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Update 44 - Character Customisation & Development Update

Hey all!

Before we get into the great stuff in this update, I want to talk a little about the development of SAELIG and what to expect going forward.

A few updates back I floated the idea of leaving Early Access, and I received a lot of support on this. Due to that, I have slowly been shifting gears towards more of a ‘release’ build. But what does that mean? It means I’m focusing less on new stuff, and more on quality of life, and enhancing the existing stuff. So going forward from here you may find updates will come along at a quicker rate, but will also be less feature packed than they previously have been.

Does this mean you’ll never get any new features? Absolutely not. I’ll happily work on new features if there is hot demand for it. Even after all the polish is applied and the game is fully ‘released’ I’ll continue to add new stuff and release updates as normal. But for the next while the focus is on polish, optimisation, and quality of life.

And now for this update!


Bug Fixes
  • Fixed a bug where you could not run in FP mode.
  • Fixed a lot of navigation bugs.
  • Fixed that bug where you were not able to build boats or harvest pearls at the fishing dock.
  • Fixed a bug where if you married someone, only one family would get score points.
  • Fixed a bug where heavily pregnant people would turn up to work.
  • Fixed some Hyrmenn bugs where they would glitch out and not do what was told.
  • Fixed a bug where the player character would break if they got sent to the pit while having a job.
  • Fixed a bug where people would come to work sick even if you told them not to.
  • Fixed a bug where skills would increase above 100, then drop down, then increase again.
  • Fixed several bugs relating to fishing and foraging with and without backpacks.
  • Fixed a variety of combat bugs.
  • Fixed a bug relating to the work positions when making porridge.
  • Fixed a bug where AI corrals would not change to another animal.
  • Fixed a bug where a character would not equip a weapon you gave them if you too had a weapon.
  • Fixed an issue where people could get stuck near beehives.
  • Fixed a bug where corral would not meat and hides to sheds.
  • Fixed a bug where if you started as a landlord, sometimes you wouldn’t be given any homes.
  • Fixed a bug where elders would stand their talking to themselves... Bug or perhaps they need help?
  • Fixed a bug where you could accidentally set you home to be a merchant camp and so when the camp left... so did you.
  • Fixed a bug where the snowmen children made during winter looked a bit odd.
  • Fixed a bug where if you bought a building, the previous owner may decide to live there still.
  • Fixed a stutter caused by the snow system.
  • Fixed some possible causes of crashes on some systems.


General Additions & Improvements
  • Capped the main menu at 30FPS, made the scene cheaper, and removed the woodcutting sound.
  • When automated and selling goods periodically, if you don’t have much money, the business will sell goods sooner.
  • Lovemaking will now take place at the closest house of the couple.
  • Added a small population reserve for the player, this will allow you to have some children even when the map is at max.
  • Relationships with people should now not go below 0.
  • Increased the range for buildings detecting nearby inventories.
  • Tweaks to volumetric fog to make it perform better while also looking better in some cases.
  • People will no longer care too much if you attack a criminal.
  • House inventories will no longer automatically transfer when changing your active house.
  • Added versioning to the config file. This means if I release an update where the config file is updated your old one will be invalid and backed up then replaced.
  • Hyrmenn pickpockets will no longer get a share of the coins they steal from people, as they get a wage.
  • New families will no longer spawn when getting close to the population limit.
  • The AI will now be a bit smarter about developing plots into buildings, which should help with wood shortages in the early game.
  • You can no longer melee attack people who are fleeing - you can shoot them though.
  • You can no longer spam attacks on people.
  • AI will now be a little pickier about buying empty land.
  • Lots of tutorial tweaks based on feedback. Including adding images to tell you what items to buy from market.
  • Mild illness can no longer kill you at all.
  • Slightly increase the likelihood of an AI person developing an additional workshop or leatherworker in a town.
  • Increase the number of axes and swords made at a time.
  • Increased the likelihood of Hyrmenn training at the Den.
  • Increased the number of certain items spawned in the markets at the start of the game. This includes bows, axes, and cloaks.
  • Notification text is now orange instead of white so as to not been into the snow.
  • The recipes in Building Info will now show pictures of the required ingredients.
  • Slight increased to the probability of pickpocketing and entertaining.
  • Added wilderness plots to Hamtunscir so you can build dens.
  • Tweaked the number of Vikings that can spawn based on the number of possible defenders on the map.
  • Added more wild animals on some maps.
  • People should no longer train in the middle of the night.
  • Changed the distance that someone will be willing to walk in order to go fishing.
  • Your spouse will no longer divorce you as soon as you attack them. They will wait for the attack to be over… if they survive it.
  • If you adopt a child with a job, they will not quit this if you send them to school.
  • Added FPS cap options.
  • The pause/unpause toggle key will now resume your previous game speed.
  • Your spouse will no longer be a thief.
  • Added a button to your character to allow you to teleport home.
  • UI adjustments, especially for corrals and fields.
  • Changes to the graphics quality settings. The 'very good’ level will now render shadows and details at a further distance. The ‘good’ quality level is now more like the previous ‘very good’ setting.
  • Added a tooltip over some items to tell you if the season is wrong to produce said item.
  • People, animals, and carts will no longer run through trees. Trees now act as physical objects to be avoided.
  • Tweaked the default shadow distances.
  • The Saxon buff will now only give you +1 to relationships instead of +2.
  • You can now interact with the alehouse using the internal fire pit.
  • Loading should now be a little quicker in some cases.
  • As the Abbot, you can no longer bless the same person over and over again.
  • Relaxing in a chair will very slowly increase your energy.
  • Performance gains on some computers.
  • When using a cart to request goods, it should now be much more productive. For instance, if you need wood and you send your cart to request wood, nearby wood cutting huts will sell their wood to you directly.
  • Tweaks to textures and grasses.
  • Area commands which are traditionally done by holding right click in a spot, can now be done by using the new buttons near the equipment panel when you click on your character.
  • When the player is hauling a cart you no longer have to select the cart to move it. To disengage your character from the cart you need to select your character and then right click, any other right click will move the cart, not your player.


