Stonehearth #HO

Bouzas

#148 Ahora que lo leo lo de mandar tareas especificas, te refieres a esto?

3 respuestas
UnLiMiTeD

#151 Uh, no conocia eso, mola.

Pero aun asi no, me refiero a que yo pueda clikear al trabajador, luego a por ejemplo, un cubo de hierro, y ordenarle que lo recoja.

Aun asi mola eso de work orders, lo desconocia,XD

Bouzas

ALPHA 12 IS HERE!

Alpha 12 is now live on Steam and will be available on Humble Bundle within the next day or so.

This release is filled with both content and “under the hood” improvements. We’ve been particularly focused on performance improvements in pathfinding and AI; naturally, we’ll continue to work on these, but you’ll find significant improvement over the previous release.

You’ll also find new content and capabilities for crafters; enhanced capabilities for the shepherd and cook; and much more.

Bonus feature! Candledark, our Halloween-esque holiday mod, will be releasing shortly (watch this blog for more info). Alpha 12 is required if you want to enjoy Candledark.

So what’s new in Alpha 12? Read on for all the details.

New Crafter Workbenches

Crafters now have new specialized workbenches which are required for crafting certain items. For example, in addition to the standard workbenches we now have the Weaver Loom and Spinning Wheel, Blacksmith Forge and Anvil, Cook Stone Mill Grinder, Oven, and Cauldron, Carpenter Toolbench, and Mason Pedestal.

Workbenches are created using the crafting UI just like any other craftable item. After the workbench is created, you place it just like any other placeable item. You can place multiple workbenches of the same type, and the crafting queue is now shared between all crafters of the same profession. For example, if you have two weavers, they will both use the same Loom (or multiple Looms) to weave cloth.

The crafting UI also has an ‘Orders’ tab that shows details of all the crafting orders and what might be blocking an order from being fulfilled. You can access the crafting UI from a selected crafter, a selected workbench, or from the new crafters button on the game’s button bar.

World Generation

The world has a new look! Huge mountain ranges and large bodies of water are now the norm, and multi-layer detailing can be seen on the side of foothills and mountains. Pine trees have also been added to the world. The world generation parameters are now fully moddable from json files which will enable the creation of new biomes.

Internationalization

Stonehearth has been internationalized! After installing a localization mod, you can change the language on the Settings->System menu. The localized strings are now in a single file to simplify translation. See ‘startermod_locale’ on Github for more information:

http://github.com/stonehearth/startermod_locale

Hearthling OCD and Idle Hearthlings

The bug causing hearthlings to repeatedly pick up and put down items has been fixed. Also, we have made big improvements to the pathfinding algorithms which should significantly improve the idle hearthling problem. Please let us know how it works in your new towns. To help manage performance, we’ve also added a slider to Settings->Gameplay, which allows you to control the maximum number of citizens in a town. If you are experiencing idle hearthling or other performance issues, try lowering this limit.

New Content

Rabbits, poyos, and sheep… oh my! The shepherd can now raise multiple types of animals. Well fed animals also now have babies and poyos will lay eggs that can either hatch into chicks or be used in recipes. Remember to create animal feed from the Cook so that your animals have something to eat!

Oak tree saplings can now be farmed, harvested, and planted in the world.

Added and updated a number of cook and carpenter recipes including corn bread, poyo pot pie, roast poyo, fried eggs, and omelettes.

13 new music tracks have been added!

