User:Pampamfannyslam/ACE

I have compiled the information about ACE from the Discourse and am hoping to make a long article on the wiki to help some players learn from a single, easy to navigate source.

This will take time. It is currently not pretty, I am working on that.

Please discuss and suggest information on the discussion page, and I will make amends. Help is greatly appreciated.

Wilderness & Trapping
Trappers will now enjoy an extra bit of challenge by having to deal with wilderness! Wilderness is a measurement of how “natural” or “wild” an area is. The more natural it is, the more animals will spawn/live there.

At the same time, building or clearing out areas will make them less wild. That means that your trappers now need to set up their zones in more wild areas otherwise they’ll have fewer catches. They also now have the ability of hunting bigger game (deer, boars, etc…) when they reach level 6!

Shepherd

 * The Shepherd can now unlock the ability to raise Ostriches! Ostriches will provide you with a renewable source of large eggs but also with good meat, feathers and bone.
 * Moo-Moos have joined the ranks as well! These cute and chubby ruminants will bring some new delicacies to your town like milk and steak! Related products like Moo-Moo Jerky and Moo-Moo Pelt have also been added.
 * Food troughs - or mangers - can now be crafted and placed inside pastures. These will be used by the Shepherd to provide food for the animals. This allows you not only to determine where the food will be placed but also to stock animal feed, since mangers will be refilled even when animals are not hungry. There are mangers of all base materials (Clay, Wood and Stone).
 * Pasture Beddings! These new (and relatively comfortable) beddings will now be used by your pastured animals to sleep at night and hide during bad weather that can affect them. That means you can now shelter your animals from snow by placing their bedding inside a protected area, like a barn or coop. The beddings must be placed inside the pasture zone.
 * Pasture animals can now be named, and the name will be carried on from baby stages to mature stages (So you can name baby animals!). Additionally, other entities that could already be renamed can now be renamed by clicking their name on the unit frame.
 * Named animals will always be unlikely picks for auto-slaughtering. Which means that if you have some named animals in a pen, your shepherd will not automatically slaughter them whenever your pen exceeds the maximum number of desired animals. Note that they will be slaughtered should there are no other options, though.
 * Fodder, food. Generic animal fodder can now be crafted; it is more efficient than specific food but it doesn’t provide any quality bonus to shepherd’s produce. Specific fodder, on the other hand, has been improved to provide quality bonuses. For that reason, they’ve also been made higher level in merchants and in crafting.
 * Bunny, shepherd animal. Now rabbits have a “young” stage too. << Cuteness overload
 * Traits & perks: Swapped the Level 1 and Level 2 traits around; extra animal speed on Level 1 made no sense (it’s base behavior since professions start at Level 1). Also swapped the Level 3 and 4 traits around, making it more interesting. Added a new trait to Level 1 for small animals, one for Level 3 for large animals and one for Level 5 highlighting their new ability to domesticate exotic creatures (Ostriches, for renewable large eggs). Also added a new mastery trait at Level 6 that makes the “Cared For” buff last longer and the “Stenched” debuff be shorter.
 * Made it so Pastures will now generate more (or less) grass according to the weather.
 * Pasture animals will now grow and reproduce slower. They will, however, yield more resources when slaughtered.
 * The experience gain for Shepherds and Trappers has been tweaked to make their progression a little more meaningful and their job feel a bit less “place and forget”.
 * Pasture animals now slowly recover health whenever they have the “Cared for” buff active.
 * The “Stenched” debuff was made longer to compensate for a bug fix.
 * Shepherds can now be promoted from both the Farmer and the Trapper.

Pets & Wildlife

 * Pet beds! Pet beds come in three variations: Simple, Comfy and Ornate - and can be made by all common crafters: Carpenter, Mason, Potter. (The “Ornate Stone Pet Bed” is not in yet since the “Marble” set is not in either) Pets will always look for the bed that is nearest to their owner’s bed - but if their owner does not have a bed they’ll just go to any bed. So if your hearthlings have little furry friends, make sure to build pet beds next to their beds!
 * Pet Kibble Bowls! Just like beds, you can craft Pet Kibble Bowls out of any material. They’ll hold kibble, a special food that can only be eaten by pets and is crafted by the Cook. As long as Kibble is available anywhere (even on the ground), pets will always prefer it! But why have it anywhere when you can put it in cute bowls, right? :3
 * Kibble, Veggie Kibble and Fish Kibble, foods.
 * Fawn and Lamb, wild animals. Baby deer and sheep! :3
 * Wild Moo-Moos and their calves. Wild Moo-Moos are actually older relatives of the tamed, gentle Moo-Moos and vary from biome to biome, mostly as Yaks or Aurochsen. They also provide steak and beef jerky but have their own pelt and milk.
 * Wild egg nests for both poyos and big birds. They have a random chance of spawning alongside their families. Please do not disturb the young eggs… too much.
 * Lambs have been renamed from “A Lamb” to “Lamb”; Poyos from “A Poyo” to “Poyo”.
 * Wild birds won’t lay eggs anymore, they’ll now randomly spawn with nests that you can harvest for eggs. This should prevent the overflow of wild eggs and the uncontrollable reproduction of wild birds.
 * Bears now have different colors depending on the biome. They also have new graphics for the pelts.
 * Pandas were removed from the pet stores… for now.
 * Fish have been greatly changed and rebalance to be more performance-friendly by removing or lowering a couple of their logic; Their reproduction cycles have also been reviewed and they should now keep much more reasonable numbers.
 * The value of bear pelts has been increased to 7.
 * Bears will now make proper bear sounds!

