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SAELIG News

Update 52.1 - Naming carts

Me again,

I quick update to push live some things I did after yesterday's update.

  • Add small chest with an inventory to your camp.
  • Camps are now saved.
  • You can now dismantle your camp.
  • If you setup a camp when you already have one your previous one will be moved to the new spot, along with the inventory of your camp chest.
  • You can now interact with the church when viewing inside it.
  • You can now right click to buy horses and dogs.
  • Now if you press the warp button and you don’t have anything selected the camera will warp to the player and select them.
  • When you select an item to trade, the tooltip will now be disabled on the trading item so it doesn't get in the way.
  • You can now name carts whatever you like.
  • Changed it so when you rent a town owned home it will be reserved for you to buy at any time. This does not apply to homes owned by other characters.
  • Fixed FPS limit not working correctly.
  • Refinements to minsters, beggars, and thieves.
  • After yesterdays tweak to how storefronts work (upgrade with the main inventory) - I have fixed it so that loading in from a previous version of the game will match the storefront to the inventory of the building.
  • Fixed some typos.
  • More tooltips.


More stuff to come.

Cheers,
Atorcoppe.

Update 52 - Lots of goodies!

Hey all, I hope 2025 is treating you well. Welcome to update 52 of SAELIG - this one has lots of QOL goodies.

Bug Fixes
  • Fixed issues with skill notifications.
  • Fixed a bunch of inventory/pack inconsistencies when chopping firewood, chopping wood, foraging, hunting, eating, etc.
  • Fixed a raid bug.
  • Fixed some crashing.
  • Fixed some controller bugs.
  • Fixed some GUI scaling issues on 1600x1200 resolution and on Steam Deck.
  • Fixed an exploit for selling plots to get lots of money.
  • Fixed visual issue where producing food at home shows in business.
  • Fixed some inconsistencies with setting up a camp with firewood.
  • Fixed issue when breaking into sheds.
  • Fixed a sometimes empty item tooltip.
  • Fixed some deer spawning under the map on Dofras.
  • Fixed some issues when selecting multiple items of the same type from carts.
  • Fixed carts sometimes not saving properly and then loading in incorrectly.
  • Fixed small navigation issues with sheds on fields.
  • Fixed some issues with game not respecting player’s set speed after pausing and resuming.
  • Fixed issue where right-clicking a building while a selected cart was driving would stop the cart.
  • Fixed tents at merchant camps not working correctly.
  • Fixed a production issue at alehouses when inventory is full.
  • Fixed nav issues for alehouse.
  • Fixed FPS limit not saving.
  • Fixed item duplication issue.
  • Fixed warmth issues.
  • Fixed a bug where sometimes Vikings would be arrested.
  • Fixed issues with fire pits, chopping blocks, and merchant/military camps.
  • Fixed issue where you could move two carts to the same location.
  • Fixed it so people are only considered lovers if they’re 16 or older…
  • Fixed a tonne of navigation issues with horses, carts, and characters.
  • Fixed an issue where workers would just stop working.
  • Fixed a bunch of typos.
  • Fixed an issue where entertaining for an Alehouse would not increase the entertaining skill.
  • Fixed some UI bugs.



Tweaks
  • Increased difficulty for Vikings at higher settings.
  • Player’s spouse now more likely to garden at home.
  • AI hunting adjusted so that they don’t hunt down and kill every animal on the map.
  • New and improved begging system for better results.
  • Added a background to basic and financial notifications to make them easier to see.
  • Tooltip improvements for foods, resources, inventory upgrades, trade routes, etc.
  • Skills are now displayed as bars and will realtime update as you increase your skill.
  • Levelling at higher levels has been slowed down.
  • More brutal poison effects.
  • Increased text sizes in some cases.
  • Camera warp-to tweaks and zoom smoothing.
  • Added zoom sensitivity slider to settings.
  • Changed the hiring menu so that it should not longer kill your FPS.
  • Eating while sick will no longer offset the sickness.
  • UI improvements and tweaks to map mode.
  • Characters will now wait for the player to be idle for some time before interacting with them.
  • Adjusted some text in various windows to explain things a bit better.
  • Storefront inventory upgrades scale with main inventory.
  • Adjusted trade route settings - max now means ‘max items at destination’.
  • Optimisations for performance.
  • You can once again sleep at fire pits and camp.
  • The player will no longer teleport home when in a location that cannot be navigated. They will instead teleport to the closest safe location.
  • Increased the range for trading with an estate plot.
  • Persistent storage button moved to inventory window itself (can still be disabled in config).
  • You can now offer rentals to current renters, if the new offer is better or closer to work they will accept..
  • Added a bed and woodcutting block to the camp you can setup. And also made it so you can set up a camp without any firewood.
  • Children will now no longer steal from their parents house.
  • Various tweaks to some maps.
  • Space is now default for pausing the game.
  • When hauling a cart, the player will no longer drop it unless you specifically command them to.
  • Reduced the size of the game.



