Stonehearth - Radiant
Just one more teeny patch....
  • Fixed the broken template-rotation issue.
  • Fixed an issue where Hearthlings received tier building bonuses too early.
  • Fixed an issue where Hearthlings could get stuck building a building if the town tier changed during the build.
  • Allow placing fixtures to be placed on a building where another fixture was moved or removed.
Stonehearth - Radiant
As per tradition, this release fixes a couple bugs that snuck into version 24.9:
  • Fixed region selector error if selecting a null region.
  • Fix the storage filter default setting (All/None) not taking effect until game.

Game on!
Team Stonehearth!
Stonehearth - Radiant
Debug all the things!
We’ve recently blocked-in the major features for Alpha 24, and we’re now focused on fixing bugs and polishing things up. See the changelog below for details!

Multiplayer
  • Added a "Change All" button in citizens menu that allows player to set the the Working For town for all citizens at once.
  • Added item numbers to other players inventory in trade menu.
  • Made multiplayer icon Hearthling shaped.
  • Made citizens drop all of their items when their player disconnects, so they don't keep items from other towns in their backpacks.
  • Made it so only a building’s owner can build, pause, resume or destroy it.
  • Changed Workshop uploads to use clearer folder names on the uploader’s machine.
  • Fixed presence cursor sphere colors not matching player colors.
  • Fixed localization for game description when you don't own a mod in mod sync screen.
  • Fixed Hearthlings disappearing when a player reconnects.
  • Fixed crafters claiming workshops from different towns.
  • Fixed reconnecting players sometimes stealing another player’s town.
  • Fixed another instance of citizens accidentally stealing from the town they are assisting when clearing their carried item into their backpacks.
  • Fixed a UI crash when rendering chat messages of people who've left.
  • Fixed hearthling not removing items from the correct inventory when dropping items that belong to another faction from their backpack.
Building
  • Added new themed roof and wall colors for Rayya's Children and Ascendancy.
  • Added terrain colors.
  • Added support for item quality during fixture placement, and in the cost menu.
  • Added additional sounds to the builder.
  • Added support for optionally auto-replacing fixtures when they are destroyed.
  • Changed non-building ladder and placement modes to not show blueprints.
  • Changed building celebration to trigger only if the completed building was complex.
  • Fixed terrain not being restored when a building is destroyed.
  • Fixed the auto-queuing toggle in the settings not being respected.
  • Fixed backwards compatibility for templates without item quality.
  • Fixed an issue where dragging a fixture on blocks could cause the block to be selected.
  • Fixed building rulers sometimes remaining after the building menu is closed.
Other changes
  • Added the ability to dismiss notifications by right-clicking on them.
  • Changed tooltip for the "Cloth, etc." storage category to "Refined Craftables (Cloth, etc.)" to better match its current use.
  • Changed shop notifications to disappear if not interacted with for 36 hours.
  • Fixed crafting order corruption when a crafter becomes incapacitated while collecting ingredients.
  • Fixed Mer Burlyhands appearing in the Goblin campaign.
  • Fixed Rayya’s Children Legendary recipe not unlocking correctly.
  • Fixed crafters collecting neutral (not owned by any player) ingredients.
  • Fixed several monster sound effects being inconsistent.
  • Fixed the storage category for Legendary weapon components to be Refined Craftables.
  • Fixed clapping audio attenuation.
  • Fixed “arrow” windows’ region shapes and offsets.
  • Fixed citizens menu checkboxes being unaligned when scrollbar doesn't exist.
  • Improved logic for merging mining zones.
As usual, saved games from previous unstable pushes like this one might be incompatible, but saves from stable version to stable version will work.

Every bug counts, so if you see any bugs please report them on our forum at https://discourse.stonehearth.net/.

✨Have fun!✨
-Team Stonehearth 
Stonehearth - Radiant


Disconnecting players? How to make PvP Mods? What are we working on next? Now that Multiplayer and the Builder are BOTH on Steam unstable, this Desktop Tuesday answers a bunch of your common multiplayer-related questions.

Find it here:
http://www.stonehearth.net/dt-multiplayer-qa/
Stonehearth - Radiant
This is a quick hotfix for a particularly bad bug included in the the 24.8 release, and a tweak to the default speed control setting:
  • Fixed server error when starting a building in the old building system.
  • Changed the default speed control setting to let both clients and hosts control it.
Stonehearth - Radiant
Please come join us at https://www.twitch.tv/stonehearth
Stonehearth - Radiant
Connecting Hearths
With this release, we are finally enabling multiplayer on the unstable branch! This has been a long time coming, and it’s still very rough around the edges, but we’d love for all of you to take it for a spin. To get an overview of how to host and join multiplayer games, please watch or read the Desktop Tuesday on Multiplayer.

