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Re: SAELIG
« Reply #60 on: April 06, 2019, 01:42:24 AM »
Update 18.5 - A few small things
23 FEB @ 10:50PM - STARDOG


Hi all,

Just another small update to address a few things.

   Tweaked AI owned businesses so they sell goods sooner
   Fixed a bug where the player's heir wouldn't take over some businesses
   Fixed a bug where you could end up hating yourself
   Increased the zoom height
   Slight increase to walking speeds
   Mine ore range extended and surveying upgrade removed
   Farm animals no longer require oats
   Farmhouse can now produce small carcasses


Cheers,
Stardog.


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Re: SAELIG
« Reply #61 on: April 06, 2019, 01:43:04 AM »
Update 19 - Farm improvements and more
26 MAR @ 8:40AM - STARDOG


Hey all,

It has been a while since that last update that introduced notable changes, and for that I can only apologise. Hopefully this update is a step in the right direction.

   New models for fruit trees, vegetables, and all other farm crops.
   Farm fields are now dynamically created based on the land they are on.
   New upgrade for the farm that allows for more gain from crops based on field size.
   New upgrade for the farm that allows you to move your corrals and fields around to make better use of space and to maximise field size.
   Crops grow faster when it is raining.
   Fixed several small bugs.
   Optimisations and tweaks.


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Re: SAELIG
« Reply #62 on: April 09, 2019, 01:17:14 PM »
Update 19.5 - Basic automation, greeting, and more
9 APR @ 7:00AM - STARDOG


Hi all,

Another update going live.

   Greet world interaction (long right click at location) - While in this mode your character will be extra approachable and people will come to chat. A good way to meet the towns people. This mode is cancelled when you move.
   Extra details about what your spouse is spending money on.
   Crop bonus for field size is no longer an upgrade and will happen automatically.
   People more likely to stay in the Alehouse over night. Priced lowered.
   Storage changes - Most buildings now have the same max stack (60) when fully upgraded. Most buildings will now also have six storage upgrades. Some buildings have additional upgrades to add more slots.
   Basic automation has been added - You can now set your business to produce goods automatically, set a budget for purchasing goods, and instruct when to sell goods. This is still quite rough and will be expanded on.
   Fixed a bug where Alehouse workers would leave their jobs for no reason.
   Fixed a bug that would cause corrupt characters.
   Fixed a bug where if both corrals were set to the same there was no added bonus.
   Farmhouse should now be easier to select.
   Tweaks to some farm productions.

Thanks for the support!

Cheers,
Stardog.


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Re: SAELIG
« Reply #63 on: May 17, 2019, 01:43:34 AM »
Update 19.8 - Fixes and tweaks
17 MAY @ 12:41AM - STARDOG


Howdy,

In this update you'll find the following -

   More info added to the automation setup screen.
   People will now need a way lower relationship with you before they start burning stuff.
   Fixed a bug that cased the farm to load incorrectly in some cases.
   Fixed some other loading issues.
   Fixed a bug where people would easily die if they got two mild illnesses in a row.
   Fixed some sowing issues with the farm.
   Fixed a crash caused by automation.
   Did a fairly large rework of AI workers and how they are assigned. The AI should be now more reliable at assigning the available workers.
   A few other tweaks here and there.
   Fixed a bug that would cause trees to not appear in certain cases.
   Changes to the health system so that over the course of longer games people don't die as quickly or as easily. It scales better.


This update took a bit longer than I wanted due to issues with the foliage system. But hopefully that is behind us now and I can push forward.

Cheers,
Stardog.



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Re: SAELIG
« Reply #64 on: May 23, 2019, 12:09:13 AM »
Update 19.9 - A few more fixes
22 MAY @ 10:16AM - STARDOG

Howdy,

Hopefully this is the last little update before the next big one.

   Fixed a bug that could cause corrupted saves.
   Fixed a bug that would make workers go back to work outside of work hours.
   Adjusted the base wages for most buildings (may require new game).
   Tweaked a few prices.
   Various other little tweaks.


The plan is to have a large update ready for the 1st of June. No set plans for the content in it, but am going to do as much as I can between now and then.

Cheers,
Stardog.


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Re: SAELIG
« Reply #65 on: June 06, 2019, 12:20:48 AM »
Update 20.0 - Positions of Power and more
5 JUN @ 9:22AM - STARDOG

Hello,

Sorry, this took a few days longer than I wanted it to, but here's the next update.

   Positions of Power: Elders, Bishops, Guard Captains. Each town, depending on its size, has a number of elders. These are the oldest members of town. They vote on who will be the next bishop or guard captain. The player can become an elder and a guard captain. Bishop is currently unplayable. Click on the new button in the top right menu or on a longhouse for more details.
   Children can now be properly enrolled at the learning hall. This costs a small amount of gold but they will be fed and warm during the day and learn new skills.
   Update to automation so that you can now supply your other businesses.
   Updates to AI and how they run their businesses.
   Old people now have grey hair.
   Corruption stat for those who abuse their powers.
   Fixed bug where employees would go missing.
   Various other bug fixes.
   Few tweaks here and there.


I'm already working on the next update, which will further expand on the Positions of Power system, and more.

Cheers,
Stardog.


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Re: SAELIG
« Reply #66 on: June 12, 2019, 11:55:13 PM »
Update 20.2 - Some nice fixes
11 JUN @ 10:08AM - STARDOG

Hey all,

Just a small update to address a few things.