Bug Fixes

Teardown ladders after scaffolding to give hearthlings a chance to get off the roof before becoming stranded.
Fixed bug computing 2nd story floor dependencies which could result in a structure becoming unbuildable.
Improved scaffolding logic for complex buildings.
Fixed assertion errors when building and tearing down ladders.
Fixed bug placing doors and windows in invalid locations.
Fixed frozen hearthlings when picking up ghosted items.
Fixed save/load bugs with the inventory system.
Fixed bug that caused hangable items to fall down.
Fixed bug preventing hanging items on cliffs.
Fixed a rare crash starting a new game.
Fixed bug that prevented water bodies from merging resulting in permanent blue squares and high CPU usage.
Water no longer renders as black when the rear plane is not facing the sun.
Fixed an engine error when a hearthling task terminates at the same time as a lua thread.
Fixed the collision region for the Picket Fence Gate and Cobblestone Fence Gate.
Fixed the promotion sound effect which was somtimes too loud.
Fixed bug that kept popping up the storage UI when no storage was selected.
Crafter maintain function now works as advertised.
Fixed bug reordering crafting queue.
Fixed UI error when a character sheet is open for a hearthling that dies.
Fixed UI error “Attributes must be numbers, strings or booleans…”
Fixed disappearing UI when clicking the ‘x’ button on the daily report.
The close button now works on the save window.
Fixed bug that caused the ‘Zzzz’ animation to terminate early for sleeping pets.
Fixed crash loading game due to a race condition with ladders.
Fixed bug that caused hearthlings to be stuck in beds and chairs on load.
Fixed crash on start when Stonehearth is installed in a virtual hard drive / virtual folder.
Fixed bug causing crash on load when a ladder has already been destroyed.
Fixed engine error when cancelling and removing a structure.
Fixed bug casing hearthlings to dance randomly when trying to eat.
Fixed food and food container categories for a bunch of items.
Fixed bug that was leaking pathfinders and reducing performance.
Fixed engine errors during load caused by race conditions.
Fixed bug trying to update scaffolding that had been removed.
Fixed several bugs that caused the UI to disappear.
Fixed UI error when reordering items in the crafting window.
Navigation buttons for the Chromium embedded browser have been disabled. Previously, hitting backspace could bring you to the previous menu.
Fixed bug that displayed deployed items separately from undeployed items in the inventory window.
Fixed an ai bug that restocked an item when trying to move it.
Fixed bug initializing items that did not define a mob in their json.
Fixed collision region for large boulders.
Fixed bug that was orphaning items in backpacks when entities were destroyed.
Fixed bug that was orphaning timers on suspended threads.
Fixed loading race condition with the health observer.
Fixed engine error trying to craft level 6 recipes.
Fixed engine error for one frame animations that are used for posing.
Fixed input fields that were triggering numeric hotkeys.
Fixed engine error that could occur when changing storage filters.
Fixed morale penalty when the shepherd harvests animals.
Fixed frozen hearthlings bug when destroying an occupied bed or chair.
Recreate ghost and iconic entity forms when they are destroyed with the debug console.
Fixed bug when destroying items inside backpacks.
Improved grow walls command to handle more cases with 1 block wide cuts in the floor.
Fixed engine error with pastures when saving/loading the game.
Fixed a race condition on load with the waterfall renderer.
Fixed crash to desktop when recovering from an assertion with no error message.
Fixed duplicating items when a promotion is cancelled.
Made all crafter workbenches restockable (under ‘Tools’).
Fixed a bug when reserving space while restocking.
Fixed save/load bug with raiding scenarios.
Fixed bug that prevented old talismans from being used to promote.
Fixed a number of race conditions on load that resulted in engine errors or odd behavior.
Fixed ‘item_has_been_looted’ error when trying to restock destroyed items.
Fixed ‘try_spawn’ error when raiders are killed trying to leave the area.
Fixed engine error when trying to pick up an item from a deleted stockpile.
Fixed save/load bugs with postures when saving during panicking, eating, etc.
Fixed units stuttering when engaging in combat.
Fixed UI error on the promotion window.
Fixed ladders being placed in the wrong orientation against rotated objects.
Fixed firepit seats being placed in odd locations when the terrain is not level.
Added missing value/buy/sell data for a number of construction and decorative items.
Fixed hearthlings repeatedly picking up and and putting down items that had been looted.
Fixed another ‘item_has_been_looted’ error when trying to restock destroyed items.
Fixed missing loot icons on load.
Loot operation now uses a loot instead of a harvest cursor.
Fixed error ‘invalid normal in normal_to_rotation()’ when trying to place items.
Fixed resource leak that was preventing threads and datastores from getting cleaned up.
Fix a huge resource/performance leak with pastures, typically when they are fenced in.

