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SAELIG News

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.

Update 49.5 - I love dogs

Hey all!

Another small update as I gear up for something more substantial.

  • A new starting scenario “Man’s Best Friend”. You start with the standard amount of silver and a pet dog that lives forever that you can name whatever you like. This start is a tribute to dogs.
  • Moved a particular grazing spot away from a particular plot of land so cows and horses no longer congregate there.
  • The requirements to build a boat will now show in the tooltip when selecting the production.
  • UI tweaks.
  • Fixed a bug where you could not sleep in a longhouse.
  • Removed the 5 pet limit from the player.
  • Fixed a bug that could prevent a saved game from loading.
  • Fixed some nav issues.
  • The tracking camera now sits further away from the character your are tracking.


I know it’s not a lot this time, but this kind of stuff is clearing the way for more substantial things.

Cheers,
Atorcoppe.

Update 49.4 - Some little fixes

Greetings!

I'm back again! Here's a little update with some fixes for things some people encountered. Endlessly thankful to all of you.

  • Buying dog when paused no longer causes issues.
  • You can now hold a feast at a longhouse without it being your active home.
  • Prevented having multiple towns with same name. This would cause issues with saving and loading your game, and possible crashes.
  • When typing X and Z, the camera will no longer rotate.
  • On Defenascir when in map mode the outskirts of the map will no longer show as a blue void.
  • Optimised a couple of functions, which should improve performance on older CPUs.
  • Tweaked some settings to improve stability on some systems.
  • Optimised ducks.


Is there something you want in the game? Email me at [email protected] and we can chat about it.

Cheers,
Atorcoppe.