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SAELIG News

Update 60.1 - No more Elder voting loop

Hey all,

Just a quick update to address some bugs and add some new things.

  • Fixed Elder vote getting stuck in a loop in some cases.
  • Fixed some typos.
  • You can now get a pickaxe in your tool belt on some game starts.
  • You can now convert a plot to empty land, for a slight wood refund.
  • Teaching skills now creates annoyance for the character so if you spam it they get pissed off. They also may not accept your lessons if they are hungry, tired, or unwell.
  • The config file can now accept 600 population max (up from 500).
  • Some tooltip tweaks.
  • Fixed an issue that could show up when starting a new game in some cases.
  • Added an advanced option to hide resources (ore, animals, fruit, etc) on the map, to make it harder to find these things.
  • Cheese will no longer produce manure when advanced farming is turned on.
  • Fixed some potential Den navigation issues.


More to come soon! I'm just dropping this now because the elder vote issue was quite problematic.

Thanks!
Atorcoppe.

Update 60 - Go hunting for wild ore

[p]Happy greetings to you all![/p][p][/p][p]I have just heard the first demos for the new SAELIG soundtrack. They are pretty fabulous. I am excited to share them with you when they are done.[/p][p]In the meantime, here is an update with some pretty cool things.[/p][p][/p][p]Fixes[/p]
  • [p]Fixed a bug where relationships would sometimes reset.[/p]
  • [p]Fixed a bug that would sometimes cause too many beds to be displayed in Building Info for a home.[/p]
  • [p]Fixed Scripture production not working if you were producing alone as an Abbot.[/p]
  • [p]Fixed conversation text scale in large UI modes.[/p]
  • [p]Fixed a bug where Welsh Raiders would invade maps they had no business invading. Those maps are now back to being raided by Vikings.[/p]
  • [p]Fixed some situations where the market tax vote would not work if there was no Reeve or Abbot.[/p]
  • [p]Fixed it so carts no longer get stuck in Longhouse walls.[/p]
  • [p]Fixed placeholder names showing when transferring carts or setting trade routes.[/p]
  • [p]Fixed a potential bug where you could be forced to marry some random person. I think.[/p]
  • [p]Fixed an issue where nails would sometimes not be removed from your freshly built building.[/p]
  • [p]Fixed an issue where you could develop a building while sleeping inside it and then get sucked into the void.[/p]
  • [p]Fixed a bug that could cause you to lose your Worker Lodgings building if one of your workers got married.[/p]
  • [p]You can no longer bypass the building cap by trading buildings with other people.[/p]
  • [p]Fixed some crime notifications appearing at the wrong time.[/p]
  • [p]Fixed four short swords being made instead of two.[/p]
  • [p]When entertaining with a torch, you will no longer hold your lute like a torch.[/p]
  • [p]Fixed some navigation issues.[/p]
[p][/p][p]Tweaks[/p]
  • [p]Tweaked wording in some notifications.[/p]
  • [p]You can now drag notification windows around, just like other windows.[/p]
  • [p]Notifications now visibly stack with an offset instead of sitting directly on top of each other.[/p]
  • [p]Added extra window safety mechanics that help reposition windows on very wide resolutions.[/p]
  • [p]Changed how the trading bonus works when selling to market. It now requires more skill checks the lower the item value.[/p]
  • [p]Unequipping a bow will now also unequip your arrows.[/p]
  • [p]Lowered the initial wage for agrarian jobs.[/p]
  • [p]Flour Mills do not work well with the Management upgrade because of how they are structured, so that upgrade has been removed and replaced with a new speed-boosting upgrade.[/p]
  • [p]Tweaked AI plot development logic. They will now avoid building Alehouses next door to other Alehouses, or Bakehouses next door to other Bakehouses.[/p]
  • [p]Selecting a person’s portrait in the Abbot or Reeve voting panel will now open their info window.[/p]
[p][/p][p]New[/p]
  • [p]New weapon and tool: Pickaxe. Can be used in combat and to mine wild ore.[/p]
  • [p]Added wild ore, which is placed on each map. This ore can be mined with a pickaxe. It can be depleted and does not recover like fish or eggs. Wild ore has no bearing on Mines, which still run separately with their own ore supply.[/p]
  • [p]You can now start Thrymswold and Scrobbesbyrig completely empty, with no buildings. The towns will still exist but will be entirely up to you to rebuild.[/p]
  • [p]Added a Travelling Craftsman start to some maps. Begin with a couple of charms and a pickaxe.[/p]
  • [p]Leather Pack now grants you a tool belt, which can hold axes, pickaxes and seaxes. When these tools are in the tool belt, you no longer need them directly equipped to use them. If you want to use one as a weapon, you will need to place it in your weapon slot. Tools in the tool belt can only be used for tool-based actions.[/p]
  • [p]Added a button that clears a destroyed building and converts it into an empty plot, which can then be rotated.[/p]
  • [p]Added a new Advanced Farming option. Field and Corral production has been reduced. Corrals can now produce Animal Fodder, which is consumed per production cycle. If you are producing items and have Animal Fodder available, production will be much faster and will generate Manure. Manure can then be used by Fields to significantly increase production speed.[/p]
  • [p]Added a new ransom window to the Den for easier ransoming of prisoners.[/p]
[p][/p][p]Releasing updates for this game is like my favourite thing in the world - I am honoured to be able to continue to do so. Please feel free to get in touch via Steam, Discord or email if you would like to chat about anything at all.[/p][p][/p][p]Much love,[/p][p]Atorcoppe[/p]

