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SAELIG News

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.

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.