Here's the very short summary: Stonehearth Multiplayer allows up to eight towns to embark together on the same map. To play, first figure out which of your friends you'd like to play with, and which of you has the beefiest computer and the internet connection with the fastest upload speeds. This person should be the host of the multiplayer game -- the person who runs the server and to whom everyone else connects. Once this person starts up a multiplayer game through the new main menu button, selects their kingdom, biome, and difficulty level, their friends can now connect to their game via the Steam friends list, or the host can invite them from an in-game UI. As your towns grow, you can trade items, create and decorate a joint space, and use your militaries to help each other out as monsters attack you both.

Note: If you’re not on Steam, you can still totally play multiplayer. Instead of connecting via steam friends, you will want to modify your user settings.json file to open some ports and state which machine is the host, and to which machine the clients will connect. You will then have to make sure all computers have the same version of every mod. Find more details in this thread.

Disclaimers!
  • Multiplayer is super early and the team is actively working on bugs and performance issues. Until we tackle more of these, please be aware that performance will be slow in any game with a large number of hearthlings--due to say, a large, late-game town, or a large number of people all embarking together.
  • Playing with people on the other side of the world can also cause performance issues, as can internet connections with slow upload speeds.
  • Players may not be able to connect to a game due to a network timeout and get a “something went wrong” error. We have resolved some causes of this, but are still looking into it.
  • Multiple clients trying to join a game at the same time may cause the host to crash.

Changes from the super-unstable branch
For those of you who tried out multiplayer on the super-unstable branch, thank you! Here are the changes we’ve made to multiplayer based on your feedback:
  • Added the ability to assign hearthlings to work for another player.
  • Added support for saving and loading building templates. Everyone, host and client, can now save/load templates in the new building editor.
  • Added support for trading gold.
  • Added an option to prevent clients from controlling game speed.
  • Added display of the game's biome, difficulty, and age to the join screen.
  • Added mod download progress bars to the join screen.
  • Added a new multiplayer menu icon.
  • Fixed a crash in mod sync when connecting to a game.
  • Fixed a connection timeout when joining games.
  • Fixed a server crash when a client disconnects.
  • Fixed a client crash if disconnected before placing the banner.
  • Fixed new citizens spawning near the wrong town.
  • Fixed a UI crash in the multiplayer menu.
  • Fixed an error with cultist hearthlings belonging to disconnected players.
  • Fixed an error when trying to destroy items twice in a row on laggy servers.

⚠️ Note that all future multiplayer changes will be going directly to the unstable branch, and the super-unstable multiplayer branch will no longer be updated.

Organizing the ToolSHED

In this release, we're including SHED, a program that helps EDiting StoneHearth data. This tool is used by our artists and designers to more easily edit items, quests, and visual effects, and may be of use to modders doing the same.

The tool is still very rough around the edges, has almost no documentation, and a variety of bugs and limitations - for example, cloning items between different mod folders isn't supported, cloning recipes isn't supported, adding campaigns through a mod requires manually adding some aliases, and so on. Still, we think it will save modders some time, which is why we are including it even in its current state.

If you're a modder right now, and you'd like to try using SHED, go to the "shed" folder inside the Stonehearth folder, and run StonehearthEditor.exe. If you find a bug or an issue, or you discover a thing you wish were easier to do, please be sure to tell us on https://discourse.stonehearth.net/ and we will see what we can add to make the tool easier to use.

If you're using SHED and you’d like to improve it yourself, the program is actually open source and can be found on GitHub. Pull requests are welcome! Some work-in-progress documentation is available in the modding guide.

Builder Updates!
  • Added rulers to the building editor - rooms, walls, and roofs show measurements live.
  • Added support for patterned roads.
  • Added sound effects for placing roads.
  • Added the ability to mark blocks as walls or roofs so they display properly in all building vision modes.
  • Made building costs update in realtime as the building is constructed.
  • Made blocks that cause a building plan to fail to appear over regular building geometry so they’re easier to see.
  • Fixed building net worth resetting to 0 on load.
  • Fixed a 32-bit integer overflow in building IDs, which caused all sorts of weirdness.
  • Fixed building templates having incorrect sunkenness if saved after the building is built.
  • Fixed overlapping/intersecting rooms even if their floors aren’t on the same level.
  • Fixed some invalid structures appearing valid if they intersected other valid structures.
  • Fixed an issue where structures could not be placed on pyramid-like roofs.
  • Fixed several rendering issues with the active building area outline.
  • Fixed several issues around item placement, especially with fences and mats/mosaics.
  • Fixed several issues around item bounds calculations.
  • Fixed an issue that allowed building templates to be placed practically anywhere.
  • Fixed the builder material list breaking when it has too many colors (e.g. from mods).

