Stone Kingdoms 0.5 Changelog


Following our bi-yearly release schedule, we're pleased to release version 0.5!  

This release includes lots of new buildings as well as a lot of backend improvements which make the code easier to maintain and extend.  

New Buildings

  • Dairy Farm: Produce cheese for food consumption.
  • Hops Farm, Brewery, Inn: Grow hops, produce ale and distribute it, making people happy!
  • Armory: A storage for your weapons.
  • Fletcher's Workshop: Produce bows or crossbows.
  • Poleturner's Workshop: Produce spears or pikes.
  • Blacksmith's Workshop: Produce swords or maces.
  • Armorer's Workshop: Produce shields.
  • Barracks, Stone Barracks, Engineer's Guild, Tunneler's Guild: They are currently placeholders, but they will allow recruiting military units in the next updates.
  • Chapel, Church, Cathedral: They are currently non-functional, but in future updates they will increase faith, which will increase happiness.
  • Apothecary: Currently non-functional. It will gain utility in future updates.
  • Positive Buildings: Gardens, ponds and maypole. Build them to increase population happiness.
  • Defensive Stone Structures: Towers and gates made out of stone.

Gameplay

  • Added a new "Campaign" mode, where you can play missions with objectives.
  • The previous free build mode is now a separate mode called "Freebuild".
  • Added auto tax feature to castles. This will automatically apply tax on your population, based on the happiness level.
  • Workers from destroyed builders will no longer disappear anymore and they will become unemployed again.
  • Destroyed buildings will now refund half of the material cost.

GUI

  • Added map selection for the freebuild mode.
  • Added campaign menu.
  • Added option to select game resolution.
  • Added GUI for the barracks.
  • Added GUI for the armory.
  • The material cost on building tooltips will change color based on if you have the required resources or not.

Misc

  • The game date is now displayed.
  • Added the lord unit. It will wander around your castle.
  • You can now press F12 to take a screenshot.
  • The camera zoom is now smoother.
  • Added tooltips to built buildings.
  • Added current materials beside the cost to the building tooltips.
  • Clicking on materials in the stockpile UI will now open the market UI with that material.
  • Added right click shortcut to navigate back in UIs.
  • Added soundeffects to the action bar.
  • Save files are now ~10 times smaller.
  • Added configurable keybindings. This is currently not exposed in the UI.

Bug Fixes

  • Buying materials from the market when the stockpile is full will no longer spend money.
  • Fixed wheat farmer sometimes getting stuck.
  • Fixed crash after trying to build outside of the map.
  • The quarry workers will not get stuck anymore if the ox handler is unemployed.
  • Fixed wrong shading of the stockpile on game load.
  • Fixed not being able to select the Fortress (upgraded keep).
  • Fixed several bugs about terraforming when placing buildings.
  • Fixed being able to place the initial buildings when the game is paused.
  • Fixed stone texture in the stockpile getting misaligned.
  • Fixed crash on game start for ARM processors, like Apple's M1 and M2.
  • Fixed not being able to fully destroy woodcutters in a loaded game.
  • Disable building too close to the keep to not interfere with keep upgrades.

Files

StoneKingdoms_Win64_0.5.0.zip 135 MB
May 30, 2023
StoneKingdoms_LinuxMac_0.5.0.zip 131 MB
May 30, 2023

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Comments

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(7 edits)

I am from the BFME2.22 Mod Team and we have an own BFMELauncherSetup.exe really handy.


I would really appreciate a kind of a small gamelauncher or an auto updater within a game launcher to always be on the latest version. 

( for beeing up to date & for the possibility to instant report errors & crashes to you )


Like this blue screen crash when saving the game:

Error

objects/Units/OrchardFarmer.lua:83: attempt to index field 'animation' (a nil value)

Traceback

[love "callbacks.lua"]:228: in function 'handler'

objects/Units/OrchardFarmer.lua:83: in function 'serialize'

objects/State.lua:167: in function 'serializeObject'

objects/Structures/Orchard.lua:282: in function 'serialize'

objects/State.lua:167: in function 'serializeObject'

objects/Controllers/JobController.lua:92: in function 'serialize'

objects/State.lua:372: in function 'save'

objects/Controllers/SaveManager.lua:69: in function 'save'

states/ui/pause/menu.lua:91: in function 'onclick'

libraries/loveframes/objects/image.lua:134: in function 'mousereleased'

libraries/loveframes/objects/base.lua:148: in function 'mousereleased'

libraries/loveframes/init.lua:320: in function 'mousereleased'

states/game.lua:348: in function <states/game.lua:346>

main.lua:77: in function <main.lua:51>

[C]: in function 'xpcall'

[C]: in function 'xpcall'



Have a beautiful day!

We are rolling out Sentry integration in the next update (which should come this month).  

Not sure about auto updater yet though.

It is your own isometric strategy game? It is exciting!