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SAELIG News

Update 45.7 - A sneaky fix

Oh hello,

This update initially only existed to fix a bug, but I tacked on a couple other things while I was at it.

  • Fixed a bug where in some cases the hiring list would not populate. Thanks to the two people who sent me their saves for this. Made it super easy to fix.
  • You can now give people money.
  • If you pause and then unpause by clicking on the clock at the top of the screen, the game will now resume at your previous play speed.


Thants it for the moment! I've got some interesting things in the oven to help round out the game some more. Hopefully they're good ideas.

Cheers,
Atorcoppe!

Update 45.6 - Fixing bugs, improving lives

Howdy,

It's time for another small update. Hopefully this is the last small update before I do another big one.

  • Sometimes people would freeze during combat, hopefully they shall no longer do this.
  • You can now give items to your workers while they're at work.
  • Fixed a bug where archery targets would not work.
  • If your payer is working or sleeping when you save a game, they will continue to do said tasks when you load back into the game.
  • When you go inside your pet horse will now go away and find somewhere to graze, instead of standing near the door.
  • Your horse will no longer follow in front of the player.
  • Reduced the wage at markets making it a less desirable job for the AI. Have also reduced the max market workers.
  • Fixed a bug where chopping firewood at a wood block would stop after each successful chop.
  • When declared an outlaw while renting, you will now lose said rental. Previously the rental would bug out.
  • Added a new slider to options to control camera rotation speed.
  • Fixed a bug where one of the rooms in the Alehouse was inaccessible by characters.
  • You can now view building info on Bunkhouses, which will show you everyone who lives in said Bunkhouse.
  • Employees in the hire menu are now sorted by skill rather than distance.
  • Children will no longer waylay carts that have drivers who have weapons.



Thank you as always for all the support. This has been a very long journey for us all, but SAELIG continues to live!

Now to start in update 46.

Cheers,
Atorcoppe.

Update 45.5 - Many improvements

Hey!

It must be update time.


  • Rich AI will now buy and develop land when renting.
  • Fixed a bug where if the player had a job they would be locked out of supervising or working in their own business before their job actually started for the day.
  • Fixed some navigation bugs on the Devon map that made some plots and areas inaccessible.
  • Added a limit to the number of wild animals that can exist on any map. There were some cases where they were breeding out of control.
  • Fixed some issues with fishing on the Devon map.
  • Fixed a bug where you could not make love outside of marriage.
  • Fixed a bug where your horse would not follow you if you did not have an active house set.
  • Added an additional starting scenario to the Devon map - Lost Woodcutter.
  • Boats should no longer float above the water.
  • Fixed a bug where some melee targets would not work.
  • A Trading Post built on a large plot will come with a shed and increased storage vs one built on a small plot.
  • Some optimisations to character navigation.
  • Typo corrections.
  • When misc buildings are automatically built, they will now take into consideration how far away the closest well is when it decides what misc building to build.
  • Fixed a bug where if an inventory had over 1000 of the same item, it would not load correctly.
  • Fixed a bug where nearby inventories would flicker and be unusable.
  • Wages can now be increased further than before.
  • Fixed a bug that would prevent saves from < 2020 from loading correctly.
  • Fixed a bug where carriages would get stuck.
  • When you have automation on and production stops due to not enough storage space, a cart will now be triggered to sell items.
  • Fixed a bug where AI were getting charged twice for developing buildings.
  • The AI will now buy land in other towns, if there are no spare plots in their current town. This is especially helpful on the Devon map because it means once you found a second town, you don't need to build homes to attract people to develop more buildings.
  • Lots of improvements to the way AI decide which kind of buildings to develop.
  • You can now offer a scholarship to children who are not already in school - as long as the town has a Learning Hall. This is helpful for keeping kids away from crime.



Cheers,
Atorcoppe.

Update 45.1 - Fixing some really annoying bugs

Hey!

Just a quick update to fix some very annoying bugs.

  • Sometimes the Business Owner start wouldn't give you a business. This should be fixed now.
  • If you tell your character to talk to someone while the game is paused, the talking process will now work correctly after you unpause the game.
  • Fixed a bug where manually enrolling a child in school wouldn't work properly.
  • You could use your horse to buy stuff from the market for free. You can no longer do this.