The Cool Stuff
  • New markets with more colour.
  • The Den now has a living quarters upgrade which will allow you to live there.
  • Major updates to the tracking camera. It is no longer fixed over the shoulder. You can zoom in and out as much as you like while still being attached to the selected entity. The camera will also look in the same direction as the tracked entity at all times until you rotate it manually.
  • Massive combat improvements. More reliable. During combat people can now also call for help. So for instance if you hire some Hyrmenn and deck them out with weapons and assign them to guard you then rush into a military camp and start attacking a soldier, the other soldiers will come and fight you and your Hyrmenn. Same goes for Watchmen.
  • Longhouse now has a Stash upgrade where you can hide items from Vikings and thieves.
  • New characters! The new characters have lots of customisation options, including sliders for adjusting the face look. Not only can you customise your new characters, but you can also customise your existing characters at any time but clicking them and using the ‘Customise Character’ command. You will also customise your heir when you die. Vikings also use this new character system, but their armour while looking similar to Saxon armour, will be a different colour.



The next update will include a new map with no buildings on it to start with, which will allow you to build towns from scratch. It will also have lots of UI tweaks and QOL improvements as I continue to polish and improve everything.

Much love,
Atorcoppe.

Update 43.2 - Fixing a bug for someone

Hey,

This update is purely to fix a single bug for the only person I know of to ever encounter it.

Basically, a character died and while dying decided to give their businesses to their favourite child, unfortunately, their favourite child died at the same time. Then one of the workers at one of those businesses became quite upset that their new boss was a dead person so ended up hating them. Then because the worker hated their new dead boss so much they quit, but then they realised they were very desperate for a job and so took the only job that was on offer... the job they just quit... and then they kept doing this, over and over again.

So yeah, I fixed that.

Update 43.1 - Fixing those raiders!

Hey!

Just a small update today to fix a few bugs.

  • Raiders will no longer break the game when they leave after collecting enough silver.
  • Fixed a bug where you wouldn't be able to use WASD after pressing escape if you had the market compare window open.
  • Fixed some small visual bugs with the options menu.
  • Fixed some items showing twice when using market compare from the inventory of a business.
  • Monks should now be better at resuming productions once a sermon finishes.
  • People who live in buildings that are also businesses will no longer automatically eat items that the business produces. So for instance, if the church is making wine, the children living there will no longer drink it all.
  • You can now once again click on the field when it has fruit trees growing in it.
  • When you are trying to buy properties when you are already at the max a more helpful message will now show up.


Hope you're enjoying the recent updates!

Update 43 - So many goodies

Greetings!

I’ve been working hard on this update recently, and now I think it is ready for prime time. Not only does this update have some great new stuff, but I have also included some great quality of life improvements.


Bug Fixes
  • You will no longer lose energy when you initiate sleep.
  • The player will no longer stand there talking to the void when their conversation partner walks away.
  • Fixed a bug where loading in your game could set your health to 1%.
  • Fixed a bug where you were unable to teach skills to people.
  • You can now gift buildings to people again.
  • You can no longer break the game by pausing the game while loading.
  • Fixed a bug where your heir sometimes wouldn’t take over if you died.
  • So there was this bug where if you gave someone a bow they would use it as a sword and go around slapping people with it. While this was extremely amusing to watch, I made a tough decision to fix it.
  • Your mine workers should no longer teleport home while working.
  • Carts should no longer get stuck on the Alehouse.
  • There was a chance that when setting up a caravan, the destination wouldn’t have any in-demand items. This is now fixed.
  • Fixed various production bugs.



