Saelig cover
Saelig screenshot
Linux PC Steam
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Saelig

Update 28.2 - Watching people sleep

Greetings,

So I was standing there watching her sleep, waiting for her to wake up so I could dazzle her with some flirts, when it hit me. That ain't normal. Or it's hella creepy at the very least. This moment encouraged me to make some changes.


  • You can no longer view inside, or step inside houses that are owned by people who you don't know very well. I'm sorry.
  • You can however, now keep tabs on people by selecting them and clicking "TRACK PERSON", this will add them to a list on the left side of your screen. Now you can have a custom list of all the people you want to stalk, abuse, or arouse.
  • Work hours are now specified in 12 hour time instead of 24, to match the game clock. Why did it take me three years to do this?
  • The player can no longer ride a cart that is a caravan.
  • People should now avoid fences when the game starts, not just later on.
  • You can no longer develop your active house.
  • Fixed a bug that would give you free money on load if you were an abbot. I enjoy that no one reported this bug.
  • Fixed a bug where certain events would break if the player was the only employee.
  • Tweaked the some of the conditions that influence what kind of building the AI will develop. They should be less trigger happy with things that aren't needed.
  • You will no longer be able to equip a bow. Because that's not ready yet.
  • Certain buildings will no longer be cheaper than the plot of land they sit on.
  • Fixed a bug where the Flour Mill would lose upgrades on load.


I think that's it.


Have fun,
Atorcoppe.

Update 28.1 - Small things

Greetings,

Just a few small fixes here. Nothing to get excited about.


  • Fixed a bug where your spouse would live in the bunkhouse even when you have a house. If you had this bug, your spouse should correct themselves after load.
  • Mines and woodcutting huts now begin with less inventory slots.
  • Fixed an issue where people would start work incorrectly in very rare situations.
  • Fixed a nav issue at one of the fishing docks.
  • Fixed blurry fonts.
  • Fixed a bug where you could start the game as a market worker. Which is not by design and broke stuff.
  • Some tweaks to automation. Including adjustments to when woodcutting huts sell goods.
  • When automation is on, horse carts will sell a load at the end of the work day if required.
  • Fixed a bug where double clicking an equipped item would duplicate it.
  • Various inventory bugs have been fixed, including one that would cause major delays in transferring goods when the game is paused.


Yay, have fun.
Atorcoppe.

Update 28

Hello!

Well this has been a long time coming - Update 28 is here but it has been a lot of work so I've split it into two parts. This is part one.

This update meant I had to completely rewrite the system that buildings use to exist within the game, since when I first wrote it years ago the scope of the game was a lot smaller and thus the system was pretty basic. This new system though is brilliant and easily expandable, and best of all it is fully compatible with your saves!

While making this update I had some time to reflect on how far SAELIG has come as a game and how far I've come as a developer. I genuinely love this game and I love what I'm doing, and I'm so glad to have you all along on this ride with me. Thank you for everything.

I recently saw some videos from years ago when I first released SAELIG and I think it's amazing how far it has come. The first screenshot is from the release version of the game, and the second is from Update 28. That is the same town in both screenshots!






Anyway, that’s enough nonsense from me. Below is the change log accompanied by a video to show off the best bits.
[previewyoutube="3O8V6izll3I;full"]


The Good Bits:


• Some UI additions and improvements.
• Fishing boats can be built at the fishing dock.
• New random clutter placement.
• Skill changes – burglary, arson, entertainment, can result in injury at lower levels.
• Changes to rentals – AI will now rent houses more often and various other AI improvements for housing.
• Map updates.
• New plants.
• New terrain shaders.
• Wild animals.
• Buy a drink and have a dance with someone in a nearby Alehouse.
• New starting system. No longer will you select your starting money, but instead you select a starting situation.
• A bunch of backend changes which has resulted in major FPS gains for a lot of systems. Some systems will see 20 to 30 fps improvement, others will gain 5 to 10. Can’t guarantee all systems will benefit, but I can hope.
• Estate Farm and Farmhouse replaced with individual Fields and Corrals.
• AI are better at moving around the map to find work.
• Empty plots of lands that can be purchased. Two sizes, large and small.
• Empty land plots can be developed into actual buildings using wood and money. So basically, you can build stuff now, but you need to own the land first.
• Existing buildings can also be redeveloped into other buildings.
• NPCs will also buy and develop land.
• New fancy fog.
• Automation improvements.
• Market alerts. Open the market compare panel to add alerts for when items are added to any market.
• Fancy new snow that melts slowly and builds up depending on snowfall. The new snow also does not build up under shelters or around lit fires. As well as that there is a new snowfall particle.
• Map population limits increased.
• All town and village starting populations increased.
• Probably more, but my actual list has like 80 items in it, and this list is just for the really good stuff.


