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Update 58.1 - Wiki overhaul

[p]Hey hey hey,[/p][p][/p][p]I hope you're all having a great holiday! I've got a wee update for you to round off the year.[/p][p][/p][p]Fixed[/p]
  • [p]Fixed an issue where in some cases your saved game would not load.[/p]
[p][/p][p]Tweaks[/p]
  • [p]Tweaked the boarder boundary around the edge of the Essex map (thanks Splattercat).[/p]
  • [p]The automation budget slider is now an input field.[/p]
  • [p]When you buy a new building it will look at the “Stay home when sick” setting on your other buildings and automatically switch the new building to match the majority.[/p]
[p][/p][p]New[/p]
  • [p]A new in-game wiki system that no longer relies on the internet. You'll now see a series of little question marks on various things, that when clicked will bring up information on said thing.[/p]
  • [p]Added a global search feature (bound to K), that allows you to search for things in game. Such as people, buildings, carts, items, and wiki articles.[/p]
  • [p]Estate Plot can now have very large sheds built on them. A hoarders dream.[/p]
  • [p]You can now drag windows around by dragging the top of said window. Each type of window will remember their manually defined position.[/p]
  • [p]Added recipes to the config file (your config file will regenerate on game start), so you will be able to adjust the quantities of items produced, the base times, and the ingredients.[/p]
  • [p]You can now offer to sell your homes that are being rented directly to the tenant. [/p]
  • [p]Added a new starting condition to most maps, called "Oathless" which starts you out as a fully kitted warrior with a modest amount of silver but limited social standing.[/p]
[p][/p][p]More to come in the new year, while I race to get things done before the arrival of human child from human womb. [/p][p][/p][p]Much love![/p][p]Atorcoppe. [/p]

Update 58 - Hunting Shack & Training Field

[p]Hey all![/p][p][/p][p]Before I get down to the details of the update, I wanted to give an update on the baby situation mentioned in the previous update notes. The baby is due in 4 weeks from the date of writing these notes. So the next 4 weeks I'm planning on hammering out as much content as I can![/p][p][/p][p]So to start with -[/p][p][/p][p]FIXES[/p]
  • [p]Fixed issue with corral + manager setups.[/p]
  • [p]Fixed issue with voting for Reeve blocking up the game in a very specific situation.[/p]
  • [p]The tip showing placeholder strings on initial lad has been fixed.[/p]
  • [p]Fixed management cancelling itself.[/p]
  • [p]Fixed management not showing for fields and corrals.[/p]
  • [p]Fixed a bug where trade routes could stop.[/p]
  • [p]Fixed incorrect charging of land tax when loading the game at 1am as Thegn.[/p]
  • [p]Supervise bug for some resource businesses has been fixed.[/p]
  • [p]Fixed ship building recipe not showing skill level.[/p]
  • [p]Recipe panel for homes now shows correct production number.[/p]
  • [p]Carriage sell price corrected.[/p]
  • [p]Fixed some cart loading bugs.[/p]
  • [p]Fixed some issues with map filter metrics.[/p]
  • [p]Randomly losing relationship with people has now been corrected.[/p]
  • [p]Caravan budget typing - hotkeys - has been fixed.[/p]
  • [p]Some fixes to dog animations.[/p]
  • [p]Some supervision fixes.[/p]
  • [p]Fixed some UI bugs.[/p]
  • [p]Fixed pit durations.[/p]
  • [p]Fixed an issue with a specific plot when developed to an Alehouse.[/p]
[p][/p][p]TWEAKS[/p]
  • [p]You can no longer supervise yourself when working if you’re the only worker.[/p]
  • [p]Improved market stockpile logic to make markets a bit more punishing for constant trading - only restocks during work hours, and added tired re-stacking from stockpiles - so when selling a bunch of items, some go straight to the stockpile and queue for restock - and the rest go into deep storage, to be used to restock the stockpile at a much slower rate.[/p]
  • [p]When you select the same building when UI is hidden, it will now show the UI.[/p]
  • [p]Increased battle-axe spawn chance when Viking raid starts.[/p]
  • [p]Changed Trading Post trade route interval logic to scale better with day length.[/p]
  • [p]Increased chance that children will follow their parents.[/p]
  • [p]Teaching now increases your education skill by double.[/p]
  • [p]If someone catches you committing a crime and they’re not a criminal, friend, or family member, you suffer a bigger relationship penalty.[/p]
  • [p]Child workers reduce efficiency over all for any production in the business / make the wage mode less effective.[/p]
  • [p]Production relationship buffs from same production at different building is no longer a thing.[/p]
  • [p]Animal sound tweaks.[/p]
  • [p]Increased the max duration of pit stays.[/p]
  • [p]Readjusted fine amount when being declared an outlaw.[/p]
  • [p]When a building has an event based production debuff or buff applied, it will now show when you select the building.[/p]
  • [p]Production events now have a ‘show me’ button to select the building.[/p]
  • [p]Hyrmenn can now taking viking shields from Den armoury.[/p]
  • [p]If sermons are missed at church, the abbot starts looking pretty bad and gains corruption.[/p]
  • [p]If the player as a Reeve accuses a person in the town they are the Reeve in of a crime, it is instantly punished with time in The Pit.[/p]
  • [p]Replaced Reeve power of declaring outlaw, with a much more effective “Force Conscription”, which forces the target to join the Fyrd.[/p]
[p][/p][p]NEW FEATURES[/p]
  • [p]Time taken for each production is now tracked and displayed as average in the new production stats window.[/p]
  • [p]Market taxes have been added (can be turned off) - elders vote on tax distribution + tax rate. Market taxes only apply when selling items to a market in a town that is not your home town.[/p]
  • [p]Added a Training Field building to Estate Plots. You can build this and hire personal trainers. People who train here will pay for successful training, and pay more for personal training.[/p]
  • [p]Added a new Hunting Shack building that allows for automated hunting (within a range), and general butchering tasks.[/p]
  • [p]You can now automatically hunt from your Hut or House, the same way you can from the Hunting Shack, however it is range limited, more so than the hunting shack. Hunting animals far away will require manual intervention.[/p]
  • [p]Tweaks to the Butcher and a new upgrade to make it worthwhile when compared to a hunting shack.[/p]
[p][/p][p]I hope you enjoy this new update! As I say, more to come soon while I prepare for arrival of human of the small variety. [/p][p][/p][p]Many thanks, much love,[/p][p]Atorcoppe.[/p][p][/p][p][/p]