New Resources

 * ACE introduces a fair amount of new resources.
 * Bones, different types of clay and stone, or thatching are just a couple of examples.
 * Killing animals or digging will get you bones
 * Certain types of clay will occur only in certain places (like ball clay on the bottom of lakes)
 * Cutting grass or shrubs will yield thatch

Water

 * Farmlands and other growables (like trees) can now be influenced by nearby water. When clicking a farm and choosing a crop, you’ll have access to all the relevant information - how much water a crop needs, how much it currently has, the visible outline showing where should water be, etc. Irrigating your plants will make them grow faster!
 * ACE adds a new set of tools to play around with water! Water gates and pumps will allow you to control exactly where and when you want your water running and even allow you to take water up or make fountains.
 * tip: with stacked pumps and a bit of engineering you can make a waterfall without wet and dry stones!
 * You’ll notice that bodies of water will now be much more “living” with the addition of water objects (rocks, algae…) and animals like fish!
 * Tip: You can’t really fish… But you can remove the water from around fish… :wink: Splash, splash, splash!
 * Water Springs and Rock Crevices. They act like Wet Stones and Dry stones, however they can’t be moved or undeployed, only destroyed. They’ll appear naturally in some landmarks - for now they’re only used as replacement for wet and dry stones in existing landmarks. The reason for this is because we found out that the multiple stones would cause additional performance hiccups. Reducing all landmarks to only one water source and one water drain will significantly improve performance on those landmarks.

The Highlands Biome
The home of the Dwarves is already in even though our chubby little friends are not in yet… Feel free to explore and colonize it with our known hearthling factions - and uncover the secrets of its unique features like Birch, Yew and Highland Pine trees, Marblesprouts and Moonbells - among other things… Get ready for a lot of digging though! The Highlands are not for the weak of heart, little building space will encourage you to go underground.

Variety
ACE also adds a lot of variety to the game by creating unique visuals and models for all crafters from the Rayya’s Children and Northern Alliance, not to mention unique workshops and weapons and armor. Each faction now plays with their own visual style, bringing more life to the world (and making multiplayer games extra fun!). Yes, your dream of having Northern Alliance footmen with round shields and hand axes has finally been fulfilled!

Variations extend to animals and some enemies on all biomes, too. Gazelles and scorpions in the desert, white foxes and wolves in the arctic, ladybugs and mountain sheep in the Highlands… There is now a lot to explore and discover on each biome! Playthroughs will be more unique and flavorful

Misc.
These have not been assigned to a section yet. They will be.

Blacksmith Overhaul
The Blacksmith has been completely reworked and revisited The difference is that it will now feel longer and more meaningful, with a stronger progression and more choices of items to craft and ways to handle things!

Fuel
Fuel is now a big thing in Stonehearth! More than just randomly burning some logs every now and then, you have dozens of choices of fuel. They’re basically divided in three grades: lower, good and high. Different things will require different fuels - cooking can be easily done with peat or wood while using a forge to produce iron might require coal or charcoal. But to make up for the challenge you now have several ways of producing fuel: from cutting firewood to optimize your wood usage to burning that same wood into charcoal!

Military Overhaul
There is now a lot of new items and equipment for your military hearthlings - and they’re also better distributed among the 6 levels and more streamlined into a logical order. Basically, each class has a 3-tier progression that extends over levels 1-2, 3-4 and 5-6. For Footmen the tiers are Bronze, Iron and Steel while Knights will benefit from Iron, Steel and Silver, for example. But with so many choices…

You can now toggle equipment preferences for your soldiers: Shield and one handed, two handed weapons… Bow or crossbow, etc. And you can also order patrols and create patrol routes with the new patrolling banners! There are more to come, improved unit AI and guard zones are among our planned features - and soon you’ll be able to have your dream guard up and running!

Quality Crafting
Now quality has a direct influence on crafting: if your crafting ingredients have a quality different than normal, this will greatly influence the quality of the crafted product. Note that the ingredients increase the chance but the crafter also requires the specific level trait that allows them to craft such qualities (otherwise the chance remains 0). This allows for the strengthening and boosting of economies by investing in the quality increase of raw resources. For example, higher quality saplings will sprout into higher quality trees that will provide higher quality seeds and higher quality wood that can be used for higher quality carpentry works. Same applies to crops and food, mining and the use of clay, stone and ores, etc.

To support the addition above, all items in the game now support the quality system through dynamically applied quality via code.

Additionally, there are now some new Settings in the menu related to quality and the use of new features.

There are also some new settings in the Craft Window! You can now tick an option to use the best qualities on a per-recipe basis - and you might also hold the SHIFT key while crafting to instantly create that crafting order on the very top of the queue.

