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Offline Asid

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Re: SAELIG
« Reply #135 on: April 21, 2025, 11:21:02 PM »
Update 55 - Kidnapping, courtesans, and traps
Mon, 21 April 2025

Greetings all!

This is a fun update and pretty much everything in it is a direct result of you folks reporting bugs, requesting things and making suggestions! So thank you! This game is only what it is because of you.


Bug Fixes

  - Tooltip hover issues have been fixed.
  - Fixed issue with starting a new game with the ?forever dog? start.
  - Fixed some issues with spouses not hunting when you command them to.
  - You can now once again use the scroll wheel to scroll on the resolution drop down.
  - Fixed waylaying when you have a pack.
  - Your heir will no longer inherit starvation and tiredness from you.
  - Added a fix for carts getting stuck inside a building.
  - Fixed an issue where you could assign multiple people to a cart.
  - Can no longer buy horses from the military camp.
  - Fixed issue where outlaws were not being caught correctly.
  - Fixed hauling skill double up in hire menu.


Tweaks

  - Carts can now pick between several different positions near a building to navigate to, instead of just one.
  - Player will now resume previous task after chats.
  - Added some more random production events.
  - Tutorial tweaks.
  - Tweaked day length scaling for skills and tasks, etc.
  - People will now clip through other people when indoors if needed, to help prevent traffic jams.
  - Tweaks to how schooling works, and vastly increased the skill output for children.
  - Faster horses.
  - Less chance of instant employee death from a production event.
  - Physical speed buttons added.
  - When at max zoom, if you keep zooming out it will now open the map. There is a bit of a bumper for this, so you have to zoom extra hard to break through to the map.
  - Rehashed the damage calculators for combat, making it more brutal for unprotected people.
  - Controller tweaks.
  - In the market compare filter you can now enter in things like ?food? and ?weapons?, to show all items that come under those categories.
  - Some UI cleanups. You can now only see buffs and debuffs on people you?re aquatinted with.
  - Love making tweaks.


New Stuff

  - You can now upgrade your den to have cages and send your hyrmenn to kidnap people. They can be then put up for ransom.
  - If a family outgrows the beds in their home, they will find another home that belongs to that family that is unoccupied, and sleep in that instead. Essentially this allows you to have secondary homes.
  - Added extra sounds to bring more life to villages - animals, fires, chatting, etc.
  - Courtesans have been added. Men and women can proposition when they?re out of work, like with begging, entertaining, and stealing. You can also instruct your hyrmenn to do it and you earn 70% of their income from it. The amount paid for the service is based on their reproduction skill. Courtesans will refuse to proposition if they?re pregnant, unwell, or married. (Note the player cannot proposition yet)
  - As part of the new courtesan system, children can now be born out of marriage. Great for people who want father an entire village.
  - Added traps to the game that can be made at home or at a butcher. They can be set and once triggered you can harvest from them.


Have fun kidnapping and propositioning people! Pro-tip, if you do decide to go into business with courtesans... soldiers at the military camp are rather keen.

If you have any problems with the game, please feel free to email me, day and night, at email@atorcoppe.com.

Much love,
Atorcoppe.
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Offline Asid

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Re: SAELIG
« Reply #136 on: June 22, 2025, 05:10:25 PM »
Update 56 - Things just got interesting
Sun, 22 June 2025



Hey all!

It's update season again! This update has a tonne of great new additions to really add some extra flavour to your game.



Fixes

  - People going to church will no longer invade the orphan quarters.

  - Fixed a bug that would cause you to keep your house if you sold it to pay tax.

  - Fixed a bug where the player would get stuck unable to move if they were working at a job during a raid.

  - Fixed a bug where people would not be rehired at the market on load.

  - Fixed viking crash when player working at particular jobs.

  - Fixed a bug with selling poisoned items.

  - Fixed issue with trading items from your pack.

  - Fixed a potential issue with people dancing for far too long.

  - Fixed harvest animal animation as watchman at night not working.

  - Fixed issue where outlaw was able to rent a home which would then bug out.

  - Fixed some Steam Deck issues.

  - UI fixes.

  - Teacher events now only happen when the teacher is actually teaching.

  - Fixed issue with pressing certain keys when naming a pet.

  - More text clarity improvements.

  - Fixed some issues with foraging at coops.

  - If you sell your spouse to pay tax and they work for you, it will no longer break production at that building.

  - You can no longer sell babies to the tax man.


Tweaks

  - Tenants no longer pay rent upfront when moving in.

  - Tweaked some sounds so they don?t make strange whooshing sounds when the game is paused.

  - Tweaked the logic behind how caravans buy goods.

