Stonehearth

Stonehearth

Authorized Community Expansion (ACE)
Showing 31-40 of 143 entries
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Update: 2 Jan, 2024 @ 5:23am

### FROSTFEAST
- Quickfix to last night’s fix which ended up breaking something else - or something like that.
- Adjusted the flavor text of some of the new Frostfeast food & drink recipes to remind the player that they need to be placed before consumption!

Update: 1 Jan, 2024 @ 6:22pm

### FROSTFEAST
- Fixed another issue that was preventing more Frostfeast quests from being triggered after a while under certain circumstances. Note that for this fix to work for existing, broken savegames, it is now allowed to have 2 active Frostfeast quests instead of just one, a side-effect that only new games or people that didn’t run into the issue will experience. A proper fix will be applied once the event ends!
- The “timed deliveries” will now have varied Frostfeast items as rewards, and the Frostfeast Crafting Recipes will be given as a second reward upon delivery.

Update: 30 Dec, 2023 @ 11:08pm

#### Fixed
- Fixed an issue that made it so pets would keep trying to eat from the “ghost” (placement) versions of some foodstuffs (mainly Candledark & Frostfeast foods), which resulted in an AI-loop that could lead to starvation.
- Fixed an issue when finishing the Bonecarving quest line that failed to unlock the recently added new “Bone Bow” recipe.
- Improved the behavior of a previous UI change that resulted in an issue with the “Place” menu disappearing whenever an item was selected and re-implemented the changes.
- Fixed a couple of issues with pets when re-embarking. (Especially dragons)
- Fixed a long-standing issue with the “claiming” of wild entities (like berry bushes) that resulted in double inventory count.
- Fixed an issue that caused recently transformed wild entities (like carving wood trunks) to not belong to the player.
- Fixed an issue with transforming entities that resulted in the entity not being added to the inventory. This issue had certain side-effects, especially when upgrading beds, that caused some mods like “Proper Shelter Requirement” to not work properly. (Shameless plug!)

Update: 27 Dec, 2023 @ 1:40pm

#### Changed
- Geomancer Golems can now be re-embarked.
- The damage calculation formula has been slightly tweaked and will now allow for different weapon types to determine how much of an influence the “Muscle” stat will apply to the final damage output. Cleric Tomes and Crossbows will now have no influence of Muscle on damage at all; Bows will have 80% of the default influence; Off-hand weapons will have 60%; Two-handed weapons will have 120%, which means their damage is slightly buffed.
- Additionally, the way damage is calculated when the resulting value (after all the math) is less than 1 was changed. Before, the game would randomly pick between 0 and 1; Now it shall take into account how close to 1 it was and use that as a chance for it to be 1. For example, if the final damage calculation results in 0.85, that means there will be 85% of chance for damage to be 1 and 15% of chance for it to be 0.

#### Fixed
- Fixed a collision region issue with the newly added “Shepherd’s Composter” workbench. Existing workbenches will retain the broken collision and a new one must be crafted for it to be fixed. Sorry about that!
- Fixed an “exploit” that allowed the Eastern Cho-Ko-Nu to deal massive amounts of damage when worn by characters with high Body. With the new damage calculation changes, crossbows will no longer have their damage influenced by the Muscle attribute.
- Fixed an incorrect collision region with the Gold Plated Stone Table, which prevented objects from being placed on top of it.

Update: 26 Dec, 2023 @ 5:52pm

### FROSTFEAST
- Fixed an issue that was preventing more requests to arrive after a while, stopping the quest from completion.

#### Fixed
- Fixed a game-breaking UI issue that was added on the previous update if your town had certain requirements met. So sorry about this! You should now be able to safely load these games!
- Fixed an issue that caused the “Place Item” window to disappear every time you selected an item.
- The “Candledark Charmed Broom” will no longer drop “Hearth Essence” when destroyed.
- Fixed some localization string errors with the Wrap of Gruit recipes for the Rayya’s Children and the Northern Alliance.
- Fixed an issue where the “Foggy” weather was causing hearthlings to feel cold even though it wasn’t intended for all biomes.

Update: 22 Dec, 2023 @ 7:55pm

Too big for Steam, patch notes can be found here:

https://discourse.stonehearth.net/t/ace-pre-release-0-9-6-frostfeast/43079/123

Update: 30 Nov, 2023 @ 1:18pm

### CANDLEDARK
- Candledark is now over!
- If you already started the quest, you can continue it until it is finished. But you can no longer trigger it to start!
- The recipes learned during the event are yours to keep!
- Candledark will be back with new stuff next year! Until then… Keep your eyes open for the upcoming snowy season… ❄️🎄

#### Added
- Another name has been added to the Community Shrine! As always, thank you very much for believing in our project! :merry: :heart:

#### Changed
- Slightly increased the time Moo-moos take to produce milk to compensate for the over buffing in yield of a previous update.

