recursal/Fanatic-Fandom huggingface dataset:
Alpha 11 release-447

## Release

Alpha 11 release build 447 was the first release of the Alpha 11 release code base. It was released on August 12, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth blog entry.

### Bug fixes

* Fixed bug tracking the occupied space in stockpiles which could cause hearthlings to randomly pick up and put down items.
* Fixed bug in stockpile filters when all items are acceptable.
* Fixed bug that caused undo to create holes in buildings.
* Fixed bug that caused items to not undeploy.
* Fixed bug that caused ladders to be unremovable.
* Fixed errors when actions could not be completed.
* Fixed error when trying to pick up an item off a table when the item has already been picked up.
* Fixed promotion talismans no longer glowing after load.
* Prohibit digging through the bottom of the world.
* Fixed error using instabuild and instamine when a building or mining zone was not selected.
* Wolves no longer get stuck in the ground (While trying to equip hearthling gear stolen by goblin thieves; bad wolves! Need opposable thumbs first, and smaller torsos!)

### Other Changes

* Improved pathfinding and task scheduling performance when there are lots of ladders around.
* Improved performance when there are a large number of items in stockpiles.
* Make the camera point north again when choosing a settlement location.
Weaver

*"The Weaver makes thread, fabrics and hangings from fiber and dye."*

## Job Information

Workers can be promoted into a Weaver with the Weaver's Spindle, crafted by the Carpenter. The weaver can use fiber and pelt Resources to weave different cloth and leather related items.

## Recipes

This is a listing of all the items the Weaver can craft, along with their material requirements.

## Perks

The weaver gains experience by making items at the Weaver's Workbench. More experience is gained by crafting higher level items.
Alpha 15 develop-2865

## Release

Alpha 15 develop build 2865 was the second release of the Alpha 15 develop code base. It was released on February 29, 2016.

## Patch Notes

Patch notes are copied from the official Stonehearth development blog.

We’re now into the “shakedown cruise” phase of Alpha 15, and some new improvements were just added on our Steam Latest (unstable) branch. Please keep testing, and post your observations on Discourse.

Here are the fixes for this release:

* Enemy placement code bails correctly when there is no good location for enemy
* Various building dependency fixes
* Goblin chieftain no longer asks for partial logs
* Significant performance related building fixes
* Fixes to scaffolding location
* Crafter queue max is now 30
* Cooks should farm
* Traders no longer sell or offer giant bone axe
* Fix bug where people are stuck in ground briefly on load
* Workers will no longer restock logs in lit firepits
* People can no longer walk over firepits
* Fix issue assigning tasks to hearthlings
* Hitting cancel combat action twice no longer wedges footman AI
* Add stacks to non-food crops
* Farming is now higher priority than placing items
* Tweaks to growing speeds
* Improve performance in combat
* Shop’s gold will update properly even when game is paused
* You can now inspect a hearthling’s AI via debugtools even when the game is paused
* Make sign recipe descriptions consistent
* Add clay tunnel door
* Footmen now have the correct tasks when loaded with job unchecked in Hearthling Therapist
Schnittansicht/DE

The Slice tool enables the user to splice, cut through, the surrounding landscape to view tunnels and areas which have been created during  Bergbau.
When the user first selects the Slicing tool, the landscape will be cut in half. You can adjust the height of slicing but using the up and down arrows.
To understand how slicing works in StoneHearth you must realise that the world is split into sections on the X,Y & Z axis. When Slicing, you may only slice in-between these sections.
The Slice tool was introduced in Alpha 7 as part of the mining update. This included the introduction to the  Bergbau system,  Röntgentool und das Schnitttool.
Slice Mode

The Slice tool enables the user to splice, cut through, the surrounding landscape to view tunnels and areas which have been created during  mining.
When the user first selects the Slicing tool, the landscape will be cut in half. You can adjust the height of slicing but using the up and down arrows.
To understand how slicing works in StoneHearth you must realise that the world is split into sections on the X,Y & Z axis. When Slicing, you may only slice in-between these sections.
The Slice tool was introduced in Alpha 7 as part of the mining update. This included the introduction to the  mining system,  X-ray tool and the slicing tool.
Scrolls

2. "Five years are worth spending in order to achieve a carefree life."
3. "Brand new mining tower and genuine artificial intelligence."
4. "It has been given a female voice, they say it soothes."
5. "Yearlong flight."
6. "AI has began the construction of mining tower."
10. "In case of emergency situation I'm in charge here."
11. "AI used to chat with me in the evening"
14. "Sometimes I'm thinking, that I shouldn't get involved into this."
16. "It was worth it, this whole idea of trying it, worth it."
18. "I cannot sleep for two weeks."
19. "I don't understand what am I doing here, she can do everything all by herself."
21. "No communication. I couldn't sent the report today."
24. "Despair."
25. "I wonder if they're no more."
26. "Maybe I haven't awaken from the stasis."
30. "..."
Farmer

*Farmers till fields and harvest crops, providing a consistent food supply and raw materials for baked goods.*

## Job Information

The **Farmer** Job allows the player to grow food for their hearthlings. Workers can be promoted into Farmers once you have acquired a Farmer's Hoe, which is crafted by the Carpenter. Once a Worker has been promoted, the Farmer can plow fields and plant crops. The crops can later be harvested and used as food. Flowers can be crafted into decorations whilst herbs can be used by the Herbalist.

