Well this took far too long to get out. Sorry about that!
This update is pretty substantial, but it shouldn’t have taken as long as it did, I was a bit overwhelmed with setbacks sadly. Anyhoo, I’m back on a roll again and have decided that I would much prefer doing smaller updates more frequently rather than big ones every once in a while.
New Stuff
New business: Farmhouse. Produces eggs, honey, and herbs, and is also a house.
Abandoned buildings in the wilderness that can be claimed and repaired.
You can now buy already owned buildings for a higher price that is based on your relationship with the owner.
All new notifications for when things happen throughout the game.
See the action being done by the currently selected NPC.
New window that allows you to view all the markets in one screen to compare prices.
Rent out your houses for customisable rate based on the actual value of the house.
All new houses with exteriors, interiors, and clutter that is randomly generated when you start a new game.
New upgrades for houses.
New vegetation system.
You can now directly pay beggars and minstrels.
Many new props.
New wild vegetable patches.
New fruit trees.
New navigation system that brings us one step closer to being able to construct buildings.
New buildings for farms and leatherworkers - additional changes to these coming soon.
Lots of other smaller things.
Changes
No longer gifted money when you have none left.
NPCs will need to go over and inspect buildings before they buy them.
Changes to the amount of money gained when selling directly. This will now match the market price unless the market price is lower than the base price. So, selling directly will always result in a profit.
Changes to firewood burn rates.
Heavy tweaks to NPC actions and decisions.
Changes to the way the market calculates prices for some goods.
Many changes to LODs.
Fire will now make you warm based on proximity to the fire itself.
Changes to how edge panning works. It will now work properly no matter the direction that the camera faces. It will also be faster and more consistent.
More people should now be available to hire.
Tweaks to wages and various productions.
Farm is now called Estate Farm and is designed to focus on fields and corrals.
If two corrals or two fields now have the same production, they will be worked together and if there is more than one worker on said production you will get an additional boost.
Your rep will automatically be boosted with your children when they stop being babies.
Guards will now patrol around damaged or recently broken in buildings more often.
Changes to the coat system and how the AI handle them.
The AI will now respond better if they're no longer happy in their job.
Less rain.
Punching people will now do more damage, but is still only really a viable way to kill people if they’re unwell.
Punching people can cause them broken bones.
Updated the money notifications to say what was sold or bought.
The Trading Post Stall will now sell more things.
You no longer need to be tracking the player to engage first person.
Changed how games are loaded, could be faster for some people.
Dozens of tweaks to every aspect of the game.
Fixes
Fixed a bug that would allow injured people to work.
Fixed a bug that would make children unemployable.
Fixed a bug that would prevent friends from other towns working for you.
Spelling errors have been fixed.
Fixed a bug that would still allow rodent production events to happen if you have a cat.
Fixed several bugs related to the player doing work at the end or start of the day.
Fixed issues when saving and loading games with special characters in the file names.
Fixed some tutorial issues with employment.
Coats will now provide warmth forever.
If you buy your first home it will now automatically be set as your active house, which will stop your spouse from doing odd things and act homeless.
Fixed bug that wouldn't allow you to warp the camera when you were tracking a character.
Fixed a bug that would allow you to use the market against itself.
You can no longer talk to a guard to get out of a fine.
Fixed a bug that would prevent you from helping to extinguish building fires.
General production fixes.
Fixed a bug with people being incorrectly labeled as business owners.
Fixed a bug that would prevent you from talking to children.
Fixed the Ashbury Trading Post to allow it to sell firewood.
Dozens of other small fixes in all aspects of the game.
Save Compatability In some cases, on loading your saves from previous versions you might find you are missing a building or two, and some building and cart upgrades. This is due to the huge reshuffle of buildings and while I tried my best to avoid this issue it is still there. So just keep that in mind.
Linux This update includes a Linux build that has had very limited testing. Send me an email (contact@stardoggames.com) if you’re interesting in doing some testing and do not already own the game.
