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SAELIG News

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.

Update 28.1 - Small things

Greetings,

Just a few small fixes here. Nothing to get excited about.

  • Fixed a bug where your spouse would live in the bunkhouse even when you have a house. If you had this bug, your spouse should correct themselves after load.
  • Mines and woodcutting huts now begin with less inventory slots.
  • Fixed an issue where people would start work incorrectly in very rare situations.
  • Fixed a nav issue at one of the fishing docks.
  • Fixed blurry fonts.
  • Fixed a bug where you could start the game as a market worker. Which is not by design and broke stuff.
  • Some tweaks to automation. Including adjustments to when woodcutting huts sell goods.
  • When automation is on, horse carts will sell a load at the end of the work day if required.
  • Fixed a bug where double clicking an equipped item would duplicate it.
  • Various inventory bugs have been fixed, including one that would cause major delays in transferring goods when the game is paused.


Yay, have fun.
Atorcoppe.

Update 28

Hello!

Well this has been a long time coming - Update 28 is here but it has been a lot of work so I've split it into two parts. This is part one.

This update meant I had to completely rewrite the system that buildings use to exist within the game, since when I first wrote it years ago the scope of the game was a lot smaller and thus the system was pretty basic. This new system though is brilliant and easily expandable, and best of all it is fully compatible with your saves!

While making this update I had some time to reflect on how far SAELIG has come as a game and how far I've come as a developer. I genuinely love this game and I love what I'm doing, and I'm so glad to have you all along on this ride with me. Thank you for everything.

I recently saw some videos from years ago when I first released SAELIG and I think it's amazing how far it has come. The first screenshot is from the release version of the game, and the second is from Update 28. That is the same town in both screenshots!





Anyway, that’s enough nonsense from me. Below is the change log accompanied by a video to show off the best bits.
[previewyoutube][/previewyoutube]


[h2]The Good Bits:[/h2]
• Some UI additions and improvements.
• Fishing boats can be built at the fishing dock.
• New random clutter placement.
• Skill changes – burglary, arson, entertainment, can result in injury at lower levels.
• Changes to rentals – AI will now rent houses more often and various other AI improvements for housing.
• Map updates.
• New plants.
• New terrain shaders.
• Wild animals.
• Buy a drink and have a dance with someone in a nearby Alehouse.
• New starting system. No longer will you select your starting money, but instead you select a starting situation.
• A bunch of backend changes which has resulted in major FPS gains for a lot of systems. Some systems will see 20 to 30 fps improvement, others will gain 5 to 10. Can’t guarantee all systems will benefit, but I can hope.
• Estate Farm and Farmhouse replaced with individual Fields and Corrals.
• AI are better at moving around the map to find work.
• Empty plots of lands that can be purchased. Two sizes, large and small.
• Empty land plots can be developed into actual buildings using wood and money. So basically, you can build stuff now, but you need to own the land first.
• Existing buildings can also be redeveloped into other buildings.
• NPCs will also buy and develop land.
• New fancy fog.
• Automation improvements.
• Market alerts. Open the market compare panel to add alerts for when items are added to any market.
• Fancy new snow that melts slowly and builds up depending on snowfall. The new snow also does not build up under shelters or around lit fires. As well as that there is a new snowfall particle.
• Map population limits increased.
• All town and village starting populations increased.
• Probably more, but my actual list has like 80 items in it, and this list is just for the really good stuff.


[h2]Bug Fixes[/h2]
• Honestly, there are a lot, and I didn’t write them all down. But bugs have been fixed in almost every system, including the below.
• Fixed some bugs with some LODs.
• Fixed a problem with the Employment window. It will now properly hide your current employees by default.
• Fixed issues where carts sometimes didn’t do cart stuff.
• Fixed bug that caused milk to be undrinkable.
• Fixed bug with gaining excess skill levels during Waylay.
• Fixed some AI detection bugs.
• Fixed bug where people wouldn’t assign themselves to work properly.
• Fixed a bug where the guard captain wasn’t getting a portion of bounty.
• Fixed bug with people not moving into gifted houses straight away.



Now as I say, part two of this update is coming as well. No ETA yet, but it will be a lot easier to get out compared to this one.

I’m also looking at encouraging some streamers and YouTubers to take a look at SAELIG with this new update. So, if you know anyone who may fit, or you are that person, get in touch.


Woo woo, have fun.
Atorcoppe.

Update 27.5 - Some good bug fixes

'ello,

Update 27.5 is now available for all platforms.
Sorry this one is just bug fixes. However I am working on a new map for update 28. So that's exciting.

Bug Fixes
  • Carts will now load properly when loading a saved game. No more returning home on load.
  • Fixed bug where the home location of the Estate Farm cart would not be picked up by the Estate Farm trading menu.
  • Fixed a bug where automation sometimes would not start or load properly.
  • Fixed a bug where tooltips would not display when game paused.


Also did some general tweaking.

Enjoy your December!

Update 27 - Some big things

Howdy, hope everything is swell,

Update 27 is now available for all platforms.

New Bits
  • Playable Abbot. Apply the same way you'd apply for Guard Captain. You'll get to run the Church, receive 'donations' from people during sermons, and bless people.
  • A new toggle that lets you disable or enable direct sales from the Alehouse and Bakehouse.
  • Entire new design for inventory trading. The new system allows you to trade with a building from a cart or character, so you no longer have to click on the market. And other good bits.
  • Tooltips for items. Long time coming, but now you can see proper details about items.



Changes
  • Lots of UI tweaks and inventory tweaks.
  • No more selling direct from Herbalist.
  • Big changes to a lot of items, recipes, prices, etc. Cured fish removed.
  • Big AI changes. They are able to sustain themselves a lot better, which also translates to better automation.
  • Tweaks to starting goods for some merchants.
  • People make better choices when they are poor.
  • Learning at the Learning Hall is now more effective.



Bug Fixes
  • Inventory duplication bugs fixed.
  • Fixed production events happening at the wrong time.
  • Fixed missing production events from Bakehouse and Farmhouse.
  • Fixed a bug that would cause save corruption.
  • Fixed bug that would cause your cart to stop moving after pressing TAB.
  • Fixed some bugs with pausing.
  • Fixed a bug where AI characters would not get 'Well Rested' buff.
  • Fixed a bug where some people would not go and eat food. Which is just a bad choice on their part.
  • Fixed some interior camera issues in the Estate Farm and Herbalist Hut.
  • Fixed a bug where you could not set default keys during gameplay.



Quite a few other bits have been done as well. You'll probably notice things I have not listed. This update was a long time coming and I'm very happy with the tooltips and new trading. The new trading feels way less awkward and cumbersome.

I spent a lot of time on tweaking recipes and items and running various businesses in AI mode for years to make sure the items and the AI had profit potential. Which is why this took so long... Just so much testing. Like millions of testings. Maybe.

Happy gaming!

Stardog.