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SAELIG News

Update 56 - Things just got interesting

[p]Hey all![/p][p][/p][p]It's update season again! This update has a tonne of great new additions to really add some extra flavour to your game.[/p][p][/p][p][/p][h3]Fixes[/h3]
  • [p]People going to church will no longer invade the orphan quarters.[/p]
  • [p]Fixed a bug that would cause you to keep your house if you sold it to pay tax.[/p]
  • [p]Fixed a bug where the player would get stuck unable to move if they were working at a job during a raid.[/p]
  • [p]Fixed a bug where people would not be rehired at the market on load.[/p]
  • [p]Fixed viking crash when player working at particular jobs.[/p]
  • [p]Fixed a bug with selling poisoned items.[/p]
  • [p]Fixed issue with trading items from your pack.[/p]
  • [p]Fixed a potential issue with people dancing for far too long.[/p]
  • [p]Fixed harvest animal animation as watchman at night not working.[/p]
  • [p]Fixed issue where outlaw was able to rent a home which would then bug out.[/p]
  • [p]Fixed some Steam Deck issues.[/p]
  • [p]UI fixes.[/p]
  • [p]Teacher events now only happen when the teacher is actually teaching.[/p]
  • [p]Fixed issue with pressing certain keys when naming a pet.[/p]
  • [p]More text clarity improvements.[/p]
  • [p]Fixed some issues with foraging at coops.[/p]
  • [p]If you sell your spouse to pay tax and they work for you, it will no longer break production at that building.[/p]
  • [p]You can no longer sell babies to the tax man.[/p]
[p][/p][p][/p][h3]Tweaks[/h3]
  • [p]Tenants no longer pay rent upfront when moving in.[/p]
  • [p]Tweaked some sounds so they don’t make strange whooshing sounds when the game is paused.[/p]
  • [p]Tweaked the logic behind how caravans buy goods.[/p]
  • [p]Tiny cart is no longer worth anything to sell, instead you’ll get a few wood if you destroy it.[/p]
  • [p]Wage tweaks.[/p]
  • [p]Changed how spouse jealousy works when you proposition someone. They will now only be jealous if they’re within a small range of you when you initiate proposition. Additionally, if they are nearby when you actually ‘do the act’, they will also get upset at you.[/p]
  • [p]Now when people relax they will take the opportunity to bond with people relaxing nearby.[/p]
  • [p]Reduced the time people will wait for a chat, and reduced the distance people will travel to chat with someone.[/p]
  • [p]Optimised AI fishing.[/p]
  • [p]Tweaks to social and energy needs fulfilment requirements.[/p]
  • [p]AI will no longer be subject to certain player actions when there is a raid (begging, etc).[/p]
  • [p]Changed graveyard grave calculation to be based on family wealth, not individual wealth.[/p]
  • [p]Lowered the max ages of the ‘old man’ and ’old woman’ templates which can be randomly chosen for new families.[/p]
  • [p]Made sure people replace their current gear with better gear if offered.[/p]
  • [p]Chatting tweaks.[/p]
  • [p]Code optimisations.[/p]
  • [p]More severe poison on some time settings.[/p]
  • [p]Inventory optimisations.[/p]
  • [p]Made sure that buildings in character trade window show their vanity name.[/p]
  • [p]Cheaper Alehouse room renting and tweaks to how it works.[/p]
  • [p]Tweaks to how sickness spreads.[/p]
  • [p]Changed how the daily balance in your ledger resets.[/p]
  • [p]Changed how hauling is levelled up.[/p]
  • [p]Fireplace upgrades are now cheaper.[/p]
  • [p]Trading Post with exotic goods upgrade should now yield more exotic goods.[/p]
  • [p]Particles and birds, etc now run at a consistent speed regardless of game speed or pause state.[/p]
[p][/p][p][/p][h3]New [/h3]
  • [p]Now when selling to market the items go to a stockpile first and then get transferred to the market over time. If your trading skill is high enough you can view the stockpile, but cannot trade with it.[/p]
  • [p]New item - Tonic - used to restore a large portion of your energy. Can be made at herbalist hut and alehouse.[/p]
  • [p]Workshops and services filters added to building tab.[/p]
  • [p]The player now has access to rental inventories, but will be punished with a relationship penalty if they remove stuff from it.[/p]
  • [p]You can now retract position application[/p]
  • [p]Skills will now grow slightly when making a production, not just when it is finished.[/p]
  • [p]The budget in the caravan and ship trade mission windows is now a text field where you enter in the amount of silver, rather than a slider.[/p]
  • [p]Chance to insta-kill unarmed, unarmored people when doing a melee attack - chance of success is based on your melee skill.[/p]
  • [p]New weapon: Seax - quick attack, two chances per turn, but lower damage - increase game skinning efficiency.[/p]
  • [p]New homemade productions - arrows, axe, bow.[/p][p][/p]
[p][/p][h3]Advanced Gameplay settings[/h3][p]These settings can now be tweaked when you start a new game[/p]
  • [p]Bunkhouse warmth - on/off[/p]
  • [p]Market stockpile - on/off[/p]
  • [p]Contagious sickness - on/off[/p]
  • [p]Competition relationship penalties - on/off[/p]
  • [p]Fire caused by internal fireplaces - on/off[/p]
  • [p]Immigration approval - on/off[/p]
  • [p]Materials for upgrades - on/off[/p]
  • [p]Starvation - on/off[/p]
  • [p]Storm damage - on/off[/p]
  • [p]Travelling merchant camps - on/off[/p]
  • [p]NPC buying delay at game start - on/off[/p]
  • [p]Foraging - on/off[/p]
  • [p]Spreadable fire - on/off[/p]
  • [p]Land tax - on/off[/p]
  • [p]Plague - on/off[/p]
  • [p]Nails for construction - on/off[/p]
  • [p]Cap the max silver of rich immigrants - select[/p]
  • [p]Max wild animals setting - select[/p]
  • [p]Add additional raiders to every raid - select[/p]
  • [p]Death and injury based production events - on/off[/p]
  • [p]Arrows required for bows - on/off[/p]
[p][/p][p][/p][p]I hope you have lots of fun with the new settings![/p][p][/p][p]The other thing we need to discuss.... What if I told you I forked SAELIG and stripped a bunch of stuff out and added a few new mechanics and some undead vikings... Would anyone be interested in playing a very different version of SAELIG? It is focused on keeping your people alive while you defend against the horrors of a medieval apocalypse and search for survivors and supplies.[/p][p]Note that this doesn’t take any time away from SAELIG but it does allow for some pretty fun experiments that may actually make it into SAELIG. Basically It’s a little project that I sometimes work on in my spare time to experiment with potential feature combinations for SAELIG and it has ended up being playable. A lot of the advanced gameplay settings above started out as experiments in this other version of the world. If no one is interested in trying it out I’ll just keep using it to test experimental ideas. [/p][p][/p][p]Much love![/p][p]Atorcoppe.[/p][p][/p]