Farmers will also help with gathering of resources, but are unable to work on buildings.

Farmers are distinguished from normal Workers because of their light blue shirts with brown sleeves. Farmers also have a little light brown pouch on their backs and straw hats.

Idle Cooks will also help with harvesting.

Note, that when you've planted a crop that has a higher level requirement than your highest active Farmer, the Farmers / Cooks will be able to harvest those crops but not replant them.

## Crops

You can choose different crops for your Farm plot. Some crops / flowers / herbs are supplied by traders. For some seeds that aren't available to your civilisation, these can later be acquired via trading after achieving Town status via building a monument.

\* Ascendancy \*\* Rayya's Children \*\*\* Northern Alliance

*Farms can be built through the Zone Tool or by clicking F.*

## Perks

**Farmers** level automatically while working. Experience is only gained when harvesting a plant, not when tilling dirt or planting seeds.
Alpha 11 dev-2521

## Release

Alpha 11 develop build 2521 was the fourth release of the Alpha 11 develop code base. It was released on July 30, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth blog entry.

### Bug fixes

* Fixed bug causing hearthlings to appear stuck in the ground.
* Fixed error starting hearthling tasks when loading a game.
* Buildings with flat roofs now build.
* Fixed many scaffolding issues.
* Fixed assertion error when designing custom buildings.
* Fixed bug placing templates near cliffs.
* Fixed pausing construction on a building.
* Make sure ‘Finished Editing’ button is shown when drawing floor or raising walls.
* Fixed UI issues for buildings actively under construction.
* Fixed issue building ladders without a proper destination.
* Fixed error finding path to item that is being moved (mostly crates).
* Fixed bug trying to pick up items that were destroyed.
* Fixed error when hearthling tries to start task on an item that was recently moved in/out of storage.
* Fixed error in the population tracking code.
* Fixed bug causing the trader in the trade encounter to return immediately.
* Fixed bug that started the next encounter too soon.
* Fixed bug that showed dialog for entities that were dead.
* Fixed bug counting items when using the crafter maintain function.
* Fixed floating plants.
* Promotion window now live updates.
* Hearthling activities now live update again on the citizens window.
* Fixed categories for the plushie toy rabbit, wooden piggy bank, normal and wicked firepits.
* Fixed bugs with goblin camps returning even after boss was killed

### Other Changes

* Blonde and sandy hair variants are now available for female hearthlings.
* Base hearthling attributes now use a gaussian distribution (bell curve).
* Major performance gain when placing traps in areas with lots of items.
* Level 1 Farmer is now a requirement to promote to a Cook.
* Crop growth rate has been tuned to be slightly slower.
* Exit game now has a confirmation dialog.
* More text fields have been internationalized.
* Make the terrain highlight service mod friendly for adding new types of minable resources.
X-Ray Mode

X-Ray Mode is a way to see through the surrounding landscape to view mines which you have created. The X-Ray mode is part of the standard game controls. There are currently 3 options to change visibility.

X-Ray Mode can be changed by using the Hotkey Z, to go view 'Full X-Ray Mode', x, to view 'Flat X-Ray mode' or clicking the X-Ray button on the UI.
Alpha 12 dev-2650

## Release

Alpha 12 develop build 2650 was the eleventh release of the Alpha 12 develop code base. It was released on October 15, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth blog entry.

### Bug Fixes

* Fixed hearthlings repeatedly picking up and and putting down items that had been looted.
* Fixed another ‘item\_has\_been\_looted’ error when trying to restock destroyed items.
* Fixed missing loot icons on load.
* Loot operation now uses a loot instead of a harvest cursor.
* Fixed background on party attack and defend buttons.
Trapper

Work in Progress!
This page is still being worked on. Feel free to lend a hand!

*"The Trapper's snares capture and (ahem) "harvest" small critters for a reliable source of food and supplies."*

## Job Information

Workers can be promoted into Trappers by using a Trapper's Knife, either crafted by the Blacksmith or taken as part of the starter kit when starting your game. Once promoted, the Trapper will automatically begin to place and harvest snare traps within a designated "Trapping Zone". Trappers also have a chance to tame a critter while harvesting a snare trap.

While not patrolling their trapping zones, harvesting traps, or dropping off loot the Trapper will also help harvesting resources and move unstockpiled items into stockpiles.

## Trapping Zone

Through the "Zones" tab on the toolbar you can designate Trapping Zones for your Trappers to use. These trapping zones designated in the same fashion as stockpiles and have a red outline.

## Snareable Critters

 Fox
 Squirrel
 Racoon

## Leveling

Trappers level automatically while working. Events such as harvesting unsuccessful/successful traps, unloading harvested loot, and befriending pets all give varying amounts of experience. This experience is not lost if the trapper changes jobs but if you change your trappers job he/she will lose the perks until you change them back to trapper unless you promote them to shepherd.
Weapons

# Overview

Weapons are equipped by members of your militia to protect your settlement. Weapons allow your militia to do more damage than a citizen would punching an enemy or swinging whatever tool they may be carrying.

Weapons are crafted by professionals such as the Mason and the Blacksmith. Weapons can also be looted when dropped by killed monsters.

# Reach

Each weapon has a set reach. This is how far away a soldier may be from an enemy in order to hit the enemy. A longer reach allows the soldier to do damage to an enemy from the relative safety of being farther away.

