Stonehearth v0.15.0dev2922 (pre-Alpha 16 UNSTABLE)

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Added on April 14, 2016 by Perc35Frostin Games
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Stonehearth v0.15.0dev2922 (pre-Alpha 16 UNSTABLE) (Size: 340.95 MB)
 Stonehearth_v0.15.0_dev.2922_setup.exe340.95 MB


Description

Warning! This is an UNSTABLE developer branch of Alpha 15 (actually a pre-Alpha 16) also known as the "battle update". It can have more bugs than a stable version. You've been warned.

If you want your Hearthlings to have english names, remove Russian.smod in your SH/mods folder. Or leave only rayyas_children_ui.smod, rayyas_children.smod, stonehearth.smod and radiant.smod to play fully vanilla game.

Repack by Elektra

Useful links:
http://stonehearthbuilds.esy.es/ - Community site for sharing templates
http://praisedb.x10.bz/ - Praise Database Mod Manager (and mods)
http://stonehearth.gamepedia.com - Wiki

Remember: if you like this game, buy it!

Changelog

The Archer
Requirement: Level 3 Footman.
Promotion talisman: Archer’s Bow (crafted by the Carpenter).
Upgraded quivers (special arrows) are crafted by the Weaver; in addition to raw materials, these also require poyo feathers, which are an occasional drop from poyo harvesting.
As Archers level up, the damage wrought by their arrows increases; their range grows; and their speed and power become greater (armor piercing!). At their highest level, Archers can even nock and fire two arrows simultaneously.
Archers are not particularly well-armored, so take care of their position in battle.

The Knight
Requirement: Level 3 Footman.
Promotion talisman: the Knight’s Shield (crafted by the Blacksmith).
Apprentice knights start with "Cutting Word" ability, which naturally draws enemy aggro. They also receive bonuses to strength and stamina as their knightly training proceeds.
Knights have an innate ability to increase the courage of those fighting with them.
Their starting armor already soaks significant damage, and their advanced abilities help them make better use of armor upgrades as they level up.
Heavy (steel) armor is now exclusive to Knights, so footmen can focus on being fast damage dealers. Note also that Footmen now do increased damage at higher levels.
Knights cannot wield two-handed weapons, though Footmen can.
Though the knight is effective on his own, he is much more important when you have squishier classes in your party, like archers.

The Cleric
Requirement: Level 2 Herbalist
Promotion talisman: Cleric’s Tome, crafted by the Herbalist.
Clerics are combat units, and join parties with footmen, knights, and archers.
The Cleric is a healer with some (albeit limited) combat abilities. He hits with his book. Have you ever been hit with a big book? It hurts.
They support the ranged/tank/DPS triangle by making each sturdier and more effective at their job.
Clerics lose the ability to craft potions and tend to sick hearthlings with bandages, but they can still heal injured townsfolk by standing near them: clerics emit a constant healing aura, and can cast directed healing spells at nearby injured allies.
The auras increase in power, type, and range as the cleric levels up. The directed healing spell gets stronger too!
In combat the cleric joins the footman and the knight in the front row, so that all your melee characters can benefit from their healing aura. They will also automatically direct their cooldown-monitored healing spell at appropriately injured allies.
Clerics also add a buff to the Muscle attribute of those nearby; higher Muscle scores increase weapon damage.
Add a cleric to a group of townsfolk in town defense mode, and see their chances of surviving dramatically increase!

Orcs and Ogres and Kobolds
Ready to test the new combat capabilities of your hearthlings? You’ll find a host of new, more powerful enemies waiting.
Orcs come in three flavors: Footmen, Knights, and Clerics. So they’re playing with the same capabilities as your hearthlings.
Kobold Archers are nasty. Their wolves are nastier.
Ogres are large, ugly (really, they’re hideous), smelly, and can take -- and dish out -- a lot of damage. Some of them also have the ability to break down doors. So just hiding in a house may no longer be enough.They don’t use keys… just their fists.
Oh, yeah. As your hearthling population grows, so does enemy difficulty. More hearthlings? Tougher enemies. Just trying to keep your hearthlings on their toes. You’re welcome.
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 light 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.

Known bugs that are NOT fixed in this release (but WILL BE fixed in dev2924)
Food should appear only in one stockpile filter
XP distribution calculates incorrectly
Health hearts don't not show up properly on load
Hard mode monsters should appear in 24 hours, not 48
Only enemies that can target siege objects (doors) should target siege objects
Thread incorrectly counts as cloth
Acceptable job icons float over overlaying screens
Mining adjacent bug
Game master service starts twice accidentally

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Stonehearth v0.15.0dev2922 (pre-Alpha 16 UNSTABLE)

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