Stonehearth - Radiant
More minor bug fixes and polish.
  • Rescued several rabbits stuck on top of trees.
  • Improved combat performance.
  • Reduced insect and critter meat and pelt drop rates.
  • Removed "coming soon" tags from several recipes.
  • Fixed ostriches and duck-ducks reproducing.
  • Fixed a broken mammoth pet animation.
  • Fixed hearthling happiness rating sometimes not updating correctly.
  • Fixed a rendering artifact in one-voxel-high waterfalls.
  • Fixed the Northern Alliance Hearth of Glory not allowing enemy summoning.
  • Fixed an AI error caused by hearthlings recovering in bed deciding to join patrol.
  • Fixed the bronze portcullis recipe being locked.
  • Fixed several ingredient types not being counted correctly in the crafting UI.
  • Removed several deprecated and tier-locked items from merchant inventories.
  • Fixed several building bugs.
Have fun!
Team Stonehearth
Stonehearth - Radiant
Guess what, it's another bug fix.
  • Fixed an AI error magnified by the previous release.
Have fun,
Team Stonehearth
Stonehearth - Radiant
More fixes. You know the drill.
  • Fixed several AI errors.
  • Fixed a bug in crafting UI order reordering.
  • Fixed harvested pear cacti sometimes not showing the correct model.
  • Fixed attribute-modifying traits re-applying when switching gender on the embark screen.
  • Fixed the weather after the Titan battle not resetting, compounding plant growth bonuses.
  • Fixed sink/raise building template hotkeys.
  • Fixed Geomancer talisman storage filter tag.
  • Fixed Northern Alliance Glory hearth using the wrong model.
  • Fixed crafted Northern Alliance worker outfits using the wrong models.
Have fun!
Team Stonehearth
Stonehearth - Radiant
This release candidate includes the last few changes before Stonehearth goes 1.0:
  • Added loot drops to ostriches, duck-ducks, and wolves.
  • Added several more summoning stones to the Geomancer.
  • Added several more filter options to storages.
  • Added food preference descriptions to pets.
  • Added hotkeys for the new builder.
  • Added a new titan defeat fanfare.
  • Added numerous new landmarks.
  • Added more dessert recipes.
  • Added credits.
  • Improved the consistency of several material icons.
  • Improved the balance of Geomancer recipes.
  • Improved physics and mining performance.
  • Fixed Northern Alliance mulitary units attacking neutral spirits.
  • Fixed shadow rendering artifacts that could occur when loading the game or changing shadow settings.
  • Fixed order reordering in the crafting UI.
  • Fixed localized UIs reverting to English after the first time they display an unlocalized string.
  • Fixed an error in the building editor UI when placing fixtures on existing buildings.
  • Fixed an error that could occur when mining landmarks.
  • Fixed a crash when a mod changes the adjacency mode of a saved entity.
  • Fixed a mammoth animation issue.
  • Fixed buff on_expired actions not being applied.
  • Fixed several issues in the encounter system.
  • Fixed several UI text mistakes and typos.
  • Fixed several UI errors.
Have fun!
Team Stonehearth
Stonehearth - Radiant
Please join us at 6pm PST here: https://www.twitch.tv/stonehearth
Malley is gonna be going over some more landmark stuff and answering questions (if he can) ; ).
Stonehearth - Radiant
The time has come for the Beta build of Stonehearth to make its way to the Stable branch. This release includes a number of major features that have been in development since early 2018, as well as a large number of performance optimizations and bug fixes. Below is a non-exhaustive list of major new features.

The Northern Alliance and the Glacier Biome

The Northern Alliance is our third playable faction, distinct in their reliance on hunting as their main food source, and masonry as their primary crafting path. With the Northern Alliance comes their home, the Glacier Biome, featuring vast expanses of snow fields and tundra, large crystal-clear lakes, new critters, flora, fauna, and weather. For a quick introduction, watch the Northern Alliance Desktop Tuesday video.

Landmarks

When embarking in any of the default biomes, you may find a number of new landmarks and points of interests, ranging from curious rock formations and mountain geysers, to giant animal fossils, and ruins of past civilizations. If you are interested in learning how these are made, or would like to create a mod to add your own landmarks, you can watch this stream recording of Malley explaining the tools used to build them.

