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SAELIG News

Update 40.9 - Minor fixes

Greetings!

I'm back at work after taking a small break for my wedding (which went very well!)

This is just a small update before I start on the next round of features.

  • Fixed an issue where you would not be able to continue as your spouse after you died.
  • Improved loading speeds in some situations.
  • Improved some stuttering issues in some situations.
  • Upgraded the game engine to a newer version - ideally you will not notice any changes, but this has included some back-end improvements.


That's about it sadly. Just a quick one.
However, hopefully this means I can start working on new features!

Cheers,
Jamie.

Update 40.8 - My wedding gift to you

Greetings!

I found a lady, followed her around, talked to her a bunch, and gave her a some barley. Now we're getting married! This coming Saturday I will be off doing the wedding thing, which means I may go quiet for a few days. However, I didn't want you leave you without first giving you another update!

BUG FIXES
  • You can now interact with bunkhouses and sleep inside them.
  • Fixed CTD when buying out some buildings.
  • Fixed many automation bugs - things should work a lot better now.
  • Fields will no longer reset their crops when they should not.
  • Fixed a bug where your character would start fishing in the middle of the map.
  • Fixed a bug where the caravan ui would not open correctly.
  • Fixed a bug where offloading all goods to market automatically vs selling them manually would net a slightly different return.


TWEAKS
  • You can now give your workers items while they are working - though this will interrupt their current production until the interaction is complete.
  • The cart 'Send To' menu will now show houses last.
  • Automation - Business A will now only supply Business B with the goods required at that moment in time, unless Business B isn't working on anything, then Business A will supply any relevant goods.
  • Many other automation tweaks, including cart made being set to 'Never Load' by default, so that it doesn't send to market as soon as you turn it on. Should also be more intelligent about loading carts, selling items, etc.
  • Tweaks to item price calculations when selling in bulk. You should now net a but more when selling bulk items. Also tweaked the length of time it takes for prices to adjust, and some of the calculation inputs.
  • Camera will now look at buildings and people when you warp to them.


NEW
  • There is now a new panel in the market compare screen that calculates the best deal between all markets. It will tell you what item to buy from what market, then where to sell it, and how much profit you'll make. This only shows one trade at a time.
  • New 2D artworks for building profile pictures.


Much love!
Jamie.

Update 40.5 - Retire yourself

Greetings! Update time!

Bugs
  • Fixed a bug that would cause corrals to not supply your other businesses with meat or hide.
  • Fixed bug where your adopted kid would not move in with you sometimes.
  • Fixed a bug where you could duplicate items while holding Q when transferring them between inventories.
  • Fixed several errors that would cause the game not to load specific saves.


Tweaks
  • Removed 'Very Simple' quality setting. It performed worse than 'Simple' quality, so is redundant.
  • Slight reductions to farm production times. Thus making them more economical.
  • If you're friends with someone and they are renting, you can now enter their home.
  • Small reduction to the prices of weapons.
  • Tweaks to the AI logic for buying luxury items.
  • Some tweaks to the Alehouse model.
  • Tweaks to the logic applied when automation is supplying other businesses.


New
  • You can now retire your character at any stage as long as you have a heir. This is done via the info panel for your player.
  • You can now feed eggs to foxes.
  • You can now select if you want to start with player needs on or off during the new game process.


Also! You can now vote on what features you'd like to see next - https://development.atorcoppe.com

See you soon!

Atorcoppe.

Update 40.1

Me again!

Nothing major here, just a couple small fixes.

  • Pet chickens will no longer crash the game by trying to drive boats.
  • Tweaks to winter snow to improve performance when snowing.
  • Slight adjustments to the weighting of goods requested by other maps when creating a caravan.


:)

Update 40 - More cats please

Hello all,

Welcome to Update 40!


Bug fixes
  • Fixed bug where some skills would not increase.
  • Corrected some issues will mild illnesses when playing on the longer day settings.
  • You will no longer get stuck after leaving a fishing boat.
  • Horses will no longer walk underwater.
  • Fixed a bug with lumber camps and mines where they would randomly restart their productions.
  • You will no longer keep receiving firewood if you walk away while chopping wood at a wood block.
  • Fixed a couple automation bugs, including bone charms not being sent to sheds and trading posts.
  • Fixed a bug where the player was not able to visit the herbalist when they are seeing patients.


Tweaks
  • Sheds no longer count towards business competition.
  • Fixed some freezes and issues when opening the hiring menu.
  • Moved the building 'favourite' button to the building info portrait, rather than being on the building icon.
  • You can no longer hire the town reeve or abbot once they leave your service.
  • You can now interrupt and talk to your family members that are doing chores.
  • You can now only change business hours and wages before work starts.
  • Removed the fence upgrade from huts to allow for more compact hut placement.
  • Balanced some building prices.
  • Added some new colours to inventory icon fonts.


New
  • Pets! You can now have up to five pets that will follow you, can be fed, and can be petted. Available pets are foxes, chickens, and cats (more to come), and they are obtained through random events.
  • Removed the "Rodent Catcher" upgrade from buildings and replaced it with a cat related event.
  • WARNING* Pets also have lifespans and will die.
  • New trees and textures
  • Caravans are now a bit more dynamic and requested items will change over time.
  • New props around towns to make them more lively and lived in.
  • New tasks that the AI can carry out during their day-to-day lives.
  • Storefronts are now included as options in automation.
  • New LOD system for buildings. This may improve performance on some systems.


Hope you have fun!

Me and a few others did a bunch of testing, but from a testing point of view the game is very vast and dynamic. So it's hard to nail down everything. Please do let me know if you have any issues.

Cheers,
Atorcoppe.