New
  • You can now apply poison to weapons. It will last one hit, cause extra damage, and also do long lasting damage to the character.
  • New notification settings window where you can adjust what type of notifications pop up and what type are automatically minimised.
  • Town-Reeve can now adjust fines for crimes.
  • Added commands for your spouse which they will carry out if they’re not busy: Garden, forage, grocery shopping, training, hunting, relax at home, fishing, go to church.
  • Tree fading has been added for when the camera is close to trees. This can be turned on or off in settings.
  • You can now right-click on map icons for actions.
  • Added a notification for skill milestones with an achievement-like banner.
  • Added an interrupt option for busy NPCs so you can interact with them - but it can reduce your relationship if you for instance interrupt them when they’re sleeping, making babies.
  • New upgrade for Trading Post to import exotic goods from ocean-access maps.
  • Added shipbuilding skill.
  • Added cart logistics upgrade for Trading Dock.
  • Added dog command to “find game” - they will find the closest animal to hunt.
  • Made a new system for warmth, crime, and animal detection. Should perform better.
  • Added a new filter for plot/building buying menu.
  • Added map icon for your camp.
  • Added end-of-day delivery option for automation.
  • Added a note on player info window that shows how many units they are away from their destination.



Thank you for all the great feedback and support for the game! I believe this update improves a lot of aspects of the game in small but good ways.

Update 54 will focus on added new scenario options when you start a new game, so you can customise the game world itself to suit how hard or how easy you want things to be.

Cheers,
Atorcoppe.

Update 51.2 - Hello 2025!

Well, it's 2025 here so it's time for an update. Sorry that this one is just a tiny update today.

  • Dofras raid crash has been fixed.
  • You can now add more steps to trade routes.
  • When a building is damaged it will now show damage % on the info panel.
  • The Abbot can now change sermon times slightly.
  • You can now put food from a cart or your buildings directly into your consume slot.
  • Abbots can now sell orphans for a bit of extra cash.
  • Virtual keyboard added for controllers.
  • Fixed a wilderness plot navigation issues on Defenscir.


I hope you are all enjoying yourselves and wish you all the best for the new year!

Cheers,
Atorcoppe.

Update 51 - Time to trade some exotic goods!

Greetings!

Hello and welcome to the final SAELIG update for the year! I thought I’d go out with a bang.


BUG FIXES
  • Fixed a bug where travelling merchants would vanish after loading on the Dofras map.
  • Fixed boat issues on Dofras.
  • Fixed the homeless spouse issue.
  • Eating animations will no longer replace fishing or woodcutting animations.
  • Fixed some loading issues associated with Fishing Docks and their boats.
  • Fixed flickering of legacy fog when volumetric fog is turned off.



TWEAKS
  • Navigation tweaks.
  • Added another gate to Thrymswold.
  • Update Homestead and Longhouse gardens.
  • During a Viking raid, the music will now change.
  • Added more variation between a small building on a small plot and the same small building on a large plot. The large plot version will also now have more inventory space than the small plot version.
  • Some cow tweaks.
  • When the midnight “soft reset” of characters happens, any character interacting with the player not not be reset.
  • If you click on a character that is standing there waiting for someone to come talk to them, their action will now say so.
  • Tweaked the snow.
  • Tweaked some shaders.
  • Added a failsafe to carts that get stuck, to hopefully allow them to realise they are stuck and correct themselves.
  • Tweaked the logic around how people find other people to talk to.
  • Added “random” buttons to the popup windows for naming pets, babies, and towns.
  • Tweaked pregnancy success chances.
  • When renaming a building, the current name will now be highlighted and selected.
  • Changed how caravans buy “priority goods” so now the chances of getting what you want is higher.
  • Animal spawn tweaks.
  • Tweaked the logic associated with people relocating for work.
  • Made it so if the tax man declares you an outlaw and there are no watchmen around in town for him to communicate it to, he will spread the world to nearby civilians instead.
  • The caravan window will now also show destination of the current caravan.
  • Made it so you cannot sell Dens (as currently the AI cannot use them).
  • Improved performance at higher game speeds on some computers.
  • The max markets per map is now 5.
  • Tweaked some LODs.
  • Tweaked some AI production logic.
  • Config file now has an option to turn off the persistent stash.
  • Added a grass distance setting in graphics options.
  • Trading route steps now have a min and max setting so the cart will not take more than the max, and will always leave at least the min behind.
  • Land tax is now combined in the ledger.
  • You can now select buildings directly from the ledger.