Clan Amberstone

Clan Amberstone are a faction of sentient Rabbits, who have only recently started to come out of hiding. The campaign to befriend these industrious subterranean rabbitfolk focuses on collaboration, resource sharing, and minimal combat. Rewards include unique decorations, new recipes, golems, Rabbit citizens, and access to the Geomancer class. The quests that start this campaign will begin automatically after your town reaches tier 2 (upgraded hearth). For more background, watch the Clan Amberstone Desktop Tuesday video.

The Geomancer

If you are successful in befriending the Rabbits, you will gain access to the Geomancer, a new class which allows you to place terrain patches, water springs, ore veins, and landmarks, as well as craft golems to take some of the burden of repetitive tasks off your hearthlings' shoulders. To see it all in action, watch the Geomancer Desktop Tuesday video.

Seasons

When starting a new game, you will now be able to select the starting season. Seasons determine weather distribution, as well as terrain and foliage appearance. Expect golden autumns on temperate maps, blooming cacti in the desert during spring, and a brief respite from the ever-present snow during arctic summers. Additionally, seasons affect farming, as each crop has its own preferred seasons, during which its growth rate is doubled. Seasons last a different amount of time in different biomes, but in all of them, a full year will take 84 game days.

The Titan Encounter

This optional end boss is a multi-day event that will challenge both your town's military and its workforce. It comes with its own weather phenomena, new enemies, new music, building destruction, and more. The titan encounter can be started by finished either the Orc or the Amberstone campaigns. If you don't mind spoilers, you can watch the Desktop Tuesday video on the topic, or ride along with Angelo and Stephanie as they try to take on the mighty titan in this stream recording.


For those of you curious about save compatibility, saves from A24 can still be loaded into the Beta version of the game, but we encourage you to start a new game to benefit from all the new features and campaigns.

For a detailed list of changes since the previous stable release, you can read the changelog for each unstable release since the last stable version: r862, r864, r866, r868, r869, r870, r874, r875, and r876.

Have fun!
Team Stonehearth
Stonehearth - Radiant
Another polish release, solving a number of lond-standing bugs as well as a few issues reported in the previous release:
  • Added several new landmarks.
  • Added the ability to move and undeploy doors and windows.
  • Added the ability to acquire dusty tomes through Rayya's Children trader quests.
  • Added an option to disable conversation icons, which reduces hitching on low-end machines.
  • Improved enemy spawning logic to reduce chance of spawning in unreachable locations.
  • Fixed an issue that could cause restocking to stop after a while.
  • Fixed an issue that caused wet stones to sometimes break water physics.
  • Fixed an issue that could cause items to be destroyed during placement.
  • Fixed an issue that could cause the UI to crash when entering an empty building template name.
  • Fixed an issue that could cause reachable mining zones to be treated as unreachable.
  • Fixed inability to accept some player trade requests.
  • Fixed dragging orders to the trash bin in the crafting menus.
  • Fixed some items not dropping properly when a building is destroyed.
  • Fixed the ability to put containers inside containers, leading to their contents becoming unreachable.
  • Fixed food and net worth goals appearing with decimals in the town overview menu.
  • Fixed mod sorting to use mod name instead of namespace, and ignore letter case.
  • Fixed the ability to dispatch hearthlings on quests when they are already dispatched.
  • Fixed building hitboxes being incorrect when painting or adding blocks in the building editor.
  • Fixed several issues with pet conversations.
  • Fixed legibility of the town declaration font.
  • Fixed camera panning speed when looking straight down.
  • Fixed some equipment being destroyed when promoting to a class that can't use it.
  • Fixed flowering fences requiring unobtainable old fences as ingredients.
  • Fixed several wall-attached items not being placeable.
  • Fixed job limitations not carrying over on re-embarkation.
  • Fixed Rabbit citizens sometimes not being promotable to archers.
  • Fixed masterwork crafting not working for Rayya's Children and Northern Alliance.
  • Fixed roads not receiving the Cunning town bonus until the game is reloaded.
  • Fixed crampedness thoughts not updating until the game is reloaded.
  • Fixed hunting notifications displaying for all players in a multiplayer game.
  • Fixed combat music playing during hunting.
  • Fixed several errors in the building system.
  • Fixed several text mistakes.
  • Fixed several UI errors.
  • Fixed several crashes.
Have fun!
Team Stonehearth
Stonehearth - Radiant


Hey Everyone, welcome to our second to last Stonehearth Desktop Tuesday! Today let’s talk a bit more about the rabbit clan we first mentioned a few weeks ago, and about a class we’ve long been excited to add to the game: the terrain modifying, ore-vein growing, golem making, landmark-growing Geomancer.