# Equipping Weapons

Each weapon has a specific item level (also referred to as an 'ilevel'). If a higher item level weapon becomes available, then one of your soldiers will run to it and replace their own weapon with the stronger piece. As of Alpha 10, there is no way to specify if a particular weapon should be used by a particular militia member.

# Weapons

There are multiple types of weapons, each with their own benefits and drawbacks. Each entry lists the weapon, item level, its base damage, and its reach.

## Ranged Weapons

Bows are the utilised weapon for the Archer class. It is expected that other ranged weapons such as slings, spears, and crossbows will be added in future alphas.

## Swords

Swords are the prototypical weapon of the knight. As such, the sword is the first weapon aquired by any new recruit to the militia. The benefits of a sword over other weapons types is the ability to parry attacks, potentially reducing incoming damage and keeping precious soldiers alive longer.

## Maces

The mace is a large, heavy object with a handle attached. Maces offer high damage output, at the expense of lowering defense. Maces, unlike swords, can not parry attacks.

## Polearms

The polearm is the age-old favorite for taking out cavalry. A polearm allows a soldier to attack from a longer distance, forcing the enemy to defend before they can even strike at the soldier wielding it.

Like maces, the polearm does not offer the ability to parry an attack. However, they are two-handed weapons and equipping a polearm results in the unequipping of an equipped shield.

## Axes

Axes are two-handed weapons and equipping an axe results in the unequipping of an equipped shield.
World Generation

The world in Stonehearth is randomly generated by the game's engine upon starting a new world. The engine will generate many different parts that are included in the game; some of these parts include: continents, water, terrain types, trees and other plants, monsters, and wild animals.

## The Temperate Forest

The Temperate forest is the home turf of The Ascendancy, the eager travelers. It is generally considered the "easy" game type, and is a lush land with wood and water plentiful. In a farmers terms, paradise. It has less mountains than the desert but each mountain is around 40% bigger. It's full of small animals for the trapper to "ahem" kill and can be a good place to start for beginners.

## The Deserts of pal'mun

The desert is home to Raya's children, the desert traders. It is considerably harder than the temperate forest in the normal game mode because of the lack of a carpenter to make tools. It has a few scruffy trees and cacti but otherwise clay is key. It has many small mountains/large boulders that dot the land but if you dig in the desert the main direction will be down. Water pools are hard to come by and so are good trapping spots, but without proper farming structure in place farms don't change in production.

## Terrain Types

The various areas of the world will be generated with many different terrain types. Different terrain types may have different appearances and different resources available.

* Plains - A good source of non-tree flora such as wild herbs and silkweed. Also typically contains single-use stone deposits such as boulders.
* Water - No current bonuses or usage
* Foothills - Forested hills. Home to local wildlife
* Mountain - Excellent source of rock and minerals. Scarce fauna and flora.
* Mountain Peak - Excellent source of rock and minerals. Rare fauna and flora.

When you start a game, you can choose a location with a mixture of these terrain types closeby to suit your desired playstyle. e.g. access to a mountain's minerals but with the plentiful trees and wildlife that Foothills provide.

## Tips

When starting a game, be mindful of these tips:

* Native flora (e.g. berry bushes) can be moved closer to your settlement via your Workers
* Mountains are made of stone and rich in minerals. Digging into a mountain will be more beneficial for your Mason / Blacksmith than digging into other Terrain
* Location of your Settlement in comparison to the map can be important. Too close to a border can be dangerous (due to mob spawns).
* Stonehearth revolves around creating buildings rather than tunnelling into a mountain. Wide-open space is important.
Alpha 13 dev-2733

## Release

Alpha 13 develop build 2733 was the sixth and final release of the Alpha 13 develop code base. It was released on December 01, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth development blog.

### Bug Fixes

* Sloped roofs on non-rectangular houses now build correctly.
* The building editor now properly imports roof data about slant.
* Wide overhangs now no longer create roof structures of infinite distance.
* Fixed some issues with iconic item materials on load
* Fixed engine error when items are destroyed en-route to workshops.
Personality Traits

"Traits" are unique parts of the character influencing the behaviour of different hearthlings. Each Hearthling can have up to two Personality Traits which are randomly generated. The player can't choose traits in the unmodded game but he can re-roll the starting crew (or individual hearthlings) to get a different outcome. New citizens obtained during the game can't be re-rolled at all (again, in the unmodded game).

## Personality Traits

The following table is an ongoing attempt to describe every trait present in the game. Note that some stats are do not combine or are mutually exclusive.

Traits from earlier builds are listed below, with the addition of the "Hothead" trait in release\_707.
Job Talismans

A **Job Talisman** tool is required for Hearthlings to change classes.

## Job Talismans & Requirements

These are the talismans required for your Hearthling to change its job.

For variety, each Kingdom has a slightly different Job tree. For example, Rayya's Children players start with a Potter which can be upgraded into a Mason, whilst Ascendancy players can have their Mason get upgraded to a Potter.

\* Ascendancy Kingdom

\*\* Rayya's Children Kingdom

### Obtaining Job Talismans

Most Job Talismans can be crafted by other jobs, and a few of them can also be traded for via the daily trader. However, the only way to obtain the Geomancer's Staff is through the Clan Amberstone quest line.