Weather

 * There are now two new universal values that can be greatly modified by different things and have direct impact on gameplay. These are “Humidity” and “Sunlight”. They were present in the game before - indirectly - through the very generic “Growth Time Multiplier” applied on crops under certain circumstances. These have been removed and replaced for more detailed measurements that take those two values into account.
 * Those values, as you can expect, vary a lot. The things that affects them the most are the biome, its seasons and weather types. All biomes and weather types have received bullet points on their tooltips indicating their overall humidity and sunlight.
 * Other factors influence the humidity and sunlight received by farms, more on that below.
 * The current season will now be displayed as an icon near the date, on the right of the screen. Modders can create custom icons for their seasons as well.
 * The old “Cold” and “Hot” debuffs given by some weathers have been removed and broken down into different stages of warmth (Hot ? Sunstroke) and coldness (Chilly ? Cold ? Freezing). Different weathers will inflict the different debuffs and new pieces of clothing (and other things, like warmth from fires and forges) are now available to protect your hearthlings!
 * Simple Winter Worker Outfit, clothing.
 * Simple Worker Leather Jacket, clothing.
 * Simple Worker Bear Coat, clothing.
 * Some kingdoms also have specific, buffed versions of these - similar to the Winter Worker Outfit. Rayya’s Children can only have Chilly buffed clothing, Ascendancy goes up to Cold Buffed and Northern Alliance is the only one that has access to Freezing Buffed outfits.
 * Changed
 * “Early Snow” and “Late Snow” weather types now have unique images.
 * The “Hot Weather” debuff now affects animals too.
 * If a hearthling being affected by any cold weather debuff goes into the water, they get a “Freezing Water” debuff that actually hurts them! Be careful! Changes (AI and such) might come to this in the future to prevent hearthlings from putting themselves at risk - everything might be reconsidered. But we’ll be experimenting with this for this version.
 * The same applies to the “Freezing Weather”, applied by blizzards.
 * On the other hand, some things now cast a “Feeling Warm” buff that protects your hearthlings from any cold effects for 1h, for example: Firepits, Furnaces, Ovens, etc.
 * Winter outfits will not be liked by hearthlings during the Summer.
 * The descriptions of all existing weather types have been updated to cover the new additions.
 * Different foods and drinks can now give buffs that will also protect from different weather conditions, like “Warm Belly” and “Cool Belly”.
 * NPCs except non-hostile wild animals and aquatic animals will now be affected by weather effects as well. This should prevent situations where your troops are severely slowed down due to a blizzard while enemies are joyfully hopping around, for example. They will not take damage from weather effects, though.
 * The ACE Firepit Component is even further customized and you can now define different fuels for different entities and whether or not an entity should create sitting spots.
 * Additionally, sitting spots can now be created on the same level of the firepit OR one level above, which means that they will actually sit around firepits that are sunk down one block into the ground.
 * Hearthlings will now remove any seasonal equipment they’re wearing when the preferred season ends. That means a lot more immersion when winter ends and your little people swap back to their summer outfits!
 * Small Firepit, decoration. A 2x2 variant of the firepit, it also provides warmth but requires fuel. Can be crafted by a level 3 Mason.
 * Cast Iron Brazier and Tall Cast Iron Brazier, decorations. Functions like a firepit but requires coals instead of wood. It also generates warmth but won’t attract people to sit around it.
 * Crafter Gilded Scarf, accessory. This handy piece of clothing will keep your crafters warm on the coldest days! No more freezing professionals while the workers hop happily about.
 * Combatant Fur Cloak, accessory. Similarly to the piece of clothing above, this other item shall keep combat units warm. That includes knights, footmen, clerics and archers.
 * Field Worker Comfy Hood, hat. Finally, this last equipment is meant for warming the heads of the other professionals that are not crafters. Namely the Trapper, Shepherd and Farmer.
 * With those new items, it is now possible to keep everyone warm during blizzards. Please note that just like the worker outfits, they have kingdom variants. All of them can be crafted by the Weaver. Rayya’s Children versions are cheaper but will only protect hearthlings up to Cold weather.
 * Summer Work Hat, Summer Crafter Hat, hats. These, oh the other hand, will protect crafters and workers from the summer’s heat and sunstrokes.
 * Summer Work Hat, Summer Crafter Hat, hats. These, oh the other hand, will protect crafters and workers from the summer’s heat and sunstrokes.