Thanks for all the feedback!

Cheers,
Jamie.

Update 45 - New map time!

Hello all!

I've got a wee treat for you :)

Bug Fixes
  • Eating from your pack will now remove said item from your pack, not your pockets.
  • Fixed a few pathing issues on some maps.
  • Hot keys will now save and load correctly.
  • Fixed a bug where fishing boats would vanish on loading.
  • Fixed a bug that made marrying into a higher class easy.
  • Fixed a bug where you could not vote for yourself if you were an Elder and a Reeve or Abbot.
  • Dead animals will no longer show as alive in map mode.
  • Fixed a bug for people who use left click rotation (like me) where after leaving map mode you would not be able to select or deselect something until you rotated the camera again.
  • Fixed an extremely rare bug where people would randomly burn to death when entering the bunkhouse.
  • Fixed a bug where if you bought a building while in map mode, your filters would reset.



Small Things
  • AI characters will now go into the forest and cut wood sometimes if they have an axe. Just like the player can.
  • When using automation, when possible and practical, carts will now preemptively source requirements for items that are currently being worked on, instead of only sourcing items when production stops.
  • When renting, you can now apply upgrades to the hut/house at the cost of increased rent.
  • When renting, you can now use the Butcher’s Table, Tanning Racks, and Fireplace to produce items. This was previously limited to huts and houses that you owned.
  • Carts will now carry over when redeveloping a building.
  • The Market Compare window will now adapt better to larger UI settings.
  • Added a sound that plays when you eat food.
  • People will now longer eat excessive amounts of food from their home.. (e.g. 4 pies at once).
  • Added predicted rental income to the ledger.
  • Skills will now be learned even if you fail the first attempt at doing something.
  • On becoming an outlaw you are kicked out of town, but now you will no longer be able to move back into a house in town until your outlaw status is cleared.
  • Carts shown in ‘Nearby Inventories’ will now show the custom name of the building they belong to.
  • You can now hire children that go to school, though this will remove them from school.
  • When you miss paying someone their wage they will no longer instantly quit, instead they will start to dislike you. Miss the payment enough times and they will quit.
  • When you have a cart selected you can now right click on any of your buildings to tell your cart to offload or offload and return home.
  • When the AI are hunting they can now use the Butcher’s Table in the home to process carcasses into meat.
  • When you are employed somewhere, you can now see the work hours of that building by clicking on it.
  • Added another upgrade for the Longhouse that adds archery and melee training targets.
  • Added tooltips to map mode when you hover over icons.
  • Tweaks to the decision making process for AI characters deciding what kind of buildings to build.
  • You and AI can now build civic buildings in towns that don’t already have such buildings. These include things like Learning Halls, Graveyards, Pits, Churches, Markets. These buildings will transfer to the town after being built and will be used by the people in the town. Each of these buildings unlock a unique benefit for the town.
    1. Churches unlock the Abbot position.
    2. Pits unlock Town-Reeve and Watchmen.
    3. Learning Halls mean those punk kids will start going to school.
    4. Graveyards will give the locals somewhere to bury their dead.
    5. Markets will create another hub for trading goods (three markets max per map).



New Map
  • Created a new map named Defenascir, which is located around modern day Devon. As with all the other maps, these are all pure imagination. So apologies if you’re from Devon and this map looks nothing like Devon.
  • The new map has no buildings and no people.
  • You are be able to claim land and found towns then build buildings.
  • New people will be attracted to the map once you have built a market and have started renting or selling homes.
  • After they arrive, AI characters will start buying land building their own buildings at their own pace. I like to think of it as a kind of communal city builder where everyone who lives in town contributes to the development of the town.
  • As the town founder you will be a perpetual Elder of said town.
  • You can found a max of six towns.
  • As the population of towns increase they will automatically claim additional surrounding unclaimed plots of land.
  • All the standard mechanics you expect from SAELIG work the same.


A big thank you to the fans who keep me going.
If you've picked up the game recently, welcome and thank you! I hope you have a tonne of fun.

Let me know if you have any issues or questions.

Much love,
Atorcoppe.