Last Updated 5/18/2016
Stonehearth Alpha 16 is all about battles and fighting the good fight. To do that, your hearthlings will need more than Footmen to handle newer, meaner, nastier (as well as more familiar) enemies. So we’re bringing you not one, not two, but THREE new hearthling classes that will introduce entirely new dimensions to your town’s combat capabilities. Plus, new combat experiences; a very challenging play mode; and more.
- Introducing the Archer, the Knight, and the Cleric. Together with your existing Footmen, these form a formidable fighting force. The Knight is the tank, drawing enemy aggro and soaking damage. The Archer takes the ranged role; fragile in melee but able to do big damage from a distance. High level footmen focus on doing massive damage (DPS, or damage per second) to enemies. The Cleric, while capable of hand-to-hand battling, is really in a support role — casting directed healing spells and emitting a constant healing aura for nearby allies.
- Alpha 16 also introduces a host of new enemies… and they’re much tougher than anything you’ve faced to date. Orcs and Ogres and Kobolds, oh my! Not only that, but as your town grows, all your enemies become more powerful. The battle to keep your hearthlings safe and healthy has just begun.
- Experience the conclusion of the Goblin campaign (OGO!) and the start of a new episode featuring the Orc warriors of the Red Kiln Empire.
- 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. (Hard mode is hardcore.)
- And the usual host of bug fixes, tweaks, performance improvements, and other goodies.
Full release notes for Alpha 16 are here.
Detailed Roadmap Trello Board
We’ve set up a Trello board to track accurately what we’re working on now, and what we plan to work on in the near future. The best part is, you get to vote on what you would like to see next! Check it out here: Stonehearth Community Roadmap.
Roadmap Work Items
Here is a brief overview of the work remaining to be done on the game. The items in each list are roughly in priority order. Software development is fluid! This list doesn’t capture everything that needs to be done in the game, and our plans may change based on how the game plays as it comes together and based on your feedback. Think of this as a sketch that will grow more and more defined as the game progresses over the months.
Engine & Tech
Common technology and infrastructure that the whole game will use, like rendering graphics to the screen, AI, and the combat system.
- Saving and loading games (DONE!)
- Time controls:pause, fast-forward (DONE!)
- Combat engine (more to come!)
- Performance improvements (ongoing!)
- Improved storage (DONE!)
- Backwards save compatibility (DONE!)
- Mac support
- Linux support
Designing and constructing large work projects, like houses, castles, towers, and bridges!
- Roofs (DONE!)
- Polygonal, non-square floorplans (DONE!)
- Ability to see inside buildings (DONE!)
- Many more materials (DONE!)
- Multiple stories (DONE!)
- Many more construction parts (in progress!)
- Floor tiles and wallpaper (in progress!)
Worlds in Stonehearth are randomly generated. The fully-featured world will support forests, rivers, lakes, and lots of different biomes.
- Above-ground resources (DONE!)
- Mining (DONE!)
- Underground resources (ore, gems, etc) (DONE!)
- Water! (DONE!)
- Customizable embarkation process (DONE!)
- Temperate biome (DONE!)
- Desert biome (DONE!)
- More biomes (in progress!)
- Alternate Planes
All the settlers in your towns have jobs. A job is like a class in a role playing game. Each job has a specific role like hauling materials, building, crafting, and fighting. As your little guys work at a job they will gain experience and levels. Some jobs, when they meet certain pre-requisites, can upgrade into entirely new jobs with new capabilities
- Farmer (DONE!)
- Weaver (DONE!)
- Footman (DONE!)
- Trapper (DONE!)
- Shepherd (DONE!)
- Mason (DONE!)
- Blacksmith (DONE!)
- Cook (DONE!)
- Potter (DONE!)
- Herbalist (DONE!)
- Cleric (DONE!)
- Archer (DONE!)
- Knight (DONE!)
- ??? (we’re not going to spoil everything!)
Monsters & Denizens
You are not alone in the world of Stonehearth. The world will be populated with factions of friend and foe alike. Defend your town from enemies, and build alliances with neighboring clans.
- The Ascendancy (DONE!)
- Animals (deer, sheep, etc) (DONE!)
- Player Pets (DONE!)
- Rayya’s Children (DONE!)
- Roaming Monsters: Entlings, Stone Golems, Giant Zombies, Varanus, Necromancer (DONE!)
- Roaming Monsters (more to come…)
- Orcs (DONE!)
- Kobolds (DONE!)
- Ogres (DONE!)
- Rabbit clan (in progress!)
- Pirates, Ninjas, Politicians
- Three Kingdoms playable
- Dwarves as playable race
Stonehearth will observe your in-game behavior and respond accordingly. Building up a stockpile of wealth will attract raiders, and how you deal with them will trigger different outcomes. The goal is to add an RPG-like story element to traditional simulation games.
- Scenario API (in progress!), DONE!
- Seed the world with scenarios, DONE!
- Scenario randomization, DONE!
- Chaining and branching scenarios, DONE!
- New enemies, raids, and ambient encounters, DONE!
- New combat mechanics (Part One, DONE!)
- New combat mechanics (Part Two, DONE!)
- Build lots and lots of scenarios (in progress!)
You will be able to play Stonehearth with your friends, either cooperatively within the same city, or independently building your own cities within the same game.
- Basic multiplayer support
- Co-op city building
- Independent city building