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SAELIG News

Update 45.1 - Fixing some really annoying bugs

Hey!

Just a quick update to fix some very annoying bugs.

  • Sometimes the Business Owner start wouldn't give you a business. This should be fixed now.
  • If you tell your character to talk to someone while the game is paused, the talking process will now work correctly after you unpause the game.
  • Fixed a bug where manually enrolling a child in school wouldn't work properly.
  • You could use your horse to buy stuff from the market for free. You can no longer do this.


Thanks for all the feedback!

Cheers,
Jamie.

Update 45 - New map time!

Hello all!

I've got a wee treat for you :)

Bug Fixes
  • Eating from your pack will now remove said item from your pack, not your pockets.
  • Fixed a few pathing issues on some maps.
  • Hot keys will now save and load correctly.
  • Fixed a bug where fishing boats would vanish on loading.
  • Fixed a bug that made marrying into a higher class easy.
  • Fixed a bug where you could not vote for yourself if you were an Elder and a Reeve or Abbot.
  • Dead animals will no longer show as alive in map mode.
  • Fixed a bug for people who use left click rotation (like me) where after leaving map mode you would not be able to select or deselect something until you rotated the camera again.
  • Fixed an extremely rare bug where people would randomly burn to death when entering the bunkhouse.
  • Fixed a bug where if you bought a building while in map mode, your filters would reset.



Small Things
  • AI characters will now go into the forest and cut wood sometimes if they have an axe. Just like the player can.
  • When using automation, when possible and practical, carts will now preemptively source requirements for items that are currently being worked on, instead of only sourcing items when production stops.
  • When renting, you can now apply upgrades to the hut/house at the cost of increased rent.
  • When renting, you can now use the Butcher’s Table, Tanning Racks, and Fireplace to produce items. This was previously limited to huts and houses that you owned.
  • Carts will now carry over when redeveloping a building.
  • The Market Compare window will now adapt better to larger UI settings.
  • Added a sound that plays when you eat food.
  • People will now longer eat excessive amounts of food from their home.. (e.g. 4 pies at once).
  • Added predicted rental income to the ledger.
  • Skills will now be learned even if you fail the first attempt at doing something.
  • On becoming an outlaw you are kicked out of town, but now you will no longer be able to move back into a house in town until your outlaw status is cleared.
  • Carts shown in ‘Nearby Inventories’ will now show the custom name of the building they belong to.
  • You can now hire children that go to school, though this will remove them from school.
  • When you miss paying someone their wage they will no longer instantly quit, instead they will start to dislike you. Miss the payment enough times and they will quit.
  • When you have a cart selected you can now right click on any of your buildings to tell your cart to offload or offload and return home.
  • When the AI are hunting they can now use the Butcher’s Table in the home to process carcasses into meat.
  • When you are employed somewhere, you can now see the work hours of that building by clicking on it.
  • Added another upgrade for the Longhouse that adds archery and melee training targets.
  • Added tooltips to map mode when you hover over icons.
  • Tweaks to the decision making process for AI characters deciding what kind of buildings to build.
  • You and AI can now build civic buildings in towns that don’t already have such buildings. These include things like Learning Halls, Graveyards, Pits, Churches, Markets. These buildings will transfer to the town after being built and will be used by the people in the town. Each of these buildings unlock a unique benefit for the town.
    1. Churches unlock the Abbot position.
    2. Pits unlock Town-Reeve and Watchmen.
    3. Learning Halls mean those punk kids will start going to school.
    4. Graveyards will give the locals somewhere to bury their dead.
    5. Markets will create another hub for trading goods (three markets max per map).



New Map
  • Created a new map named Defenascir, which is located around modern day Devon. As with all the other maps, these are all pure imagination. So apologies if you’re from Devon and this map looks nothing like Devon.
  • The new map has no buildings and no people.
  • You are be able to claim land and found towns then build buildings.
  • New people will be attracted to the map once you have built a market and have started renting or selling homes.
  • After they arrive, AI characters will start buying land building their own buildings at their own pace. I like to think of it as a kind of communal city builder where everyone who lives in town contributes to the development of the town.
  • As the town founder you will be a perpetual Elder of said town.
  • You can found a max of six towns.
  • As the population of towns increase they will automatically claim additional surrounding unclaimed plots of land.
  • All the standard mechanics you expect from SAELIG work the same.


A big thank you to the fans who keep me going.
If you've picked up the game recently, welcome and thank you! I hope you have a tonne of fun.