Other Changes

Large AI performance gains with the new CPP AI.
Large pathfinding performance gains with the new subspace pathfinder.
Improved performance of the AI task scheduler.
Improved performance when placing lots of items and ladders.
Improved performance when looting.
Improved performance when harvesting trees, plants, and boulders.
Improved AI performance when building structures.
Reduced memory usage of the game.
Storage filters can be defaulted to ‘None’ under the Settings->Gameplay menu.
The storage UI now remembers which tab was last open, so checking contents and filters on multiple storage entities should be much easier now!
Ore veins can now be found closer to your starting location. Previously, we removed them from the vision radius when settling.
Malnourished animals cannot be harvested for meat.
Rotting food now has visual and sound effects.
Buff durations now show up in the UI. Shift-click a buff to dismiss.
Shops now have limited quantities of items for sale (instead of 99).
Pets now have character sheets.
Reset pet hunger when first acquired.
The number of wood logs harvested from trees has been reduced.
Wood stacks now contain 100 units instead of 120.
Added sound effects when buying and selling from shops.
Increased experience point rewards for cooking items.
Improved the tool for drawing multi-story floors.
Footman base armor has been reduced so that the padded vest is actually an upgrade.
Reproduction rates of animals has been reduced.
Cooks no longer build structures.
Masons can now build Stone Chests which hold up to 64 items.
Blacksmiths can now build vaults which hold up to 256 items.
Game Speed 3 can now be enabled in Settings->Gameplay->Experimental.
When facing items, hearthlings now face perpendicular to the item’s closest block. Previously, they faced the center of the item which could place them at an angle for items larger than 1×1.
Added slider to Settings->Gameplay to control the maximum number of citizens in a town. If you are experiencing idle hearthling issues, try lowering this limit.
Reduced the maximum density of animals in a shepherd’s pasture.
Added flavor text for the arch backed chair, leather bound chest, brightbell and frostsnap window boxes, wooden doors, and mason and blacksmith signs.
The game no longer spams duplicate errors to the error window causing the error count to rise indefinitely.
Alt + z hides the UI.
Print Screen key takes a screen shot.
Item dropper debug tool now has autocomplete support.
More console debug commands added. Type ‘help’ in the console to see the full list.
Shift clicking an entity now brings up a context menu of actions (when debugtools is installed).
Better error handling of json errors for modding.

Bouzas

Y traducción de la version estable :cool:
Versión actual: 0.12.0 - Release 460

https://mega.nz/#F!v1BmgLSY!h63Ub1__DMBcMEGNvRv1Tw

1
Chupachota

#151 Como sacas ese panel? No lo encuentro.

2 respuestas
UnLiMiTeD

#155 Estoy igual que tu, #151 Wheeere?

1 respuesta
Bouzas

#155 #156 xDDDDDD
Tranquilos amores mios, que estan trabajando en ese panel.
Aun no esta disponible, lo meten para esta nueva alpha :P

2 respuestas
UnLiMiTeD

#157 Aaah, y yo buscando media hora como un loco,xd

Shikoku

#157 Supongo que no, pero hay fecha de salida para el juego? rollo finales del año que viene o asin

1 respuesta
Bouzas

#159 ¿Cuánto tiempo va a estar este juego en acceso anticipado aproximadamente?
“8 to 12 months”

PD: Al ritmo que llevan, yo creo que antes de 10 meses.

Bouzas

THE RABBIT CLAN

Hey Everyone! It’s been quite a week. Team Radiant has officially moved into its new office, Alpha 12 is on the Steam Stable branch (though a few patches are no doubt coming, and we’re waiting on them before updating Humble Bundle), and we hope you’re enjoying Candledark II, Return of Candledark, this year’s official Halloween-themed mod from community superstar Froggy!

With all this going on, plus tons of work on memory usage, performance, and some important code cleanup (modders, all our components now follow our controller interface for a clearer save/load experience!) we thought we’d treat ourselves to a mini-vacation and work on one of our “dessert” projects: The Rabbit Clan!

We actually think about the Rabbit Clan all the time. We know all sorts of things, like where they live, where they’re from, why you don’t see very many of them, and of course, what’s up with the rabbit statues you sometimes find all over the map. Now it’s just a matter of figuring out how to best reveal this sort of stuff in the game. And, of course, we know that they’re fierce warriors. Will they be your allies? Or your enemies?

More to come in an distant, future Alpha! (This means, not A13. Longer!)

1
7 días después
Bouzas

BUILDING WITH CLAY

Hey Everyone, this last week, we wrapped up the last of our major, performance-related Alpha 12 bugs (mountains of kudos to Albert for the memory leak and the combat fixes!) and are finally going to get to turn our collective focus to Alpha 13. For me, that means continuing to figure out how Rayya’s Children will survive in the endless, empty desert:

The desert doesn’t have very many trees in it. In fact, the desert doesn’t have much of anything in it. Rayya’s Children solves this problem as it solves most problems: by making something, and then something greater still, out of nothing.

