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Re: SAELIG
« Reply #120 on: April 28, 2024, 02:51:03 PM »
Update 45.6 - Fixing bugs, improving lives
Sat, 27 April 2024



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.

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Re: SAELIG
« Reply #121 on: June 23, 2024, 08:46:57 PM »
Update 46 - Become a village drunk
Sun, 23 June 2024



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.

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Re: SAELIG
« Reply #122 on: August 19, 2024, 12:04:36 AM »
Update 47 - Cheese and Poison
Sun, 18 August 2024




Greetings!

I hope you are all doing well on this fine day.

I've been a bit busy and unwell as of recent, but I have managed to add enough small things and do enough small tweaks to warrant an update!



BUG FIXES

    • Fixed it so that the Metal Armour and Meat Pie skills has the correct classifications.
    • Fixed an issue where multiple learning halls or pits could be built in a single town by someone who did not live in that town.
    • Fixed a bug where in some cases woman would become Monks.
    • Fixed bug where in some cases player could not claim free plots.
    • Fixed some bugs with some specific plots of land.
    • Fixed the Landlord start not working correctly.
    • Fixed a bug where entering a building in FP mode would not work.
    • Fixed crash related to a specific type of social interaction between two people.
    • Fixed a crash related to combat.
    • Fixed a bug that created an exploit that would allow workers to go to work outside of work hours.
    • Fixed a bug where fishing boats could not be built via automation.
    • Fixed a bug where sometimes the game would not be paused after loading.
    • Fixed a bug that would cause the Trading task at the Trading Post to reset.
    • Fixed a bug where if you loaded a character in for New Game +, the heritage would not come across.
    • Fixed a bug where you were unable to interact with some buildings when a nearby building was on fire.
    • Fixed a very specific bug where if you married your tenant, your active home would be reset.
    • Fixed a bug where automation was producing items not on your priority list.
    • Fixed a bug where automation would stop completely after running out of goods, even though there were enough goods to make something else.
    • Fixed a bug where productions would not resume in some cases when loading a game.
    • Fixed a logic flaw that would allow children to be set as outlaws.
    • Fixed an issue with an achievement not unlocking.
    • Fixed an issue where you would not get the elder tribute every night following election.


TWEAKS

    • Kids will no longer get arrested and set to the pit for punching each other.
    • Added more birds to maps.
    • When renting a house that is for sale, it will now be removed from sale so it isn't sold to someone else while you live there.
    • Increased starting storage of the Homestead.
    • Unhirable people will now show their skills in the hiring menu.
    • When you get a notification telling you that an employee is unwell, the 'show me' button will now jump to the workplace rather than the character.
    • When hovering over items being currently produced the tooltip will now show the skill level of the worker.
    • You can now abandon plots that you don't want if the town isn't big enough to buy it from you.
    • Storefronts will now stack items better.
    • Some UI tweaks.
    • Character creation tweaks.
    • AI criminals will now no longer break into buildings between midnight and 4am.
    • Viking raider spawns are now staggered to try and prevent stuttering on some computers when they spawn.
    • Tweaks to how some illnesses are passed on to other people.
    • Tweaks to the chances related to waylaying carts.
    • As the Town-Reeve you will now be notified when someone nearby is witnessed breaking the law. But only if you're within a certain range.
    • When selecting 'show me' on a notification about a character said character will now become selected.
    • Tweaks to crime prosecution if you are a Watchman or Town-Reeve.


SLIGHTLY MORE EXCITING THINGS

    • As the Town-Reeve you can now release people from The Pit.
    • If your character is standing inside their home and they start getting tired they will now go lay down.
    • Added Cheese which is produced at the Corral.
    • Added new winter themed production events for some buildings.
    • Added Poison and Purple Berries. Purple Berries can be collected from your garden and then combined with honey at your fireplace to produce Poison.
    • Poison can be applied to any food and then anyone who eats that food will get an awful case of the deads. Technically you could host a feast with nothing but poisoned food and take out half the town. Fatality rate isn't 100%, but it's certainly close.


