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SAELIG News

Update 42.2 - Quick fixes

Me again,

Just a couple quick fixes here -

  • I accidently left my developer cheats enabled on one of the maps and someone found them. So, these have been disabled now. :)
  • Fixed a bug where giving an item to someone would sometimes fail, and then cause all kinds of interaction issues afterwards.

Update 42.1 - Goodbye bugs

Hello!

Just a really small update to address some bugs that slipped through the testing for the last update.

  • Fixed a bug where the player would lose energy after sleeping to 100% energy.
  • Fixed a bug where short swords would not be produced.
  • Tweaked volumetric fog slightly so it should look better at lower resolutions, but this may still be an issue. Let me know if the volumetric fog looks chalky or patchy still.
  • Fixed two separate bugs that could cause crashes during raids, and when raids start.
  • Fixed a bug that would cause a crash when trying to produce fruit or wool out of season.

Update 42 - Here come the Vikings!

Greetings!

This is one of the biggest updates I’ve done in a long time and there's a lot to love here. So, let's dive straight in.


THE BIG STUFF
  • Here come the Vikings! When starting a new game or loading an existing pre-update save, you can select to turn on raids. With raids on a band of Vikings will turn up sporadically to loot silver, burn buildings, and kill people. Vikings can be defeated by force, but they will also leave once they have looted enough silver.

  • New equipment - Swords, one & two handed axes, shields, and a very special unique weapon that’s a surprise. All types of weapons look and act differently. For instance a one handed axe will do more damage to a shield than a sword, and a two handed axe is very hard to block.

  • Shields can now be damaged during combat and even destroyed. Shields that do survive fights can often be less effective during the next fight as they may have become damaged. When the durability of a shield hits a certain threshold it will be labelled as 'damaged', which gives it a lower max durability. Once a shield hits 0 durability it will be destroyed.

  • This brings us to combat itself. Combat is no longer based on insta-killing someone who has a lower skill than you. Rather, all successful hits during combat subtract a certain amount of health based on weapon and outfit, and then when life is 0 the person dies. Whether an attack hits or is blocked and what damage it does is calculated on the fly based on skill level, weapon type, shield, armour, health, current injuries, etc.

  • Now that health plays a more important role in the game, we’re going to need some way to see it. So now we have need icons. At the top left near where buff icons sit, you will see three new icons; health, hunger, and energy. You can see the levels at a glance, or hover over to see the exact level.


THE SMALL STUFF
  • Tweaks to interactions and animations, including some new animations.
  • Menu, character creator, and map select tweaks.
  • Tweaks to map mode, including some new icons.
  • Some major performance tweaks.
  • Added even more layers to the portrait cameras, which mean there should be even less character overlaps in portraits.
  • All buildings now have an upgrade to improve fireproofing.
  • Arson is now done by throwing torches at buildings.
  • People will now forage less if that item is already very abundant.
  • When a production is unavailable, the tool tip will now give you more information.
  • Working hours can now be pushed to an even later time.
  • Better auto-stacking of items in inventories.
  • A few tweaks to how people decide they want to buy a house. This should increase the demand for housing.
  • You can now tune worker wages at any time if there are no workers employed.
  • Regions now request more types of goods when you are setting up caravans.
  • AI will now loot people they kill.
  • Sometimes if the craftsmen working on a sword have enough combined skill, they will produce an even better type of sword.
  • Wine. Monks can make wine. Wine heals you, like in real life.
  • New achievement.


THE FIXES
  • Fixed some automation and production bugs.
  • Fixed some bugs that would prevent smooth running on some Linux and MacOS computers.
  • Fixed a bug where the in-game wiki would not display properly.
  • Dead people will no longer keep claim over the property they once owned.
  • Fixed some minor UI bugs.
  • Fixed a bug that would allow you to adopt another person's child…
  • Fixed a bug where sometimes corrals and fields wouldn’t change production.
  • Fixed a bug that would cause some keyboard shortcuts to trigger when typing in a text box.
  • Fixed a bug that would sometimes see people not eating food from their homes.
  • Fixed a few minor visual issues.
  • Fixed some issues where the player would be interrupted when trying to do stuff.
  • Fixed a bug that would cause cart guarding to not work.

Update 41 - A few goodies

Hello, hello, hello! I hope you’re all doing fabulous. Here’s an update with some good improvements.


BUG FIXES
  • Fixed a bug that would stop your graphics settings from saving.
  • Fixed some issues when using custom key bindings.
  • Fixed some carriage glitches.
  • Fixed an issue that would cause strange loops when players went to work in the morning.
  • Fixed a few saving and loading bugs.


TWEAKS
  • A few changes to some text in popup windows.
  • Performance improvements and GPU usage improvements. By default your GPU should run cooler when running SAELIG than before.
  • Some tweaks to hunting to make it a little less OP.
  • When you go and talk to someone they will no longer stop what they are doing and just stand there. They will now continue their task and only stop once you reach them. If they are walking at the time they will stop and wait in place.
  • Made some of my old code more efficient.


NEW
  • There is now some degree of auto-eating for the player. When you have needs on, your character is hungry, and you have food in your inventory, your character will automatically grab a bite to eat. Your player will only eat one item.
  • Shield usage. Characters will now use shields in combat.
  • Foliage rehash. Unfortunately I’ve had to remove the foliage system completely and add a new system in (this took ages). The new system works great and looks good, however it isn’t quite as responsive. This means empty plots no longer have trees on them. This also means the simple vegetation option has been removed because vegetation will now be less dense around cities. As part of this distant trees will look nicer.
  • Melee combat has been redeveloped and is now better all around. This was an important change because it lends well to the inclusion of raids.



I’m always here just plotting away in the background. I’ve been working on this game for so many years now and endlessly appreciate all the fans that keep playing and keep giving me ideas on ways to improve it.

I know there are people who are really disappointed that the game isn’t finished. But I don’t even know what finished looks like. I just have this game I make, I add new features and release updates. I guess you could say it’s one of those continuous development games, except you only pay once and get all updates for life.

But what do you guys think? Should I just try to wrap this up as fast as I can and get to a finish point, or should I just keep plotting along with it with no set end date?

Cheers!

Update 40.95 - Tweaks & Fixes

Hello! It’s been a minute, but I’m still here, I promise.

I’ve been super busy at work recently and with life in general. However I’ve just ended up with COVID, which has actually freed up some time for me.

Nothing major in this update sorry. I’m getting closer to implementing some new stuff, but wanted to get a few bugs out of the way first.

  • Fixed a bug where people sometimes would not take medicine from their house.
  • Some tweaks to the logic behind herbalists choosing what tasks to carry out.
  • Fixed some UI labels that were wrong.
  • Fixed a bug where people would not lay in bed.
  • Tweaks to mild illnesses to better adapt to longer day lengths.
  • Slight changes to carriage drop off points, they will now stop further away from the actual drop off point so they don’t get congested in tight places as easily.
  • Some fixes to the cat adoption notifications.
  • Slight reduction in the chances for some production events triggering.
  • Fixed some plot placement issues.


I hope to get more stuff out to you guys soon!

Cheers!