-mine dirt to get clay
-turn clay, wood, and stone into ovens
-use ovens to bake clay into bricks
-build walls out of bricks
-profit!

Monkey would be proud.

The ability to build walls out of dirt will also be available to the other kingdoms, but much later in their respective tech trees. We have lots of balance issues still to work out, but from our perspective, this makes a good first stab at ensuring that Rayya’s Children has it’s own, unique flavor when starting out.

1 respuesta
Shikoku

#162 Va teniendo pintaza :qq:

1 respuesta
Cukie

#163 yo me lo quiero pillar, pero demomento no lo veo aún worth

spoiler
7 días después
Bouzas

DT: HEARTHLING THERAPIST

Hey Everyone, Stephanie here. This week, as the team starts to party hard on Alpha 13 features, it is my pleasure to show off some hard work from Yang and Tony: the Hearthling Therapist!

We are as committed as ever to making Stonehearth a game that is about high-level commands. However, for those of you who have been asking for more control over your hearthlings, you may now go to the people tab turn bits of their AI on and off. If they’re having trouble deciding between two tasks of equal priority, this should help them lean towards the tasks that you think are more important.

This feature is brand new, and we’ve tested it a little here at the office, but we look forward to getting it into your hands, so we can all see how it functions in your larger towns and long-running games. Look for it in Alpha 13, whenever we get a release to Steam Unstable!

Chupachota

Solo van a meter lo del therapist en esta nueva update?? Si es así esperare a la siguiente para volver a darle y lo probaré con las proximas profesiones que metan.

Bouzas

ALPHA 13 ON STEAM LATEST!

Happy Monday! Alpha 13 (develop-2697) is now available on the Steam latest (unstable) branch. Hooray!
This release features the long-awaited Hearthling Therapist as well as a host of other goodies.
The Rayya’s Children kingdom (along with the brand-new desert biome) will be debuting with Alpha 13 but is not included in this particular release… stay tuned!

The Potter (who plays an important role with Rayya’s Children) is now available as a playable class. Potters are harder to attain in the Ascendancy Kingdom.

Please let us know your impressions on Discourse.

Here’s what you’ll find in this release:

“Hearthling Therapist”

The citizens UI has been overhauled and redesigned! In addition to showing portraits and attributes for the hearthlings, you can now select which jobs the hearthling should be able to undertake. This makes it a lot easier to decide who to promote and control what jobs should be performed in your town.

There is currently a known issue with Hearthling Therapist where some hearthlings which are instructed only to mine fail to do so. Also, in this iteration of HT, some specialized hearthlings are able to perform tasks which previously were not available to them (e.g. farmers can be instructed to mine).
Both of these issues will be addressed in subsequent releases.

Bug Fixes

Fixed a pathfinding bug that resulted in idle workers.
Prevent enemy camps from spawning over anyone’s town (including other NPC camps).
Fixed bug in crafting window that selected the first item when another window popped up.
Fixed placed items not staying placed (e.g. rugs would always get restocked after placement).
Fixed engine error when picking up a destroyed item from a backpack.
Fixed facing when picking up items from stockpiles.
Improved physics code when an entity is stuck in something solid. Prevents hearthlings from ending up on top of planted or growing trees.
Make it difficult to accidentally place hearthlings on top of trees when selecting a settlement location.
Fixed bug when lowering the water level of a lake.
Flag error, but allow water simulation to self correct after a non-fatal error.
Fixed engine error when changing crops on a fallow field.
Fixed panic posture which was only showing up half the time when panicking during combat.
Fixed titles for the Master Mason and Master Cook.
Fixed the icon for the cook outfit.

Other Changes

The potter class has now been added! Mine clay from the earth and conver it to clay lamps and pots
Mine clay from the earth and turn it into bricks for building!
Structures that have been completed can now be torn down. Select the structure in build mode ‘b’ and press the ‘Remove’ button. Note that this doesn’t work for buildings that used the insta-build console command.
Items now fall off ladders.
The drop rate of stone when mining dirt has been reduced.
Clay now drops when mining dirt.
By popular demand, added the Gilded Crimson Rug to the game.
The Quickstart button has been disabled.
Detect and notify the player when Lavasoft Ad-Aware crashes Stonehearth.

Bouzas

RAYYA’S CHILDREN ON STEAM LATEST

Ladies and gentlemen, we present to you: Rayya’s Children.