Farmer

 * Completely revamped User Interface! The Farmer Field interface now displays a very informative and cute array of icons and tooltips to help you understand exactly what your fields need to be more efficient! This covers the previous needs like preferred seasons and irrigation but also the new things like sunlight.
 * Yes, we removed underground farming. Now any sort of covering on top of farm fields (and even, to some degree, on the sun’s trajectory (east-west) will reduce received sunlight. Sorry, not sorry!
 * Fertilizers! Fertilizers can be crafted by the Herbalist and can have a wide range of customizable effects. In ACE, fertilizers will improve the chances of getting higher quality crops. Your farmer needs the new Level 3 perk to use fertilizer and will automatically apply it to crops if available.
 * Megacrops! The Farmer now has a very rare chance of growing a megacrop once they reach level 6. Megacrops are giant versions of a crop that will yield a significant amount of the crop’s resource. Some megacrops also have special drops, but these will be left as a surprise for the community to find out :smiley: There’s also a special fertilizer that can increase the chance of getting megacrops.
 * Visual indicators for irrigation levels and fertilized crops. Now the farmer field will look more dry (light brown-ish) or more watered (dark brown) the more water it detects around it. There are basically three shades: dry, irrigated (but not fully) and fully irrigated - which means the crop is getting the most out of it. Additionally, you can also see which crops have been fertilized.
 * Traits & Perks: Moved some traits around, with the yield bonus now spread across multiple levels in 3 ranks: 25%, 50% and 100% and also adding some new things like the ability to use fertilizers or grow megacrops.
 * Tweaked the irrigation values so they are more flexible towards the amount of water around the farm, requiring lower water levels overall and being more achievable in the early game, depending on biome and season.

New Items & Stuff

 * Civilian Tools! Now every hearthling starts with 3 basic (Bronze) tools (Hammer, Axe and Pick); It works pretty much as it always did, but you may also craft Iron and Steel tools with a Blacksmith, which greatly enhances all your capabilities! The Iron tools are pretty much similar to base game tier 2 behavior while the Steel tools are a tad bit faster than anything you’ve seen before! Hammers influence building speed, Axes influence tree chopping speed and the Pick influences mining speed but also increases the chances of getting higher quality resources (ore, stone, clay, etc.) Other than these, there are also a couple of extra tools you might found out by yourself! :slight_smile: (did someone say “backpacks”?)
 * Wide Ladder, building part. A 2-voxel wide ladder alternative for when you need a centered ladder for an even-sized wall.
 * Skull, resource. (Don’t think too much about it :stuck_out_tongue: )
 * Cast Iron Holder, furniture. Cute metal storage for 4 pieces of Firewood.
 * Firewood Shed, furniture. Comes in clay, wood or stone. Can hold up to 18 pieces of Firewood.
 * Sheep Milk & Moo-Moo Milk, drinks. Drinks still act like food for now, but that is bound to change over time (wink). Either way, they’re cute and you can make some new things with them like…
 * Curdling Mixture, cooking ingredient. Crafted by the Cook, pour it inside an…
 * Empty Cheese Vat, workbench. New workbench for the Cook, it works a bit differently from regular workbenches though - once placed, Cooks will use it on certain intervals but they mostly work by themselves. Over time they will produce…
 * Fresh Cheese, Mild Cheese, Aged Cheese, foods. Mmmmm… Cheese.
 * Fruit Yogurt, food.
 * Bowl of Corn Cereals, food.
 * Butter, cooking ingredient.
 * Bog Butter Keg & Whey Butter (different types of butter obtained through alternative methods but that can be used as butter in recipes that use it)
 * Buttered Bulbs, food.
 * Seared Meat & Veggies, food
 * Butter Cookies, food.
 * Imperial Salad, food.
 * Melted Poyo, food.
 * Cheesecake, food.
 * A couple of egg variations, just for flair.
 * Rice Flour, cooking ingredient.
 * Two new resource constants, “grain” and “grain_flour cooking_ingredient”.
 * Pasta, food. (Heirblooms are tomatoes! I never noticed that!)
 * Hazelnut Tree Seed, Chestnut Tree Seed, Walnut Tree Seed, Almond Tree Seed, alternatives for edible nuts and fruits (in the case of almonds); Can’t be planted, can only be obtained through merchants.
 * Corn Seeds, consumable.
 * Paddy Seeds, consumable.