Update 55.1 - Just some small fixes and changes

Greetings all!

Just a few small fixes and changes. Nothing major sorry.

  • Fixed an issue where you could be stuck in workshop.
  • The player can now do ‘proposition’.
  • The trading skill for the employee selling goods at a trading post now matters as it can provide a bonus on sales.
  • Relationship history in character info has been made to look nicer.
  • Rain has been changed to be more transparent.
  • Fixed typo that meant people were less likely to talk to each other than they are meant to be.
  • Age display has been fixed.
  • Fixed some language and added a lighter tone to the wording for some activities.



My main focus in the next patch outside of any of the usual tweaks and fixes is to finally add the advanced gameplay editor that will allow you to customise the world to be as brutal as you could ever imagine. And also to add a new raiding mechanic centred around Danegeld.



Also, just floating some ideas here but I would love to add an "Orphan Story" where you start the game as an orphan and play out some kind of story or life. I also often think about a "Viking Story" which would be focused on exiled vikings trying to survive while going on raids and such. Im very interested in your opinions on this kind of story gameplay and what you think I should do with these ideas?


Much love,
Atorcoppe.

Update 55 - Kidnapping, courtesans, and traps

Greetings all!

This is a fun update and pretty much everything in it is a direct result of you folks reporting bugs, requesting things and making suggestions! So thank you! This game is only what it is because of you.

Bug Fixes
  • Tooltip hover issues have been fixed.
  • Fixed issue with starting a new game with the ‘forever dog’ start.
  • Fixed some issues with spouses not hunting when you command them to.
  • You can now once again use the scroll wheel to scroll on the resolution drop down.
  • Fixed waylaying when you have a pack.
  • Your heir will no longer inherit starvation and tiredness from you.
  • Added a fix for carts getting stuck inside a building.
  • Fixed an issue where you could assign multiple people to a cart.
  • Can no longer buy horses from the military camp.
  • Fixed issue where outlaws were not being caught correctly.
  • Fixed hauling skill double up in hire menu.