I finally feel like my todo list is shrinking, which is a nice. Definitely still have a bunch of stuff I want to do, but recently I have been checking off quite a few items.

Cheers,
Atorcoppe.
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Re: SAELIG
« Reply #123 on: October 06, 2024, 07:43:02 PM »
UPDATE 48 - Trade Routes, Thegns, Land Tax, and so much more
Fri, October 4, 2024


Greetings!

Firstly, thank you to everyone who has helped me test this update. Much appreciated as always. Thank you to everyone for the continued support and kind words.


NEW:

    • Herbal Broth as been added. Cures violent illness, like Herbal Tea. Uses vegetables.
    • Land tax - each plot that you own now has a tax. Tax is paid at 1am. If you cannot pay tax you will eventually be visited by Stan The Tax Man who will give you some options for paying off the tax. Tax values are controlled by the ini file. Reeve and Abbot do not pay tax.
    • New conversations.
    • Screen calibration scene that allows you to tweak colours and brightness.
    • Two new achievements.
    • Rebuilt the input method in the game. Keys should now be more reliable when the game is paused. Now has native controller support.
    • You can now transfer carts between buildings.
    • If you build your own campfire you can now use that as a place to butcher animals. Great for those homeless hunters.
    • Automation - Added the option to send goods to a specific building.
    • Pet dogs can be purchased from the horse breeder. They can be used to guard carts and buildings from thugs and foxes.
    • Arrange marriages for your children.
    • Thegn position added which is a title given by the King when you build up standing with him. Thegns and family members of Thegns will have the Thegncynn social class. This is now the highest class. Geneat now is capped at 18 properties by default, to get more you need to become a Thegn. Thegns don’t pay land tax and are immune to laws. However if you get caught committing crimes then your standing with the King will decrease. If it is decreased too much you will lose the title. If you have more than 18 properties in your existing games, you will not lose them. However you won't be able to buy additional until you get to the rank of Thegn.
    • New production events.
    • Trade routes can now be setup using the pony and ox carts at Sheds and Trading Posts once you have the Cart Logistics upgrade. This allows you to fully automate the transportation of your goods around the map.


TWEAKS:

    • Working together now can increase relationships to 65, instead of just 50.
    • UI Tweaks.
    • Increased the chances of people having conversations with others, which helps build relationships that end in marriage.
    • Increased the allowed age gap for marriage.
    • Initial medicine increased when starting a new game.
    • Some initial resources increased when starting a new game.
    • Changed it so that for some resources the amount that spawn in the market at the start of the game is influenced by days per season setting.
    • Honey removed as food so the AI doesn’t buy it all to eat.
    • More skill gained from your parents backstory during character creation.
    • Added a note when developing a civic building.
    • Building civic buildings will now increase relationship with elders.
    • Increased severity of extreme raids.
    • Added a control to un-rent a home.
    • Storage optimisation with large stacks.
    • Tweaks to moonlight.
    • Tweak to logic for AI building mines.
    • Ultra-wide biggest UI tweaks.
    • Overhaul in building pricing structure. Building value lowered, but price of land is now factored into a building. So when you buy a building you’re paying for the building + the land. Upgrades will also be applied with an extra few % value so to allow for buying, upgrading, and flipping houses for profit.
    • Gender specific randomised names for character creator.
    • Buttons to enter various rooms of the building are now shown on minimised UI.
    • Map will now update right away if you have it open and you buy a building.
    • Tutorial prompts will now dynamically display control bindings based on your input method and your assigned keys.
    • Game will remain paused after checking the wiki.
    • Tweaks to some selector popup positions and layouts.
    • Genders of babies are no longer a simple 50/50.
    • Corrals and fields are no longer limited to a single priority production in automation.
    • More potent poison.