Update 57 - In honour of my cat

[p]Hey all![/p][p]A few things have happened since we last spoke, which have delayed things a little, so I'm very sorry for the longer time between updates - I had surgery which knocked me a back a bit, and then my cat of 12 years died :([/p][p][/p][p]Oh and my wife is super pregnant with a human child at the moment, so there's a lot going on there, too.[/p][p][/p][p]Without further ado here are the patch notes.[/p][p][/p][p]FIXED[/p]
  • [p]Fixed some nav issues on certain plots.[/p]
  • [p]Fixed some typos.[/p]
  • [p]Fixed plague lasting too long in some situations.[/p]
  • [p]Fixed an issue where a character could get stuck off map in some cases.[/p]
  • [p]Fixed some productions not showing skill level.[/p]
  • [p]Fixed an old automation bug with farms that could happen in some instances.[/p]
  • [p]Fixed an automation bug where items on your do not transport list, would be transported.[/p]
  • [p]Fixed a bug where some monks and orphans could sleep in abbots house.[/p]
  • [p]Fixed a “guard building” loop for Hyrmenn.[/p]
  • [p]Small trap profile pic has been fixed.[/p]
  • [p]Fixed starting and stopping when moving to a hunting target from far away.[/p]
  • [p]When trading with your spouse, you will no longer see their money - since that's already your money.[/p]
  • [p]Selling cart when hauling it causes issues no longer.[/p]
  • [p]You can no longer manually offer longhouse for rent.[/p]
  • [p]Fixed some UI issues.[/p]
  • [p]Fixed a super easy relationship exploit.[/p][p][/p]
[p]CHANGED/TWEAKED[/p]
  • [p]Added a notification that tells you if a guard has been dispatched when you’re caught being naughty.[/p]
  • [p]With foraging is off, coops will no longer be built as misc buildings.[/p]
  • [p]Peeking can now tell you what upgrades are applied to a building. It is also now faster to do.[/p]
  • [p]When in conversation, relationship is now displayed.,[/p]
  • [p]In the relationship window it will now show you the count of people found in a search.[/p]
  • [p]Removed slander notification for people spreading slander about you to strangers, there will still be a relationship penalty between you and the person they slander you to. If they slander you to one of your friends, your friend will alert you. Also, tweaked the frequency that slander can happen.[/p]
  • [p]The game now displays numbers on the filters in map mode.[/p]
  • [p]You can now right click on people in relationship window.[/p]
  • [p]Automation window - now shows recipe for item you’re adding to priority items.[/p]
  • [p]Nearby trade inventories of buildings now show the building’s custom name.[/p]
  • [p]Fields will now display the season requirements on each crop type when selecting a crop to plant.[/p]
  • [p]The production progress indicator will now show when the game is paused.[/p]
  • [p]Assigned productions now show the recipes when you hover over them.[/p]
  • [p]Rooms/sheds upgrades now relocate any nearby carts so they don’t get trapped.[/p]
  • [p]When the shift is over, production indicators will now continue to show.[/p]
  • [p]When transferring a worker, their summed skill for that job type is now shown.[/p]
  • [p]You can now educate workers when they are working. They will stop work briefly to learn the thing you have to teach, and then continue work.[/p]
  • [p]Refined wording in the employment screen to be more clear about why someone cannot be employed.[/p]
  • [p]Hovering over productions will no show a countdown as well as the % complete.[/p]
  • [p]Added more information for each recipe in building info.[/p]
  • [p]Clicking an ingredient in the recipe window will open the market compare to that item.[/p]
  • [p]Right clicking an inventory item will open market compare and filter to that item.[/p]
