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Offline Asid

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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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Offline Asid

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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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Offline Asid

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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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Offline Asid

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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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Offline Asid

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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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Offline Asid

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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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Re: SAELIG
« Reply #128 on: December 23, 2024, 12:16:24 AM »
Update 50 - A new map and more!
Sun, December 22, 2024



Greetings!

I hope the end of the year is treating you well, and I hope you enjoy this update.



BUG FIXES

    - Fixed an odd issue where sometimes a watchman would be called a watchman without actually being a watchman.
    - Fixed blank profile pictures.
    - Fixed some issues related to character retirement.
    - Fixed an issue with Windows & Linux when playing with controller without a mouse attached where there would be no cursor.
    - Fixed a long-standing bug where misc buildings would sometimes build in pairs - two wells, two fire pits, etc.
    - Fixed an issue when you weren?t flagged as busy when supervising.


TWEAKS

    - Tweaked requirements for the AI to become watchmen.
    - Notification tweaks.
    - Wild animal spawn rate tweaks.
    - Your heir will now inherit your pets.
    - Quite a few interface tweaks.
    - Tweaked some volume settings for some notifications.
    - Navigation tweaks, especially around bridges.
    - Tracking camera tweaked - it is now smoother, will rotate back to the character after you have looked around, and when zooming the tracking angle will decrease as it zooms to the character.
    - Tweaked it so when selecting someone inside a building, the selection icon shows above the building they are inside.
    - Tweaked logic to the AI building certain buildings.
    - Tracking camera will now unlock when moving the camera using edge panning.
    - Carriage ride prices are now calculated based on journey length rather than distance from point A to B.
    - When you give someone a shield, they will equip it.
    - When starting a New Game + on Defenascir your character will now be given money if they don?t have enough and an axe if they don?t have one.


NEW

    - You can now right click on a tracked character in your tracking list to interact with them.
    - During autumn some trees will now change to various shades of orange.
    - You can now re-stack your player inventory and pack like with other inventories.
    - You can now double tap hotkeys to zoom to the thing bound to that hotkey.
    - Added a filter to the hiring menu that lets you filter by job, location, etc.
    - Added hotkeys for the market compare and relationship windows.
    - New grasses and nature textures - bringing better colour and vibrancy to the world (in my opinion).
    - All crops, fruit trees, and vegetable patches have been replaced with new models.
    - New screenshots for map select menu.
    - New map - Dofras - is a combination between the style of the classic maps, and Defenascir. It has one pre-existing town, and will allow you to also build your own.
    - A new ?Persistent Stash? that is attached to your player. Any goods you put in this stash will be accessible from any of your other saves. So you could use this to transfer items between saves.


I hope you all have fantastic holidays! See you in the new year!

Cheers,
Atorcoppe.
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Re: SAELIG
« Reply #129 on: December 31, 2024, 11:18:34 PM »
Update 51 - Time to trade some exotic goods!
Tue, 31 December 2024



Greetings!

Hello and welcome to the final SAELIG update for the year! I thought I?d go out with a bang
.


BUG FIXES

    - Fixed a bug where travelling merchants would vanish after loading on the Dofras map.
    - Fixed boat issues on Dofras.
    - Fixed the homeless spouse issue.
    - Eating animations will no longer replace fishing or woodcutting animations.
    - Fixed some loading issues associated with Fishing Docks and their boats.
    - Fixed flickering of legacy fog when volumetric fog is turned off.


TWEAKS

    - Navigation tweaks.
    - Added another gate to Thrymswold.
    - Update Homestead and Longhouse gardens.
    - During a Viking raid, the music will now change.
    - Added more variation between a small building on a small plot and the same small building on a large plot. The large plot version will also now have more inventory space than the small plot version.
    - Some cow tweaks.
    - When the midnight ?soft reset? of characters happens, any character interacting with the player not not be reset.
    - If you click on a character that is standing there waiting for someone to come talk to them, their action will now say so.
    - Tweaked the snow.
    - Tweaked some shaders.
    - Added a failsafe to carts that get stuck, to hopefully allow them to realise they are stuck and correct themselves.
    - Tweaked the logic around how people find other people to talk to.
    - Added ?random? buttons to the popup windows for naming pets, babies, and towns.
    - Tweaked pregnancy success chances.
    - When renaming a building, the current name will now be highlighted and selected.
    - Changed how caravans buy ?priority goods? so now the chances of getting what you want is higher.
    - Animal spawn tweaks.
    - Tweaked the logic associated with people relocating for work.
    - Made it so if the tax man declares you an outlaw and there are no watchmen around in town for him to communicate it to, he will spread the world to nearby civilians instead.
    - The caravan window will now also show destination of the current caravan.
    - Made it so you cannot sell Dens (as currently the AI cannot use them).
    - Improved performance at higher game speeds on some computers.
    - The max markets per map is now 5.
    - Tweaked some LODs.
    - Tweaked some AI production logic.
    - Config file now has an option to turn off the persistent stash.
    - Added a grass distance setting in graphics options.
    - Trading route steps now have a min and max setting so the cart will not take more than the max, and will always leave at least the min behind.
    - Land tax is now combined in the ledger.
    - You can now select buildings directly from the ledger.


