Stonehearth

Stonehearth

Authorized Community Expansion (ACE)
Showing 21-30 of 143 entries
< 1  2  3  4  5 ... 15 >
Update: 12 Jun, 2024 @ 9:15am

Added a filter for "Humanoid Bones" for general storage (stockpiles and chests), and changed the existing filter to be for "Animal Bones". Make sure to check your filters since this change might affect existing containers.
Moved the material selection window within the Building Mode slightly to the right. This should allow the player to use it and the "Slice View" control widget at the same time now!
Changed the priority of trading shelves and display counters to be higher than everything else, allowing you to sell things that were previously moved back to other containers. The only objects with higher priority are now workbenches, which means that they will still take fuels from these containers to refuel your facilities.
The amount of the "Military Strength" Town score generated by traps and turrets has been severely reduced.
Greatly increased the appeal of the "Golden" stone items (unlocked by a Tier 3 Northern Alliance choice) to be more proportional to their also adjusted value.
Fixed a mostly harmless (but annoying!) error that was triggered when extending the chimney of a fireplace, for example.
Fixed a base game error that caused items to be destroyed if carried by a golem at the moment of undeployment. This could be a serious issue (although extremely rare/circunstantial) if it happened to be carrying a town facility like the banner or hearth.
Fixed some typos with certain merchants.
Fixed an issue where tasks would cancel the capability of objects to being mounted (for example, beds being upgraded)
(For Modders!) Ranged attacks can now have a customized projectile and projectile speed by adding the projectile_uri and projectile_speed parameters to the attack_info contents.

Update: 23 May, 2024 @ 8:06pm

Further improvements to the leash logic and the application of the new "Retreating!" buff. We've added support for "unbreakable" leashes (defined on the encounter files), very useful for bosses! There's also a softer retreat that doesn't include health regeneration, which will now be used for most cases that are not so certainly an exploit attempt.
We've changed the sizes of all base game and ACE leashes, providing ample space for engagements.
The chief of the goblin Raid Camp, the Orc Warchief and the Giant Skeleton now have unbreakable leashes.
Removed leashes from "Hungry" animal raids (Northern Alliance event) to prevent the animals from bugging out. The leash was not needed anyway.

Update: 22 May, 2024 @ 10:43pm

- Fixed a possible UI error related to crafting order tooltips.
- Reduced the duration of the "Retreating!" buff.
- Greatly increased the sizes of "combat leashes" across the board for most encounters and events that use them. What this means is that enemies will have a greater zone of action before retreating/not pursuing.
- Based on feedback and reports, we've vastly improved the rules that determine if an attacked enemy should receive the "Retreating!" buff, hopefully resolving situations where fleeing enemies would get it, for example. It should now be applied under more specific circumstances, avoiding enemies that are fleeing or that received a certain amount of damage already (in which case the fight is probably fair and legitimate), and also taking into consideration who the primary target of the enemy is, which means that even if attacked by an Archer outside of their leash they'll not retreat as long as there is a melee fighter keeping their attention, for example. Please let us know if you observe any odd behavior regarding this mechanic so we can refine the rules even more!

Update: 21 May, 2024 @ 9:58pm

Hotfix 0.9.6.16f
- Fixed an issue with the display names of most objects and creatures on the AI status text of hearthlings caused by the previous update.

Update: 21 May, 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: 14 May, 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: 12 May, 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: 12 May, 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: 12 May, 2024 @ 12:58pm

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

Update: 23 Jan, 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://gtm.steamproxy.vip/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.