#### Fixed
- Fixed an issue that caused water wells to sometimes have their models unintentionally changed after being harvested.
- Fixed an issue that caused the “Dragonborn King” quest to not properly continue if you re-embarked with the copper dragon after it started growing.
- Fixed an issue with item quality when the quality table is too high.

Update: 21 Nov, 2023 @ 3:36pm

Update: 21 Nov, 2023 @ 3:18pm

### CANDLEDARK
- Fixed a visual glitch with the light effect of Pumpkin Lanterns.
- The damage of the Vampire Bite was reduced and its cooldown slightly increased. The increased cooldown should make vampires bite slightly less often, and the reduced damage should ensure that the victim survives long enough to actually be infected.
- Hearthlings with the “Vampire Nibbles”, “Vampire Bite” and “Enthralled” debuffs will now have their Health status correctly displayed as purple on the “Citizens” screen.
- Fixed an issue that would occur whenever an Orange Ward was destroyed and the game tried to replace it.
- Fixed an issue that caused the vampire bite to queue the wrong medication to be crafted.
- Fixed an issue where the Candledark Garlic & Nightshade Salve would sometimes not be correctly applied.
- Fixed an issue where the Candledark combat music would remain after the encounters are finished or the campaign is done.
- Corrected the insane value of the “Candledark Charmed Broom” pet… We gave it an extra zero by accident. Whoops!
- Fixed an issue that caused the “Bitten by a Vampire” and “Enthralled” negative thoughts to remain even after the bite has been treated or the transformation has been completed and reversed. Unfortunately, again, this fix is not retroactive and will require a bit of action to remove these thoughts in case you’re already afflicted with the issue. Make sure to load your game with the `DebugTools` mod on, then open the Lua Console (the blue `>`) and click the afflicted hearthling. Then type on the console `radiant.entities.remove_thought(e, "stonehearth_ace:thoughts:candledark:turned")` for the “Enthralled” thought or `radiant.entities.remove_thought(e, "stonehearth_ace:thoughts:candledark:bitten")` for the “Bitten by a Vampire” thought and press enter to remove it.

#### Added
- More names have been added to the Community Shrine! Thank you! :merry: :sparkles:
- The Dwarfsbeard crop now has a preferred season: Autumn (Winter for the Desert biome)
- Hearthlings will now have their Health status display on the “Citizens” screen also show when they’re poisoned. (Green hearts); Additionally, more information will be displayed on mouseover for some cases.

#### Changed
- Pasture animals will now react a bit more to the world around them, trying to flee hostile or menacing things around instead of just idling passively as a goblin hits them.
- The re-embarkation encounter will now correctly register (and carry) the quality of equipped items.
- Hearthlings can no longer drink from “Water Buckets” that were retrieved from wells.
- Improved the names of certain stages of the “Golden Gourd” crop to be slightly clearer.

#### Fixed
- Fixed an issue where the intersecting water regions that didn’t change in the current tick were being ignored by the water signal component, which resulted in issues like farms incorrectly calculating their water supply while digging around them.
- Fixed an issue that allowed players to harvest water buckets from each others’ wells.
- Fixed an issue that was triggered by having a Harvester Golem attempt to harvest a water well.

Update: 16 Nov, 2023 @ 8:44am

### CANDLEDARK
- Improved the text to make it clearer that the Green Wards reduce the chance of being enthralled but do not remove it completely.
- Added a new visual effect for Vampire bites so they’re more visible and work as an alert.
- Fixed an issue where the chance to prevent bites was being incorrectly modified by the Green Ward effect.
- Fixed an issue that was preventing Vampires from regaining their power after leaving the influence of a Green Ward.
- Purple Wards should no longer count as an engineer turret (nor contribute to its limit)
- Slightly reduced the maximum health Witches can have.
- Fixed an error that was triggered after Elbezar’s explanation for the last threat. (Otherworldly Protection)
- Potentially fixed an issue where Candledark combat music would remain after the event is concluded.
- Fixed some issues with the scaling of the skeleton ogres, their weapons and the pumplings.
- Fixed an issue that could be triggered when an Orange Ward was destroyed.

#### Changed
- Geomancer Golems and the Autonomous Cricket Golem should now try to avoid enemies more actively. They will also undeploy themselves if their health goes below 20%. If the last hit they take damages than for more than these 20%, they will still be destroyed - so there’s still a chance to lose them (against stronger or multiple enemies)
- Orc Blackguards and Orc Champions shouldn’t be so abnormally large anymore.
- Warchief Oghar Norwind shouldn’t be so huge anymore either.
- Improved the priorities of certain musical tracks so they’ll not override other, more important or event-related tracks.
- Random ambient threats (wild animal packs, raids, crypts, etc.) will now have a slightly larger interval between spawns and a slightly greater chance of not spawning at all. Additionally, they shall no longer spawn during the “Under Siege” or “Titanstorm” weathers.

#### Fixed
- Fixed a lot of grammatical inconsistencies across the whole game.