NEW

    - Added a vandalism options. So in addition to lighting a building on fire to destroy it, or defecating on a doorstep to spread sickness, you can now just throw rocks at buildings to damage them slightly. Damaged buildings do not function and are cheaper to buy.
    - Added a Trading Dock building that can be built on coastal plots (not lakes).
    - Trading Docks can build ships which can be used like caravans, and can also buy exotic goods.
    - Exotic goods are: Citrus, Silks, Spices, Olive Oil, Amber, Ivory.
    - The exotic goods can be traded to other locations or used to make the following new items: Amber Amulet - Workshop, Ivory Amulet - Workshop, Spiced Bread - Bakehouse, Date Pudding - Bakehouse
    - In the Notable Families panel I have added a Global Leaderboard that allows you to upload your score and to see the top 20 scores that are currently uploaded.


POST-UPDATE UPDATE

There was an automation bug in this update so I?ve released an update for the update. Here are the things that are in it.

    - Fixed automation issue.
    - Added a confirm window for when changing active home.
    - Leas chance that kids will waylay, they?re now much more likely to pickpocket.
    - The ledger now holds 50 recent transactions and is scrollable.
    - AI workers (incl. automation) will now be assigned productions based on their skill for said production, if possible.


See you next year!

Cheers,
Atorcoppe.
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Re: SAELIG
« Reply #130 on: January 02, 2025, 11:40:23 PM »
Update 51.2 - Hello 2025!
Wed, 1 January 2025



Well, it's 2025 here so it's time for an update. Sorry that this one is just a tiny update today.

    - Dofras raid crash has been fixed.
    - You can now add more steps to trade routes.
    - When a building is damaged it will now show damage % on the info panel.
    - The Abbot can now change sermon times slightly.
    - You can now put food from a cart or your buildings directly into your consume slot.
    - Abbots can now sell orphans for a bit of extra cash.
    - Virtual keyboard added for controllers.
    - Fixed a wilderness plot navigation issues on Defenscir.


I hope you are all enjoying yourselves and wish you all the best for the new year!

Cheers,
Atorcoppe.

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Re: SAELIG
« Reply #131 on: January 18, 2025, 12:25:23 AM »
Update 52.1 - Naming carts
Fri, 17 January 2025



Me again,

I quick update to push live some things I did after yesterday's update.


    - Add small chest with an inventory to your camp.
    - Camps are now saved.
    - You can now dismantle your camp.
    - If you setup a camp when you already have one your previous one will be moved to the new spot, along with the inventory of your camp chest.
    - You can now interact with the church when viewing inside it.
    - You can now right click to buy horses and dogs.
    - Now if you press the warp button and you don?t have anything selected the camera will warp to the player and select them.
    - When you select an item to trade, the tooltip will now be disabled on the trading item so it doesn't get in the way.
    - You can now name carts whatever you like.
    - Changed it so when you rent a town owned home it will be reserved for you to buy at any time. This does not apply to homes owned by other characters.
    - Fixed FPS limit not working correctly.
    - Refinements to minsters, beggars, and thieves.
    - After yesterdays tweak to how storefronts work (upgrade with the main inventory) - I have fixed it so that loading in from a previous version of the game will match the storefront to the inventory of the building.
    - Fixed some typos.
    - More tooltips.


More stuff to come.

Cheers,
Atorcoppe.
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Re: SAELIG
« Reply #132 on: February 02, 2025, 11:02:55 PM »
Update 53 - Loading times smashed!
Sun, 2 February 2025



I hope you're all well! I'm here with another update - This one sat in testing for longer than I wanted because I kept wanting to fiddle around with a few things.