This latest iteration of Alpha 13 (develop-2710) is now available on the Steam Latest (unstable) branch.
It features Rayya’s Children, the second kingdom to debut in the world of Stonehearth, as well as their native environment — the desert biome. Lots of new things to explore!
Additionally, there is an all-new “storybook” start screen where you select the basic components of the adventure you are about to experience.

Here’s what’s new in the release:

Redesigned Game Options

New storybook-inspired getting started screen: select your kingdom, biome, and difficulty via an interactive illuminated manuscript ​with borders by Tom and illustrations from Allie.

New Biome

Welcome to the desert! Eat prickly pears and husband your wood; it’s beautiful but bleak out there.

New Playable Kingdom

Rayya’s Children is now available for play-testing!

Their default starting talisman is the Potter’s Cutter.
Make clay bricks to build shelter in the desert.
Four brand new desert-themed housing templates.
New desert-themed UI skin, supported by the hot-loading mods feature.
New trading encounters.
Make lots of items to sell for necessities and talismans.

​Rayya’s Children’s basic systems are in place, but still need a lot of tuning, so write us with your feedback.

New Roof Editor

We’ve added more options to the roof editor. You can now make flat roofs, control the height of the walls below the roof, and the amount of roof overhang in each direction.

Bug Fixes

Support undo when placing furniture and decorations in the building editor.
Disable work orders for professions that don’t support them. (New games only.)
Enable mining for the Blacksmith and Mason.
Fixed Work Orders showing incorrect tasks after promotion/demotion.
Fixed collision regions for the Potter Kiln, Carpenter Toolbench, and Blacksmith Forge and fix cosmetics on iconic workbenches.
Make Potter Wheel restockable.

Other Changes

Crafting a fine item now grants an addition item instead of replacing the ordinary item. This makes satisfying trading demands more reliable until we allow traders to accept the fine versions of items.

Known Issues

Extending the overhang on a roof with open spaces will extend the wall through the roof into the sky.

9 días después
Bouzas

Traducción Versión 0.13.0 - Develop 2720 (Versión estable)
Cambios en el mod, mejor optimizado, mejora de la traducción, arreglos varios.

https://mega.nz/#F!HpwQzYBb!_TDxfUdL8lxoZOxihCo0uQ

2
8 días después
Aguila2k2

El editor de edificios sigue siendo una caca? cuando lo probe no se podia eliminar edificios una vez echos o modificarlos

21 días después
Wallcroft

Como veis este juego ?

1 respuesta
Chupachota

#171 A mi me gusta bastante, resulta entretenido, pero aun esta en desarrollo y le faltan muchas cosas, aparte de que tiene algunos bugs molestos, pero son las tipicas cosas de una beta o una alpha, si no estas convencido yo esperaría.

7 días después
Bouzas

DESKTOP TUESDAY: HEALING!

Happy New Year, everyone! Thanks to all of your support this year, Team Stonehearth was able to have a wonderful holiday break, full of family and food and Star Wars. We return in the new year refreshed and ready to pick up exactly where we left off: with improvements to the way combat affects town life. This week, we’re focusing on how the Herbalist, introduced last month, will use the potions they’ve created to heal up injured hearthlings.

Recap from the video:

-Before combat is even on the horizon, make sure your herbalist crafts up a store of medicines and bandages.
-After combat ends, you’ll notice that injured hearthlings will move more slowly; they’re debilitated!
-Auto-healing now depends on the willpower stat.
-Injured hearthlings will seek out beds to rest in. Resting will restore health faster.
-Herbalists will automatically find bedridden hearthlings and apply healing materials to get them -back to full health faster.
-If there are lots of injured people, only a few will allow themselves to be bedridden at a time; the number of people who can be treated for injury increases as your herbalist levels up, or with the number of herbalists you have.

We’ve got a lot of playtesting still to do to make sure that the herbalist heals at a satisfying pace, so we look forward to your help with that and tuning when A14 goes onto our Steam Unstable branch hopefully later this month. (We have a really nasty memory leak we need to fix first, fallout of some other optimizations in A13.)

1
Chupachota

Me gusta mucho lo que se ve, a ver si lo sacan pronto que llevo ya unos meses sin jugar esperando a que metan mas cosas y tengo ganas.