Bug Fixes


• Honestly, there are a lot, and I didn’t write them all down. But bugs have been fixed in almost every system, including the below.
• Fixed some bugs with some LODs.
• Fixed a problem with the Employment window. It will now properly hide your current employees by default.
• Fixed issues where carts sometimes didn’t do cart stuff.
• Fixed bug that caused milk to be undrinkable.
• Fixed bug with gaining excess skill levels during Waylay.
• Fixed some AI detection bugs.
• Fixed bug where people wouldn’t assign themselves to work properly.
• Fixed a bug where the guard captain wasn’t getting a portion of bounty.
• Fixed bug with people not moving into gifted houses straight away.



Now as I say, part two of this update is coming as well. No ETA yet, but it will be a lot easier to get out compared to this one.

I’m also looking at encouraging some streamers and YouTubers to take a look at SAELIG with this new update. So, if you know anyone who may fit, or you are that person, get in touch.


Woo woo, have fun.
Atorcoppe.

Update 27.5 - Some good bug fixes

'ello,

Update 27.5 is now available for all platforms.
Sorry this one is just bug fixes. However I am working on a new map for update 28. So that's exciting.

Bug Fixes

  • Carts will now load properly when loading a saved game. No more returning home on load.
  • Fixed bug where the home location of the Estate Farm cart would not be picked up by the Estate Farm trading menu.
  • Fixed a bug where automation sometimes would not start or load properly.
  • Fixed a bug where tooltips would not display when game paused.


Also did some general tweaking.

Enjoy your December!

Update 27 - Some big things

Howdy, hope everything is swell,

Update 27 is now available for all platforms.

New Bits

  • Playable Abbot. Apply the same way you'd apply for Guard Captain. You'll get to run the Church, receive 'donations' from people during sermons, and bless people.
  • A new toggle that lets you disable or enable direct sales from the Alehouse and Bakehouse.
  • Entire new design for inventory trading. The new system allows you to trade with a building from a cart or character, so you no longer have to click on the market. And other good bits.
  • Tooltips for items. Long time coming, but now you can see proper details about items.



Changes

  • Lots of UI tweaks and inventory tweaks.
  • No more selling direct from Herbalist.
  • Big changes to a lot of items, recipes, prices, etc. Cured fish removed.
  • Big AI changes. They are able to sustain themselves a lot better, which also translates to better automation.
  • Tweaks to starting goods for some merchants.
  • People make better choices when they are poor.
  • Learning at the Learning Hall is now more effective.



Bug Fixes

  • Inventory duplication bugs fixed.
  • Fixed production events happening at the wrong time.
  • Fixed missing production events from Bakehouse and Farmhouse.
  • Fixed a bug that would cause save corruption.
  • Fixed bug that would cause your cart to stop moving after pressing TAB.
  • Fixed some bugs with pausing.
  • Fixed a bug where AI characters would not get 'Well Rested' buff.
  • Fixed a bug where some people would not go and eat food. Which is just a bad choice on their part.
  • Fixed some interior camera issues in the Estate Farm and Herbalist Hut.
  • Fixed a bug where you could not set default keys during gameplay.



Quite a few other bits have been done as well. You'll probably notice things I have not listed. This update was a long time coming and I'm very happy with the tooltips and new trading. The new trading feels way less awkward and cumbersome.

I spent a lot of time on tweaking recipes and items and running various businesses in AI mode for years to make sure the items and the AI had profit potential. Which is why this took so long... Just so much testing. Like millions of testings. Maybe.