  - Tiny cart is no longer worth anything to sell, instead you?ll get a few wood if you destroy it.

  - Wage tweaks.

  - Changed how spouse jealousy works when you proposition someone. They will now only be jealous if they?re within a small range of you when you initiate proposition. Additionally, if they are nearby when you actually ?do the act?, they will also get upset at you.

  - Now when people relax they will take the opportunity to bond with people relaxing nearby.

  - Reduced the time people will wait for a chat, and reduced the distance people will travel to chat with someone.

  - Optimised AI fishing.

  - Tweaks to social and energy needs fulfilment requirements.

  - AI will no longer be subject to certain player actions when there is a raid (begging, etc).

  - Changed graveyard grave calculation to be based on family wealth, not individual wealth.

  - Lowered the max ages of the ?old man? and ?old woman? templates which can be randomly chosen for new families.

  - Made sure people replace their current gear with better gear if offered.

  - Chatting tweaks.

  - Code optimisations.

  - More severe poison on some time settings.

  - Inventory optimisations.

  - Made sure that buildings in character trade window show their vanity name.

  - Cheaper Alehouse room renting and tweaks to how it works.

  - Tweaks to how sickness spreads.

  - Changed how the daily balance in your ledger resets.

  - Changed how hauling is levelled up.

  - Fireplace upgrades are now cheaper.

  - Trading Post with exotic goods upgrade should now yield more exotic goods.

  - Particles and birds, etc now run at a consistent speed regardless of game speed or pause state.


New

  - Now when selling to market the items go to a stockpile first and then get transferred to the market over time. If your trading skill is high enough you can view the stockpile, but cannot trade with it.

  - New item - Tonic - used to restore a large portion of your energy. Can be made at herbalist hut and alehouse.

  - Workshops and services filters added to building tab.

  - The player now has access to rental inventories, but will be punished with a relationship penalty if they remove stuff from it.

  - You can now retract position application

  - Skills will now grow slightly when making a production, not just when it is finished.

  - The budget in the caravan and ship trade mission windows is now a text field where you enter in the amount of silver, rather than a slider.

  - Chance to insta-kill unarmed, unarmored people when doing a melee attack - chance of success is based on your melee skill.

  - New weapon: Seax - quick attack, two chances per turn, but lower damage - increase game skinning efficiency.

  - New homemade productions - arrows, axe, bow.


Advanced Gameplay settings

These settings can now be tweaked when you start a new game

  - Bunkhouse warmth - on/off

  - Market stockpile - on/off

  - Contagious sickness - on/off

  - Competition relationship penalties - on/off

  - Fire caused by internal fireplaces - on/off

  - Immigration approval - on/off

  - Materials for upgrades - on/off

  - Starvation - on/off

  - Storm damage - on/off

  - Travelling merchant camps - on/off

  - NPC buying delay at game start - on/off

  - Foraging - on/off

  - Spreadable fire - on/off

  - Land tax - on/off

  - Plague - on/off

  - Nails for construction - on/off

  - Cap the max silver of rich immigrants - select

  - Max wild animals setting - select

  - Add additional raiders to every raid - select

  - Death and injury based production events - on/off

  - Arrows required for bows - on/off

I hope you have lots of fun with the new settings!


The other thing we need to discuss....

What if I told you I forked SAELIG and stripped a bunch of stuff out and added a few new mechanics and some undead vikings... Would anyone be interested in playing a very different version of SAELIG? It is focused on keeping your people alive while you defend against the horrors of a medieval apocalypse and search for survivors and supplies.

Note that this doesn?t take any time away from SAELIG but it does allow for some pretty fun experiments that may actually make it into SAELIG. Basically It?s a little project that I sometimes work on in my spare time to experiment with potential feature combinations for SAELIG and it has ended up being playable. A lot of the advanced gameplay settings above started out as experiments in this other version of the world. If no one is interested in trying it out I?ll just keep using it to test experimental ideas.

Much love!

Atorcoppe.

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Offline Asid

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Re: SAELIG
« Reply #137 on: August 26, 2025, 12:20:59 AM »
Update 56.5 - Improvements, and a demo!
Mon, 25 August 2025



Hey all, It has been a minute since the last update, and I apologise for that. I had to move out of home (my office) for three weeks and then I got an awful flu. But I?m back and ready to go.

Not a massively impressive update this time, but pretty much everything here is a direct result of feedback I have received over the period since the last update. You may see another update relatively soon after this one with a handful of other changes which didn?t make the cut for this update.