## See Also

* Tools
* Jobs
Archer's Bow

Description | Required to promote a Hearthling into an Archer

The **Archer's Bow** is a Tool that is used to promote a Footman Hearthling into an Archer.

Unlike some tools it can not be bought upon New Game creation. The Archer's Bow can be crafted by a Carpenter using a Carpenter Toolbench for **3 Wood and 1 Bolt of Leather**. Like other combat tools, after a Hearthling picks this up it becomes a Bow.
Alpha 14 dev-2795

## Release

Alpha 14 dev build 2795 was the second release of the Alpha 14 dev code base. It was released on January 18, 2016.

## Patch Notes

Patch notes are copied from the official Stonehearth development blog.

### Bug Fixes & Misc Changes

* Fixes for a variety of party-related errors
* Hearthlings do not ping pong between safety points
* Combat tuning: health regen rate, encounter frequency, menace, loot drops, equipment stats
* Weapons can now scale up during encounters
* Performance improvements for farms
* Fix various memory leaks in UI, especially listeners, views, and tooltips
* Poyo pot pie has net worth
* Fixed uncaught type error in stockpile UI
* Remove unused scaffolding objects from the game
* Fixed issue in the scaffolding renderer
* Undead names now appear in unit frame
* Alert UI displays correctly on load when in alert mode
* Put back red text for incompatible saves
* Fixed combat music not turning off
* All tonics can now be stockpiled
* Fixed error on trying to remove building that isn’t started yet
* Fix UI issue on splash screen

### Mod Version 2!

Also, if you are a modder and your mod is compatible with Alpha 14, please update your mod’s manifest.json file to:
`version: 2`
This way, your mod will load properly. Thanks!
Alpha 13 dev-2697

## Release

Alpha 13 dev build 2697 was the first release of the Alpha 13 dev code base. It was released on November 16, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth development blog.

### “Hearthling Therapist”

The citizens UI has been overhauled and redesigned! In addition to showing portraits and attributes for the hearthlings, you can now select which jobs the hearthling should be able to undertake. This makes it a lot easier to decide who to promote and control what jobs should be performed in your town.

There is currently a known issue with Hearthling Therapist where some hearthlings which are instructed only to mine fail to do so. Also, in this iteration of HT, some specialized hearthlings are able to perform tasks which previously were not available to them (e.g. farmers can be instructed to mine).
Both of these issues will be addressed in subsequent releases.

### Bug Fixes

* Fixed a pathfinding bug that resulted in idle workers.
* Prevent enemy camps from spawning over anyone’s town (including other NPC camps).
* Fixed bug in crafting window that selected the first item when another window popped up.
* Fixed placed items not staying placed (e.g. rugs would always get restocked after placement).
* Fixed engine error when picking up a destroyed item from a backpack.
* Fixed facing when picking up items from stockpiles.
* Improved physics code when an entity is stuck in something solid. Prevents hearthlings from ending up on top of planted or growing trees.
* Make it difficult to accidentally place hearthlings on top of trees when selecting a settlement location.
* Fixed bug when lowering the water level of a lake.
* Flag error, but allow water simulation to self correct after a non-fatal error.
* Fixed engine error when changing crops on a fallow field.
* Fixed panic posture which was only showing up half the time when panicking during combat.
* Fixed titles for the Master Mason and Master Cook.
* Fixed the icon for the cook outfit.

### Other Changes

* Structures that have been completed can now be torn down. Select the structure in build mode ‘b’ and press the ‘Remove’ button. Note that this doesn’t work for buildings that used the insta-build console command.
* Items now fall off ladders.
* The drop rate of stone when mining dirt has been reduced.
* Clay now drops when mining dirt.
* By popular demand, added the Gilded Crimson Rug to the game.
* The Quickstart button has been disabled.
* Detect and notify the player when Lavasoft Ad-Aware crashes Stonehearth.
Alpha 14 dev-2818

## Release

Alpha 14 dev build 2818 was the fifth release of the Alpha 14 dev code base. It was released on January 28, 2016.

## Patch Notes

Patch notes are copied from the official Stonehearth development blog.

### Hats and Helms!

Moar Monsters? Moar Armor! This release finally implements a new schema for hair that allows for hats and helmets. Some classes come with hats by default, and others can get helmets from advanced crafting recipes. 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. As a side effect of this update, hearthlings imported from older saves may now look different than they used to; think of it as Xtereme Makeover, Stonehearth Edition.

### Features and gameplay bugfixes:

* Lots more hair color variations and permutations for hearthlings
* Revised stockpile categories
* People no longer allowed to attack objects that have no hit points
* Task groups and hearthling therapist now saves/loads properly
* Food now disappears if it is half eaten; should solve food littering issues
* More tuning for enemy encounters
* Generic banners for individual combat commands
* Add icon for tumbleweed
* Farmers no longer place only plants
* All doors now properly keep out enemies
* Party banners now work correctly with older saves
* Cancel order command now available on combat banners
* Cancel order command now available on party and fooman unit frames
* Place item action text now properly shows item being placed
* Fixed a crafter UI bug when crafting window is open during level up
* Fixed counts in placement UI to update properly when placing items
* You should get a notification the first time you engage with enemies from an encounter
* Rotten food is now a separate thing, so you can delete it. All rotten baskets of food will become a generic rotten basket of mush
* Crafting buttons are now fully clickable
* Properly line up carpenter workbenches
* Put items on table at correct offset
* Add repeat flag to sounds, golem footsteps
* Fix lots of little workshop issues
* Make sure ladders track height of scaffolding
* Stop hearthlings from falling through scaffolding
* Add loot drops to wolf raid
* SFX for Goblins and Golems and other monsters
* Increase clay drops in desert
* Fix up inconsistent farms on load
* Fix party banners so they work in older saved games
* Undead infection debuff now stops all natural healing
* If an animal is spawned by a shepherd and not claimed for the pasture, it will disappear in a day