  • [p]Sick workers try to continue their last task when going back to work.[/p]
  • [p]Begging balance has been tweaked a lot to bring it into align with other similar systems.[/p]
  • [p]Tweaked weapon tooltips to better describe what they do.[/p]
  • [p]Disabled forage command on spouse when foraging is off.[/p]
  • [p]You will no longer consume drinks automatically when hungry.[/p]
  • [p]Added rarity to production event notifications.[/p]
  • [p]Less damage from Seax.[/p]
  • [p]When going to bed, your character will now default to run.[/p]
  • [p]Hire window now remains open when hiring people.[/p]
  • [p]Vikings will now leave if they run out of places to loot.[/p]
  • [p]Tweaked the horse follow mode to try and keep it out of your way.[/p]
  • [p]Crops will now show 'growing' when you hover over them in the UI, when they are growing. [/p]
[p][/p][p]NEW[/p]
  • [p]New advanced gameplay setting - no player aging.[/p]
  • [p]New advanced gameplay setting - max number of common production events per day.[/p]
  • [p]Automation - you can now set the number of productions to wait for when transporting with the periodically option.[/p]
  • [p]Exquisite Bows have been added. They can be made by chance when you have skilled workers making normal bows. Exquisite bows have a higher range than normal bows.[/p]
  • [p]Pet hens can now surprise you with eggs when you are sleeping at home.[/p]
  • [p]Weapons can now inflict ‘bleeding’ which causes damage over time. Can be healed with Balm. Some weapons cause bleeding better than others.[/p]
  • [p]A new start added for Defenascir - Escaped Prisoner - which makes things a little harder.[/p]
  • [p]You can now drop items from your pockets or pack. Dropping items will create a little sack on the ground which the AI can pickup.[/p]
  • [p]Added a new 'Management' system which allows you to purchase the 'Management' upgrade for a businesses and then assign a manager - this works with both automation and manual control. Managers do not work, but rather they provide a continuous supervision buff to increase the production rate of all items being made at that builder. The higher their supervise skill, the higher the buff they provide. [/p]
[p][/p][p]I have also created a translation system that I have started adding into the back end of the game, you won't see any changes yet - but there is magic happening behind the scenes. I've also got a new knowledge base system that I am building that will embed directly into the game, rather than relying on the Wiki. I'm also now ready to dedicate more time to the new map and the Danegeld system.[/p][p][/p][p]I hope this update has one or two things that you can enjoy! Again, sorry for the delay.[/p][p][/p][p]Much love,[/p][p]Atorcoppe.[/p]

Update 56.6 - A nice bag of fixes

Hey all!

Just a few important fixes and tweaks here. Thank you for all the feedback and reports!

  • Entertainment money is reduced at skill levels, but gets higher as skill increases. Added a chance of increasing relationship with people.
  • Fixed a bug that could prevent people from renting damaged buildings.
  • Fixed Trading Dock ships returning with no silver.
  • Typo fix.
  • Watchman crime notification - now shows the name of the person who got caught.
  • You can now unfav buildings you do not have access to anymore.
  • A potential fix for not unlocking the Longhouse achievement.
  • Increased the size of market stockpiles.
  • Fixed double building payment when buying a property off a friend.
  • Bug where a family could move out of their rental but abandon their baby there to leave them to try and pay the rent.
  • Increased the chance of being able to insta-kill unarmed and unarmored people.


