1. SAELIG
  2. News

SAELIG News

Big bad bug beat

Howdy,

Just fixed a couple bugs.

  • Fixed a bug that prevented you from tracking market items via market compare menu.
  • Fixed a bug that would cause the map filter to not show up. The cause of this bug had potential to create bugs elsewhere. So this one may fix some other stuff too.


Cheers!

Tutorial Fix

Just a small tutorial fix. Nothing much else to report sorry.

Hotfix

Howdy,

A few fixes.

  • Your character should now sleep properly.
  • Fixed bug where some people would forget where they lived on game load.
  • Fixed bug that causes the AI to lower wages to much you'd end up paying them for your job. :)
  • Fixed a bug preventing the tutorial from working properly.


Have fun!

Update 28.5 - SAELIG lets you loot the graves of your deceased ancestors

Hello,

I've released an update.

So here is this stuff.
  • A new crime has been added, you can now loot graves.
  • Fixed a few issues with people not starting work properly.
  • Fixed some automation oddities.
  • You can now transfer employees between buildings without a relationship loss.
  • A random choice of wells, coops, fire pits, and towers will automatically spawn when other buildings are built.
  • Workers who are not cutting trees should no longer die from a fallen tree.
  • New model for the corral.
  • People will now be better at renting and will now move to towns where they work.
  • Employee availability is now based on offered wage + distance from offered job vs current wage and current distance from work. So basically throw money at people and they work for you.
  • A new button that opens a menu that shows all available jobs.
  • Entertainment now works properly again.
  • You can now properly sleep in bunkhouses.
  • New rubble and scaffold.
  • Hover over the clock to see how many days left in the season.
  • Horse carts should now smoothly contour with the land they are on (if the camera is nearby), instead of jumping around.
  • New buff that reduces the effect of cold when out of the snow.
  • Lots of random tweaks and fixes.


And now for the major addition to this build! Saving should now only take a second or 4. Gone are the days roasting a chicken while you wait for the game to save. Basically the previous saving script was written by a younger dumber version of me, and now I'm less young and less dumb and therefore the new saving script is also less dumb.

Do keep in mind I have tried so bloody hard to ensure that the saving works flawlessly in every situation I could think of. However due to the nature of the game it is possible that some weird obscure situation is not accounted for. So I suggest you do not overwrite your old saves just in case. Load up your save and then save it as a new copy with the new system, that way if saving fails at any point we have the original to go back to. This will make it way easier to fix any save issues that pop up. I'm not expecting any issues, but I'm a very cautious person. :)


Have fun.

Update 28.2 - Watching people sleep

Greetings,

So I was standing there watching her sleep, waiting for her to wake up so I could dazzle her with some flirts, when it hit me. That ain't normal. Or it's hella creepy at the very least. This moment encouraged me to make some changes.

  • You can no longer view inside, or step inside houses that are owned by people who you don't know very well. I'm sorry.
  • You can however, now keep tabs on people by selecting them and clicking "TRACK PERSON", this will add them to a list on the left side of your screen. Now you can have a custom list of all the people you want to stalk, abuse, or arouse.
  • Work hours are now specified in 12 hour time instead of 24, to match the game clock. Why did it take me three years to do this?
  • The player can no longer ride a cart that is a caravan.
  • People should now avoid fences when the game starts, not just later on.
  • You can no longer develop your active house.
  • Fixed a bug that would give you free money on load if you were an abbot. I enjoy that no one reported this bug.
  • Fixed a bug where certain events would break if the player was the only employee.
  • Tweaked the some of the conditions that influence what kind of building the AI will develop. They should be less trigger happy with things that aren't needed.
  • You will no longer be able to equip a bow. Because that's not ready yet.
  • Certain buildings will no longer be cheaper than the plot of land they sit on.
  • Fixed a bug where the Flour Mill would lose upgrades on load.


I think that's it.


Have fun,
Atorcoppe.