Tweaks
  • Carts can now pick between several different positions near a building to navigate to, instead of just one.
  • Player will now resume previous task after chats.
  • Added some more random production events.
  • Tutorial tweaks.
  • Tweaked day length scaling for skills and tasks, etc.
  • People will now clip through other people when indoors if needed, to help prevent traffic jams.
  • Tweaks to how schooling works, and vastly increased the skill output for children.
  • Faster horses.
  • Less chance of instant employee death from a production event.
  • Physical speed buttons added.
  • When at max zoom, if you keep zooming out it will now open the map. There is a bit of a bumper for this, so you have to zoom extra hard to break through to the map.
  • Rehashed the damage calculators for combat, making it more brutal for unprotected people.
  • Controller tweaks.
  • In the market compare filter you can now enter in things like ‘food’ and ‘weapons’, to show all items that come under those categories.
  • Some UI cleanups. You can now only see buffs and debuffs on people you’re aquatinted with.
  • Love making tweaks.



New Stuff
  • You can now upgrade your den to have cages and send your hyrmenn to kidnap people. They can be then put up for ransom.
  • If a family outgrows the beds in their home, they will find another home that belongs to that family that is unoccupied, and sleep in that instead. Essentially this allows you to have secondary homes.
  • Added extra sounds to bring more life to villages - animals, fires, chatting, etc.
  • Courtesans have been added. Men and women can proposition when they’re out of work, like with begging, entertaining, and stealing. You can also instruct your hyrmenn to do it and you earn 70% of their income from it. The amount paid for the service is based on their reproduction skill. Courtesans will refuse to proposition if they’re pregnant, unwell, or married. (Note the player cannot proposition yet)
  • As part of the new courtesan system, children can now be born out of marriage. Great for people who want father an entire village.
  • Added traps to the game that can be made at home or at a butcher. They can be set and once triggered you can harvest from them.



Have fun kidnapping and propositioning people! Pro-tip, if you do decide to go into business with courtesans... soldiers at the military camp are rather keen.

If you have any problems with the game, please feel free to email me, day and night, at [email protected].


Much love,
Atorcoppe.


Update 54 - Trading and horse armour

Hi all!

Not a huge update this time - but I do have some extra goodies lined up. This update is more about ticking things off my list that had been there for a while.

BUG FIXES
  • Fixed some cart navigation issues.
  • Fixed an issue where right clicking tracked people did not work.
  • Less crowding at alehouse front doors.
  • You can no longer stack babies on top of each other inside your wife and then have her give birth to them all at once.
  • Fixed rare occasions where caravans would return a 'no priority' item.
  • Looting sometimes not working has been fixed.
  • Fixed issue with large cart being stuck inside carriages.
  • Giving away poison food has been fixed.
  • Fixed issue with being unable to control your character after being set to sell goods.
  • Fixed bug that meant characters were not able to talk to the player while Idle.
  • When mounted your character will now dismount and do assigned tasks properly.


TWEAKS
  • When riding a horse, the action at the top left will say if you’re galloping or not.
  • Moved some grazing areas.
  • When social class is changed people will now be more likely to adjust their outfit to match.
  • Tweaked the logic behind kids attending class.
  • Added a notification to say if you are relaxing instead of sleeping due to lack of beds.
  • The raid countdown timer now saves and loads, instead of restarting on game load.
  • Added another bed to homesteads.
  • Added ‘viking sail away silver’ as a setting to the config file.
  • Added a popup for renaming pets, buildings, carts.
  • Tweaks to the things that travellers (fyrds, thegns, etc) buy.


NEW
  • You can now trade with individual NPCs by using the trade command in the conversation window. With this you can trade items, buildings, and silver with other characters.
  • Added another filter for owned buildings that will group together damaged buildings.
  • You can now rename pets.
  • Using the new trading system you can buy horse armour off the horse breeder to equip on your horse. (Shout out to the Oblivion Horse Armour DLC)



Thank you for all the support and I'm so happy that people are still enjoying this odd little game!

Cheers,
Atorcoppe.

Update 53.5 - A few goodies

The last month or so has been a crazy time for me - been super busy. But my work on SAELIG ever stops, so here is a nice little patch.