General Additions & Improvements
  • There were some undocumented keybindings, I have no added these to the keybinding menu.
  • General navigation improvements.
  • Tweaks to some visual aspects, materials, LODs, etc.
  • The camera is no longer required to be close to trees for you to send your character to chop wood.
  • You can now easily see someone’s skill level in an item when assigning that item to them to produce.
  • The High Quality Wattle & Daub upgrade now 100% offsets the risk of fire associated with having a fire pit in your home.
  • Some tweaks to the size of some UI elements and text.
  • Characters should longer walk through benches.
  • Tweaks to some building interiors.
  • The building info window will now show workers at that building as well as any residents.
  • More viking start positions on each map.
  • Energy is no longer consumed while relaxing.
  • You can now force your spouse to quit their job.
  • If you are quite hungry and you have no food in your inventory, but you are nearby to your house which has food in it, you will automatically grab a snack from your house.
  • The map population counts no longer include travellers, soldiers, and vikings.
  • Default (more on that later) wait time between raids has been increased.
  • There is now a limit on how many children any one person can have.
  • Vikings are less arson-y.
  • If the map is at the population cap but you do not have any children you will now be allowed to produce a child.
  • Your spouse will no longer charge Vikings head-on like a crazy.
  • Incense is now a tradable and consumable item that when used applies a buff that will give you a bonus in romantic situations.
  • Sermon Materials have been removed from the game and the requirements to conduct a sermon are a lot simpler.
  • Herbalist Huts will now have a stove as default which reduces the complexity involved in producing Herbal Tea.
  • It is now a lot harder to befriend someone simply by force feeding them eggs, fish, etc.
  • General tweaks to the relationship points gained when giving items to people.
  • Workers at an unowned Bakehouse or Alehouse no longer get a cut of the sales of each item.
  • If you live in the Bunkhouse you can no longer access the inventory of said Bunkhouse.
  • Now if the difference in assets between two people is too high they will not accept a marriage proposal no matter the relationship level.
  • Right clicking the buildings in your building list will now show the interaction menu.
  • Linux players can now access the Wiki in-game.
  • When you view inside a building the UI will automatically minimise, along with a few other UI tweaks relating to viewing inside a building.


Map Mode
  • In map mode out of view town labels will now pin themselves to the edge of the screen with an arrow pointing to the location of the town.
  • Clicking on an icon in map mode will now jump to the location of that icon, while remaining in map mode.
  • Map mode town names now match the town names shown outside of map mode.



Really Cool Stuff
  • The player can now rent a home from another character.
  • The lowest social class, Gebura, can no longer own any property. This will make things a little tricker for people starting out poor. This also produces more renters because there are less people able to buy their own house.
  • A new main menu screen that is a little funner.
  • You can now decide if your workers get the day off when they are sick. This is controlled via the wages screen.
  • If you own a Longhouse with walls you can now close the gates, which will prevent Vikings from attacking it.
  • A new Follow command for armed Hyrmann. When they are instructed to follow someone they will defend that person in a fight. There are some exceptions to this however, for example - If you tell a Hyrmann to follow you and then attack their spouse, the Hyrmann will turn on you.
  • Your Hyrmenn will now automatically find you during a Viking invasion and defend you (if they are armed).
  • Assigning hotkeys is now way better. Hold Ctrl to see an interface showing all your assigned hotkeys. When holding Ctrl press a number to assign the selected entity to the corresponding slot. Use Ctrl + Backspace to clear all hotkeys.
  • First person is now a viable way to play the game. While in first person you can select things and interact with UI, buildings, people, and carts. You can even go inside buildings and walk around inside them. Do note that first person movement uses the same navigation as standard gameplay, so your character will automatically avoid obstacles, etc, when you walk around.
  • New icons for most items. These are still WIP.
  • An external config file is now generated by the game and stored in the same location as the saves. This config has various settings inside it that can be adjusted to change various parts of your game. The config file is loaded every time you start the game and if any errors are detected the game will load the default config. Using this config you can changes things like, population limit, viking raid intervals, item base prices, AI and player child limits. If you mess up the config file you can just delete it to generate a new one.



I didn’t realise just how much stuff is in this update until I wrote it out. I hope you enjoy it!

Cheers,
Jamie.

Update 42.4 - Estate Fields

Greetings!

Another little update for you.

  • In map mode each size of empty plot now has a different icon.
  • Buildings should no longer turn white after a fire - this has been tested working for me, but let me know if it is still an issue for you.
  • You character will no longer auto equip weapons when looting.
  • You can now build a Field on an Estate Plot. This will produce more resources than a standard Field.
  • Fixed a bug where player needs would reset to 100 when loading.
  • Churches now have herbs gardens and can produce herbs.
  • You can now set a bunkhouse as your active house.
  • Fixed a bug where monks would refuse to make wine.
  • Fixed a bug where Hyrmenn would not correctly commit arson.
  • Lowered the wage at the Den.
  • After raids, all productions should now restart correctly.
  • Fixed a bug where the Mine would stop producing resources.
  • Added a max bounty of 20k silver for outlaws.
  • You can no longer get infinite money by looting bodies.
  • Fixed a bug where you could enrol the same child in school multiple times.
  • The calculation for how many Viking raiders are spawned now takes into account how far any defenders would need to travel to engage them. Which means in some cases on larger maps, less raiders may spawn than before.
  • Chances of producing an Exquisite Sword at the Workshop has been tweaked, and now requires a hire combined skill level.


Cheers!