New Map I have previously stated that this update would include a new map. In the interest of streamlining this update I have not included this. The new map will come in a separate update that I will issue alongside standard updates.
Cheers for all your support!
Progress Report
Hey folks,
Updates to SÆLIG have been quite thin for a while now so I wanted to post this article to show you all some of the progress that has been made. Update 16 is well under way and there has been a lot of new stuff added, but we're not finished yet.
I'm delighted to be able to show off this new content.
Renting Houses This allows you to rent out your unoccupied houses. The rent is paid to you at the end of every day and is based on the value of the house - so the more upgraded a house is, the higher rent will be, but you can also make manual adjustments.
Compare Markets This allows you to see the stock of items at all markets at a quick glance.
New Map A very large map with a lot of cool stuff - still a fair bit to do on this.
Wilderness Buildings Some people will choose to live out in the forest at camps and the like. There will also be abandoned buildings. Unoccupied wilderness buildings can be claimed by the player.
New Buildings A lot of new buildings. Houses are now way more dynamic and are randomly customised from a large pool of possibilities when you start a new game.
New Props A lot of new props of all kinds with plenty of variation.
- Basic Beds
- Better Beds
- General village props
Existing Map Updates I have decided to also upgrade the existing maps to incorporate the new buildings and features from the new map. Previously I was going to replace these maps all together, but for now I will upgrade them.
Buy Already Owned Buildings Buy buildings directly from the AI by offering more than the value. Calculated based on relationship stats.
Ducks Most importantly of all, ducks will now swim if they venture into water.
There is also a wide range of general improvements and fixes to look forward to.
I'll try to keep you all updated on progress. Hopefully it won't be too much longer.
Cheers,
Stardog.
Update #15.8 - Not quite at 16 yet.
Howdy all,
Another small update to address issues and to make tweaks.
Fixed a few issues related to health, and also rebalanced it.
Fixed an issue that would cause animals to follow you around after you had stopped working at the farm.
Fixed some more typos.
The player can now buy food from the bakehouses if they have food available for sale.
General fixes and tweaks to several systems. Most of which probably won't be noticeable.
Update #16 is going to be awesome, I promise.
Cheers,
Stardog.
Update #15.7 - Fixed a loading issue and an exploit.
Hello there,
So here is another update. A couple bugs came up that needed fast fixing.
Fixed a bug that would cause your farm to lose upgrades when loading after you had purchased the dog upgrade.
Fixed an exploit that would allow you to duplicate items in the trade screen using the load and unload buttons.
Fixed some typos.
Adjusted some LOD distances for added detail in some of the newer props.
Sorry that there isn't anything else, but I really did need to fix that loading bug asap.
Cheers,
Stardog.
Update #15.5 - A few more things
Howdy all,
Just a quick addition to update #15.
Fixed up some bad wording in the tutorial.
Fixed up a bug that would notifiy you that an employee had bought a business and then quit their job when you bought a new business.
The AI will now light fire pits correctly again, thus using up firewood.
You can now set your player to work at one of your businesses by right clicking on it and selecting "Do Work". This saves a bit of time if you swing your player between businesses and productions often.
You can now manually restock the sheltered fire spots with firewood.
Dogs should no longer follow your family members around, instead they will stay where you tell them to stay.
Made an adjustment to burn rates of firewood in fire pits. They now burn a little slower.
Sorry about two updates in two days, but I wanted to get this stuff out.
Update #15 - Some new things, some changed things, and some fixed things
Howdy all,
Update #15 is ready to go. Nothing huge, but we're getting there.
New things and changed things
Added additional detail to some notifications.
Marriage acceptance has been further enhanced to take into account more aspects of the player's life and situation.
Starting a new game will now produce a much better balance of young and old people. No longer will you be stuck with lots of old folks.
A few changes to the coat system, the AI should now be smarter about wearing them.