As you may know I am working on a new map - I had this mostly finished, but due to popular demand I have decided to start it again, and have turned it into another empty map with no towns. This will be the last map I make in the base game and I think it will create a good spread. Four standard maps, two empty maps, and one hybrid map.

I?m also currently investigating translations and CO-OP (nothing to show yet).

On another note - I have very recently released a demo for anyone interested who wants to try the game out risk free. The demo gives you full access to one map for 16 days of gameplay, which equals 16 seasons and 8 years (ending in 888 AD). Once the demo ends, feel free to start another game with a new play style or strategy, as many times as you like. When I was a kid I could spend months playing a single demo, and I hope I can provide that kind of enjoyment to someone with this demo.


Bug Fixes
* Buying a business that you are an employee at no longer duplicates you in the production panel.
* Fixed a small notification issue.
* Fixed one particular plot causing navigation issues.
* Fixed some issues with being able to access Dens on some plots near water.
* Fixed a possible hang on some computers.
* Fixed bug where arrow production would vanish from home after loading.
* Fixed a loading issue that could happen in some cases.
* Fixed bug where you would get notified of trade ships if you sold a trading dock to the AI.
* Fixed a bug where you could send AI trading ships on trade journey.
* Fixed bug that would cause your character to spaz out when being assigned to fishing with a fishing boat.
* Fixed an issue where certain configurations would prevent production from finishing.


Tweaks
* When increasing or decreasing wage the relationship change is now linked to how much you increase or decrease. It also is capped at 70.
* When a child goes from baby to kid, they will now in most cases, be teleported back home instead of into the middle of town.
* Fishing now takes longer at lower skill levels than before.
* The market stockpile will now refill the market at a slower rate.
* Rehashed how people select a training area so people can become more well-rounded fighters.
* The train command for your spouse will now work better in more situations.
* When AI do pushups it can now increase their fitness.
* More CPU efficient AI logic in some specific cases.
* Ingredient requirements now shown for all productions.
* Reeve can now view combat skill of watchmen.
* Business owners can now command a higher wage when you are trying to hire them, and in some cases can refuse to work for you.
* If you assign yourself to work while mounted, it should not work better.
* Forage areas will now show a hover icon when selected.
* Now if you give someone kite shield they will replace their Viking shield.
* Added a relationship bonus for scholarships.
* Increase starting inventory of buildings if the advanced settings for nails and materials are turned on.
* Balanced exotic item imports to be more random.


New Stuff
* A new advanced gameplay setting: characters start with additional random skills.
* Added an idle worker filter added to relationship window.
* In relationship window you can now search for single men and single women.
* Added a new ?Resource? filter for buildings in your building list. This shows mines, woodcutting huts, and fishing docks.


And here are some things you can expect to see in the next update:
* Much better 1st person.
* New map with Welsh raiders and now towns.
* A way to more easily see trade routes spread across multiple buildings.
* New conversation type that will let you bad mouth your enemies - thus creating a rumour mill.
* A way to destroy buildings for nails and wood.
* Allowing the player to educate their workers when they?re working.
* With foraging off, coops will be converted to useful buildings.
* A new training field that can be built on an estate plot.
* The ability to sell a rented home straight to their tenant.
* The employees working when sick setting on businesses - each new business you own will adjust this setting to match the others in your property list.
* Tweaks to make sure Hyrmenn guard properly when you are attacked by Vikings.
* Tweaks to ensure the production indicator is properly shown when the game or production is paused.
* A new Danegeld raiding event

Got anything you want to see desperately in the next update? Let me know, maybe I can work something out.

I appreciate all the support and the continued input into the game - this game is what it is due to all the input from the players.

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Offline Asid

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Re: SAELIG
« Reply #138 on: September 01, 2025, 12:11:09 AM »
Update 56.6 - A nice bag of fixes
Sun, 31 August 2025



Hey all!

Just a few important fixes and tweaks here. Thank you for all the feedback and reports!


  - Entertainment money is reduced at skill levels, but gets higher as skill increases. Added a chance of increasing relationship with people.
  - Fixed a bug that could prevent people from renting damaged buildings.
  - Fixed Trading Dock ships returning with no silver.
  - Typo fix.
  - Watchman crime notification - now shows the name of the person who got caught.
  - You can now unfav buildings you do not have access to anymore.
  - A potential fix for not unlocking the Longhouse achievement.
  - Increased the size of market stockpiles.
  - Fixed double building payment when buying a property off a friend.
  - Bug where a family could move out of their rental but abandon their baby there to leave them to try and pay the rent.
  - Increased the chance of being able to insta-kill unarmed and unarmored people.


More coming soon!

Cheers,
Atorcoppe.
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