More coming soon!

Cheers,
Atorcoppe.

Update 56.5 - Improvements, and a demo!

[p]Hey all, It has been a minute since the last update, and I apologise for that. I had to move out of home (my office) for three weeks and then I got an awful flu. But I’m back and ready to go.

Not a massively impressive update this time, but pretty much everything here is a direct result of feedback I have received over the period since the last update. You may see another update relatively soon after this one with a handful of other changes which didn’t make the cut for this update.

As you may know I am working on a new map - I had this mostly finished, but due to popular demand I have decided to start it again, and have turned it into another empty map with no towns. This will be the last map I make in the base game and I think it will create a good spread. Four standard maps, two empty maps, and one hybrid map.

I’m also currently investigating translations and CO-OP (nothing to show yet).

On another note - I have very recently released a demo for anyone interested who wants to try the game out risk free. The demo gives you full access to one map for 16 days of gameplay, which equals 16 seasons and 8 years (ending in 888 AD). Once the demo ends, feel free to start another game with a new play style or strategy, as many times as you like. When I was a kid I could spend months playing a single demo, and I hope I can provide that kind of enjoyment to someone with this demo.


Bug Fixes
* Buying a business that you are an employee at no longer duplicates you in the production panel.
* Fixed a small notification issue.
* Fixed one particular plot causing navigation issues.
* Fixed some issues with being able to access Dens on some plots near water.
* Fixed a possible hang on some computers.
* Fixed bug where arrow production would vanish from home after loading.
* Fixed a loading issue that could happen in some cases.
* Fixed bug where you would get notified of trade ships if you sold a trading dock to the AI.
* Fixed a bug where you could send AI trading ships on trade journey.
* Fixed bug that would cause your character to spaz out when being assigned to fishing with a fishing boat.
* Fixed an issue where certain configurations would prevent production from finishing.


Tweaks
* When increasing or decreasing wage the relationship change is now linked to how much you increase or decrease. It also is capped at 70.
* When a child goes from baby to kid, they will now in most cases, be teleported back home instead of into the middle of town.
* Fishing now takes longer at lower skill levels than before.
* The market stockpile will now refill the market at a slower rate.
* Rehashed how people select a training area so people can become more well-rounded fighters.
* The train command for your spouse will now work better in more situations.
* When AI do pushups it can now increase their fitness.
* More CPU efficient AI logic in some specific cases.
* Ingredient requirements now shown for all productions.
* Reeve can now view combat skill of watchmen.
* Business owners can now command a higher wage when you are trying to hire them, and in some cases can refuse to work for you.
* If you assign yourself to work while mounted, it should not work better.
* Forage areas will now show a hover icon when selected.
* Now if you give someone kite shield they will replace their Viking shield.
* Added a relationship bonus for scholarships.
* Increase starting inventory of buildings if the advanced settings for nails and materials are turned on.
* Balanced exotic item imports to be more random.


New Stuff
* A new advanced gameplay setting: characters start with additional random skills.
* Added an idle worker filter added to relationship window.
* In relationship window you can now search for single men and single women.
* Added a new ‘Resource’ filter for buildings in your building list. This shows mines, woodcutting huts, and fishing docks.



And here are some things you can expect to see in the next update:
* Much better 1st person.
* New map with Welsh raiders and now towns.
* A way to more easily see trade routes spread across multiple buildings.
* New conversation type that will let you bad mouth your enemies - thus creating a rumour mill.
* A way to destroy buildings for nails and wood.
* Allowing the player to educate their workers when they’re working.
* With foraging off, coops will be converted to useful buildings.
* A new training field that can be built on an estate plot.
* The ability to sell a rented home straight to their tenant.
* The employees working when sick setting on businesses - each new business you own will adjust this setting to match the others in your property list.
* Tweaks to make sure Hyrmenn guard properly when you are attacked by Vikings.
* Tweaks to ensure the production indicator is properly shown when the game or production is paused.
* A new Danegeld raiding event[/p][p][/p][p]Got anything you want to see desperately in the next update? Let me know, maybe I can work something out.[/p][p]I appreciate all the support and the continued input into the game - this game is what it is due to all the input from the players.[/p]