI error with some bulletin messages. (For example, when Friendly Strangers visit)
- Fixed some storage filtering issues with Beetroots, Beetroot Leaves, Turnip Greens, Prickly Pear Fruits and Heirbloom Fruits.
- Fixed a funny exploit that allowed you to duplicate re-embarked pets, allowing you to start a game with dozens of dragons, for example.

Update: Feb 24, 2023 @ 10:07pm

Changes can be found at:
https://discourse.stonehearth.net/t/ace-pre-release-0-9-6-the-mercantile-update/43079/20

Update: Feb 18, 2023 @ 1:46pm

Added
- Added another supporter’s name to the Community Shrine!
- (For Modders) Delivery Quest encounters and Returning Trader encounters may now opt to not use ACE’s Quest Storage system (by using the use_quest_storage parameter and setting it to false (default is true); This can also be tweaked to individual requirements of Delivery Quests.
- (For Modders) Additionally, Delivery Quest encounters will now accept a count value for placed_items, which means a quest can now check if you have any amount of a certain place object rather than just one.

Changed
- The hearthlings have undergone a special training on public health and sanitation and have learned to clean their larders. Rotten stuff will now disappear a lot quicker when inside storage.

Fixed
- Fixed an issue that was preventing the “Gather & Replant” command from working properly.
- Added seed data to “Cotton Plant” (it will now work with “Gather & Replant”
- The “Glowshroom Planters” quest has been modified to prevent an issue where the planters would be stored inside the Quest Storage container and the player needed to dump it to set them up. They’ll now not be moved to Quest Storage at all.
- Changed crafting orders so when clearing completed orders on load, it shouldn’t recursively clear related orders, as an attempt to prevent certain issues.
- Fixed the positioning of the text on the “Rescue” button when a hearthling is knocked out.
- Band-aided (not really a fix, more like a circumvention) a weird ai.CURRENT nil error.
- Fixed an issue that was causing the “Promote” window to not let you promote your hearthlings to a job when opened for the first time in a newly created game.
- Fixed an issue that allowed the player to quickly click the promotion stamp on another job, triggering a promotion even without the requirements.

Update: Feb 16, 2023 @ 7:08pm

- (For Modders) In 0.9.6, the "ingot resource" constant from the base game was deprecated because ACE fixed the base game ingots to have "refined" tags and not "resources"; To help mods that use this resource constant be compatible without requiring complex patches, we've created a "ingot" resource that is equivalent to it. Please note that mods will also have to declare that resource constant, but they can simply copy the base game's "ingot resource", using the base game's icon and localization.

Update: Feb 16, 2023 @ 4:18pm

#### Added
- We’ve finished converting all of our JavaScript patches into overrides! Let us know if you notice any improvement in the UI responsiveness (or occurrence of UI issues)
- The recently added counters will now work as supply (priority) storage! They have a limited filter that includes prepared food, drinks and tonics.
- Steel Water Pump, gizmo. Works just like the Copper Water Pump but can extend its pipes for double the distance. Crafted by a Level 6 Engineer.

#### Changed
- Dismantling the Embark Wagon is now a special command and not a harvest action anymore. This should prevent players from removing their wagons by accident!
- Hearthlings from all the kingdoms participated in a Marie Kondo workshop and the Embark Wagon now holds 128 items instead of 96.
- Leavening Tables will now be placed with all the filters set by default. You’ll no longer have to remember setting them up!
- Slightly reduced the odds of getting a “Shooting Stars” night or a meteor crash-site on world generation.
- Added Silk Thread and Silk Fiber to the Weaver filter preset.
- Reduced the maximum length of Copper Water Pump pipes from 8 to 6.
- (For Modders) We’ve changed many of the drink material tags to a better standard, for example instead of having `wine` and `wine_berry` (which results in a `wine wine_berry` filter) they now have `wine` and `berry`, resulting in a nice `wine berry` filter.

#### Fixed
- We’ve added a log message for whenever the catalog finds an entity with improperly set up catalog data (missing materials and such), and added a check to prevent this from breaking the UI/throwing an UI error, something lots of players were encountering due to outdated mods.
- Fixed an issue with weapons earning titles and failing to ensure custom names.
- Fixed the saving and loading of custom fence and storage filter presets.
- Fixed the lack of localization for one of the fence presets.
- Adjusted how craft orders remove associated craft orders.
- It was reported that merchants were very greedy and reached out to our players with false advertisements about item quality. We talked to the leaders of all kingdoms and they’ve agreed to create anti-scamming laws: so merchants will no longer sell “Fine quality items” that have no finer quality at all; All fine quality items will now actually be delivered as fine quality items when you buy them!
- Fixed a long-standing issue that was causing enemies that were killed by status effects (like fire, open wounds, etc.) to not trigger the Auto-Loot setting properly. It should now work as expected.
- Improved the behavior of the new “Toggle crafting per category” mechanic to ensure its consistency and functionality. It will now trigger a crafting order list reconsideration for that category. (It might not stop an already ongoing craft, however)
- Fixed an error when loading suspended towns in multiplayer because private storage was being dumped into default storage.
- Fixed the Silk Fiber item filters in supply containers (it was filtering the thread instead of the fiber)
- Added some extra handling and `nil` checks to the `item_palette` UI component to try and prevent some unexpected errors or errors caused by the entities with faulty catalog data mentioned before.
- “Training” shops can no longer sell training dummies or targets with quality (that was unintended)
- You can no longer re-transform an already transformed counter piece (this was also unintended)