Slight change to immigration - now the chance of an immigrant being a Geneat is reduced if the town doesn't have an Alehouse. This will help increase the number of poor people that turn up early on.
No more injuries when chopping wood. Instead added a chance to fail at getting any wood.
Fixed some slight issues with game speed.
Fixed an issue with one particular plot of land that when built on wouldn't allow you to navigate into the building.
Fixed an issue where the player's animations would reset when looking at the info window.
Increased the skill learning rate for skinning and butchering wild animals. (Today I discovered there is a subreddit for SAELIG, and very slow progression on this particular skill was a topic).
Fixed an issue where if you viewed the inside of a building just after loading a game the interior would vanish.
Tweaked some button layouts.
Cheers, Atorcoppe.
Update 46.1 - Ghosts be gone!
Greetings!
Just a few little fixes:
Church forgiveness notification has been fixed
Fixed blank portraits when hiring people
Fixed conversations not working indoors
Eating at home when no market was an issue, and is an issue no longer
Fixed people being invisible indoors
Cheers, Atorcoppe.
Update 46 - Become a village drunk
Hey!
Firstly thank you to the folks who have been playing on the Test Builds brach and putting up with frequent updates and providing feedback.
Here’s whats new in this update:
NEW
New Game + - You can now load an existing character when you start a new game. This will load in your appearance, skills, inventory, and money.
You can now filter and search the People window.
Added a raid difficulty setting for when you start a new game.
Added a new starting scenario for starting the game as a village drunk. This start will make your character an alcoholic who needs to drink alcohol to maintain their mental ability.
Added a garden upgrade to houses and huts so you will be able to harvest eggs, fruit, and vegetables from home.
Some new animations.
Updated UI panels, main menu, options menu, load menu, and save menu.
Added a setting in options to change the colour and opacity of the UI.
A new “New Game” experience.
TWEAKS
AI can now buy wood for development from player owned Trading Posts.
In the Market Compare window you can now only see Trade Deals when your Trading level is 40 or higher.
Tweaks to the conversation mechanic to make it less exploitable.
Gardens at Longhouses, Homesteads, Huts and Houses now work like any other production.
When automation is turned on, any carts that were requesting goods will be sent home.
Added a confirm window for hiring people.
Productions will now show % complete when you hover over them.
Added a toggle to the hiring window to allow you to sort by distance or skill.
Businesses will no longer reset their productions when they load their carts.
The wind effect on snow, rain, and trees will now increase during a storm.
Character portraits are now generated in a more efficient way.
When a house catches on fire and there is a tenant, they will be evicted.
Unclaimed towns can now be added to existing towns once you have founded the max number of towns.
Tenants are now more gracefully removed from their rentals when they die.
FIXES
Fixed some navigation issues for some buildings in some locations.
Fixed navigation issues with the Den.
Fixed an issue where you could build more markets than you’re meant to by building them all at once.
Fixed a bug where homemade productions would continue even after you went to work at your job.
Fixed a bug where in some cases you could send a caravan to the character creator screen.
Fixed a bug where you could start a town using an Estate plot, which would cause the game to break.
Fixed a bug where in some cases you could be elected Town Reeve, but not actually receive the position.
Fixed a bug where Watchmen would not load in.
Fixed it so you can now longer use the action buttons when you’re at work or in the pit.
Now to start on my next list of things!
Cheers, Atorcoppe.
Update 45.7 - A sneaky fix
Oh hello,
This update initially only existed to fix a bug, but I tacked on a couple other things while I was at it.
Fixed a bug where in some cases the hiring list would not populate. Thanks to the two people who sent me their saves for this. Made it super easy to fix.
You can now give people money.
If you pause and then unpause by clicking on the clock at the top of the screen, the game will now resume at your previous play speed.
Thants it for the moment! I've got some interesting things in the oven to help round out the game some more. Hopefully they're good ideas.
Cheers, Atorcoppe!
Update 45.6 - Fixing bugs, improving lives
Howdy,
It's time for another small update. Hopefully this is the last small update before I do another big one.
Sometimes people would freeze during combat, hopefully they shall no longer do this.
You can now give items to your workers while they're at work.
Fixed a bug where archery targets would not work.
If your payer is working or sleeping when you save a game, they will continue to do said tasks when you load back into the game.
When you go inside your pet horse will now go away and find somewhere to graze, instead of standing near the door.
Your horse will no longer follow in front of the player.
Reduced the wage at markets making it a less desirable job for the AI. Have also reduced the max market workers.
Fixed a bug where chopping firewood at a wood block would stop after each successful chop.
When declared an outlaw while renting, you will now lose said rental. Previously the rental would bug out.
Added a new slider to options to control camera rotation speed.
Fixed a bug where one of the rooms in the Alehouse was inaccessible by characters.
You can now view building info on Bunkhouses, which will show you everyone who lives in said Bunkhouse.
Employees in the hire menu are now sorted by skill rather than distance.
Children will no longer waylay carts that have drivers who have weapons.
Thank you as always for all the support. This has been a very long journey for us all, but SAELIG continues to live!
Now to start in update 46.
Cheers, Atorcoppe.
Update 45.5 - Many improvements
Hey!
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 < 2020 from loading correctly.
Fixed a bug where carriages would get stuck.
When you have automation on and production stops due to not enough storage space, a cart will now be triggered to sell items.
Fixed a bug where AI were getting charged twice for developing buildings.
The AI will now buy land in other towns, if there are no spare plots in their current town. This is especially helpful on the Devon map because it means once you found a second town, you don't need to build homes to attract people to develop more buildings.
Lots of improvements to the way AI decide which kind of buildings to develop.
You can now offer a scholarship to children who are not already in school - as long as the town has a Learning Hall. This is helpful for keeping kids away from crime.
Cheers, Atorcoppe.
Update 45.1 - Fixing some really annoying bugs
Hey!
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!
Hello 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 include things like Learning Halls, Graveyards, Pits, Churches, Markets. These buildings will transfer to the town after being built and will be used by the people in the town. Each of these buildings unlock a unique benefit for the town.
Churches unlock the Abbot position.
Pits unlock Town-Reeve and Watchmen.
Learning Halls mean those punk kids will start going to school.
Graveyards will give the locals somewhere to bury their dead.
Markets will create another hub for trading goods (three markets max per map).
New Map
Created a new map named Defenascir, which is located around modern day Devon. As with all the other maps, these are all pure imagination. So apologies if you’re from Devon and this map looks nothing like Devon.
The new map has no buildings and no people.
You are be able to claim land and found towns then build buildings.
New people will be attracted to the map once you have built a market and have started renting or selling homes.
After they arrive, AI characters will start buying land building their own buildings at their own pace. I like to think of it as a kind of communal city builder where everyone who lives in town contributes to the development of the town.
As the town founder you will be a perpetual Elder of said town.
You can found a max of six towns.
As the population of towns increase they will automatically claim additional surrounding unclaimed plots of land.
All the standard mechanics you expect from SAELIG work the same.
A big thank you to the fans who keep me going. If you've picked up the game recently, welcome and thank you! I hope you have a tonne of fun.
Let me know if you have any issues or questions.
Much love, Atorcoppe.
Update 44.7 - Horse time
Greetings!
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 one
Nothing 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.