Other Changes
  • Improved overall gameplay performance (first pass).
  • Improved appeal check performance by introducing hearthlings to object permanence.
  • Improved mining performance by not merging large mining zones.
  • Improved Cleric casting visuals.
  • Improved the notifications and combat icons.
  • Fixed artifacts produced by bursts of waterfalls as they become empty.
  • Fixed enemy camps from pre-A24 savegames not showing alerts.
  • Fixed double-clicking dialog buttons while on a slow server breaking campaigns.
  • Fixed several UI crashes.
  • Fixed a missing sound in the workshop UI.
  • Fixed clicks in quest dialog UIs sometimes being ignored.
  • Fixed the ability to trigger 2 copies of the town founding quest for the same town.
  • Fixed the crafting UI search mishandling letter case and deletion.
  • Fixed items from deleted stockpiles not being considered restockable immediately.
  • Fixed the game window starting tiny after being closed from the taskbar preview.
  • Fixed an AI crash if an in use workshop is removed.

Unstable is Still Unstable
As usual, saves made on unstable are not guaranteed to work between unstable versions, but saves from different stable alpha versions should work.

Have fun!
Team Stonehearth
Stonehearth - Radiant


Find it here: http://www.stonehearth.net/dt-re-embarkation/

Also, just as the builder hit unstable last week, Multiplayer is now available to play on it's own special unstable branch. Head over to this link for details:
https://discourse.stonehearth.net/t/its-happening-multiplayer-available-on-another-super-unstable-steam-branch/34827
Stonehearth - Radiant
Please come join us: https://www.twitch.tv/stonehearth
Stonehearth - Radiant
Holy cow, we have a new builder!
What is this?
This is a complete, top-to-bottom redesign and re-implementation of the entire Stonehearth building experience. We have a totally new building “core” that should allow hearthlings to consistently and correctly build almost any structure you can design–and if they can’t, you should be alerted before they even try.We also have a completely new user-experience and UI for the builder, with far friendlier and more powerful tools with which for you to design your buildings.
Tell me about new stuff that I probably don’t expect!
  • To get to the new builder, hit the build button and then hit the “NEW” building button.
  • Buildings are now built around rooms. Use the room tool to draw out floors and walls together. Overlap rooms to make floor plans. Add rooms on top of rooms to create multi-story buildings. Use the roof tool to draw roofs on top of your rooms to finish off the building.
  • Want to build something that isn’t a room? Our new slab tool is pretty powerful (though we don’t yet do a good job of telling you how to use it.) Once you’ve placed some slab, you can push and pull individual voxels of the placed slab by selecting an individual voxel.
  • You can also translate voxel slab around by holding down the ‘shift’ key to get the translation widget (again, we’ll work on this to smooth it out a bit.)
  • If a structure turns red, that means it’s placed in an invalid place (it might be intersecting something weirdly, or just floating). Red means it won’t build!
  • When a building is done, scaffolding and ladders evaporate and Hearthlings do a little celebration.
  • If Hearthlings have not made any progress on a building in some time (currently around 30s), the system will try to figure out of any hearthlings can reach the in-progress pieces. If none can, it will highlight those pieces in red. This is your cue to help your hearthlings out by making sure they have a path to that red area. Build them ladders, make sure the terrain is accessible, etc.
You can find an overview of the new builder in the Desktop Tuesday from a few weeks ago:http://www.stonehearth.net/dt-building-basics/
There are still some rough edges!
  • Bugs!
  • Template import does not yet exist.
  • Stonehearth default building templates are still only available in the old builder.
  • The old building editor is still in the build so you can still access the old templates.
Handy Hotkeys
A few pieces of building functionality are available through the following hotkeys:
  • Rotate: period/comma
  • Sink/raise a template into/out of the ground: shift + period/comma
  • Deselect/Cancel current tool: right click
  • Select all walls, slab: double click
  • Move slab: shift
  • Move rooms individually: shift
How can I best give you feedback?
  • Create a thread on discourse.stonehearth.net with the tag new_builder and write a descriptive title. If it’s a lot of feedback together, one thread is OK. If it’s a bunch of bugs, make a new thread for each bug so that we can easily show which bugs have been resolved, when they are. Then, especially if your feedback is about an error, write a detailed description of exactly how to reproduce the problem. We want to know exactly how to recreate the error, so we can fix it!
  • If you’ve got a save showing the broken/weird behavior, upload it for us to take a look.
  • Alternatively, send us a template of the broken building (saves are probably better, though)
Other Things!
  • Town Name now starts blank, so that you don't forget to change the default random name (not that I, personally, have done this a dozen times or anything)
  • Overmorrow! (is now a word in a tooltip in the weather UI)
  • Fixed some memory leaks
  • Fixed default_locale being put in the wrong place for new mod manifests
  • Fixed conflicting mods behaviour for local mods/steam workshop mods in mod screen
  • Updated insect names
  • Updated ogre rig and animations
Have fun!
✨ Team Stonehearth ✨
...