Stonehearth

Stonehearth

Authorized Community Expansion (ACE)
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Mis à jour le : 18 févr. 2023 à 13h46

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.

Mis à jour le : 16 févr. 2023 à 19h08

- (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.

Mis à jour le : 16 févr. 2023 à 16h18

#### 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)

Mis à jour le : 14 févr. 2023 à 15h16

- Fixed the seasonal clock that went missing on the last update.
- Fixed a couple of broken filter presets.
- Replaced even more JS patches with overrides as an attempt to improve UI responsiveness.

Mis à jour le : 13 févr. 2023 à 16h21

#### Added
- Items below a certain value will not have their prices rounded on increments of 5 anymore, which means that you’ll no longer see cases where a block of wood and a block of wood with fine quality both cost the same (5). You’ll now see a much more diverse range of prices on cheaper items, since their pricing is no longer restricted to `5 + n(5)`
- Added another supporter’s name to the Community Shrine. Thank you! :heart: :sparkle:

#### Changed
- The “Bone Carving Studio” recipe will now require one Hard Metal Bits instead of ores for kingdoms other than the Northern Alliance. For them, it will still require bone materials, but the amount was increased to two instead of one.
- You can now sell Lingonberry Seeds.
- You can now sell Hard and Soft Metal Bits.
- The Northern Alliance’s Tier 2 Shepherd’s Small Shelter building template will now include 10 extra beddings for small animals - like all other shelters in the game.
- (Multiplayer) Players will now be able to trade exclusive market stalls obtained from the town progression choices with each other.

#### Fixed
- Properly fixed the invisible poyos this time… Stop haunting my dreams, invisible poyos! However, poyos that were invisible prior to this update might remain invisible.
- Fixed an issue that prevented certain hotkeys from being used. (For example, the “Toggle UI” hotkey that will now be able to be used for the Screenshot Contest! :merry:
- Pets will now keep their original name whenever they are transferred to a new owner. This fix will only be applied to new pets (or re-embarked pets); old pets will still have to be renamed after each transfer.
- Fixed some weird text formatting on Astrologer’s Carina dialogue.
- Fixed an issue where the Northern Alliance and Rayya’s Children cooks still had some leftover animal feed recipes on their recipe lists.

Mis à jour le : 12 févr. 2023 à 23h53

Added
New supporter names have been added to the Community Shrine!
You can now see the “Level” of a merchant by hovering over the category icon next to their name in the Mercantile Overview.
Specific shop signs are now working! Their icons and colors represent their tier, category and type of shop! Enjoy! (Unique shop decorations/visuals for each shop will be added on a later date, but for now at least the signs should make it much better already!)
Changed
We’ve changed the way “Wanted Items” and items with reduced value are displayed. Instead of using a generic background image, the green or red “glow” effect is done through CSS, looking clearer.
Improved the behavior of items on display in some of the exclusive stalls.
Increased the odds of getting rarer items from certain merchants.
Town Level 1 Defense merchants can now trade bronze and iron armor, but rarely (and with a very expensive price!)
Similarly to other crafters, the Bonecarver merchants will now buy “Bone Material” instead of selling it. They will still sell rare bones (like ancient and ogre bone); To compensate for this, Hunting merchants and Shepherd merchants will now carry more bones to sell.
Changed some “Wanted Items” offers that were conflicting with the items sold by the merchant. For example, Clay Pit merchants were paying extra for stone and selling Shale Clay (which can be used as stone), causing a weird price inconsistency.
Additionally, the selection of the “Wanted Items” will now take place after the merchant’s inventory is sorted out and so the game will intentionally try to avoid picking items that are already part of said inventory to be wanted.
Pets will now leave (disappear) with their owners when you re-embark them. Pet re-embarkation was added on 0.9.6 and is working properly but the pets were not leaving the town… So I guess they were taking clones or something.
We’ve changed a lot of UI Javascript files to be overrides instead of patches. This should, in theory, help prevent some issues that are commonly caused by errors when the UI is loaded and untimely patched.
Fixed
Fixed the known issue that was preventing items from being properly tracked by Quest Storage containers. They should now consider their contents correctly!
Fixed a bug that prevented the new “Disposable” defenses from being placed due to an improper tracking of the placement limit.
Fixed an UI error that would commonly show up when opening merchants whenever an inadequately set up item (no proper catalog setup), common in some mods, would be part of their wares. Note that this won’t fix the item itself (that’s not on our end!), it will just prevent the UI from bugging out.
Fixed an issue that was causing some items (Small and large crates, small and large urns, etc.) to not be recognized as “Storage Containers” for some merchants’ wants.

Mis à jour le : 11 févr. 2023 à 8h07

- Fixed an issue that was throwing an error and preventing stone doors and ornate wooden doors from being seen, crafted or used in Build Mode.
- The "Under Siege" weather will now only activate after Ogo's Army has actually spawned.
- If Ogo's Army fails to find a suitable spot to spawn, the game will now let you know this happened.
- Stone Market Stands now require a Mason's Workbench to craft (and not a Pedestal)

Mis à jour le : 10 févr. 2023 à 22h05

Lots of changes!
Check the complete notes at:
https://discourse.stonehearth.net/t/ace-pre-release-0-9-6-the-mercantile-update/43079

Mis à jour le : 6 déc. 2022 à 15h21

#### Frostfeast
- Yes, it's that time of the year again! Frostfeast has been activated once more!
- Basic crafters can craft presents with coins.
- The Weaver can craft the worker Holiday Hat.
- The Herbalist can craft a Frostfeast decorated tree.

#### Added
- Frostfeast Lights (Vertical, Horizontal, Short), decoration. Get your town ready for Frostfeast with these beautiful light strings!
- The new lights are Potter recipes and can be learned by consuming "Frostfeast Recipes" gained during the Frostfeast quest.
- Frostfeast Mistletoe, decoration. Obtained by cutting trees, nice little wall decoration!
- Clay Brick Wall, building pattern. A new wall for the builder that looks somewhat like the classic red bricks.

Mis à jour le : 14 mars 2022 à 16h52

Fixing an oopsie