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SAELIG

 
Update 45.5 - Many improvementsApr 5, 2024 - Community AnnouncementsHey! 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 Update 45.1 - Fixing some really annoying bugsMar 18, 2024 - Community AnnouncementsHey! 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!Mar 15, 2024 - Community AnnouncementsHello 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 inc...Update 44.7 - Horse timeFeb 18, 2024 - Community AnnouncementsGreetings! 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 oneJan 31, 2024 - Community AnnouncementsNothing 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 ImprovementsJan 28, 2024 - Community AnnouncementsGreetings! 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.Update 44.4 - Getting those carriages under controlJan 25, 2024 - Community AnnouncementsHey there! Another small update on our way to the next big one, Fixed a bug where carriage drivers would go absolutely crazy. Removed sheds from the competition list, so you will no longer lose relationship with other people who have sheds. Pressing escape on the main menu will no longer break the game. You can now view building info for the Learning Hall and Graveyard, so you can see who works there. The game will now tell you if you are trying to use firewood instead of wood to develop a plot. You can no longer hire students. A new Skinning & Butchering skill used when harvesting animals that you hunt. The higher the skill, the more chance you'll be successful at harvesting an entire carcass or hide. A failed carcass harvest will result in only getting a few chunks of meat. Killing your spouse will no longer prompt you to customise your character. Sad people will no longer throw themselves into a burning pyre during a funeral. Fixed a bug where a hyrmann assigned to follow someone wouldn't stop following them after work, and in some cases would alternate rapidly between following the person and trying to sleep. Added more options for flirts and insults. Tweaked the information that is displayed when selecting a gravestone. Have started tweaking some menus starting with the market compare window. Still very much WIP, just trying different layouts and whatnot. Added tooltips to the character creation screen to indicate what each backstory option does. Fixed a bug where you could not retire your character during winter in some cases. More to come! Trying to get a lot of small things out of the way so the next big update is smooth sailing. Cheers, Atorcoppe.Update 44.3 - Another oneJan 23, 2024 - Community AnnouncementsHello, It is me once more. Fixed a bug that meant you could not make metal or leather armour. Wood cutters will now be better at switching over to cutting wood from firewood. More wild animals on all maps. Fixed the DEL key issue on one of the maps. Added animals to map mode, so now each animal has their own icon on the map. This should make hunting them easier. You can no longer freely claim wilderness plots. Fleshed out some more new mechanics in the background that aren't available yet. I'm having so much fun making the new map. I built a tiny little village from scratch (2 houses) and got unreasonably excited when someone moved in to the other house. I cannot wait for you to try it. Cheers, Atorcoppe.Update 44.2 - Another day, another updateJan 21, 2024 - Community AnnouncementsHey all! It's me again. Another update to enjoy. :) Replaced the classic lute with a new one, as well as a new animation for playing it. Fixed it so the pack removal warning appears in front of the player commands panel. Removed a patch of grass on the main menu so that you can see the feet of your character. Some UI tweaks and adjustments. Fixed it so that you no longer hear the sound of rain when it snows sometimes. Some general optimisations. You now require your own weapon when applying for a watchman position. You will no longer be given one. After you sell a cart the selection UI will now close automatically. You can no longer chop wood and collect fruit at the same time. Reordered the player area commands that you see when you click your character to more closely match the same commands that you see when you hold right click. You will no longer hear rain when the game is paused. Fixed a bug where you would not get notified if you won a position of power if you were the only applicant. Characters will now try to avoid other characters when they are standing still. So hopefully they won't clip through each other. You can no longer bless the same person endlessly - I fixed it for real this time. Added a link to the Wiki to the pause menu. Added an option to exit to the game completely to the pause menu. So you don't have to exit via the main menu anymore. The follow cam will now work properly when the game is paused and won't hover and twitch. The game will no longer resume automatically when you toggle any of the options in the options menu. You can now use escape to close notifications and windows. If you keep inviting people to dance with you they will start getting annoyed and eventually decline you. Fixed the navigation in the Den so now it works correctly again. I've also made a bunch of changes and additions that should not have any affect on your current games, as they are more tailored to the new map, which I'm still working on. Watch this space. Thank everyone so much for all the great suggestions and feedbacks recently. There are a tonne of small things that I'm quickly getting through that will hopefully make the overall experience better. Much love, Atorcoppe. Update 44.1 - A few fixesJan 20, 2024 - Community AnnouncementsHi! Just a small update to follow up from Update 44 that fixes some little issues. Corrected the gender icons in character creation. Changed the 'Teleport Home' command to be a key combination instead of a button. If you get stuck you can now press ctrl+f10 to teleport out of it. Fixed a small tutorial bug. Fixed a bug that meant if someone pushed out a baby while the game was still loading in your save, the save would not finish loading. So you're likely wondering why this update is 300mb if that is all I've included in this update. Well because after I released update 44 I built an entire new map that will allow you to build towns from scratch. Now while that isn't included in this update, there are some small parts of it in the background. Here is a tiny first look at starting a town from scratch on the new map. Cheers!Update 44 - Character Customisation & Development UpdateJan 19, 2024 - Community AnnouncementsHey 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. Adde...Update 43.2 - Fixing a bug for someoneDec 18, 2023 - Community AnnouncementsHey, 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!Dec 16, 2023 - Community AnnouncementsHey! 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 goodiesDec 8, 2023 - Community AnnouncementsGreetings! 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 ...Update 42.4 - Estate FieldsSep 30, 2023 - Community AnnouncementsGreetings! 