Features & Functionality

 * “Transform”, a new component that is very flexible and powerful, bringing a new set of tools that allows entities to be given commands that will forcefully call a transformation of the entity. These commands can be greatly customized from simple, instantaneous remote transformations to more complex ways like requiring a worker or a certain job to come and perform an action, with or without material costs, for the transformation to happen.
 * As examples of the feature above, you may find some of the new mega crops and how they work or some other things in the world like Marble Boulders or Fallen Logs… You may want to click them for a surprise :slight_smile:
 * Modding support for "disallowing" certain buffs through other buffs. That can be used for a wide array of things like "shield buffs", buff cleansing, antagonistic buffs (cold x hot, etc) and more. ACE includes a couple of examples, like the combat buffs applied by different types of weapons that can come in multiple intensities.
 * There’s now a “Thorns” buff script that allows modders to create a buff that will inflict damage on the attackers of the one with the buff. The damage can be either a percentage of the damage received (like a “reflect”) or a flat value.
 * There is now a new recipe for Bone Clay. Of lower level and less efficient, this recipe accepts any kind of stone or clay. On level 6, the Potter - by experimenting with so many stones and clay types - uncovers the most efficient techniques of making Bone Clay, then unlocking the specific recipe with a higher yield.
 * All the market stalls have received a bunch of model variants so the market areas can look a bit more varied and lively.
 * Added several new stockpile filters. Plants can now be broken into herbs, algae and fiber, goods now include fertilizers and a new category called “Nature & Scenery” includes saplings, seeds, plants that can be placed and captive fish.
 * Added a new feature for the “Storage Component”. Modders can now define a “default_filter” using the same syntax filters use (ie.: “stockpile_equipment melee_weapon”). Using that function will override menu settings and make it so that entity/container will always be created, by default, with that filter chosen. Refer to the pet bowls for examples!
 * The “Food Preference” trait script has been tuned and improved to support an amount of new features. Features include the possibility of creating food intolerances - opposed to preferences, these will cause negative thoughts when eaten. Intolerances can also cause a buff that can vary from intolerance to intolerance. Additionally, positive thoughts and positive buffs have also been added to preferences, on a new range of food (value 7) called “lovely” that is specific to hearthlings that really love something.
 * To showcase the changes above there are now a handful of new traits: Dairy Intolerance, Nut Intolerance, Fish Intolerance, Dairy Lover, Meat Lover, Mushroom Lover and Veggie Lover. Unlike Carnivores or Herbivores, lovers won’t have negative thoughts when eating something they don’t like but will always love eating something they like. Intolerants will hate eating things they are intolerant of and will also get a debuff for doing so.
 * Added a new feature to the consumption component that allows foods to apply buffs when consumed.
 * Northern Alliance archers have been giving a specific trait displaying their ability to hunt animals. They’ve also received a Toggle command on their unit frame that allows you to control whether or not they’ll randomly hunt animals and a box selection tool under the Harvest menu for specifically marking animals for hunting.
 * A persistence system that records a bunch of relevant information (and can be greatly customized) from towns. Although not in use yet, this can be used by modders and will be used by ACE to create interesting interactions between your towns that have reached certain milestones (like Tier 3), for example: customized traders from that town that can appear for another town.
 * The blacksmith can now melt gold coins into gold ingots. It is also possible to unlock recipes for making gold flakes and gold ingots into coins, on a ratio much higher than selling (even with the Cunning banner): 100 coins per ingot. However these recipes are locked behind the Guildmaster’s choice (Tier 3)
 * Different buffs have been given to light, medium and heavy armor - and also to light and heavy shields. They’re very minor but aim to give a slight difference to such types of armor and on the roles of each job.
 * The Herbalist can now craft daisy seeds from daisy herbs, similarly to other transmutation recipes.
 * The Herbalist can now craft farmer seeds for their own kingdom’s initial farmer crops. This should allow/encourage some interesting trading possibilities in multiplayer games with multiple kingdoms!
 * To support the new civilian equipment added, a new feature to the "postures" system has been added by mixing into the Radiant Mod. Now postures that are not highest priority but still modify certain effects will have priority over the default effects, effectively creating a layering of possible effects. This can be used by modders and ACE alike for many interesting things!

User Interface

 * Added a settings option to show the “Processing Bar” - the one that shows how much and where processing power is being used. It comes active by default and can be deactivated to hide it.
 * Patrol Banners, hearthlings, and pets can all be renamed by clicking their name on the unit frame.
 * You can now change the job of a hearthling by clicking the little job icon on their unit frame. The icon will be highlighted and there will be a tooltip explaining that.
 * There are now several new icons that represent equipment types - and are displayed on equipment unit frames and crafting windows.
 * Crafting windows can also display inflicted or received bonus from equipment as well, so the player can be more aware of the advantages and disadvantages of each equipment they craft.
 * Lots of new tips (and some loading messages) that will help players familiarize themselves with many new aspects from ACE. They also contain useful tips! Some previous tips from the base game have also been updated to reflect the current state of the game with ACE.
 * Auto-save has been improved and now counts with some gameplay settings: Unique files will allow you to set it up so instead of saving over the same “auto_save” file, it will create a new save file with the current date/time
 * Maximum number of auto save files: when using unique saves, automatically delete the oldest ones when you have more than this number
 * Interval allows you to customize the time, instead of always saving every 5 minutes, it has many options between 5 and 30 minutes (first auto-save may still be 5 minutes after loading)
 * Entity Information! (enabled by default in gameplay settings) shows an information icon on the unit frame when the selected entity has components with extra information that can be communicated to the player; mostly just some general information about some components, but specific information has been implemented for piles and titles (more on this below)
 * The icons for all the combat debuffs that have multiple intensities have been recolored so the user can visually identify which intensities of which buffs are being applied. They now go from a dark red (minor) to a bright red (major).
 * Edited the tooltips of the Wilderness meter on Trapping Zones to more clearly demonstrate its effects.
 * The icons of the “Ore Detector” heatmap have all been updated to fit with the other icon styles more nicely.
 * Some adjustments were made to the unit frame’s size and scaling were made on an attempt to prevent certain situations where it would dynamically change its size in a weird way or not be able to fit certain information, among other oddities.
 * The icon for the “Shaken” debuff has been changed and looks nicer now.
 * The icon for “Move Banner” command on patrol banners is now impoved and looks better.