BUG FIXES:

    • You can no longer flirt with family members.
    • You can no longer fall in love with family members.
    • Fixed an issue for someone where after loading their save they would not be able to interact with anything.
    • Fixed a bug that would break production when there is no market.
    • Positions of Power vote fix when only person in town.
    • Fixed “too many watchmen” when loading - note that this will still be broken on your first load, it is fixed on your second.
    • Fixed some automation issues with corrals.
    • Fixed a bug where if you murder your heir, your heir would not be cleared and the character info window would break.
    • Fixed people doing backwards fishing
    • Fixed a bug where town-reeve was not elected at the start of a new game.
    • Fixed a bug where you could dupe chest armours.
    • Fixed combat issue when loading the game.
    • Fixed outfit bugs.
    • Navigation Fixes.
    • Portrait double-ups have been fixed.
    • Fixed field crop selector not working when no market.
    • Fixed favourites not loading in animals.
    • Fixed various non-automation production issues.
    • Fixed lots of teeny tiny bugs.
    • Tweaks to church donations so that your unemployed spouse won’t burn through all your cash.
    • Your spouse will no longer eat hundreds of bits of food from your home.
    • Fixed navigation in wilderness bunkhouses.


Because of all the changes your existing config file will be overwritten and you will lose your custom settings. However these can be reapplied to the new config file.

As always, if you have any trouble with this update - please do get in touch - email@atorcoppe.com
Cheers,

Atorcoppe.


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Re: SAELIG
« Reply #124 on: November 04, 2024, 12:12:44 AM »
UPDATE 49 - Lots of Tweaks
Sun, 3 November 2024



Greetings! Not a massive update dripping in features today, but there are a few great tweaks and some nice QOL stuff.

NEW:

    ? Added a 1 quantity selector when trading items.
    ? You can now directly offer someone a job by clicking on them.
    ? You can now directly offer someone a rental by clicking on them.
    ? Added commands for pet horses. You can now command them to go home or follow you.
    ? Covered Fire Spots will now randomly pop up near new buildings that are constructed.
    ? You can now adjust the starting silver for the standard starting scenario in the config file.
    ? You can now adjust the skill increase multiplier into the config file.
    ? Added a new panel when you select a cart that will show related things, such as the building it belongs to and the other carts that belong to the same building.


TWEAKS:

    ? Some UI Tweaks.
    ? Some optimisations to scenes.
    ? Extra buttons on mice can now be bound to keys in key mapping.
    ? Reduced the starting quantities for resources attached to fruit trees, vegetable patches, and coops.
    ? Haggle bonus is now included in items in transaction log, rather than being separate.
    ? People will now reset if they?re sitting at a military camp when it leaves.
    ? Lots of tweaks to AI logic when supplying their other buildings.
    ? Higher energy consumption when training or fighting.
    ? Fertility Charm will now temporarily remove the age restriction for when you try to make a baby.
    ? Some general tweaks to Trading Post and Trade Routes.
    ? Tweaked Automation so you can now source goods from Trading Posts.
    ? Tweaks to how portraits are generated.
    ? Tweaks to how the AI conduct some of their interactions and the time they?ll wait before they do something else.
    ? Removed saves older than 2021 from New Game +, as these are simply not compatible.
    ? The camera warping function will now only adjust camera height if it needs to. For the most part when you now double click on a characters portrait, the camera height will not change.
    ? Added Trading Posts to your Storage filter in your building menu.
    ? Made it easier to select carts from your building menu if the building has more than three carts.
    ? Improved logic for people breaking into buildings.
    ? Major lighting adjustments for fire pits and torches.
    ? Tweak to how people are assigned classes when they are spawned.
    ? New games now start later in the day, rather than very early in the morning.
    ? Stan The Tax Man is now mortal and can be murdered. Though the King will surely replace him.
    ? Horse Breeder, Travelling Monk, and Tax Man will now automatically be added to your tracked characters list.
    ? Pets are now added to the Tracked People list so you can easily find them.


