We're planning a larger upcoming update to get some of the bugfixes and performance improvements from the unstable branch over to stable. In the meantime though, here are couple more fixes for 1.0:
Fixed a bug that caused a crash to desktop
Added product version string to About page
Fixed town starting with more than the specified number of starting hearthlings when constants.population.genders is overridden
More bugfixes! We’ve also added some changes to support some of the modder requests you've sent us.
Bugfixes and Improvements
Fixed various cases of hearthlings stalling while building
Fixed a bug that caused a crash to desktop
UI optimizations for the Citizens menu, Save menu, Party editor, Multiplayer menu, Settings page
Added product version string to About page
Fixed inability to click Fullscreen checkbox in the Settings menu due to overlapping graphics text
Fixed Amberstone pedestal not being usable
Fixed valor town bonus not unlocking the Valor Torch
Fixed Gilded Crimson rug so that it can be safely used in the builder
Hide cancel command on placement ghosts for non-undeployable items (ie. hearths, banners)
Fixed non-upgradeable additional equipment pieces not being unequipped when the main piece is unequipped
Quivers can now use feathers from ostriches instead of only poyo feathers
Fixed the Northern Alliance crop encounter so that it delivers the crops that the kingdom doesn’t already have unlocked
Fixed ostrich drops not being autolooted on harvest
Make sure ostriches and poyos hatched outside of your pasture can be slaughtered by your shepherd to prevent overpopulation
Fixed some container items so that they show up under a valid category in the UI
Fixed hearths getting undeployed in certain cases
Fixed Reinforced Stone Door not having reinforced door stats
Remove some references to deprecated fine items
Fixed a minor encounter error that happens when a player disconnects in a multiplayer game
Fixed town starting with more than the specified number of starting hearthlings when constants.population.genders is overridden
Fixed game creation error that happens when the num_starting_citizens is less than 2
Modder Support
Added "eye_color" to the categories in female_customizations.json
Added array support for job roles, equipment roles, and item materials
Added water habitat type so that modders can add landmarks, nests to the water
Allow modders to specify traits by kingdom
Added female model variant to female zombies and skeletons so that they can wear female clothes
Added the material tag `shield` to shields
Allow custom modded equipment slots to be visible in the equipment tab of character sheet UI
Changed rock_layer_6 hex color code to upper case so that biome terrain colors can remap it correctly
Added pet bed assets, drinking animations assets, teacup assets (not hooked into game)
⚠️ Note to modders: We’ve made changes to several UI files, so you may need to update your mod to make it compatible. See the full list of changed files here.
Special thanks to BrunoSupremo for providing implementation details for much of the modder requests!
In this push to unstable, we’ve prioritized work on bug fixes and performance as we move towards our 1.1 release. We’ve also added some improvements to the Travelers system, courtesy of our summer intern, Jack.
Bugfixes and Improvements
Fixed some crashing bugs
Fixed an issue where buildings would not build due to the system incorrectly thinking they lacked resources
Improved performance around combat and patrolling
Performance: Tuned appeal and open space systems to avoid doing lots work at the same time
Performance: tuned garbage collection to drastically improve some cases of stuttering and lagging
Fixed an issue where starting multiple buildings simultaneously could cause instability and/or crashes
Added an in-game friends list for inviting Steam friends to join a multiplayer game
Fixed items stocked at player market stalls being sold for the incorrect amount
Fixed Mason Sign recipe not getting unlocked as a part of the Guildmaster town bonus
Fixed immigrants spawning on top of the banner when the banner is in a building or road
Fixed an issue that prevented some titan trap events from spawning correctly
Fixed some asserts related to conversations and crafting
Added various new sound effects for workbenches, monuments, footsteps, harvesting plants, and more
Updated to the latest version of SHED
Travelers++
Build up a bustling tourist town! This summer, Jack worked on enhancements to the Travelers system as his intern project. Now, instead of just brief visits to your town, Travelers will spend the day exploring your town, admiring the decorations and attractions around the city, buying items from your Market Trading Shelves, and resting in your designated traveler beds. Satisfied travelers may even leave a gift as compensation for a good stay!
Travelers will begin to consider visiting your town once you have at least one bed Reserved for Travelers, which you can do from the bed assignment menu. They can arrive in the morning or evening, and the number of visitors you get is limited by the number of beds and attractions that you have in your town. Attractions are placed items that include things like hearths, banners, benches, rugs, fountains, trading shelves, and various decorations. The value of the traveler’s gift is based on the city tier and the traveler's satisfaction, which is based on their appeal score after being in the town plus the quality of the bed they slept on. Higher satisfaction yields better gifts.
⚠️ Note to modders: If you’d like travelers to interact with one of the placeable items in your mod, add a ‘traveler_attraction’ component to that item’s base entity json.
Hey everyone, now that we’ve stuffed in our last few features and a ton of performance and bug fixes, our game is finally complete. Team Stonehearth is proud to announce that our cozy, quirky, and sometimes epically heroic building simulation game is finally ready to leave Early Access and go 1.0.
This has been an incredibly long journey for everyone on the team, everyone who backed us during our 2013 Kickstarter, and everyone who has joined us on Steam Early Access. I think it’s safe to say that building Stonehearth turned out to be way more difficult than we all expected. For many of us, this was our first game, and the things we learned about game development and about ourselves and each other could probably fill at least 99 Leather Storage Chests(™). Every day though, Tom, Tony and I, and later Albert, Chris, Brad, Yang, Doug, Winnie, Linda, Allie, Malley, Nikki, Richard, Justin, Ana, Morgan, Angelo, Luke, Max and Aaron found in the game--in its tone and in its radically weird tech--something precious, something that made us all want to get up every single day to bring it to life.
We also found all of you. We gathered so much energy from interacting with all of you. We found inspiration in the things you built, from mods to templates to villages. We gained so much strength from your enthusiasm for what this game could be, that even through the game’s darkest hours, when we were, multiple times, over multiple years, on the verge of giving up, we managed to persevere until we’d built something we could legitimately feel proud of. And finally, I think, all of us found in this game, something special in each other, the kind of family of friends that sets out repeatedly into the great unknown together, with dreams of building something that brings joy to ourselves and everyone around us.
So what comes next? Well, the game is done, but the story isn’t quite over yet. On Thursday, 7/26, we will have one last all-day stream on our twitch channel, www.twitch.tv/stonehearth. starting at 9:00am PST and running until 7:00pm PST. This stream will be focused on all the beautiful things you have built in the last five years, and we hope to see you all there.
After the stream, between now and a planned December 1.1 release, a subset of our team will continue working on performance, bug fixing, polish, the MacOS port, and an expanded modding guide. We also want to do whatever we can to support your modding efforts (looking at you, ACE!), so if there’s anything you need from us, or if you’d like to report a bug or issue, please continue to find us on discourse.stonehearth.net. We love seeing your save files, especially ones that reliably reproduce issues or that show off gorgeous cities and happy towns.
It’s hard to say goodbye, so let’s not say goodbye. Instead--
Thank you all for everything, and Happy Re-Embarkation Day!