   Some slight optimisations.
   Some notifications now have more information.
   Bishop and Guard Captain now get a wage.
   Bishop and Guard Captain will no longer be able to be hired, and will quit their job if they are employed when they gain the position.
   Pregnancy is now capped at 45 years old.
   Fixed a bug that would prevent the AI from supplying some of their businesses.
   A few tweaks here and there.


Got some new walls, towers, and gates coming in the next major update.

Cheers!


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Re: SAELIG
« Reply #67 on: June 29, 2019, 12:52:42 AM »
Update 20.3 - A few more small things
28 JUN @ 7:39AM - STARDOG

Hey!

Just a few more small fixes and changes while I get the next major update ready.

   Higher caravan return price.
   Tweaked pregnancy rates and conditions a tad.
   A few new notifications.
   A few tweaks to AI production.
   Fixed a bug that meant you could not interact with your spouse and other characters in some situations.
   Few other tweaks here and there.

Nothing major, but wanted to get that out before I get the new structures and stuff added for the next update.

Cheers,
Stardog.


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Re: SAELIG
« Reply #68 on: July 11, 2019, 01:34:18 PM »
Update 20.6 - Walls and whatnot
11 JUL @ 8:36AM - STARDOG


Howdy,

A few new bits in this update.
   You can now return a travelling caravan home.
   New walls and towers.
   Changed the notification sound and made it quieter.
   Added an option for windowed mode.
   Better support for very small resolutions and very wide resolutions.
   Foraging should be quicker, no matter what skill level you are.
   Had a chat to some of the in game characters about their incestuous tendencies, so hopefully that's the end of that.
   Fixed a bug where farm corrals did not load correctly after being moved.
   Fixed a loading bug.

Enjoy!

Cheers,
Stardog.


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Re: SAELIG
« Reply #69 on: July 16, 2019, 12:37:25 PM »
Update 20.7 - Fixes and changes
16 JUL @ 7:08AM - STARDOG
Hi all,

Just a few fixes and changes here, nothing extreme.

   Reproduction, Arson, and Break In skills now train up a lot quicker.
   Chances of person staying in alehouse guest rooms improved.
   Skill success chances are now calculated differently. You will find things get a lot easier a lot quicker.
   Option to reset key layout.
   Fixed some spelling errors.
   Fixed an issue where the guard captain could not declare outlaw in some situations.
   Replaced remaining old walls with new ones.

Already working on the next update, few things planned.

Cheers,
Stardog.


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Re: SAELIG
« Reply #70 on: August 05, 2019, 11:47:41 PM »
Update 21 - Heaps of fixes, tweaks, and additions
5 AUG @ 10:12AM - STARDOG

Hey all,

A new update is currently being built, and will be made live to each platform as it is ready. Windows 64bit and 32bit are ready now.

Bug Fixes
   People will now properly heal themselves when given a herbal tea.
   You can no longer apply for guard captain in towns you don't live in.
   Merchant and military camps are back, after a bug shut them down.
   Spouses of children will now show up in family trees.
   The player's home town will no longer randomly change.
   Fixed an issue that would cause Positions of Power to not display correctly.
   Spouse will no longer buy food they has been stored at home already.
   Fixed several issues that could cause game lockups and crashes.
   You can no longer pay a fine when you don't have enough money.
   Fixed some instances of fields populating twice.

New Things
   New people window to make it easier to fined people you know.
   Command menu will now say if someone is busy.
   Commands that are cooling down will now display as such.
   New water added.
   New foliage.
   Player can now get drunk.
   New buff 'Bliss' that can fulfil needs and increase health, but stops you learning new things for a small period of time. This can be obtained by drinking, or having relations with your spouse.
   New notifications.

Tweaks
   Removed guard dogs for now, as they did not work correctly anymore and I want to replace them.
   Enhanced terrain textures.
   Performance tweaks.
   Divorcing your spouse is now more costly.
   General improvements.
   Game will no longer unpause when issuing a command to your player.
   Camera warp will no longer change your zoom.
   You can now adjust camera panning sensitivity in options. Camera panning should also now be more consistent.
   Artwork changes.


Still working hard on lots of things, but wanted to get something out.

Cheers,
Stardog.


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Re: SAELIG
« Reply #71 on: September 26, 2019, 02:42:50 PM »
Update 22
Thu, 26 September 2019


A few new things

Hey all,

Another update to enjoy.

Bug Fixes

   Fixed some notification bugs.
   Eating item from backpack will now consume that item.
   Can no longer eat objects.
   Fixed some buildings that would turn pink.
   Fixed a few UI bugs.
   Fixed bug that would clear notifications when saving.
   Fixed a bug where the player could become immune to sickness.

Changes

   Child workers will no longer be fired after coming of age.
   Tweaks to a couple recipes.
   Building limit increase.
   New notifications.
   Skill changes.
   Crime tweaks.
   Women in the player's family (except for the player), will take their husbands name.
   Storage and employment level changes. Each building can now be upgraded to level 6 and have more employees.


New Things

   You can now loot carts that have goods in them but no driver.
   You can now see and assign drivers from the info panel of the selected cart.
   You can now see what the stock in an inventory is worth at the various markets. (Click the new button above the inventory of your cart.)
   You can now be employed at an AI owned business.


Cheers,
Stardog.



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