19 días después
Bouzas

DT: STONE GOLEMS

Hey everyone, as we enter our second week of intense Alpha 14 bug fixing and performance optimizations, I thought it would be a nice change of pace to take a behind-the-scenes look at the evolution of one of Alpha 14’s new monsters: the stone golem and his stoneling friends.

The Stone Golem originaly came from a series of sketches Allie made for us, focusing on different nature-themed monsters

Tom modeled and animated the concepts, focusing on how the golems get more and more human-like as they get more complex

Linda then took the models and animations and turned them into in-game entities. She gave them stats, grouped them into encounters, and added in a few surprises

Other News: Giant Towns and Building Templates

Many thanks to everyone who posted bug reports, feedback, and buggy save games on our forums at discourse.stonehearth.net.

Thanks to Yang’s vigilant efforts and hours and hours of hours of investment, we’ve managed to keep saves backwards compatible through all of A14’s development. This means that we’ve been able to load and debug and monitor your enormous late game saves for gameplay bugs, memory leaks, and performance drags. Please keep them coming, and as always, post us inspiration pictures of your giant towns! They keep us going through our bugfixing sessions.

Also, we continue to look at problematic building templates. We appreciate all your sleuthing and especially your templates. Building has taken a backseat to performance optimizations this Alpha, but Chris and Tony have created a test program that will automatically try to build all the templates loaded into a game, so we are all prepped to look more closely at that when we next have a chance. Keep the templates coming too!

9 días después
Bouzas

ALPHA 14 HAS ARRIVED!

The theme of Alpha 14 is the evolution of enemy encounters and combat (Part One… to be continued in future releases). You’ll find several new features related to this, as well as continued performance improvements and bug fixes.

This is an Alpha release, so you may encounter monsters of a different kind — that is to say, bugs. Please report them in our forums at discourse.stonehearth.net.

Stonehearth Alpha 14 is available immediately on Steam and shortly on Humble Bundle.

Here’s what’s new and notable in this release:

Moar Monsters!

You didn’t think we were going to stop at goblins and undead, did you?

Several new enemies and enemy encounter types, both raids and ambient appearances (enemies spawn and lie in wait for unsuspecting hearthlings).
Encounters increase in difficulty over time.
An encounter spawns randomly in each twelve hour period.

New Class: The Herbalist

Moar enemies? Moar hurt! Your herbalist makes house calls.

Hearthlings injured in combat now heal much, much more slowly without intervention, and their rate of healing is dependent on their willpower stat.

Once injured, a hearthling’s health status (heart icon) will become visually persistent until healed.

The Herbalist can heal injured hearthlings quickly.

The Herbalist can craft a number of healing items.

The Herbalist can craft strength and stamina tonics.

The Herbalist’s talisman, a healing staff, is crafted by the Carpenter. It is also available for purchase from a new game’s start screen.

Wounded hearthlings will seek out beds. The Herbalist can only treat hearthlings who are in beds.

Wounded and untreated hearthlings will decrease a settlement’s happiness.

Wounded hearthlings will move more slowly.

New Combat Party Controls

Move. Attack. Defend. I’m talking to you, soldier.

Only Footmen can now be placed in combat parties.

Hearthlings who are not Footmen may be enrolled in the Militia; see below.

You may have up to four combat parties; you can manage each separately from the “Fight and Defend” menu.

Parties have three modes from which you can select: Move, Attack, and Defend.

”Move” directs the party to proceed to a specific location, ignoring intervening threats.

”Attack” directs the party to attack a specific enemy or location, while engaging anything hostile on their way.

”Defend” directs the party to move towards and then remain at a specific location, engaging anything hostile on its way. The party will remain at the Defense location until otherwise directed.

New Town Defense Options – and a Well-regulated Militia.

Your settlement now has a new way to manage non-combatants in times of crisis. Also, you now have a militia!

Safety Standards, crafted by the Carpenter or the Potter, can be placed anywhere in your world to create a “safety point” for non-combatant hearthlings. Camp standards are safety points by default.

Selecting “Town Alert Mode” (formerly Defense Mode) will cause all hearthlings not in the militia to run to their nearest safety point.

To assist with town defense, non-Footmen hearthlings may be enrolled in the Militia.
Hearthlings in the Militia will hold their position attack anything hostile that approaches them.

They are less likely flee from enemies than their non-militia counterparts and also receive a slight boost in damage.

By default, all hearthlings are opted out of the militia. You can add people to the milita via the “Groups” page, accessed through the tab at the bottom of the Hearthling Therapist interface.