  • Fixed an issue where pickpocketing someone could cause them to freeze in place forever.
  • Added text near player potrait to say the current player action.
  • Caravans and Trade Ship will no longer buy goods they are selling.
  • Family name at the top left of the UI now shows current player name as well as last name.
  • Added a button to selected player to teleport them elsewhere if they get stuck.
  • Fixed it so giving people something from pack no longer gives the entire stack.
  • Tracked people tooltip now shows full names.
  • Fixed some perpetual broken bone issues.
  • Trade estimation tooltip tweak.
  • Some UI fixes.
  • Fixed some bugs related to punching a watchman.
  • UI Tweaks.
  • Added wergild back in which means if you murder someone and get caught, their family gets the fine money.
  • People who you have gotten money from through begging, entertaining, and pickpocketing are now remembered for a while so you cannot endlessly spam the same person.
  • Some pickpocket balance tweaks.
  • Homestead warmth now more reliable.
  • Following when mounted now works.
  • Tweaked some of the thought process for children so some of the bored ones may be inclined to become a beggar rather than a pickpocket.
  • Tweaked some of the conditions around people becoming beggars, minstrels, and thieves.
  • If a crime isn’t intercepted on the spot by a watchman but dealt with in another way, it will now be counted as “intercepted” in the crime report.
  • Changed the “Report Crime” action label to “Alert Watchmen”.
  • Children now far more inclined to pickpocket instead of breaking in or waylaying.
  • Kids can now be declared outlaws if they run away from a crime scene - though note that a child outlaw doesn’t quite have the same penalty as an adult outlaw. It just means that watchmen will confront them on sight and demand retribution.
  • Fixed it so you can select the bottom notification icon when you are inside a building and have the UI minimised.
  • When people have broken bones, they will be way more likely to rest it off than before.
  • Fixed a bug where if you were sent to the pit, you’d teleport home first and then walk to the pit.
  • Relationship history has been added to character info that shows the last 20 or so relationship changes with any selected character.
  • Character fitness now works based on distance travelled, rather than just starting movement.
  • Vanity name is now shown in building info.
  • When typing numbers in trade route fields, it should no longer trigger hotkeys.
  • Map icons will no longer be activated when you press space.
  • New button added near the player potrait to open notification settings.
  • Fixed skill milestone popup getting stuck if it showed while saving the game.
  • A potential fix to the hotkeys menu not vanishing when you release the control key on some computers.
  • Fixed a navigation bug with a specific plot.
  • Fixed potential navigation issue with Herbalist Hut shed.
  • Sheds now have larger inventories.
  • Production tooltip fixes.
  • Larger timespan between military and merchant camps.
  • Player can now do healthcare at Herbalist while working at night.
  • Travelling Monk fix.
  • Weapon damage tweaks.
  • Recipe info tweaks.
  • Skills are now sorted showing General first, and then alphabetical after that.
  • There is now a min of 2 Vikings per raid.
  • Fixed a bug when selling building for missed taxes.
  • The player as an employee can now abandon a cart if they are working and forced to haul the cart after work hours.
  • Camera movement calculation tweaks.
  • Fixed a supervise bug where if you walked away after supervising your next task may be reset within a few seconds.
  • Bunkhouse tweaks - it is now displayed if you’re relaxing in a bunkhouse instead of sleeping due to lack of beds. Relaxing is way slower at increasing energy.
  • Fixed a major automation bug where offloading wasn’t working in some cases.
  • Fixed it so you cannot buy a wilderness plot without any money.
  • Improvements to the system that does random number generation and calculates chances for things happening.
  • When a building is destroyed, the AI will no longer rebuild the same building 100% of the time - instead they’ll evaluate what kind of building to build.
  • Fixed some UI Bugs.
  • Sick people will now do less things that require travel.
  • Entertainment, pickpocket, and begging options enabled when inside buildings.
  • Supervision notifications changed to a basic notification rather than a popup.
  • Relationship menu - you can now filter by profession.
  • Fixed a possible save error that could corrupt saves.
  • Fixed character creator FPS.
  • Major viking crash fixed.
  • Shader preloading optimisations.
  • You can now accuse people of crimes after the fact and a watchman will investigate and decide if they will prosecute or not.
  • Fixed an issue where horses could teleport into the doorway of longhouses.
  • Fixed some pit issues.
  • Fixed flour mill bugs when loading a game.
  • Some nav tweaks.
  • Fixed a bug that resulted in all horses being named Steve.



I didn't get around to adding a few things I really wanted to add - but hopefully soon!

Thank you for all the support, reports, and suggestions!

Atorcoppe.