You can now choose to purchase a building without any employees.
You may notice an influx of new families when you load a saved game. This is the result of a few systems working better.
Slight optimisations to saving and loading.
More new props added.
Testing the waters with a couple new UI designs. Still a lot of placeholder UI, and even some of the new UI is still placeholder.
Fixed things
Fixed a bug that could result in extra items if you were working in your business when the shift ended.
Fixed a bug that would cause characters to reset if you followed them.
Carts should no longer be stranded for days out in the forest after a waylay.
A lot of bug fixes for the family tree. Kids from new marriages, previous marriages, and grown up kids, they should all display properly now.
Animal data should now load correctly, which means your dog's name will now stay the same.
Fixes to some incorrect price data for the meat produced from small carcasses.
A bunch of other small bug fixes.
That's all for now folks.
Cheers,
Stardog.
Quick fix - Caravans
Hey folks,
Just a quick patch to fix the caravans that stopped working in update 14. Not much else really.
Cheers,
Stardog.
Update #14.3 - Important fixes, and information on the new map.
Howdy,
I prefer to deliver juicy well-rounded updates, but I also try my best to keep on top of any major bugs that show up, so in some instances I feel I need to release a smaller update to address any issues that do crop up.
This is one of those cases.
Fixed a major bug that could render your saved game unplayable in some cases.
Fixed a bug that would cause years to not calculate correctly and appear to stop progressing all together. Note - if you play a saved game that encountered this bug you may need to wait up to 4 seasons before this fix will work.
Added a slight chance for being able to survive the plague.
Various other small fixes and tweaks.
Also, I have started on the new map and have the basic terrain all done. I'm now adding in all the villages and extra content that comes with this new map. It is by far the biggest and most advanced yet and has a lot of room for exploration as well as facilities for new content that the other maps do not. So expect great new content to come out at the same time as the new map. This also means that when this new map is done I will set about completely remaking the older maps to bring them up to scratch.
I look forward to sharing more information with you a bit later on.
I have been known to post some interesting updates and thoughts to the SÆLIG Discord server, so feel free to check that out too.
Cheers,
Stardog.
Update #14 - Changes, and things like such.
Howdy,
I hope all is well. I have released another update, listed below are the changes.
The good bits
The supervising system has been changed. It no longer will apply straight away, but instead you must leave your character there for a while before it is applied. The time it takes to apply is calculated based on your day length. You will get a notification when it is done.
More time based things are now calculated properly for day length. So you may notice some things take more or less time, depending on your day length.
Changed the UI a bit for inventory icons. There is now a B and a S on each item. B = price at which things are purchased, S = price at which things are sold.
Tweaked the health system quite a bit and it is now better calculated based on day length.
Fixed several small programming errors that may or may not cause small issues.
Fixed a bug that could result in a duplication of your family if a very specific set of things happened.
Fixed a bug that was stopping the AI controlled Alehouses from producing food.
Quite a few tweaks made in an attempt to fix an issue with time not progressing. Unsure if fixed, do not have enough data on the problem to say for sure.
Other minor bugs have also been fixed.
Known Issues
When manipluating time you may notice that the speed up key does not work when the game is paused. This can be solved by
holding* the speed up key for a couple seconds instead of tapping it.
I think that is about all I've got for you today.
Cheers,
Stardog.
Update #13.8 - Slight changes.
Hello again,
Sorry for releasing another small patch. I really wanted to make a few changes though, so here we go.
Further reduced the chance of a travelling merchant setting up camp.
Tweaked the rain chances and transitions a tad.
Player should now only get the option to buy food from the alehouse if there is food to buy.
Fixed a bug that might've cause the social classe for some families to display incorrectly.
Rehashed the marriage acceptance system. When proposing marriage the target will decide to accept based on social class, housing situation, money, and total assets. More information is now given in event of rejection. This is slighly more advanced than it was prior.