Stonehearth: Alpha-16-Update überarbeitet das Kampfsystem
Für die Early-Access-Version von Stonehearth ist das Alpha-16-Update veröffentlicht worden. Das Update dreht sich hauptsächlich um das Kampfsystem und fügt drei neue Klassen hinzu: Bogenschütze (Fernkampf), Ritter (Tank) und Kleriker (Unterstützung). Neu sind ebenfalls Orcs, Oger und Kobolde als Gegner sowie ein "Hard-Mode" (höherer Schwierigkeitsgrad) beim Spielstart. Auch den Renderer wollen die Entwickler verbessert haben (Change-Log).
"Introducing the Archer, the Knight, and the Cleric. Together with your existing Footmen, these form a formidable fighting force. The Knight is the tank, drawing enemy aggro and soaking damage. The Archer takes the ranged role; fragile in melee but able to do big damage from a distance. High level footmen focus on doing massive damage (DPS, or damage per second) to enemies. The Cleric, while capable of hand-to-hand battling, is really in a support role - casting directed healing spells and emitting a constant healing aura for nearby allies. With all this new, beefy hearthling firepower on your side, you may be feeling pretty smug about taking down those annoying goblins, golems, entlings, and other beasties that have to date plagued your settlement."
Hard Mode. At the start of the game, decide if you want a peaceful game, a normal game, or to face off against dramatically more dangerous foes. Moar New Things! This release of Alpha 16 also sports other improvements and bug fixes too numerous to list here. But of particular note:
Upgraded the renderer: improved performance on complex scenes with lots of entities, as well as improved performance with large numbers of lights and shadows.
The “loot” command can now be found in the harvest menu. (Was formerly in the combat menu.)
And additional building improvements:
You can now move around placed decorations and windows/doors on a building blueprint. (YES!)
Fixed fixture_fabricator error when removing templates.
Fixed the ui occasionally not coming up on startup.
Fixed error where walls could not be grown on 1-high slab.
Fixed error where fixtures are placed in an incomplete building on load.
Known Issues
If you're loading a save from a previous Alpha, you may receive an error message that the basic shield does not exist. You can ignore this safely.
If you're loading a save from a previous Alpha, and your Footmen were already equipped with steel armor, they will continue to wear it (though in new games, Footmen cannot equip this heavy armor). It's a loophole. Enjoy it.
And a host of bug fixes!
Food now appears only in one stockpile filter
Clean up some unused buffs
XP distribution fixes: xp goes to combat units around an enemy, around the attacker, and anyone who was targeting the enemy
Fix for thread being counted as cloth
Acceptable job icons no longer float over overlaying screens
Fix for mining adjacent bugs
Tuning net worth on various items
Some more pathing improvements (hearthlings won't zig zag around as much)
Better cleanup when releasing objects in memory
Now you can spawn an effect on an entity from the console
Fix health inconsistencies b/w hearthlings and mobs
Health is now tracked as an expendable resource
Better cleanup of notification views
Remove NPC knight and combat basic buffs, moved numbers to monster tuning files to increase transparency in designing NPCs
Remove orphaned building structures for better memory cleanup
Make sure grow walls doesn't happen more than once for a given location
Tweaks to bone axes
Fix spaces and spelling in select game story. Because spelling counts
Tons of tweaks to monsters and monster tuning
Month and date added to clock widget
Vision in combat is now symmetric
Sheep jerky is now deprecated
Tweaks to weapons
Fix a bug where well-to-do towns weren't getting raids
Fixed attack leash bugs
Add leashes when holding ground; defense command should keep people close to the banner
Fixed units not participating in party commands when the party formation is blocked by obstacles
Fixed units not engaging at a defense banner until attacked
Fixed AI errors in ranged combat
Fixed errors when demoting a crafter
More combat and encounter tuning
Tune net worth (buildings are now worth more, non-food items worth less)
Fix citizen count staying at 1 after all hearthlings have died
Fix new game settlement banner being able to be placed on trees and rocks
Fix error when looking for combat targets
Fix a case of rapid target switching if a defense banner is used
More encounter tuning
Fix bug where items in containers were not being placed
Fix bug during combat when choosing targets
Hearthlings now consider target health when prioritizing targets
Allow raiding parties to hang around longer
Raids on normal mode are now based on military strength to give players more time to recover from a hard beating
Fixed bug when distributing experience points
Fixed issues when merging new structures into a building
Fixed bug rendering shadows
Fixed level requirements for meat and veggie stew
Fixed categories for leather bolts and gongs
Tweaked sleeping schedules so hearthlings have a better opportunity to find a bed