- STONEHEARTH GAME SAVES CASTLES SKIN
- STONEHEARTH GAME SAVES CASTLES PATCH
- STONEHEARTH GAME SAVES CASTLES CODE
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. Some classes come with hats by default, and others can get helmets from advanced crafting recipes. Moar Monsters? Moar Armor! This release finally implements a new schema for hair that allows for hats and helmets. You can add people to the milita via the “Groups” page, accessed through the tab at the bottom of the Hearthling Therapist interface. By default, all hearthlings are opted out of the militia.They are less likely flee from enemies than their non-militia counterparts and also receive a slight boost in damage. Hearthlings in the Militia will hold their position attack anything hostile that approaches them.To assist with town defense, non-Footmen hearthlings may be enrolled in the Militia.Selecting “Town Alert Mode” (formerly Defense Mode) will cause all hearthlings not in the militia to run to their nearest safety point.Camp standards are safety points by default.
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. Your settlement now has a new way to manage non-combatants in times of crisis. New Town Defense Options – and a Well-regulated Militia. The party will remain at the Defense location until otherwise directed. ”Defend” directs the party to move towards and then remain at a specific location, engaging anything hostile on its way. ”Attack” directs the party to attack a specific enemy or location, while engaging anything hostile on their way. ”Move” directs the party to proceed to a specific location, ignoring intervening threats. Parties have three modes from which you can select: Move, Attack, and Defend. You may have up to four combat parties you can manage each separately from the “Fight and Defend” menu. Hearthlings who are not Footmen may be enrolled in the Militia see below. Only Footmen can now be placed in combat parties. Wounded hearthlings will move more slowly. Wounded and untreated hearthlings will decrease a settlement’s happiness. The Herbalist can only treat hearthlings who are in beds. Wounded hearthlings will seek out beds. It is also available for purchase from a new game’s start screen. The Herbalist’s talisman, a healing staff, is crafted by the Carpenter. The Herbalist can craft strength and stamina tonics. The Herbalist can craft a number of healing items. The Herbalist can heal injured hearthlings quickly. Once injured, a hearthling’s health status (heart icon) will become visually persistent until healed. Hearthlings injured in combat now heal much, much more slowly without intervention, and their rate of healing is dependent on their willpower stat. Moar enemies? Moar hurt! Your herbalist makes house calls. An encounter spawns randomly in each twelve hour period. Encounters increase in difficulty over time. Several new enemies and enemy encounter types, both raids and ambient appearances (enemies spawn and lie in wait for unsuspecting hearthlings). You didn’t think we were going to stop at goblins and undead, did you? Here’s what’s new and notable in this release: Stonehearth Alpha 14 is available immediately on Steam and shortly on Humble Bundle. This is an Alpha release, so you may encounter monsters of a different kind - that is to say, bugs. You’ll find several new features related to this, as well as continued performance improvements and bug fixes. The theme of Alpha 14 is the evolution of enemy encounters and combat (Part One… to be continued in future releases).
STONEHEARTH GAME SAVES CASTLES PATCH
Patch notes are copied from the official Stonehearth development blog.
STONEHEARTH GAME SAVES CASTLES CODE
2.1.6.3 Crafting, Building, and Other Hearthling ActivitiesĪlpha 14 release build 519 was the second release of the Alpha 14 release code base. 2.1.6 Major Bug Fixes, Improvements, and other Features.2.1.4 New Town Defense Options – and a Well-regulated Militia.