Stonehearth

Stonehearth

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[ACE Mod] Candledark
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30 Nov, 2023 @ 12:52pm
20 Feb, 2024 @ 9:20am
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[ACE Mod] Candledark

In 1 collection by DaniAngione
[ACE] Approved Mod Collection
29 items
Description
The ACE Team presents the "Candledark" ACE Mod!

About
This mod itself has no content whatsoever. All it does is activate the "Candledark" event that is part of ACE. Using this mod without ACE will not do anything other than possibly cause issues.

It's Candledark Time!
The spooky season is here! Candledark quest starts after your town has reached Tier 2 (Hearth upgrade).
Like ACE’s Frostfeast, we’ve used the original Candledark mod as an inspiration and reference, but the quest and all the content is completely new and made from scratch by our team. While mostly aimed at combat, the quest can be completed without it by choosing a special option that will only be available for players in the “Peaceful” game mode! All other players will experience the combat encounters by default.
There’s a lot to discover, fun fights to lead, wards to use and things to learn and craft!
Good luck and have a wonderful spooky season!

Technicalities
The mod can be added or removed at any time during a game. Adding the mod will cause the quest to trigger (if conditions are met), but please note that removing it will not stop the quest if it has already been started!

About ACE
For more informations about the project, the team, the journey, known issues, suggestions, features or pretty much anything else, feel free to comment or head to our Discord Server[discord.gg] or our Official Thread on Discourse![discourse.stonehearth.net]

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23 Comments
DaniAngione  [author] 5 Nov, 2024 @ 5:49am 
@Sigyn because Candledark is currently active on ACE

This mod is only used to activate it "out of season" but during mid-october - mid-november it remains active through ACE itself.
Sigyn 5 Nov, 2024 @ 4:54am 
How do I fully remove this mod?? I've started two new worlds since removing this & Frostfeast but both mods keep triggering. In my current world, both holiday mods activated when I met the conditions but neither completed - despite neither being active at game start. I've completely unsubscribed from both now but the moment I get an herbalist, they already have the Candledark pumpkin recipe.
The Seraph of Tomorrow 29 Aug, 2024 @ 4:16pm 
I won't lie the Candledark quest starter mentioning vampirism and necromancy really caught my eye, I'll have to see if I can learn to create a vampire class. I'm thinking something of a cross between the worker and footman with the status resistances of a knight.
DrBubba 18 Jun, 2024 @ 3:43pm 
I STG it wasn't giving me that option, but I restarted the game and now it is, so...thanks!
DaniAngione  [author] 18 Jun, 2024 @ 3:25pm 
You don't have to, like I said you can access them from the Town Inventory screen by clicking the recipes on the list that shows up, even if the recipe is inside a container you'll see the command
DrBubba 18 Jun, 2024 @ 2:49pm 
I think the issue is that I can't seem to figure out how to get them out of the container(s) they're in.
DaniAngione  [author] 18 Jun, 2024 @ 2:15pm 
@DrBubba
You can click the recipes and there will be a command on their unit frame (bottom left of the screen) allowing you to learn it. If the recipe has been moved or stashed in a container, you can find all of them in your town inventory screen (I > Inventory tab) and from there you can click and "Learn" each one!

After learning all the available recipes, you'll get the final part of the event :)
DrBubba 18 Jun, 2024 @ 1:41pm 
I keep getting Candledark Recipes (or something like that) but there's absolutely no explanation anywhere that I can find for what I'm supposed to do with them. The event seems fun, but I'm clearly missing something. Any help would be appreciated.
DaniAngione  [author] 18 Jun, 2024 @ 7:59am 
I suppose a "Killbox" with all the wards in also works, and I can see the mistake of assuming you need the wards on a killbox, but most effects, once removed, are permanently removed so you can fight them easily.

I can definitely look into the recipes, that should be fine to change!

Finally, about the Thrall, again, Candledark is not meant nor balanced to be a part of the game. It's a fun seasonal event. At the end of the event all thralls can be cured, and as a seasonal event you should only really start it once your town has the might and the resources to provide for all the emergencies that will arise during the candledark raids and such. The original Candledark event (before ACE) has *permanent* thralls that couldn't be ever cured, so I'd argue that we already made it much easier :)
DaniAngione  [author] 18 Jun, 2024 @ 7:59am 
Besides, even if already active, you can control the frequency of events and attacks easily by simply preventing the bonfires to all be lit every night (a small wall with a locked door on one of them will give you control, or a small trench around it where you build a ladder whenever you want to allow it. And also removing the tree temporarily will stop events. So the player has all the means to control the challenge in that sense.

The idea of wards is to function somewhat like a tower defense path (and that's why monsters spawn on fixed locations, so they have fixed paths); you can spread the debuffing wards on their path towards the gates where you'll actually stand with your army, and that will force enemies to go through their radius and get the effects you want removed before you actually fight them.