### Performance and optimization enhancements:

* Various fixes for ladders
* Destroy unnecessary traces, to improve performance and memory usage
* Make restocking much faster
* Release lease immediately for unneeded items
* Performance enhancements to building, fix some memory leaks
* Fix lua and coroutine related memory leaks in the game’s AI
* Fix mining bugs introduced by town task management improvements
* Expanded pathfinding range for hearthlings to 1,000 voxels
* Fix issue growing walls and columns to intersect roof
* Encounter nodes are now reaped when the encounter is over
Footman

*"The Footman is a melee fighter. A good choice for the backbone of your town's defense."*

## Job Information

The Footman is one of the military jobs in Stonehearth. Footmen are basic soldiers and help with keeping peace and harmony in your settlement. Workers can be promoted into Footmen through the jobs page once you have a Wooden Practice Sword. Additional weapons and armor can be manufactured by various crafters that will make the Footman stronger and tougher.

#### Role In The Trinity

The Footman's future role as a DPS fighter in the Footman-Knight-Archer trinity was further defined in Stonehearth Desktop Tuesday: The Knight (March 29th 2016).

## Behavior

Once promoted, Footmen will automatically begin to patrol around the farms, stockpiles, and buildings in the settlement. A Footman will not help with building or hauling items to and from stockpiles.

In combat the Footman are in a default "aggressive" stance and will attack any enemies that are in their line of sight. **Beware** as the fight going on, the HP of Footmen with drop down, as it reaches about 20-25% of max HP, Footman will run away if they take any damage (**If Footmen has Courage, they will not keep on fighting until they dead**).

Once any distant intruders have been dispatched the footman will once again begin to patrol the settlement.

## Equipment

As new weapons and armor are crafted, the Footman will automatically equip new gear. As of the final Release 1.1 of the vanilla game there is no way to specify if a particular Footman should or should not use certain types of weapons or armor, with the ACE mod it is however possible.

## Perks

The footman gains new abilities as they level up. Experience is gained through combat.

1. ↑ http://stonehearth.net/desktop-tuesday-the-knight/%7CStonehearth Desktop Tuesday: The Knight
Alpha 7

# Patch Notes

Patch notes are copied from the official Stonehearth blog entry here.

## Mining, Phase 1

You can now dig into the earth. Mining will be expanded significantly in Alpha 8. This is just the start.

* Click the mining pick to enter the mining UI
* Use the terrain visibility buttons to the right of the main menu bar to peer into the earth and view your mines

## Roads

You can now build roads in your town. Roads make citizens travel faster.

* Access the road tool from the build menu (house icon)
* Draw out roads in the same way you drag out building floors

## The Mason

The Mason crafts furniture and decorative pieces from stone that you harvest from your mines.

* Build a Mason using the Mason’s Chisel, crafted by the Carpenter
* You’ll need to mine stone from above ground or by digging mines

## The Shepherd

The Shepherd will find sheep and bring them back to pasture zones

* Build a Shepherd using the Shepherd’s Crook, crafted by the Carpenter
* Once you have a Shepherd, make a new pasture zone from the zones menu

## Saved Games

* We’re tracking down some issues with saved games. This will be fixed in an upcoming release.

## Bug Fixes

* Fix entities flying through the air or through solid objects.
* Greatly improve the renderer speed when there are lots of light sources.
* Fix crashing bug on start up.
* Fix frozen game when walls don’t have space to be built.
* Items can now be placed on tunnel walls.
* Add game tips to the loading screen
* New craftable winter coats from the Weaver
* Fix game speed stuttering on some systems
* Fix bug causing ghosted doors, windows, and placeable items to become invisible when toggling xray views.
* The character sheet no longer closes the citizen management screen
* The character sheet now properly displays citizen information when clicking through your citizens
* Fix crashing bugs related to viewing mining and road zones
* UX improvements to terrain slice viewing mode
* Fix haverst icons being chopped off in slice mode
* Better sounds for the Shepherd
* New “tools” category for stockpiles
* Fix many items not working properly with stockpile filters
* Footmen no longer attack sheep
* New recipes for the mason
* Lights no longer flash for 1 frame when turning on
* Add animated effect for sleeping citizens
* Fix broken icons for cloth and thread
* Birdbaths are no longer chairs
Herbalist

The **Herbalist** heals units with crafted balms and bandages. The Herbalist uses Herbs (wild flowers), Bundle of Fiber (silkweed/wool) and cloth / thread in their recipes.

## Job Information

The Herbalist is a healing support job. Herbalists can be promoted from Workers with a Herbalist's Staff. The Herbalist takes harvested flowers as well as cloth from the weaver to make healing tonics and bandages, as well as other town-wide tonics. A level 2 Herbalist is needed in order to create Clerics.