Find the full thing here:
http://www.stonehearth.net/dt-the-geomancer/
Stonehearth - Radiant
Now that all the major features planned for the 1.0 release are in, we are focusing on polish. This release includes a few minor additions and improvements, as well as a large number of bug fixes.

Building & Item Placement
  • Added mod labels to the building templates list.
  • Added a violet stone planter window box.
  • Fixed fence posts causing buildings to be unbuildable.
  • Fixed holes in buildings blocking the placement cursor.
  • Fixed the building fixtures list missing items from the inventory.
  • Fixed the Ascendancy townhouse building template being unbuildable.
  • Fixed several collision issues with workbenches and the Amberstone statue.
  • Fixed items disappearing from the placement menu if their placement ghost is canceled.
  • Fixed citizens ending up on top of shrines after placing them.

Gameplay
  • Added item quality to food (faster eating, happier eaters, worth more).
  • Added new Shepherd and Trapper class perks.
  • Removed unimplemented class perks.
  • Increased the maximum number of crafting orders from 30 to 200.
  • Reduced trapping grounds spawn rates.
  • Reduced net worth immigration requirements for large cities.
  • Changed immigration requirements to be round numbers.
  • Improved recipe crafting time balance.
  • Fixed hearthlings sometimes ignoring mining regions.
  • Fixed beds remaining assigned after being undeployed.
  • Fixed the harvester golem being unable to harvest farms.
  • Fixed Rabbit dispatch quests lasting 10 minutes instead of 2 days.
  • Fixed pets conversing with the same citizen over and over in small towns.
  • Fixed trader quests asking for unobtainable deprecated fence items.
  • Fixed a bug that could cause the archer to stop attacking animals.
  • Fixed sugar and sugarbell fitting the same storage filters.
  • Fixed storage filters for several Geomancer-related items.
  • Fixed trappers sometimes ignoring town alert.
  • Fixed bug meat kabobs counting as raw.

User Interface
  • Added Raise Camera and Lower Camera key bindings (Page Up/Down by default).
  • Added recipe Effort (crafting time) display to the crafting menu.
  • Added a link to each mod's Steam Workshop page in the missing mods UI.
  • Added a hint to suggest the Ascendancy kingdom for new players.
  • Fixed citizens, shops, and other UIs sometimes not updating correctly.
  • Fixed crafting UI craft/maintain buttons sometimes being unclickable.
  • Fixed the Esc key not working correctly after dismissing the citizens menu.

Titan
  • Fixed Titan encounters to work properly in multiplayer when a player disconnects.
  • Fixed a slowdown caused by Titan roots of evil spawning underwater.
  • Fixed Titan wave attacks having an inaccurate hitbox.

Other Changes
  • Added names for hearthlings, towns, and Titans from Kickstarter backers.
  • Added sound effects for herbalists, corrupt wolves, and wet stones.
  • Added several more landmarks.
  • Improved water performance.
  • Fixed citizens dispatched on quests reappearing on reload.
  • Fixed quest rewards not being automatically added to the player's inventory.
  • Fixed physics-affected entities falling one unit too far.
  • Fixed several issues that could cause restocking to stop.
  • Fixed several typos and inaccuracies in campaign and UI text.
  • Fixed traveler NPCs spawning and idling in cities that have no market stalls.
  • Fixed an error when reloading savegames saved on a Lucky day.
  • Fixed an error in unlocking some Northern Alliance city tier reward recipes.
  • Fixed support for modded biomes that don't specify seasons or weather.
  • Fixed support for modded crop types that don't specify season preferences.
  • Fixed support for modded recipes that specify workshops with no catalog data.
  • Fixed errors in combat, equipment, building, AI, and many other systems.
  • Fixed several crashes.

Have fun!
Team Stonehearth
Stonehearth - Radiant
Starting at ~6pm Pacific! (5 min)

Please join us here: https://www.twitch.tv/stonehearth
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