BUG FIXES:

    ? Carts will no longer sell goods to other carts requesting resources if the carts are owned by the same person.
    ? Fixed it so that if the player is hauling a cart and you right click on a building in the building menu, the player will no longer freeze in place.
    ? Fixed a bug where a horse would still have a buy button even after your already bought it.
    ? Fixed a bug where if you have multiple dogs guarding multiple carts they would not load in correctly.
    ? Fixed some issues with some starting modes.
    ? Removed some achievements from the tutorial.
    ? Fixed an issue where sometimes people would not extinguish fires.
    ? People will no longer sit inside burning buildings.
    ? Fixed a bug where in some cases Automation would not load correctly.
    ? Fixed an issue with children having incorrect portraits when they grow up.
    ? Fixed a bug that would prevent you from loading a game from 2020 or older.
    ? Fixed a bug related to a production event.
    ? Fixed it so you can now sell Carriages again.
    ? Fixed an issue where AI characters would sit down somewhere and not stand up again.
    ? Fixed an issue where some AI characters would climb on top of the bunkhouse roof.
    ? Fixed some navigation issues.
    ? If someone approaches someone for a conversation but that person is already talking to someone else, they will walk away instead of interrupting the existing conversation.
    ? Fixed some typos.
    ? Fixed some tutorial bugs.



As always, save games are compatible with this version, if you have trouble loading yours please to send me an email (email@atorcoppe.com) or reach out on Steam or Discord.

The next update will focus very heavily on loading and performance optimisations, as well as any QOL features that people send me.


Thank you for all your support!
Atorcoppe.
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Re: SAELIG
« Reply #125 on: November 08, 2024, 12:41:51 AM »
Update 49.1 - Some refinements
7 Nov 2024


Hello!

I?m going away for a couple days so thought i?d release a small update with some requested QOL additions.


    ? Each boat you build at your Fishing Dock will now increase the inventory of the Fishing Dock.
    ? Some slight UI tweaks.
    ? When creating your character you can now tab between first and last names.
    ? Some Linux fixes, including upside down map during character creation.
    ? Made it so you cannot hire yourself or rent a house to yourself.
    ? Rare and very rare production events are now less likely to happen multiple times a day.
    ? Your productions will no longer reset after Vikings are defeated or leave.
    ? Corrected some tutorial issues.
    ? Some notification tweaks.
    ? You can no longer claim land owned by someone else when the town population is low.
    ? Fixed an issue where the new family notification would incorrectly assume the wealth of said family.

I?ll be taking my laptop away with me so can dial into my workstation and do any work on SAELIG if needed. I?ll also still be free to support any issues that pop up for anyone.

Atorcoppe.
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Re: SAELIG
« Reply #126 on: November 18, 2024, 12:15:17 AM »
Update 49.2 - Improved loading times
Mon, November 18,



Greetings!

I've come back from a little holiday and have gone straight back to work. So here is a small update that fixes a couple things and improves loading times.


- Fixed inventory stacking not working properly in some cases.
- The character creator story panel has been adjusted slightly to work better on different aspect ratios.
- Pack unequip confirm UI has been updated.
- Loading time optimisations for creating new games and loading into existing save games. In some situations you may improvements of 20 to 30 seconds.
- The game will now decide what kind of family to spawn (rich or poor) based on how many free workers there are in the game. So the less free workers there are, the morel likely the game is to spawn a poor family.
- Fixed a major issue where starting a new game as a woman on some computers would not work properly.


Lots more to come. I'm continuing to work on further loading optimisations, as well as performance optimisations.

Cheers,
Atorcoppe.

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Re: SAELIG
« Reply #127 on: December 01, 2024, 04:43:51 PM »
Update 49.5 - I love dogs
Sun, 1 December 2024



Hey all!

Another small update as I gear up for something more substantial.


    -A new starting scenario ?Man?s Best Friend?. You start with the standard amount of silver and a pet dog that lives forever that you can name whatever you like. This start is a tribute to dogs.
    -Moved a particular grazing spot away from a particular plot of land so cows and horses no longer congregate there.
    -The requirements to build a boat will now show in the tooltip when selecting the production.
    -UI tweaks.
    -Fixed a bug where you could not sleep in a longhouse.
    -Removed the 5 pet limit from the player.
    -Fixed a bug that could prevent a saved game from loading.
    -Fixed some nav issues.
    -The tracking camera now sits further away from the character your are tracking.



I know it?s not a lot this time, but this kind of stuff is clearing the way for more substantial things.

Cheers,
Atorcoppe.

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