Happy gaming!

Stardog.

Update 26 - Stuff to make life easier

Howdy, hope you're all doing well!

Update 26 is now available for all platforms.

New Bits

  • You can now convert corrals to fields and fields to corrals, if you have the Building Placement upgrade for the farm. The more fields or corrals doing the same production means more bonus crops or increased production speed.
  • A new event for both teachers and gravediggers.
  • New church.
  • A second possible alehouse interior.
  • At certain heights and distances you can now see town names above towns, to help you know exactly where you are.
  • A trading skill that can grant you a gold bonus when selling items to market.



Changes

  • Warping to a character, building, etc, now retains your existing camera rotation. No more camera automatically changing rotation for you.
  • Opening the map will also keep the existing Y rotation of your camera.
  • Fines for crimes now increase based on previous criminal record.
  • When you're tired you will now learn at a slower rate.
  • Tweaks to various things, including recipes, UI, and entertainment income.
  • People will now be more likely to stay around home when dark.
  • You can now wake up your sleeping spouse to engage in activities.
  • New notifications in certain situations.
  • Cured fish is now considered a food.
  • The wage info panel will now take into consideration child workers and free workers.



Bug Fixes

  • Some loading corruptions have been banished.
  • Give item was disabled for no obvious reason sometimes.
  • Fresh orphans sometimes would not properly change their town based on their new home at the church.
  • There was a bug where it was possible to have a bounty of 0.
  • The farmhouse had purple hives sometimes.
  • The odd situation made right click not work. Not anymore!
  • Fixed a bug that would cause people to stand around doing just about nothing for no reason.
  • The camera will no longer jump around when the game is paused.
  • Waylay had some problems. These problems have been improved.
  • Navigation bugs have been identified and smashed.
  • There was a couple problems with inheritance which have now been squashed.



Happy gaming!

Stardog.

Update 25 - New fun things, and lots of fixes

Hi all,

Update 25 is now available for all platforms.
Quite a few new things, changes, and fixes in this version. Hope you enjoy!

New Bits

  • Become a gravedigger at the graveyard if the position is free.
  • Become a teacher at the learning hall if the position is free.
  • New carts and load system which shows the kind of items on the cart.
  • A simple foliage mode which will give you less trees and grass.
  • Swords and axes. Can be made, bought, used.
  • Assassinate people with a sword or axe.
  • Foxes. New production events will spawn foxes. Dogs will keep them away.
  • Elder events. New events which occur when you're an elder.
  • New production events.



Changes

  • No more trees in map mode.
  • Graphical changes. Textures, trees, terrains.
  • Map filter changes.
  • When inside a building you can now exit while the UI is hidden.
  • New notifications when certain things happen.
  • Comparing inventory items in a business inventory will now show other items that it can produce.
  • Some extra UI changes.
  • People will now buy more food and medicine.



Bug Fixes

  • Fixed bugs where people would not return to work or leave work properly
  • Fixed bug where ducks would not spawn at Farmhouse.
  • Fixed bug where coats would not display.
  • Fixed some waylay positions.
  • Fixed bug where seasons and years would not pass correctly if playing more than one day per season.
  • Fixed bug which would make the game fail to save.
  • Fixed bug where tenants would move out after loading a saved game.
  • Fixed bug which would cause guards to break after you bribe them.
  • Looting carts that have no drivers will now not break interactions.
  • Fixed some interior nav issues.
  • Made it easier for people to navigate through fences.
  • Fixed bug where a worker could move to a different town and break production.
  • Fixed bug where buildings would not be able to be entered.
  • Fixed bug that would cause the game to freeze when paused.
  • Fixed bug where people would vanish from family trees.
  • Fixed some coding errors that could cause some slowdowns.
  • Fixed bug where recent transactions were not listed.
  • Fixed bug where certain people would not work at certain jobs properly.


I didn't end up doing everything I wanted for this update, but I did some other cool stuff instead.

Happy gaming!

Stardog.

Update 24.5 - Bug fixes and a new thing!

Hi all,

Update 24.5 is now available for all platforms.
This is just a small bug fix mainly, but I managed to sneak in a new feature.