Let me know if you have any issues or questions.

Much love,
Atorcoppe.

Update 44.7 - Horse time

Greetings!

If all goes okay, this is likely the last update before I release Update 45, which will include the new map.

Bug Fixes
  • Cats will no longer be dragged around on the ground when you guard/escort a cart.
  • Automations will no longer reset when your character dies.
  • Fixed some typos.
  • Entertain, See Patients, and Build Boat will now assign properly via automation.
  • If your Corral is doing more than one production when you load your game, it will no longer cancel one of those productions.
  • Spouse will now buy less food to store at home.
  • If you have a shield on your back and you chop wood, your axe will no longer hit your shield and create splinters.
  • Fixed a bug where you would teleport home if you were sleeping and you right clicked on a market in your building list.
  • Adult children will no longer change families if their mother gets remarried.
  • Fixed a bug where in some cases carts would not be sent to buy items when automation is on.
  • Fixed the last objective in the tutorial not progressing.


Tweaks
  • Job search list will now show jobs in other towns, as well as some jobs that were being excluded for no good reason.
  • After you kill and harvest an animal, the chances of another one spawning somewhere has been increased.
  • Added a 'Go To' option to the right click menu when right clicking on a building (including in your building list).
  • Optimisations.
  • Large horse cart is now an ox cart.
  • Lovemaking skill now increases at a higher rate when doing the deed.
  • Moved the spots that horses and oxen will navigate to when they aren't being used. This should ease congestion.
  • When people are putting out fires there is now a priority list. So they'll focus on buildings most important to them first.
  • Tweaks to how buildings are saved and loaded. You should notice no difference, but let me know if you're missing buildings.
  • More display slots for market inventories.


New
  • New dog models.
  • New cow models.
  • New loading screen art.
  • You can now ride horses. A travelling horse breeder will turn up every once in a while and hang around for a bit. You can buy a horse from him and then ride it around like an absolute boss. Horses, like other pets, will die of old age. When you are not riding it, it will follow you around.



More to come next week hopefully!

Cheers,
Atorcoppe.

Update 44.6 - Just a quick one

Nothing major, just a few more things I wanted to get out of the way.

  • Fixed the cancel button not working on popups.
  • Fixed some typos.
  • The AI will no longer offer to hire you at their sheds.
  • If you right click on a market in your building menu, your character will run to that market.
  • Skills will now apply correctly when starting a new game.
  • Added a new conversation option to ask someone who their best friend is. Then you can discuss that friend.
  • Fixed some terrain issues.
  • Increased the duration of injury that can be sustained when chopping wood.
  • Various UI tweaks.


Cheers,
Atorcoppe.

Update 44.5 - General Improvements

Greetings! I'm back.

  • When hitting a tree with an axe it will once more spawn wood chips.
  • Skills should no longer go above 100.
  • Added a new option to automation that allows you to define items you
  • never* want to transport/sell.
  • Metal armour will now display correctly on the player.
  • Fixed some typos.
  • Fixed a bug where the Bunkhouse would not save as your home.
  • If automation is on but deliveries are off, you can now manually control the cart.
  • Carts now sell for less money.
  • New item: Fertility Charm. Made at the Herbalist's Hut and is used to increase the chances of getting pregnant.
  • When Vikings turn up they will automatically be added to your tracked people list.
  • Notifications will no longer close your currently opened window.
  • Tweaked the pricing on some building upgrades.
  • Changed the notification text from orange to a much less angry looking blue.
  • Flipped the Barley icon so it looks less like Wheat
  • Added more storefront slots to Alehouse and Bakehouse.
  • You can now rotate the camera when in map mode.
  • Selecting a building that you want to gift someone should now be easier if you have lots of buildings.
  • Map mode will now show an icon for the player.
  • The player will no longer run past the animals when hunting.
  • When going to talk to someone the player should no longer walk past them.
  • Notifications for a friend dying will no longer be pop ups.
  • Camera boost will now work when paused.
  • Damaged Shields will no longer show as high demand in caravans.
  • You can now rotate empty plots. The empty plots will now also have a sign post on them near the front so you know what direction any building built on that plot will face.
  • Fixed a bug where in some cases your heir would not take over properly when you died.
  • Various tweaks and polish.


In some cases in your existing save games you may start seeing odd rent prices for your rental properties. If you do, manually readjusting your rental prices should fix this.

That's it for the moment! I'll have some videos of the new map soon hopefully.

Cheers,
Atorcoppe.