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Offline Asid

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Re: SAELIG
« Reply #105 on: January 03, 2023, 09:02:13 PM »
Update 39 - New ways to make money!
Tue, 3 January 2023



Happy 2023! Here’s an update.


Bug Fixes

    You can no longer shoot people when they are inside
    The selector that shows up when you transfer a character from one workplace to another should now display better when you have many many employees.
    Bakery should now produce goods properly.
    Fixed a bug where you would not actually be removed as town reeve if you lost the position.
    Fixed a bug that would prevent certain skills applying properly if you selected certain background options.
    Cart inventory displayed prices will now change to reflect the closest market without the need to reselect the cart.
    Fixed a bug where babies would grow up to have the wrong heritage.
    Certain cart home positions have been fixed.



Tweaks

    Pregnant ladies will no longer go for long walks.
    Decreased the time it takes for herbs to grow before they can be harvested.
    Less starting money for the business owner start.
    You will now gain relationship with people if you entertain them and your entertainment skill is high enough.
    Tweaked cart avoidance a bit. People should now try to get out the way of carts and smaller carts will try to get out of the way of bigger carts.



New Stuff

    Added a “Report Bug” option to the escape menu which will open up the bug report page on my website (Windows only).
    You can now request a job via the job search menu if there isn’t already a job available - the result of this depends on several factors and is not guaranteed to work.
    Carts can now be purchased and sold at most buildings. Any one building can have anywhere from 0 to 3 carts. Due to this change, any buildings that had the ‘Cart’ upgrade applied will lose said cart and you will need to re-buy it using this method.
    Workers will now work while sick. However their efficiency will be lower and they will take longer to get to work. They will still be paid half wage.
    New additions to automation. You can now send goods straight to sheds or trading posts, and carts can source goods straight from your sheds.
    You can now replay the last 8 or so character notifications you received. These are things like relationship updates, and needs notifications.
    Herbalists can now be assigned to see patients. People can go see them to heal their health, immunity, and afflictions. Though the success of each of these depends on the skill level of the herbalist.
    A new upgrade for the trading post - Carriages. With this upgrade you can buy carriages and assign workers to be carriage drivers. NPCs will then be able to pay for rides around the map like a medieval taxi service.



Hope you enjoy these changes! I've been having a blast being a carriage driver.

Much love,
Atorcoppe.


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Offline Asid

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Re: SAELIG
« Reply #106 on: March 18, 2023, 11:27:37 PM »
Update 40 - More cats please
Fri, 17 March 2023



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.

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Offline Asid

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Re: SAELIG
« Reply #107 on: April 13, 2023, 02:59:10 AM »
Update 40.8 - My wedding gift to you
Thu, 13 April 2023



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.

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