NEW
  • Added a vandalism options. So in addition to lighting a building on fire to destroy it, or defecating on a doorstep to spread sickness, you can now just throw rocks at buildings to damage them slightly. Damaged buildings do not function and are cheaper to buy.
  • Added a Trading Dock building that can be built on coastal plots (not lakes).
  • Trading Docks can build ships which can be used like caravans, and can also buy exotic goods.
  • Exotic goods are: Citrus, Silks, Spices, Olive Oil, Amber, Ivory.
  • The exotic goods can be traded to other locations or used to make the following new items: Amber Amulet - Workshop, Ivory Amulet - Workshop, Spiced Bread - Bakehouse, Date Pudding - Bakehouse
  • In the Notable Families panel I have added a Global Leaderboard that allows you to upload your score and to see the top 20 scores that are currently uploaded.



POST-UPDATE UPDATE
There was an automation bug in this update so I’ve released an update for the update. Here are the things that are in it.
  • Fixed automation issue.
  • Added a confirm window for when changing active home.
  • Leas chance that kids will waylay, they’re now much more likely to pickpocket.
  • The ledger now holds 50 recent transactions and is scrollable.
  • AI workers (incl. automation) will now be assigned productions based on their skill for said production, if possible.




See you next year!

Cheers,
Atorcoppe.

Update 50 - A new map and more!

Greetings!

I hope the end of the year is treating you well, and I hope you enjoy this update.


BUG FIXES
  • Fixed an odd issue where sometimes a watchman would be called a watchman without actually being a watchman.
  • Fixed blank profile pictures.
  • Fixed some issues related to character retirement.
  • Fixed an issue with Windows & Linux when playing with controller without a mouse attached where there would be no cursor.
  • Fixed a long-standing bug where misc buildings would sometimes build in pairs - two wells, two fire pits, etc.
  • Fixed an issue when you weren’t flagged as busy when supervising.



TWEAKS
  • Tweaked requirements for the AI to become watchmen.
  • Notification tweaks.
  • Wild animal spawn rate tweaks.
  • Your heir will now inherit your pets.
  • Quite a few interface tweaks.
  • Tweaked some volume settings for some notifications.
  • Navigation tweaks, especially around bridges.
  • Tracking camera tweaked - it is now smoother, will rotate back to the character after you have looked around, and when zooming the tracking angle will decrease as it zooms to the character.
  • Tweaked it so when selecting someone inside a building, the selection icon shows above the building they are inside.
  • Tweaked logic to the AI building certain buildings.
  • Tracking camera will now unlock when moving the camera using edge panning.
  • Carriage ride prices are now calculated based on journey length rather than distance from point A to B.
  • When you give someone a shield, they will equip it.
  • When starting a New Game + on Defenascir your character will now be given money if they don’t have enough and an axe if they don’t have one.



NEW
  • You can now right click on a tracked character in your tracking list to interact with them.
  • During autumn some trees will now change to various shades of orange.
  • You can now re-stack your player inventory and pack like with other inventories.
  • You can now double tap hotkeys to zoom to the thing bound to that hotkey.
  • Added a filter to the hiring menu that lets you filter by job, location, etc.
  • Added hotkeys for the market compare and relationship windows.
  • New grasses and nature textures - bringing better colour and vibrancy to the world (in my opinion).
  • All crops, fruit trees, and vegetable patches have been replaced with new models.
  • New screenshots for map select menu.
  • New map - Dofras - is a combination between the style of the classic maps, and Defenascir. It has one pre-existing town, and will allow you to also build your own.
  • A new ‘Persistent Stash’ that is attached to your player. Any goods you put in this stash will be accessible from any of your other saves. So you could use this to transfer items between saves.



I hope you all have fantastic holidays! See you in the new year!

Cheers,
Atorcoppe.