Hats and Helms!

Moar Monsters? Moar Armor! This release finally implements a new schema for hair that allows for hats and helmets. Some classes come with hats by default, and others can get helmets from advanced crafting recipes. For modders, this release also includes a new way to define the colors of things from json palettes, allowing more variation in hearthling hair colors, skin tones and more.

Major Bug Fixes, Improvements, and other Features

-Performance

Numerous performance improvements, including a further reduction in idle hearthling behavior and support for larger settlements

Identified and fixed some memory leaks

Destroy unnecessary traces, to improve performance and memory usage

Fixed lua and coroutine related memory leaks in the game’s AI

Performances improvements in crafters

Performance optimizations for towns with lots of placed items

Performance optimizations for compound actions

Performance enhancements to building, fix some memory leaks

Continued work on destroying defunct encounter nodes, for performance and debug UI readability

Performance improvements for farms

Fix various memory leaks in UI, especially listeners, views, and tooltips

Fixed combat music not turning off

Fixed a lot of UI slowness due to information oversharing from server

-Combat and Encounters

Combat tuning: health regen rate, encounter frequency, menace, loot drops, equipment stats

You should get a notification the first time you engage with enemies from an encounter

Combat music stuttering and continuous play is eliminated

Combat music should only start when combat is joined

Sound effects for new monsters

SFX for Goblins and Golems and other monsters

People no longer allowed to attack objects that have no hit points

Added healing items

All doors now properly keep out enemies

Party banners now work correctly with older saves

Cancel order command now available on combat banners

Cancel order command now available on party and footman unit frames

Fixed issues where goblin chief is not accepting tribute

Players can no longer move the goblin firepit

Goblins are now neutral to everyone during goblin chief camp encounter

Tweaks to armor stats

Party banners now reflect the party that they belong to, and toasts show the command

Parties in the UI are disabled until you have a footman

-Crafting, Building, and Other Hearthling Activities

Made restocking much faster

Farmers no longer place only plants

Expanded pathfinding range for hearthlings to 1,000 voxels from 512, hearthlings can now find
items that are further away from themselves!

Bronze recipes added to blacksmith

New gold is added to existing gold chests, instead of spawning new chests, until existing chests are full

Lots more hair color variations and permutations for hearthlings

Show count of citizens and party members on start menu

Allow layers in hearthling clothing, allow each layer to reveal the layers underneath.

-Other Stuff

NPCs will own their stockpile items

Ambient threats and trader campaigns have been reset in order make new encounter changes work on old saves. If you’ve loaded an older A14 save and not seeing traders, check your notifications!

All tonics can now be placed/moved about in the world so you can put them in crates and get them back out

All plants (but not trees) can now be uprooted and relocated.

All plants (but not trees) regrow after harvest.

Castle roofs are now included in the building editor.

Wooden Tunnel Doors can now be crafted by the Carpenter.

Livestock now remain in their pastures.

Tweaks to Rayya’s Children, including selected outfits and journal entries.

Modders can now add custom encounter types.

Task groups and hearthling therapist now saves/loads properly

Food now disappears if it is half eaten; should solve food littering issues

Normalized lots and lots of net worth/prices

Increase clay drops in desert

Rotten food is now a separate thing, so you can delete it. All rotten baskets of food will become a generic rotten basket of mush.

A Reminder

The default setting for the maximum number of hearthlings is 20. This is for performance reasons. However, if your game is running well at 20 hearthlings, you are free to change this setting if you wish. Just go to Settings>Gameplay to adjust. Currently, the maximum setting is 40.

Once your game hits the maximum number of hearthlings, you will no longer receive Daily Notifications.

Bouzas

En cuanto termine la traducción del nuevo contenido os lo pongo por aqui :)

2 respuestas
UnLiMiTeD

#177 Perfect. Aunque aun sigo indeciso con este juego. Juge una partida de unas 2 o 3 horas que se me ralentizo tanto que tuve que dejarlo, y ademas empezaba a parecerme todo demasiado monotono. :(

1 respuesta
Bouzas

#178 Esta en Alpha, el juego le falta contenido, pero poco a poco van metiendo cosas y cosas.
A una mala tira de Mods de la comunidad y metete contenido que te parezca divertido :)

1 mes después
UnLiMiTeD

#177 y, no hubo traduccion?,xD

1 respuesta

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