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! Update 42.3 - More stuffSep 22, 2023 - Community AnnouncementsHello again, Some more little fixes and tweaks :) Removed an exploit that would allow you to very easily obtain the new achievement. Fixed a bug where some items would not show in the item compare window. Tweaks to the waylay system to make it more reliable and rewarding. Fixed a bug where fishing boats wouldn't move and the fishermen would just glide out into the ocean. Update 42.2 - Quick fixesSep 21, 2023 - Community AnnouncementsMe again, Just a couple quick fixes here - I accidently left my developer cheats enabled on one of the maps and someone found them. So, these have been disabled now. :) Fixed a bug where giving an item to someone would sometimes fail, and then cause all kinds of interaction issues afterwards. Update 42.1 - Goodbye bugsSep 18, 2023 - Community AnnouncementsHello! Just a really small update to address some bugs that slipped through the testing for the last update. Fixed a bug where the player would lose energy after sleeping to 100% energy. Fixed a bug where short swords would not be produced. Tweaked volumetric fog slightly so it should look better at lower resolutions, but this may still be an issue. Let me know if the volumetric fog looks chalky or patchy still. Fixed two separate bugs that could cause crashes during raids, and when raids start. Fixed a bug that would cause a crash when trying to produce fruit or wool out of season. Update 42 - Here come the Vikings!Sep 17, 2023 - Community AnnouncementsGreetings! This is one of the biggest updates I’ve done in a long time and there's a lot to love here. So, let's dive straight in. THE BIG STUFF Here come the Vikings! When starting a new game or loading an existing pre-update save, you can select to turn on raids. With raids on a band of Vikings will turn up sporadically to loot silver, burn buildings, and kill people. Vikings can be defeated by force, but they will also leave once they have looted enough silver. New equipment - Swords, one & two handed axes, shields, and a very special unique weapon that’s a surprise. All types of weapons look and act differently. For instance a one handed axe will do more damage to a shield than a sword, and a two handed axe is very hard to block. Shields can now be damaged during combat and even destroyed. Shields that do survive fights can often be less effective during the next fight as they may have become damaged. When the durability of a shield hits a certain threshold it will be labelled as 'damaged', which gives it a lower max durability. Once a shield hits 0 durability it will be destroyed. This brings us to combat itself. Combat is no longer based on insta-killing someone who has a lower skill than you. Rather, all successful hits during combat subtract a certain amount of health based on weapon and outfit, and then when life is 0 the person dies. Whether an attack hits or is blocked and what damage it does is calculated on the fly based on skill level, weapon type, shield, armour, health, current injuries, etc. Now that health plays a more important role in the game, we’re going to need some way to see it. So now we have need icons. At the top left near where buff icons sit, you will see three new icons; health, hunger, and energy. You can see the levels at a glance, or hover over to see the exact level. THE SMALL STUFF Tweaks to interactions and animations, including some new animations. Menu, character creator, and map select tweaks. Tweaks to map mode, including some new icons. Some major performance tweaks. Added even more layers to the portrait cameras, which mean there should be even less character overlaps in portraits. All buildings now have an upgrade to improve fireproofing. Arson is now done by throwing torches at buildings. People will now forage less if that item is already very abundant. When a production is unavailable, the tool tip will now give you more information. Working hours can now be pushed to an even later time. Better auto-stacking of items in inventories. A few tweaks to how people decide they want to buy a house. This should increase the demand for housing. You can now tune worker wages at any time if there are no workers employed. Regions now request more types of goods when you are setting up caravans. AI will now loot people they kill. Sometimes if the craftsmen working on a sword have enough combined skill, they will produce an even better type of sword. Wine. Monks can make wine. Wine heals you, like in real life. Ne...Update 41 - A few goodiesJul 26, 2023 - Community AnnouncementsHello, hello, hello! I hope you’re all doing fabulous. Here’s an update with some good improvements. BUG FIXES Fixed a bug that would stop your graphics settings from saving. Fixed some issues when using custom key bindings. Fixed some carriage glitches. Fixed an issue that would cause strange loops when players went to work in the morning. Fixed a few saving and loading bugs. TWEAKS A few changes to some text in popup windows. Performance improvements and GPU usage improvements. By default your GPU should run cooler when running SAELIG than before. Some tweaks to hunting to make it a little less OP. When you go and talk to someone they will no longer stop what they are doing and just stand there. They will now continue their task and only stop once you reach them. If they are walking at the time they will stop and wait in place. Made some of my old code more efficient. NEW There is now some degree of auto-eating for the player. When you have needs on, your character is hungry, and you have food in your inventory, your character will automatically grab a bite to eat. Your player will only eat one item. Shield usage. Characters will now use shields in combat. Foliage rehash. Unfortunately I’ve had to remove the foliage system completely and add a new system in (this took ages). The new system works great and looks good, however it isn’t quite as responsive. This means empty plots no longer have trees on them. This also means the simple vegetation option has been removed because vegetation will now be less dense around cities. As part of this distant trees will look nicer. Melee combat has been redeveloped and is now better all around. This was an important change because it lends well to the inclusion of raids. I’m always here just plotting away in the background. I’ve been working on this game for so many years now and endlessly appreciate all the fans that keep playing and keep giving me ideas on ways to improve it. I know there are people who are really disappointed that the game isn’t finished. But I don’t even know what finished looks like. I just have this game I make, I add new features and release updates. I guess you could say it’s one of those continuous development games, except you only pay once and get all updates for life. But what do you guys think? Should I just try to wrap this up as fast as I can and get to a finish point, or should I just keep plotting along with it with no set end date? Cheers!