![]() The new tooltips will be visible on many views like the town inventory, workshops (where you’ll see the recipe name and description instead), shop screens, builder mode, fence building mode and even on quest bulletins, allowing you to mouseover requested or offered items to see their stats or what specific kind of item they want when the name alone is not enough. We’re implementing very fancy tooltips for items, providing a lot of information on mouseover. They’re now more likely to be improved the more that crop has been tended. Finally, proficiency and the new quality odds also apply to other activities that can improve the quality of something, like Herbalist Planters. The reasoning for this is because this standard was making certain recipes (like higher level “bulk” recipes that produce more ingots, ingredients, charcoal, etc) be less worthwhile due to having a smaller chance of better quality. Proficiency replaces the base game “bonus” chance for better qualities given to crafts that are of a lower level in relation to the crafter. The description has been updated to reflect that. Not all recipes will give you the same proficiency, and the amount gained is not the same for everyone, since it is influenced by the “Diligence” attribute. You can check out the proficiency of a crafter by hovering the cursor over any of their “Category Crafting Toggle” buttons in the Workshop view. Proficiency goes from 0% to 100% and gives a boost to the likelihood of getting better qualities when crafting items from that category. Hearthlings will now be able to specialize in certain crafting categories, gaining “proficiency” on them each time they craft a recipe that is part of that category. Additionally, their recipes are slightly more efficient than the Blacksmith’s, producing 4 items per Ingot (instead of 3). The Engineer is able to craft Soft Metal Bits and Hard Metal Bits now. Slightly tweaked the Rayya’s Children name list. Fixed Gold Flakes counting as a Resource (plant) ![]() Fixed the NA crafter summer hat counting as armor and not civillian equipment Fixed a problem with the Goldthread Worker Outfit for RC not being properly stored when relevant filters are chosen. Fixed animal feed not being correctly stored, in particular Hearth Fodder not behaving correctly. Possibly fixed an issue where a Quest Storage wouldn’t be properly removed if you failed the quest. Fixed an issue where firepits would try to create an ember when destroyed if due to a reload (or straight up exiting) of the game. Fixed some possible issues with shepherd/pasture animals and town suspension (although very unlikely/perhaps impossible to happen in normal conditions) Fixed some issues related to town suspension (the state in which a town is placed when their player is not present in multiplayer games) Also fixed an issue with the alignment of character names on the “Select Bed Owner” view. Improved the UI on the re-embarking screen, fixing the wrong alignment of names. Fixed an issue that was preventing re-embarking from being used. Fixed a major issue where some shops were being generated without an inventory (no items for buying) and many other shops were generating smaller than intended inventories. Added a more explicit error message for invalid crafting recipe path when initializing the job info controller. This is just a basic demonstration, expect more interesting uses of this system in the future! For now, the only visible addition is that Blacksmiths will now hammer a glowy metal ingot instead of hammering the materials whenever they craft a recipe at the anvil. This entity simply replaces the stacked ingredients (as defined by the `stonehearth:table` entity data) and can be customized per crafting station and per recipe (priority). Working Ingredient, a new visual addition that allows us and other modders to customize the looks of whatever they are working on before it is finished.
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