One of the core promises of Stonehearth when we first imagined it was that the game would be moddable so that your imagination could expand your hearthlings' world -- and that your creations could be shared easily with other members of the Stonehearth community.
Today, Team Stonehearth is pleased to announce the launch of our Steam Workshop! Now you have a one-stop shop to find and share community-created content: mods, decor, campaigns, biomes, and more. Building templates are not part of this initial version, but they will be soon (to complement the launch of the new builder).
Our Steam Workshop can be found through the Stonehearth Community Hub here on Steam.
From the beginning, we've seen absolutely incredible content contributed by the community -- from mods that add new features to spectacular biomes to new items for your settlements -- even localization into multiple languages. It's long been a goal of ours to have a centralized location for all this community-created content, and for quite a while we anticipated creating our own modding and content hub on stonehearth.net. But as we investigated both the development and maintenance effort needed as well as taking a closer look at what Steam has to offer, we came to the conclusion that Steam Workshop does, in fact, offer most of the functionality we want. And enabling Steam Workshop is something that many of our players ask for frequently. So here you go! Shoutouts go to Angelo, Linda, Morgan, and Ana for getting Workshop into your hands.
Steam Workshop will also be an important component when we launch multiplayer (not long now!). Using Workshop and the game's new mod manager, you'll be able to ensure that you and your online play companions all have the same mods and community content so that there aren't any weird disparities between your game and your friends'.
But wait! There's moar! (Isn't there always?) If you're a modder -- or thinking about being one! -- you'll definitely want to check out our awesome new modding guide prepared by Ana (Relyss). It's linked in our Workshop or you can find it directly here. And Morgan has created a "teaching mod" featuring the insidious Hush (you'll just have to play it to see) -- you can get this mod in Workshop as "The Dark Grove."
We're launching our Workshop in "beta" mode -- meaning we're testing it out, and we'd appreciate your feedback. What works for you? What doesn't? What's missing? As always, your input helps us make the Stonehearth experience the best it can be.
In this push to unstable we’ve added support for Steam Workshop mods. Everyone can now upload their own mods, and subscribe to existing mods to automatically get all the latest updates. See the full announcement here.[/u]
Added ‘Browse on Steam Workshop’ button in mod screen
Added a create/update flow for Steam Workshop in mod screen
Added the ability to unsubscribe from mods
Added a steam_uploads folder to the list of places mods are loaded from
Added the ‘client_only’ flag to mod manifests for translation mods
Added the ‘namespace’ field so folders don’t have to match the mod name.[[/*]
Removed the ‘deferred_load’ flag, mods can no longer be hot loaded (manifests can).
Little Fixes and Improvements
Added dialog for the Town Tier 3 celebration.
Changed the crafted trader stalls to summon a random trader from the pool of currently available traders instead of a single preset trader with a tiny inventory.
Increased chances of higher tier traders.
Reduced thunderstorm lightning damage, and likelihood of hitting trees and citizens.
Balanced legendary armor and weapons (initial pass).
Balanced Hearth of Glory enemy loot drops to be slightly smaller and have a chance to drop iron and steel.
Removed sandstorm/thunderstorm damage on peaceful mode.
Fixed shepherds whistling forever at baby animals.
The main feature of this unstable release is the new Weather system. When you update your game, you’ll notice three new icons under the sun: a weather forecast showing the weather for today, tomorrow, and the day after.
Most weather focuses on creating a mood by subtly altering the visuals and audio around your town: the atmosphere, sky, sunrises and sunsets, and ambient sounds.
More severe weather types have gameplay effects, like influencing plant growth, making unsheltered citizens and animals hot or cold, destroying trees by lightning, or crops by sandstorms.
There are 9 weather types currently enabled - see if you can spot them all!
Last year, we did some experiments with in-game atmospherics, in service of some lighting experiments. In this release, we port a number of those atmospheric changes over, plus update waterfalls to their original, flat appearance from early concept art.
Added support for fog, atmospheric scattering, and image gradients in sky settings.
Switched waterfall rendering to the flat style.
Fixed water rendering seams (in high quality graphics mode).
Progress marches on
We are wrapping up our work on the new Town Progression campaigns, and while there are still a few things missing here and there, what you see in this release is pretty close to our vision for the feature. Changes in this version include:
Added the Rayya's Children version of the town progression campaign.
Added visiting NPCs during town upgrade celebrations.
Added legendary weapons and armor to Valor shrine rewards (stats still need balancing).
Added a variety of random buffs to the town progression Deity shrines.
Added a tab to the Town Overview UI showing active town bonuses.
Added celebration music.
Added sound effects to some emotes and celebrations.
Added animation to encounter dialog text.
Rebalanced Glory hearth enemy wave difficulty and rewards, and raised Glory level cap to 512.
Increased required Net Worth for 9-21 citizens, to make Hearth upgrades matter.
Reduced required Food for immigration by 25%.
Improved iconography of town progression UIs.
Fixed fractional gold interest in the Hearth of the Makers bonus.
Fixed several dialog errors in the Ascendancy town progression campaign.
Fixed music unlocks as a result of town tier upgrades. This means that you can finally enjoy Raj’s Tier 3 music for both the Ascendancy and Rayya’s Children ingame!