Herbalists do not participate in battles and only heal your units when they return from battle and lie in bed with a status of "requiring medical attention". For a Herbalist or Cleric to heal a unit who is lying in bed, they need access to a Healing Tonic or Bandage which is then brought to the wounded unit and used. Note that sleep / food / lying in bed does not heal a unit.

If a unit is not in bed, the only way they can be healed is by a Cleric (which does not require a Healing Tonic / Bandage).

## Perks

Like all jobs, the Herbalist has a variety of perks available to them as they level up.
Banner

Work in Progress!
This page is still being worked on. Feel free to lend a hand!

The first important choice for your township. This choice will affect parts of your township, that are integral to survival. Each faction will have different banner pictures and colors, but they will basically function the same, and will give the same bonus for each faction. The picked banner, is as all choices are, permanent.
A choice in the banner will give you acces to tier 1 building templates.

### Vitality

The first one is named the banner of Vitality, banner of [Rayya's name] or banner of [name], depending on your faction. This banner provides a boost to your plantlife, and encourages you to plant far and wide. When playing for the first time, it is highly advisable to pick this banner, to help you to get all the food and building materials you need to sustain your township.
### Strength

The second banner is the Banner of Strength, Banner of [Rayya's children name] or Banner of [name]. This banner is useful for those who like to live deep, and carve huge caves out in mountains. It removes the cramped space penalty, which, when building a village look with small, cramped houses and narrow walkways, can be a huge annoyance to keep your halflings happy. It also provides more resources from the ground, thus having to mine less for more ore.

### Cunning

The third and final banner is named the Banner of Cunning, [Rayya's name] or [Name]. This banner is great for those who plan ahead, and want to invest in trade to gain what they need. The first buff is a great upgrade to your roads, but the trade is where it's at. If you build your township on the intent of trade, this is a must have banner, as traders can buy double the amount of resources and you can sell them your finished products at 1.5x the price of normal, giving a healty and defenitly not exploitable flow of cash.

## Finishing up

Now that you have your banner, you're ready for the first part of game play. Build up a nice town, and get stuff rolling before the next township upgrade comes knocking about around 10 heartlings.

## Trivia

The choices seem to indicate difficulty or game state levels, with the first choice being aimed at earlier game stages than the last one. This is a continuing trend in all tier upgrades.
Carpenter

*"The carpenter crafts tools and furniture from wood. The tools he makes unlocks several other jobs."*

The Carpenter is a basic job in Stonehearth.

## Job Information

A Worker can be promoted to a Carpenter once you have a Carpenter's Saw. The saw is crafted by a Blacksmith, although the Ascendancy starts with one for free when you embark. Once promoted, the Carpenter is able to construct their workbench and start crafting new items. The carpenter is the most useful job early in the game, as many of the tools needed to promote other jobs is crafted by the carpenter, along with many items used in the construction of buildings.
Carpenters are easily distinguished from normal workers due to their red and blue shirts and their brown aprons. Other than that, Carpenters have the same needs as workers, and they will also help with construction of buildings and the gathering of resources.

## Recipes

The Carpenter can craft numerous items with different resources.

## Perks

The carpenter gains experience by making items at the Carpenter's Workbench. More experience is gained by crafting higher level items.

## Trivia:

* When playing a game with Raya's Children, you start with the potter instead of the Carpenter.
* And when you play with the Northmen's Alliance, you start with the Mason instead of Carpenter.
Magmasmith

Work in Progress!
This page is still being worked on. Feel free to lend a hand!

The **Magmasmith** is a planned high level crafting class. The class' mechanics where explained on March 2nd 2016, in the Stonehearth Dev Stream #149 on Twitch. and on March 9th 2016 in Stonehearth Dev Stream #151: Moar Magmasmith!

## Class Mechanics

The Magmasmith still has no defined Class Talisman. The Class requires a high level Blacksmith and access to the yet to be implemented magma resource. They will have the ability to craft high level (endgame according to Tom) armor and weapons.

## History

The magmasmith was added once Stonehearth reached the $260,000 level on Kickstarter..

## References

1. ↑ https://www.twitch.tv/stonehearth/v/51809935%7CStonehearth Dev Stream #149: Magma-smith!
2. ↑ https://www.twitch.tv/stonehearth/v/53270050%7CStonehearth Dev Stream #151: Moar Magmasmith!
3. ↑ https://www.kickstarter.com/projects/1590639245/stonehearth
Flora and Fauna

There are many different types of plants and animals in Stonehearth. Many are needed to obtain certain resources, and some may only be available in certain terrain types. Additional critters and plants will be added as the game develops, and can also be added through mods.

## Flora

The following is a list of all plant contained within Stonehearth, and what resource can be obtained from each plant if any.

## Fauna

The following is a list of all animals contained within Stonehearth, and what resource can be obtained from each animal if any.
Alpha 15 release-535

## Release

Alpha 15 release build 535 was the second release of the Alpha 15 release code base. It was released on March 16, 2016.

## Patch Notes

Patch notes are copied from the official Stonehearth development blog.

Alpha 15 is almost ready! Here is one last feature for you all to test on the Steam Unstable branch before we call this release baked:

#### Introducing the Trader’s Stall!

Got a few too many things in your inventory? Have a high level carpenter craft a trader’s stall! Place the stall in the world and interact with it to call a trader to your town. When the trader arrives, click on them, or on the stall, to open a shop window. Profit! Though the trader will leave after a little while (places to go, people to see) you will be able to call a new trader after some time has passed in the game.

