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SAELIG News

Update 46.1 - Ghosts be gone!

Greetings!

Just a few little fixes:

  • Church forgiveness notification has been fixed
  • Fixed blank portraits when hiring people
  • Fixed conversations not working indoors
  • Eating at home when no market was an issue, and is an issue no longer
  • Fixed people being invisible indoors


Cheers,
Atorcoppe.

Update 46 - Become a village drunk

Hey!

Firstly thank you to the folks who have been playing on the Test Builds brach and putting up with frequent updates and providing feedback.

Here’s whats new in this update:

NEW
  • New Game + - You can now load an existing character when you start a new game. This will load in your appearance, skills, inventory, and money.
  • You can now filter and search the People window.
  • Added a raid difficulty setting for when you start a new game.
  • Added a new starting scenario for starting the game as a village drunk. This start will make your character an alcoholic who needs to drink alcohol to maintain their mental ability.
  • Added a garden upgrade to houses and huts so you will be able to harvest eggs, fruit, and vegetables from home.
  • Some new animations.
  • Updated UI panels, main menu, options menu, load menu, and save menu.
  • Added a setting in options to change the colour and opacity of the UI.
  • A new “New Game” experience.



TWEAKS
  • AI can now buy wood for development from player owned Trading Posts.
  • In the Market Compare window you can now only see Trade Deals when your Trading level is 40 or higher.
  • Tweaks to the conversation mechanic to make it less exploitable.
  • Gardens at Longhouses, Homesteads, Huts and Houses now work like any other production.
  • When automation is turned on, any carts that were requesting goods will be sent home.
  • Added a confirm window for hiring people.
  • Productions will now show % complete when you hover over them.
  • Added a toggle to the hiring window to allow you to sort by distance or skill.
  • Businesses will no longer reset their productions when they load their carts.
  • The wind effect on snow, rain, and trees will now increase during a storm.
  • Character portraits are now generated in a more efficient way.
  • When a house catches on fire and there is a tenant, they will be evicted.
  • Unclaimed towns can now be added to existing towns once you have founded the max number of towns.
  • Tenants are now more gracefully removed from their rentals when they die.



FIXES
  • Fixed some navigation issues for some buildings in some locations.
  • Fixed navigation issues with the Den.
  • Fixed an issue where you could build more markets than you’re meant to by building them all at once.
  • Fixed a bug where homemade productions would continue even after you went to work at your job.
  • Fixed a bug where in some cases you could send a caravan to the character creator screen.
  • Fixed a bug where you could start a town using an Estate plot, which would cause the game to break.
  • Fixed a bug where in some cases you could be elected Town Reeve, but not actually receive the position.
  • Fixed a bug where Watchmen would not load in.
  • Fixed it so you can now longer use the action buttons when you’re at work or in the pit.


Now to start on my next list of things!

Cheers,
Atorcoppe.

Update 45.7 - A sneaky fix

Oh hello,

This update initially only existed to fix a bug, but I tacked on a couple other things while I was at it.

  • Fixed a bug where in some cases the hiring list would not populate. Thanks to the two people who sent me their saves for this. Made it super easy to fix.
  • You can now give people money.
  • If you pause and then unpause by clicking on the clock at the top of the screen, the game will now resume at your previous play speed.


Thants it for the moment! I've got some interesting things in the oven to help round out the game some more. Hopefully they're good ideas.

Cheers,
Atorcoppe!

Update 45.6 - Fixing bugs, improving lives

Howdy,

It's time for another small update. Hopefully this is the last small update before I do another big one.

  • Sometimes people would freeze during combat, hopefully they shall no longer do this.
  • You can now give items to your workers while they're at work.
  • Fixed a bug where archery targets would not work.
  • If your payer is working or sleeping when you save a game, they will continue to do said tasks when you load back into the game.
  • When you go inside your pet horse will now go away and find somewhere to graze, instead of standing near the door.
  • Your horse will no longer follow in front of the player.
  • Reduced the wage at markets making it a less desirable job for the AI. Have also reduced the max market workers.
  • Fixed a bug where chopping firewood at a wood block would stop after each successful chop.
  • When declared an outlaw while renting, you will now lose said rental. Previously the rental would bug out.
  • Added a new slider to options to control camera rotation speed.
  • Fixed a bug where one of the rooms in the Alehouse was inaccessible by characters.
  • You can now view building info on Bunkhouses, which will show you everyone who lives in said Bunkhouse.
  • Employees in the hire menu are now sorted by skill rather than distance.
  • Children will no longer waylay carts that have drivers who have weapons.



Thank you as always for all the support. This has been a very long journey for us all, but SAELIG continues to live!

Now to start in update 46.

Cheers,
Atorcoppe.

Update 45.5 - Many improvements

Hey!

It must be update time.


  • Rich AI will now buy and develop land when renting.
  • Fixed a bug where if the player had a job they would be locked out of supervising or working in their own business before their job actually started for the day.
  • Fixed some navigation bugs on the Devon map that made some plots and areas inaccessible.
  • Added a limit to the number of wild animals that can exist on any map. There were some cases where they were breeding out of control.
  • Fixed some issues with fishing on the Devon map.
  • Fixed a bug where you could not make love outside of marriage.
  • Fixed a bug where your horse would not follow you if you did not have an active house set.
  • Added an additional starting scenario to the Devon map - Lost Woodcutter.
  • Boats should no longer float above the water.
  • Fixed a bug where some melee targets would not work.
  • A Trading Post built on a large plot will come with a shed and increased storage vs one built on a small plot.
  • Some optimisations to character navigation.
  • Typo corrections.
  • When misc buildings are automatically built, they will now take into consideration how far away the closest well is when it decides what misc building to build.
  • Fixed a bug where if an inventory had over 1000 of the same item, it would not load correctly.
  • Fixed a bug where nearby inventories would flicker and be unusable.
  • Wages can now be increased further than before.
  • Fixed a bug that would prevent saves from < 2020 from loading correctly.
  • Fixed a bug where carriages would get stuck.
  • When you have automation on and production stops due to not enough storage space, a cart will now be triggered to sell items.
  • Fixed a bug where AI were getting charged twice for developing buildings.
  • The AI will now buy land in other towns, if there are no spare plots in their current town. This is especially helpful on the Devon map because it means once you found a second town, you don't need to build homes to attract people to develop more buildings.
  • Lots of improvements to the way AI decide which kind of buildings to develop.
  • You can now offer a scholarship to children who are not already in school - as long as the town has a Learning Hall. This is helpful for keeping kids away from crime.



Cheers,
Atorcoppe.