Drink Update

 * It’s time for some brewing! At level 2, the Cook will now unlock the Copper Brewery and several beverages and beverage-related recipes. Drinks themselves as a system are not fully implemented yet, and there’s yet some balancing and tweaking to do. But you can already have some fun with them!
 * Drinks are not like other basic needs (food, sleeping, etc…) but rather like a luxury need. Hearthlings will not die of thirst but they will be unhappy to not have anything to drink. On the other hand, providing prepared, tasty drinks will enhance them with multiple new buffs and benefits.
 * When no drinks are provided, you can still “fight off” the unhappiness with water. Water is quite bland but will satisfy their desire for drinks without any added benefits. Hearthlings will reach for water sources to get water when thirsty - any water source in the game works - like rivers or lakes (as long as they can reach down for it - you might need to dig a bit!) or…
 * Wells. Wells can be crafted and placed like other furniture - but once placed they need to be built and can’t be moved or undeployed - they need to be destroyed and a new well must be created. They only provide water for thirsty hearthlings… for now. :wink:
 * Well models are new but they use the beautiful (yet unused) well model contained in the Farmer folder of the official Stonehearth mod as a base! Thank you, Team Radiant <3
 * Berry Juice, Cherry Juice, Prickly Pear Juice, Watermelon Juice, Carrot Juice, Heirbloom Juice & Smoothie, drinks. These lovely fruit beverages will make your hearthlings refreshed and renewed!
 * Herbal Tea, Lavish Tea, Desert Sun Tea & Amberstone Tea, drinks. Tea is a very special kind of drink that requires a teapot to be made but provides the most excellent crafting bonuses.
 * Grain Spirit, Fruit Spirit, Liquor, Ale & Beer, alcoholic drinks. These provide huge bonuses for mood and happiness but can make your average hearthling a little… light headed. Don’t exaggerate!
 * Wort and Gruit, brewing ingredients. Wort is needed (in a Fermentation Vat, crafted by the cook) to make Ale. Gruit can be added to Ale to make Beer.
 * Hearthlings will take into account the time of day when choosing what to drink! Early in the morning and during the day they’ll prefer things like juices or milk, maybe tea. During the afternoon they’ll prefer tea and sometimes alcoholic beverages and during the night they’ll always prefer alcoholic beverages.
 * Certain Hearthlings, however, have special preferences and intolerances - just like food. These will have priority over the time of the day. For example, Tea Lovers will always prefer tea whenever while alcohol intolerant hearthlings will never go for alcoholic beverages, not even at night.
 * Drinks have been added to all starting loadouts of all kingdoms.
 * Drinks were added to the small parting gift you get from the township quest after choosing your banner. For Rayya’s, they were added to the Iskender caravan gift.
 * Finally, to handle all the new substances, a whole series of new containers is added. Production Casks can be used to store newly crafted fluids and Serving Kegs can be used to store consumable fluids like finished beverages. Both can be made with either clay, wood or stone. And then the Barrel, Amphora or Tank are used as general storage for most fluids or dry goods. All fluid containers are limited to single filters (they can only hold one type of fluid).
 * Bar Counters. This new and fancy furniture set comes in multiple pieces, a door and a stool. They are also available in wood, stone and clay. Your taverns and inns will never be the same again!

Quests & Campaigns
Meet Thorulf and Rattley! Those two new characters come with a small and light hearted new quest for those playing a faction that is not Northern Alliance. Upon completion, this quest will unlock the Bone Carving Studio and all the bone carving recipes!

Additionally, Thorulf and Rattley will attend Tier 3 township upgrade parties of all kingdoms. Enchanted Dust, Goblin Banner Shred, Red Kiln Banner Shred, Undead Rags, Corrupted Dust, hostile trophies. These are new items that can randomly drop from members of some of the hostile kingdoms. They’re not really useful and are only worth selling… for now.

Your town is in peril like never before! There’s several new events for the “Ambient Threats” campaign, which includes some new feral beasts like bears and big cats, goblin armies and so on… That also means new types of enemies and new things to fight against. Be ever vigilant!

Fish Traps
Fish Traps! Your fishing problems are finally over! Fish Traps can be crafted by the Carpenter or bought from fishing merchants. They can then be placed on the edges of water bodies and will eventually get fish that will then be automatically harvested by your Trapper. When fish is caught, you can also click a command button on the trap that will make the Trapper capture the fish instead, putting it in a handy box so you can release it somewhere else. Time to build ornamental fish ponds! Fish Traps are not affected whatsoever by the presence of nearby fish… for now.

This is an early implementation of the fish traps, mostly pushed out so people can finally benefit from getting fish if not using any neat mods out there… (LINK TO FISHER MOD) But due to the yet non-optimal implementation, fish traps in very large quantities can cause performance issues. To prevent that, they have a limit of 3-12 traps per Trapper (12 on level 6)