Update 59 - New map and new buildings

[p]Happy days![/p][p]So for those following my recent story arc - my son was born on the 8th of January. He has yet to start work on SAELIG, but I like him regardless.[/p][p]Some more recent developments - There is a new soundtrack being produced, and I have been trialing some artists to help with some of the 2D elements of the game.[/p][p][/p][p]But now for the update![/p][p][/p][p]Fixes[/p]
  • [p]Land will no longer show when selecting destinations for Trade Routes.[/p]
  • [p]Fixed it so houses and huts no longer make the incorrect number of bows.[/p]
  • [p]Fixed some situations when an elder vote didn’t happen if you were an elder.[/p]
  • [p]When firing people there are now different relationship hits depending on the person, and their spouse also reduces relationship.[/p]
  • [p]If you have a person who shares the same name as an item, they will no longer show a wiki article about the item.[/p]
  • [p]Fixed a bug where asking someone about their job could provide a bad result.[/p]
  • [p]Training field pricing has been tweaked.[/p]
  • [p]Fixed an issue where you could see the job hiring window when you were a watchman.[/p]
  • [p]Fixed taking items from rental not applying penalty when sending to pack.[/p]
  • [p]Fixed some bad floating character issues.[/p]
  • [p]Fixed Herbalist Hut automation.[/p]
  • [p]Fixed issue with carriages looping and doing strange things in some situations.[/p]
  • [p]Fixed an issue where people could hire themselves into a damaged building.[/p]
  • [p]Best friend question during conversations no longer returns family members.[/p]
  • [p]Peeking into storefront business has been fixed.[/p]
  • [p]You can no longer interrupt patrolling watchmen or people who have recently been attacked.[/p]
  • [p]Fixed it so if you take items from a house during a burglary, you no longer get a relationship penalty when you’re not caught.[/p]
  • [p]Fixed some automation delivery logic when sending to sheds and trading posts.[/p]
  • [p]Fixed a bug where transferring a hunter would not stop their hunting task.[/p]
  • [p]Hyrmenn are now much better at going into combat with you when a raid happens.[/p]
  • [p]Fixed the flour mill sometimes not allowing you to change productions.[/p]
  • [p]Fixed automation bug if you had less than 0 silver.[/p]
  • [p]Fixed home productions not working when you have a job.[/p]
  • [p]Fixed a crash.[/p]
[p][/p][p]Tweaks[/p]
  • [p]Tweaked the Thegn property notification so it is more clear.[/p]
  • [p]Tweaked the Geneat > Thegn property notification. Again, for clarity.[/p]
  • [p]Item notification now fires when items move from stockpile to market, instead of when added to the stockpile.[/p]
  • [p]Escape will now close selectors, selections, windows and wiki windows before i pauses the game.[/p]
  • [p]Tweaked the AI to be less likely to want to talk when unwell.[/p]
  • [p]Tweaked the AI to be more likely to go to church when unwell.[/p]
  • [p]Travelling monk will now attract people are a larger range.[/p]
  • [p]Buildings now cost slightly less silver to construct, while still having the same value.[/p]
  • [p]You can now remove the firewood from a camp fire at your own camp.[/p]
  • [p]Added warning for destroyed goods in chest when taking down your camp.[/p]
  • [p]King's Standings events - items now go into your house if you have no inventory space.[/p]
  • [p]You can now feed pets from your pack.[/p]
  • [p]You can now hide the map filter.[/p]
  • [p]AI will now avoid building hunting shacks near civic buildings and houses.[/p]
  • [p]Better combat retargeting to prevent people running past each other.[/p]
  • [p]Better AI production logic.[/p]
  • [p]You can now view market deep storage with trading skill 55 - deep storage is a layer lower than stockpile. Deep storage > Stockpile > Market.[/p]
[p][/p][p]New[/p]
  • [p]Added in wooden pegs, which can be used in place of nails and made at home. however it takes double the wooden pegs vs nails to do the same thing.[/p]
  • [p]Added Trading Post Interior (visual, not functional).[/p]
  • [p]“Tell me about your friends” added as a conversation option that will introduce you to their friends.[/p]
  • [p]Workers lodgings added. A new building that can be built on a large plot. It has 9 beds and if you build some, your workers will automatically move into the one closest to their job if it has space, and if they don’t have a better house. They don’t pay rent. You can provide them food, medicine, etc with the lodgings. Lodgings also count as housing for immigrants, if the person who owns the lodging also has jobs available.[/p]
  • [p]New setting in gameplay settings that when turned off will mean the player won’t move without being selected.[/p]
  • [p]You will now drop items on ground when inventory is full during harvesting. Items can also now be foraged directly into a nearby cart - dropped items can be picked up by ai characters.[/p]
  • [p]Added Warden’s Yard which can help put out fires. It is a civic building that can hire one employee. That employee is tasked with making sure the water cart is loaded and ready to go. When a fire breaks out the brave Ox will cart the water to the fire and spill it onto it. It will then return home where the employee will refill it. Refills only happen during work hours. If there is no employee there are no refills. You can build multiple of these buildings, but you cannot own them.[/p]
  • [p]A new map - Scrobbesbyrig - This is not the final new map I have been talking about. This was a bonus map based on a dream I had. Basically it is a map with one large walled city, situated in the bend of a river. The river as Trading Dock access. This city is by far the biggest city in the game.[/p]
  • [p]Added a new type of raider, that are visually different and come with bows. These Welsh raiders will invade the new map, and the other map that is still under construction. No vikings on these two maps.[/p]
  • [p]Trading Post - you can now adjust the margin of products you sell.[/p]
  • [p]Trading Posts now generate their own prices, instead of using the closest market, and now function more like a true market. You can buy from AI Trading Posts, if they are manned, but cannot sell to them.[/p]
[p][/p][p]As always, it is an absolute joy to be able to continue producing updates. Please feel free to get in touch with me via Steam, Discord, or email, if you wanna chat.[/p][p][/p][p]Much love,[/p][p]Atorcoppe.[/p]

