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This mod is only used to activate it "out of season" but during mid-october - mid-november it remains active through ACE itself.
You can click the recipes and there will be a command on their unit frame (bottom left of the screen) allowing you to learn it. If the recipe has been moved or stashed in a container, you can find all of them in your town inventory screen (I > Inventory tab) and from there you can click and "Learn" each one!
After learning all the available recipes, you'll get the final part of the event :)
I can definitely look into the recipes, that should be fine to change!
Finally, about the Thrall, again, Candledark is not meant nor balanced to be a part of the game. It's a fun seasonal event. At the end of the event all thralls can be cured, and as a seasonal event you should only really start it once your town has the might and the resources to provide for all the emergencies that will arise during the candledark raids and such. The original Candledark event (before ACE) has *permanent* thralls that couldn't be ever cured, so I'd argue that we already made it much easier :)
The idea of wards is to function somewhat like a tower defense path (and that's why monsters spawn on fixed locations, so they have fixed paths); you can spread the debuffing wards on their path towards the gates where you'll actually stand with your army, and that will force enemies to go through their radius and get the effects you want removed before you actually fight them.
> Candledark is beginning entirely too early;
Well, to be fair, Candledark is not meant nor balanced to be used on every game and such. It's meant as a seasonal event, that was turned on by ACE updates and then turned off. I "surrendered" to the pressure of people that wanted to use it anytime they want, which is fine, but it's up to you to activate it and use it whenever you're ready. It's not meant to be balanced for the game progression since it's not meant to be always there as part of the game anyway.
Candledark is beginning entirely too early; Township=yes would be a good place to have this begin as most establishments have the security and resources capable of enduring the tricks and attacks.
Increase effective radius of the pumpkin wards by at least 50% or nerf the range of witches by 50%. Wards are only effective inside rimworld-like killboxes as is.
Change the milk requirement in the candies to water, or change the butter requirement in the salve to an oil. Milk comes in too infrequently to cater to both.
Re-tool the thrall mechanic completely if you don’t remove it. This is devastating as it is currently implemented. Alternatively maybe change it to a ‘bloodless’ debuff that lasts a few days and can be cured with the salve instead.
I've been an unconditional fan of Stonehearth from the start. Thank you to the team who keep it going.
Not really a bug, the basket and the pumpkin hat are unlocked by default during the event period but were deactivated on yesterday's patch; the patch allows people to continue the quest if they had it active already, so since you did (you never accepted it but just having the message there waiting counts as having it) you could start it, but the pumpkin hat and the basket were already locked... Using this mod just unlocks them, as if it was Halloween.