Other Additions

 * THE END OF AN ERA. The long reign of the Stone Chest has ended and it now requires a level 4 mason and more expensive materials - like all the other 64 item containers. To compensate, two new - smaller - stone containers have been added: the Small Stone Coffer and the Stone Coffer. They’re equivalent to the Small Crate or Small Urn and Large Crate or Large Urn, respectively.
 * There’s also a new 64 item container for the Potter, called “Tall Urn”.
 * Small Animal Door and Animal Door, construction parts. These come in all base materials (Wood, Stone and Clay) and are special doors that can be left open, allowing animals to go through. A Shepherd is able to manually open or close them, still allowing hearthlings back and forth but enclosing animals. Great for making shelters, coops or barns!
 * Chitin Armor, Chitin Helmet, Chitin Shield. Somewhere between leather and bronze, this Footman armor set offers an alternative for when you lack leather and metals. It also has a special ability! After a year collecting chitin for no reason, your insect parts are now finally useful! Chitin armor have unique visuals per biome.
 * The Fox Lily flowers have a new variation for their model now, a simple color swap hinted by Allie during a stream as old as time…
 * Sunflowers and Fox Lilies now drop new, respective herbs. Their recipes also require those herbs instead of the whole plant.
 * There are now transmutation recipes for Cotton, Dwarfsbeard and Cherry Bush seeds, just like the other similar plants in the base game. Apologies for missing those!
 * ACE now gives support to localization mods that require gender-based surnames. Such mods still need to add such lists to the populations file, but if detected ACE will properly use them!
 * Knights will now actually blow a horn (visual and sound!) when they use their Level 6 “Hero’s Horn” ability.
 * You can now place Building Templates on pastures! Get those barns and coops out there!
 * If you’re too lazy to plan your own, however ( :stuck_out_tongue: ) this update also includes two new building templates to each faction: a small animal shelter and a big animal barn. They require a Shepherd to be unlocked.
 * You can now see buffs applied by food items! Check out stews, soups and sweets! More should come eventually, encouraging more diverse diets!
 * Sounds for waterfalls have been added! Yay!
 * You can now extract Sugarbell seeds with a Level 6 Herbalist!
 * Several new types of titles have been added for weapons and hearthlings (undead slaying, orc slaying, specific bosses like Ogo, etc…) and the existing titles have been made less spammy.
 * There are now new ways for titles to be achieved: specific kills will account specific monsters with a determined tag in their Tuning files.
 * A new rare Tier 3 merchant statue has been added.
 * There’s now a new option in the settings menu that allows you to silence notifications for new titles.
 * New loading screen messages have been added to cover some of the new content and features.
 * There’s a couple new variations for Scarab Beetles and Ladybugs. The scarab is also shiny now.
 * There’s also a couple new variations for the beetle chitin resource according to biome.
 * There is now a “Poof!” effect (the same used on trappers) for when a Shepherd slaughters an animal.
 * Added support for the grouping of jobs into broader job role categories. This should alleviate the issue of multiple jobs being displayed when showing which jobs are able to use an item. Please note that mods will have to perform a simple setup for this to work, more information on this can be found on the “Modders & Enthusiasts” section.
 * The ACE Auto Replace Component has also been updated with a new setting, it can now track destroyed items too. Just use the on_destroy boolean key to enable it.
 * Added a new visual for arrows from enemy bows.
 * Highland Vine Stems, fiber material. Highland Vine Leaves, herb. Highland vines will now drop their own resources instead of coarse fiber bundles.
 * Dreams. Dreams change back and forth during the night and are influenced by the Spirit attribute. The more Spirit a hearthling has, the lesser the chance for bad dreams. Bad dreams will give negative thoughts while good dreams will give good thoughts.
 * Sleepyhead and Light Sleeper, traits. These new traits will add even more personality to your little hearthlings!
 * There’s a new effect for when hearthlings pass out of exhaustion. They’ll drop down as if being knocked out and they’ll have purple Zzz… instead of green - showing you that they have been up much more than they should! Don’t let your poor ‘lings pass out!
 * Added a wooden wall-mounted sign for the Geomancer.
 * You can now place Mechanisms and Fluid Control objects in the building editor.
 * There are now new mechanics for rendering in the Renewable Resource Component. More details on how to use them will be shared below. As a player, what it means: the “produce” of many resource nodes is now rendered separately from the entity. That means that it is now possible to have seasonal variants for berry or cherry bushes, etc. Additionally, there are now “half renewed” visual stages, so before your berry bushes are harvestable or sheep are shearable you’ll see green berries and short-wool sheeps. As an example of the new mechanics, most renewable resource nodes have been adapted to benefit from this, so pretty much most flowers or harvestables will now have intermediate stages.
 * Additionally, there is also another feature for the Renewable Resource Component, which is the ability to customize the renewing rate according to seasons. This is very interesting because it allows us to create some major new kinds of resources, for example…
 * Almonds, Walnuts, Chestnuts and Hazelnuts can now be planted! These will grow into fine, beautiful nut trees. Those trees are unlike other trees in the sense that they provide renewable resources every year, each on certain periods (usually Autumn).
 * Nut trees have been added to all biomes. Almonds to the Desert, Chestnuts to the Temperate Forest, Hazels to the Highlands and Walnuts to the Arctic.
 * Basket of Nuts and Nut Flour, cooking ingredients. Now instead of using hard seeds (nuts) for cooking you first have to make a basket out of the same 5 nuts usually required by the recipes. This is a necessary adaptation for the nut trees, that give their nuts in baskets already. You can also make flour with the nut baskets.
 * Nut Bread, Nutty Meatballs, Nut Cake, foods.
 * There is now a new overlay icon for harvesting fruits - currently seen on berry bushes, pear cactuses, cherry bushes, etc… It now displays a fruit instead of the old plant icon.
 * Spiky Bolt Quiver, equipment. An alternative to the Spiky Quiver that can be used with crossbows.
 * Farmer Fields set to “Fallow” shall now recognize humidity and change their visuals as well when raining, dry, etc.
 * There is now support for statistics and titles when reembarking.