This build also fixes a few save/load bugs.

Many thanks to Linda for the trader, and Yang for continued Save/Load compatibility (with Alpha 14!!!!).
Alpha 12 release-472

## Release

Alpha 12 release build 472 was the fourth release of the Alpha 12 release code base. It was released on November 3, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth development blog.

### Bug Fixes

* Fixed bug that prevented shepherd from collecting animals when the pasture was fenced in.
* Prevent animals from moving when they are being harvested (e.g. shearing sheep).
* Fixed bug placing item when the ghost was invalid.
* Fixed bug that duplicated and orphaned building placement tasks on load.
* Fixed bug when item is destroyed while being placed in storage.
* Fixed engine error that could result from an invalid rotation angle when placing items/templates.
* Fixed bug when removing a farm while it is being worked on.
* Fixed error that could occur at the end of some dialog trees.
* Fixed cosmetic defect on the fine comfy bed.

### Other Changes

* Mining has been optimized further to take load off the AI code.
Shepherd's Crook

Description | Required to promote a Hearthling into a Shepherd

The **Shepherd's Crook** is a Tool that is used to promote a Farmer into a Shepherd.

Unlike some tools it can not be bought upon New Game creation. The Shepherd's Crook can be crafted by a Carpenter using a Carpenter Toolbench for **1 Wood**.
Alpha 12 dev-2630

## Release

Alpha 12 develop build 2630 was the ninth release of the Alpha 12 develop code base. It was released on October 7, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth discussion forum.

### Bug Fixes

* Fixed save/load on pastures.
* Fixed items falling down when hung on cliffs.
* The two handed sword recipe requires an anvil.
System Requirements

The following are unofficial system requirements for Stonehearth, as Radiant Entertainment has yet to release an official set of system requirements. These system requirements will change as new iterations of the game are released - see the Game Versions page for the latest updates.

* Must be running Windows Vista, Windows 7, or Windows 8
* Macintosh and Linux-based operating systems are not currently supported, although support is planned.
* Graphics card must support OpenGL 2.0 or later
* Recommended to have at least 2GB RAM
* Approximately 100MB of available hard drive space
Alpha 10 r345

# Release

Stonehearth Alpha 10 r345 was a patch release on 27 May 2015. This was the first patch release against Alpha 10.

# Patch Notes

Patch notes are copied from the official Stonehearth blog entry here.

## Goblin Campaign Changes

* Goblin camp spawns much later in the game
* Goblin camp is now neutral to you when it first spawns, and will be until you decline the shakedown
* There is now an option to decline the shakedown halfway through the collection period
* Wolves nerfed
* Fewer goblin brigands spawn with raids
* Reintroduce goblin thief/brigands

## Misc. Changes

* Net worth equation adjusted so that it’s easier to get to 20 people (cap is now 40)
* Footmen level up faster
* Goblins and undead now drop loot when killed. Use the loot command to harvest their loot
* New tool to mine individual blocks
* F5 now reloads the UI to clear javascript errors and fix “stuck” UIs

## Bug Fixes

* Goblin camp no longer will spawn underwater or over your buildings
* Goblins should defend themselves every now and then instead of mindlessly raiding your stockpiles
* Wolf camps no longer sometimes spawn infinitely
* Goblin Chieftain is no longer an “apprentice footman”
* Goblins no longer should get stuck on the roofs of houses on or tops of the loot chests
* Fix errors after performing undo on roofs and walls
* Destroy buildings now works correctly
* Fog of war now updates correctly
* The Goblin Thief encounter has returned
* Fences and gates are not beds!
* Fix visibility of ghosted items
* Fix crafter maintain function
* Improve performance when rendering of lights
* Improve performance when building large roads and floors with patterns
Alpha 12 dev-2609

## Release

Alpha 12 develop build 2609 was the fourth release of the Alpha 12 develop code base. It was released on September 24, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth blog entry.

### Bug Fixes

* Fixed bug that was leaking pathfinders and reducing performance.
* Fixed collision regions for the remaining workbenches.
* Fixed two engine errors during load caused by race conditions.
* Fixed bug trying to update scaffolding that had been removed.
* Fixed several bugs that caused the UI to disappear.
* Fixed UI error when reordering items in the crafting window.
* Navigation buttons for the Chromium embedded browser have been disabled. Previously, hitting backspace could bring you to the previous menu.

### Other Changes

* Moderate performance improvements to several internal services.
* Added Stone Chest recipe for the Mason.

### Debugging the Crafter

Is your crafter getting stuck? Please start a new game and enable logging on crafters in your user\_settings.json file. You can do this by pasting the following into the file, right under the line for your user\_id:

```

"logging" : {
"mods" : {
"stonehearth" : {
"crafter" : "detail"
}
}
},

The file should look something like this:
{
"user_id" : "....numbersandletters...",
"logging" : {
"mods" : {
"stonehearth" : {
"crafter" : "detail"
}
}
},
"collect_analytics" : true,
...etc...
}

```

If your crafter gets stuck again, send the log to contact@radiant-entertainment.com with “stuck crafter log” in the title. Questions? See this thread on discourse.stonehearth.net.
Alpha 15 release-529

## Release

Alpha 15 release build 529 was the first release of the Alpha 15 release code base. It was released on March 15, 2016.