Traders and exotic pets
Tired of getting same old traders? Tired of having thousands of gold pieces lying around and nothing to spend them on? To complement the new tier progression quest, this alpha introduces three tiers of traders with thematically cohesive inventories. A very special late-game trader introduces a number of exotic (and expensive) pets, including ones originally designed during the Kickstarter campaign. As promised, Kickstarter backers will additionally receive the ability to embark with these pets via a mod to be released at a later date.
Rebalanced all traders to have 3 tiers of shops that provide more variety while also being less predictable.
Added herb and pottery traders.
Added the ability to buy pets and added 3 tiers of pet traders. Late game pets include the critters originally designed during the Kickstarter campaign. As promised, Kickstarter backers will receive the ability to embark with these pets via a mod to be released later.
Other changes
Added an ambient audio volume slider.
Added a time of day slider debug tool.
Improved iconography of the main action bar.
Fixed several AI bugs which should reduce indecisiveness when considering unreachable destinations.
Fixed a number of grammatical mistakes in item descriptions.
Fixed volume sliders not showing the correct value when moving the slider too quickly.
Fixed rabbits fleeing from shepherds.
Fixed right clicking in trade menus.
Fixed performance hitches when playing certain audio effects (e.g. rooster call).
Fixed steel ingot missing from input box filters.
Fixed the settings menu not being closeable on fresh installs.
Fixed missing place item/ladder hotkeys.
Savegame compatibility
This release has several changes that are not backward-compatible with saves made on previous Unstable versions, but saves from different Stable alpha versions should work.
The main feature of this unstable release is the new Weather system. When you update your game, you’ll notice three new icons under the sun: a weather forecast showing the weather for today, tomorrow, and the day after.
Most weather focuses on creating a mood by subtly altering the visuals and audio around your town: the atmosphere, sky, sunrises and sunsets, and ambient sounds.
More severe weather types have gameplay effects, like influencing plant growth, making unsheltered citizens and animals hot or cold, destroying trees by lightning, or crops by sandstorms.
There are 9 weather types currently enabled - see if you can spot them all!
Last year, we did some experiments with in-game atmospherics, in service of some lighting experiments. In this release, we port a number of those atmospheric changes over, plus update waterfalls to their original, flat appearance from early concept art.
Added support for fog, atmospheric scattering, and image gradients in sky settings.
Switched waterfall rendering to the flat style.
Fixed water rendering seams (in high quality graphics mode).
Progress marches on
We are wrapping up our work on the new Town Progression campaigns, and while there are still a few things missing here and there, what you see in this release is pretty close to our vision for the feature. Changes in this version include:
Added the Rayya's Children version of the town progression campaign.
Added visiting NPCs during town upgrade celebrations.
Added legendary weapons and armor to Valor shrine rewards (stats still need balancing).
Added a variety of random buffs to the town progression Deity shrines.
Added a tab to the Town Overview UI showing active town bonuses.
Added celebration music.
Added sound effects to some emotes and celebrations.
Added animation to encounter dialog text.
Rebalanced Glory hearth enemy wave difficulty and rewards, and raised Glory level cap to 512.
Increased required Net Worth for 9-21 citizens, to make Hearth upgrades matter.
Reduced required Food for immigration by 25%.
Improved iconography of town progression UIs.
Fixed fractional gold interest in the Hearth of the Makers bonus.
Fixed several dialog errors in the Ascendancy town progression campaign.
Fixed music unlocks as a result of town tier upgrades. This means that you can finally enjoy Raj’s Tier 3 music for both the Ascendancy and Rayya’s Children ingame!
Traders and exotic pets
Tired of getting same old traders? Tired of having thousands of gold pieces lying around and nothing to spend them on? To complement the new tier progression quest, this alpha introduces three tiers of traders with thematically cohesive inventories. A very special late-game trader introduces a number of exotic (and expensive) pets, including ones originally designed during the Kickstarter campaign. As promised, Kickstarter backers will additionally receive the ability to embark with these pets via a mod to be released at a later date.
Rebalanced all traders to have 3 tiers of shops that provide more variety while also being less predictable.
Added herb and pottery traders.
Added the ability to buy pets and added 3 tiers of pet traders. Late game pets include the critters originally designed during the Kickstarter campaign. As promised, Kickstarter backers will receive the ability to embark with these pets via a mod to be released later.
Other changes
Added an ambient audio volume slider.
Added a time of day slider debug tool.
Improved iconography of the main action bar.
Fixed several AI bugs which should reduce indecisiveness when considering unreachable destinations.
Fixed a number of grammatical mistakes in item descriptions.
Fixed volume sliders not showing the correct value when moving the slider too quickly.
Fixed rabbits fleeing from shepherds.
Fixed right clicking in trade menus.
Fixed performance hitches when playing certain audio effects (e.g. rooster call).
Fixed steel ingot missing from input box filters.
Fixed the settings menu not being closeable on fresh installs.
Fixed missing place item/ladder hotkeys.
Savegame compatibility
This release has several changes that are not backward-compatible with saves made on previous Unstable versions, but saves from different Stable alpha versions should work.
So cool, we've talked a lot about making it easier to make houses but why do hearthings need houses? A feature for our next release that adds some gentle gameplay to motivate building plus lots of literal atmosphere, tone, and mood.
So cool, we've talked a lot about making it easier to make houses but why do hearthings need houses? A feature for our next release that adds some gentle gameplay to motivate building plus lots of literal atmosphere, tone, and mood.