Reembarking
Reembarking will now keep all the Town Tier/Township Quest recipes unlocked regardless of what faction you play with. What this means is that if you unlock a Tier 3 set of recipes with Northern Alliance, you can re embark as Rayya’s Children and still have these recipes - and so on. Please note that this only applies to unlockable recipes - the starting cultural recipes (i.e: Northern Alliance’s Horn Spear or Rayya’s Children Tagines) remain exclusive.


 * The Crafting window will now display a measurement of a food or drink’s efficiency on its interface. The new display uses icons to represent how satisfying the serving is and a number to inform the amount of servings provided.
 * Large Bronze Portcullis and Large Castle Portcullis. These new alternatives to the existing portcullis are as strong as their smaller versions, but available on a different size that can be centered on odd-sized walls: 5x5
 * There are now Fish Traders and Drink Traders.
 * You’ll now get the adventurer quest offering you the Auto Cricket Golems when playing as Rayya’s Children, just like the other two factions do.
 * Added some clothing variations for travelers.

Compatibility & Bugs
It is very possible that many mods - especially older/outdated mods - might not work straight out-of-the-box with ACE. This is because ACE fiddles with pretty much every aspect of the game and mods that have no dependencies set (since it is a new addition) might overwrite or conflict with some ACE changes. Please report mods that might be conflicting with ACE and we’ll do our best to make compatibility better on our end!

Added to that, some mods have their functionalities integrated with ACE and are not necessary. You can still use their standalone versions if you prefer, but note that ACE has its own versions with interesting features that might be worth a try! These are:

AutoHarvest Mod Box Selection Mod Smart Crafter Mod Tree Stump

And this is a list of mods that won’t really have compatibility issues but you might reconsider using them with ACE since they add very similar things or functions:


 * Patrol Banners (ACE adds its own patrolling system with multiple invisible waypoints)
 * Armis Maximus (some weapons and armors overlap)
 * Better Storage (ACE does expand the filters but not as deeply as Better Storage. If you like control but broader/more simple, stick with ACE. If you want individual, item per item control over stockpiles, use Better Storage)
 * Fortify (Some items overlap)

Known Issues
Although this version of ACE is stable and functional, there are some little hiccups, incomplete features or known issues. We’ll list them here!


 * Marble currently has no real use other than being stone.
 * There is an animation issue with the “Decoy Trap” crafted by the Engineer that might cause crashes. Please be careful when using it! (Or don’t use it at all, for now)
 * Pandas are… broken. Completely. They shouldn’t be in the game yet but can be obtained through Traders - be warned that buying them might be taking an Eldritch Horror or some other cosmic entity into your town!
 * Recipes that require “edible nuts” as an ingredient can’t be crafted.
 * Some items might behave a bit oddly with the new inventory filters. This is an exception that still remains for a couple of items that “escaped” treatment, so please let us know if any filters work weirdly!
 * Sometimes the new Patrol window can glitch and you won’t be able to add new banners. (Refreshing the UI (F5) usually fixes that!)
 * Many of the new things still don’t have unique animations or sounds. These include, for example, dual-wield weapons and bears. Animations and proper sounds are coming at some point, but can’t give an estimate for these.
 * The Bone Carving Studio and bone recipes for the mason are still only accessible to the Northern Alliance. The other factions will be able to get it through a simple quest that is going to be implemented soon, but is not in yet.
 * There is an issue when trying to create compatible weapons/armor with ACE due to the way loading manifests work. This can be worked around if ACE provides mixins, which it currently doesn’t.
 * There is an issue that makes Footman and other soldiers run back and forth to certain activities, sometimes, under certain contexts.
 * The different weapon debuffs applied on enemies should not stack with their own different intensities (i.e.: Minor and Major Fracture, simultaneously) but that currently happens.
 * Fish might sometimes jump out of the water and die. Consider it involuntary fishing and enjoy their meat. You’re welcome. (will be fixed at some point!)
 * Creating a Porcelain Fence Gate will cause a crash because a model export error.

If you find any issues or things you’d like to see improved, doubts, bugs, anything… Please report them! If you run into game breaking bugs or issues that are causing crashes or blocking you from playing, the more information you can provide - and save files - are very, very, very much appreciated!

You can file a bug report in Discourse (we’ll keep track of these too since we’re trying to fix issues from the game as well) or in our Discord server! It doesn’t matter where - but please do! Reporting is a great way to help us make sure that ACE can be better and better over time.

Also, we encourage you to - at least at first - try ACE without any other major mods! Not only because it will be easier to see all the new things ACE has brought but also because the high number of possible incompatibilities might create several “false alarms” of issues. If you do use mods, however, please make sure to list them when you report an issue!