New Bits

  • You can now rebuild hits and houses into a different style



Changes

  • Slight adjustment to fog



Bug Fixes

  • Fixed a bug where recent transactions would not display
  • Fixed a bug where crops would not grow, thus breaking farming
  • Some navigation fixes
  • Fixed bug where rental money would not show




Next Major Update
(Not set in stone)

  • Playable Bishop
  • New Map (if time allows)
  • Some very basic construction
  • Rebuild houses and huts in a different style
  • Inventory tooltips
  • Towns to expand and change when populations increase
  • Perks
  • Elder voting events


Stardog.

Update 24 - New things!

Hi all,

Update 24 is now available for all platforms.


New Bits

  • Players can now request resources using their cart
  • New button to dismiss all notifications
  • Children can now build snowmen in winter
  • Children can now play in piles of leaves in autumn
  • Children can now throw stones at things and then run away because children are naughty
  • New herbalist hut
  • New herbalist recipe – Herbal Charm – which can be consumed and increases immunity for a time
  • New Fishing Hut recipe – Fish Bone Charm – which can be consumed and applies a buff for a time
  • Silver and gold jewellery are now charms that can be consumed to apply buffs for a time
  • New butcher
  • Fences for huts and houses are now upgrades that increase break-in time a small amount
  • New fog
  • New controls added to rotate the camera left and right (default z and x)



Changes

  • Various quality of life changes
  • Some slight texture adjustments
  • Adjustments for some recipes
  • Changes to some standing positions when characters are interacting with objects



Bug Fixes

  • Fixed a bug with the Well Fed buff
  • Fixed a bug at the Estate Farm that would break certain productions
  • Fixed some purple textures
  • Fixed some bugs related to death and passing buildings to an heir
  • Some UI fixes
  • Fixed an issue where time and seasons could get out of sync
  • Fixed an issue that would cause the game to freeze when paused
  • Fixed a bug where you could hire more than 2 people with the flour mill



Known Issues

  • MacOS - Exit button may not work on main menu
  • MacOS - Systems that only run OpenGL may not work (trying to fix as soon as possible. Metal works). Mac OpenGL users can try to use the macos-opengl beta branch
  • Fog may be a bit thick in some cases



Next Update
(Not set in stone)

  • Playable Bishop
  • New Map (if time allows)
  • Some very basic construction
  • Rebuild houses and huts in a different style
  • Inventory tooltips
  • Towns to expand and change when populations increase
  • Perks
  • Elder voting events



Cheers for the continued support. Truly sorry that this labour of love isn't being developed at a faster rate.

Stardog.

Update 23 - UI changes, building changes, fixes, and more

Hi all,

Update 23 is now available for all platforms.

The update is not as big as I wanted it to be, but I decided to push it out instead of delaying it further.


New Bits

  • New filter on hiring menu so you can exclude people who work for you already.
  • New action menu, is now a list instead of radial.
  • You can now make love outside of marriage, but babies cannot be produced this way (yet).
  • You can now force an automated building to produce set items.
  • AI businesses can now request resources when they see fit. This is done via their carts. This replaces the previous feature where households could request resources.
  • New Forge building.
  • New Butcher building.
  • Another round of new foliage and scene props.
  • Various changes to some of the buildings.



Other

  • Various fixes to the Outlaw system.
  • Kids can now dance near the player when playing the lute.
  • Changes to the entertainment skill to make it more viable.
  • Fixes to navigation system.
  • Various small UI changes (still WIP).
  • Your character walking animation will now load correctly when you load a saved game.
  • Various fixes to needs and heath system.
  • Increased the range at which a cart is detected by a building.
  • Fixed some instances where horses would not go to a stable and block a doorway.
  • Fixed an issue where some of the skills associated with your selected backstory do not apply.
  • Declaring a friend as an Outlaw will now work as expected.
  • Church sermons will work again.
  • A lot of code changes that should improve performance in some situations.
  • The reworked foliage comes with a major update to the entire foliage system, which should improve performance in some cases.


You may also notice a few other bits here and there that are not listed. I was planning on including some other new buildings in this update, but those will come in the next one.

Happy holidays!

Stardog.