## Patch Notes

Patch notes are copied from the official Stonehearth development blog.

That’s right! Alpha 15 is just about ready… and this Steam latest (unstable) build now boasts a “release” designation (though it’s not quite final…). Look for the debut of Alpha 15 stable any day now. And while you’re waiting, enjoy the new splash screen!

Here are the fixes for this release:

* Trapper will now add stuff to his backpack again!
* Fix bulletin destruction issues
* Goblins no longer raid if they are neutral
* Walls and columns clip floor correctly
* Prune the job tree
* Stockpile items got into a bad state in some saved games, fix on load
* Sheep now drop mutton, not jerk! Add roast mutton recipe
* Jerky and eggs now rot properly
* Effects now play after load
* Update wheat pile image
* Building template names are now sorted alphabetically
* Creating a building template now takes a screenshot of the template for the UI
Rough Wooden Shield

Description | Protection's equipment for Footman

The **Rough Wooden Buckler** (or **Wooden Shield**) is an Armor that is used to reduce incoming damaged by add more armor to Footman (**+1 armor**). The shield has a chance to parry an monster's attack which won't deal damage to **Footman** (**Chances is not yet acknowledged**).

It's the basic shield that can be crafted at the early game by the Carpenter for **1 Wood**.
Alpha 13 dev-2699

## Release

Alpha 13 dev build 2699 was the second release of the Alpha 13 dev code base. It was released on November 17, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth development blog.

### Bug Fixes

* Fixed idle hearthling problem where hearthlings would refuse to mine or build a structure.
* Fixed engine error when spawning camps in some locations.
* Fixed false positives for Lavasoft crashes.

### Other Changes

* Increase experience gain for the Shepherd. Feeding animals now also grants experience.
* Added tooltips to resources in the building designer.
* Improved placement of decorative items on ledges.
Items

*This article is a stub. You can help Rencounter Wiki by expanding it.*

### Weapons

* Elder
* Shark
* Hacksaw
* Cutter
* Spike
* Zapper
* Stinger
* Great sword
* Sledge
* Ripper
* Pernach
* Stunner
* Heater
* Starkiller
* Warped heater

### Shields

* Shield
* Round shield
* Grand shield

### Armor

* Pants
* Bandage
* Leather Armor

### Hat gears

* Hood
* Helm
* Rakshasa's mask
* Mask of fortune
* Mask of Restlessness
* Mask of The Champion
* Mask of force
* Mask of fury
* Occult mask
* Cursed mask
* Perfect rakshasa'a mask

### Сonsumables

* Grenade
* Shock Grenade
* Healing Potion
* Protection Potion
* Psycho Potion
* Green Herb
* Red Herb
* Purple Herb
* Stamina Potion
* Fly Wing Grenade
* Hacking tool
Furniture

## Overview

Furniture are items that your Hearthlings interact with.

## Acquiring furniture

Furniture is crafted by your crafters. These are normal items found inside the crafting menu of many professions. Order furniture as you would any other item, and it will be crafted and placed in a stockpile.

## Using furniture

There is nothing special that needs to be done to use furniture. Furniture items can be placed on the ground, or added to buildings.

### Furniture

These are all the furniture items currently available as of Alpha 14. Most furniture items have fine variants - they are the right icon.
Alpha 12 release-465

## Release

Alpha 12 release build 465 was the third release of the Alpha 12 release code base. It was released on October 28, 2015.

## Patch Notes

Patch notes are copied from the official Stonehearth development blog.

### Bug Fixes

* Fixed bug that could cause major performance issues during combat.

### Other Changes

* Added recipes for the Wide Window Frame and Tall Window Frame.
* Added new wooden wall types/colors.
Cockerel potion

**Cockerel potion** is a type of alchemy potion in *Kingdom Come: Deliverance*.

*Dispels fatigue, so you endure for longer without sleep.*
## Description

*He whose eyelids are falling and his body ceases to serve him, and yet has before him a long journey, let him drink this potion and restore his energy.*

## Brewing

**Step 1:** You will need spirits, a handful of valerian and two of mint.
**Step 2:** Grind the mint.
**Step 3:** Boil the mint for one turn.
**Step 4:** Add the valerian and boil for two more turns.
**Step 5:** Distil.
Geomancer

Work in Progress!
This page is still being worked on. Feel free to lend a hand!

> **Geomancer** "*She has put green lights in their empty eyesockets--a fanciful touch, but she felt it gave them character. Now, she checked each rune for dust, noted every crack for the touchups she'd handle tomorrow. Powered them off, one by one. Slowly, lights dimmed to black. "Good job, guys! Finished the whole square in just two days!" She dusted her hands, patted each fondly on the head, and shut the warehouse door.*
>
>

> *In the dark, one pair of eyes swirled back to life.*"
>
>

The Geomancer is a is a planned job for citizens in your village.

## Job information

The job will reportedly manipulate stone and rock, as well as being able to alter ground level. It will also able to create golems as workers which do not require rest/sleep like citizens.

## About

The Geomancer was added once Stonehearth reached the $320,000 level on Kickstarter.

Geomancer job option added to job tree, requires geomancer talisman

## References

1. ↑ 1.0 1.1 https://www.kickstarter.com/projects/1590639245/stonehearth