Update 58.3 - Hello 2026

[p]Happy 2026![/p][p][/p][p]Here's a little update to celebrate the new year![/p][p][/p]
  • [p]Automated carts no longer go to the military camp and just sit there.[/p]
  • [p]When you open Positions of Power, it now shows the current king (real life), and then clicking the king opens a wiki article about them.[/p]
  • [p]Slight tweak to coat buying logic during winter.[/p]
  • [p]Fixed some issues with the “stay home when sick” setting, when loading a save.[/p]
  • [p]Fixed world tooltips not working correctly in map mode.[/p]
  • [p]Fixed the buy building popup sometimes not showing the needed assets for the next social class.[/p]
  • [p]Tightened the logic to prevent shortcut keys triggering when naming babies and buildings.[/p]
  • [p]Equipped items now show tooltips.[/p]
  • [p]Added lots of new wiki articles.[/p]
  • [p]Fixed an issue with multiple people going to kidnap one person, and then that one person not loading into the cages on load.[/p]
  • [p]Added Hunting Shack to the “Resources” building filter for your owned buildings.[/p]
  • [p]When automation is set to supply businesses, it will no longer send ingredients for items that are not being worked on, or that are not in ‘priority items’.[/p]
[p][/p][p]Thank you everyone for all the support and kind words! It means so much![/p][p][/p][p]I'm over the moon that so many people enjoy this extremely odd game I've made, I never envisioned that it would be a game so many other people would enjoy.[/p][p][/p][p]I've got a few more minor changes coming soon, and I am working to finalise the new map, and the Danegeld system.[/p][p][/p][p]It's a race against the clock, as I expect baby to arrive in like two weeks! I'm hoping I can start training them on SAELIG within a few minutes of birth.[/p][p][/p][p]Much love,[/p][p]Atorcoppe. [/p]

Update 58.2 - Tweaks and such

[p]Greetings![/p][p][/p][p]You know what they say - an update a day keeps the Vikings away.[/p][p][/p]
  • [p]Changed the colour of the new wiki icons.[/p]
  • [p]Fixed some wiki article issues.[/p]
  • [p]You can no longer build camps on or near buildings.[/p]
  • [p]When automation is on, you will now see a new button in production that will allow you to force a recalculation of production.[/p]
  • [p]Dogs now run faster when guarding carts.[/p]
  • [p]Added a toggle in audio settings for turning off animal sounds - pigs, chickens, dogs, etc.[/p]
[p][/p][p]That's all for today! Still got another list I'm working through as well.[/p][p][/p][p]Cheers,[/p][p]Atorcoppe.[/p]