BUG FIXES

     -  Fixed a crash caused by soldiers trying to dance at the Mess Tent but then it all went to crap and caused a game crash.
     -  Fixed some automation bugs.
     -  Fixed controller cursor issue where it was behind production selection popups.
     -  Fixed the Bunkhouse showing sleep two times in the action menu.
     -  Fixed some typos.
     -  Fixed a bug where after you equiped a weapon if you pressed space it would unequip it.
     -  Fixed a potential bug where your horse could get caught following you while you have mounted it, thus making it walk in circles.
     -  Fixed camera issue when starting a new game on Defenascir.
     -  Fixed a bug with trading ships.
     -  Fixed a bug with carts at trading dock and fishing dock.
     -  Fixed it so you can no longer bypass an elder vote or town naming.
     -  Fixed issue with trade routes stopping and never starting again.
     -  Fixed bug where you could open the trade route manager from a trading post that did not have the upgrade.
     -  Fixed some King?s Standing silver choices not working.
     -  Fixed issue with a random building called the Smokey Cat showing in the Travel To menu. Fixed a related issue with a New Game Object market showing in market compare.
     -  Fixed some camera loading issues.
     -  Fixed some camera placement issues.
     -  Fixed it so you no longer get 2x inheritance if both your parents die.
     -  Fixed bug where in some cases a cart could not be selected.
     -  Fixed some typos.
     -  Fixed some map boarder issues.
     -  Some UI fixes.
     -  Right clicking a hidden notification to dismiss with a cart selected will no longer move that cart.
     -  Fixed an issue where minimised UI would expand itself if the selected character entered or exited a building.
     -  The follow cam now works correctly with RTS camera turned on.
     -  Fixed issue where sometimes you could not sleep at camp.
     -  Fixed an issue where sometimes the plague would vanish as soon as someone caught it.
     -  A lot of work to try and fix a potential saving issue that can be caused by some virus programs, or permissions issues.
     -  Fixed nav issues on some plots.
     -  Fixed an issue where sometimes some buildings would just stop producing things (fields primarily).
     -  Fixed issues related to producing goods in rented home.




TWEAKS

     -  Controllers can now use the left trigger to interact with map icons, the same way that you can use a mouse to right click on them.
     -  Upgrade and ingredient requirements are now both shown at the same time on production tooltips.
     -  Changing automation priorities will no longer make you lose ingredients from other productions. It will still cancel any productions that aren?t compatible with the automation settings - but it will now refund the ingredients or provide a partial refund and a partial production.
     -  Slower energy consumption when on the back of a cart or horse.
     -  Less chance of finding a pet fox or chicken the more pets you have.
     -  You can now equip items directly from the storage of your own buildings.
     -  You can now give items from your pack.
     -  Some tweaks for handhelds.
     -  Changed logic around being caught during pickpocketing so it is based on stealth level whereas getting money from pickpocket and the amount is based on the pickpocket skill.
     -  Reduced game size, reduced RAM usage.
     -  You can now open hidden notifications when paused.
     -  ?Spouse? income now counts towards daily balance.
     -  In some cases on laptops and handhelds you may see higher FPS and less stutters.
     -  Animation tweaks.
     -  More info on automation panel.
     -  Reduced exquisite sword rate - allowed it as demand item on caravans.
     -  After supervision the animation will now stop.
     -  Enter key can now be used to OK upgrade confirmations.
     -  The hire menu will now load people gracefully rather than trying to load everyone all at once, which was causing the hire menu to perform very poorly. It should run a lot better now, but you may have to wait a bit longer for everyone to load in.
     -  Made sure no one will migrate during a raid.
     -  Made it so if you hide the UI, pressing escape will turn it back on.
     -  Tooltip text size tweaks.
     -  Now if you have lots of people tracked, there will be a new button that allows you to see all the tracked people in a popup.
     -  Trading Docks and Trading Posts where you don?t really produce items, using the cart ?load all? command will now load any items in the inventory. Unlike production business where it only loads produced items.
     -  Your player is now way better at resuming their previous task on load.
     -  Notification popups will now temporarily hide the nearby trading inventories UI to prevent overlapping on some screens.
     -  If you select an item in an inventory you can now select a cart/building in the related menu or the cart menu to open the trade window for that inventory.
     -  Needs tooltips now update live.
     -  Waylayed trade route carts should now restart their trade routes better.
     -  Fields are now way better at functioning under automation.
     -  Businesses with automation on that produce an ingredient and an end product (milk + cheese), will now handle storage of the ingredient better. For instance, a corral will only store excess milk for cheese production if the player either doesn?t have any priority items or has cheese as a priority item. So if you have only milk as a priority item, it will no longer hold excess milk to cheese production? I think that makes sense.
     -  Cart loading at end of day works better now with hand carts.
     -  Wage changes now effect relationship with employees.
     -  Watchman application tweaks.




NEW

     -  Military camps have horses that you can steal. The success of this is determined by your stealth skill. A failed attempt will cause you to get kicked in the face. Horse theft is a crime.
     -  Stealth skill added - stealth is increased when you are successful at crimes. The higher your stealth, the less chance there is of someone seeing you do a crime.
     -  Abbot can now call down the wrath of god and denounce a business to cripple its production for a day.
     -  Healthcare at the Herbalist Hut is now an upgrade and sick people can turn up at any time during work hours to ask for medical help. A worker will stop what they?re doing and assist the patient.
     -  The player as an abbot can now specify the person who should lead sermons, including themselves.
     -  With trade routes now if you don?t assign items, the cart will take any item in the source inventory.
     -  Character creator back button added.
     -  New loading system with substantially faster loading times on all devices. Please let me know if you have any trouble loading saves.
     -  Added ?good slander?. You friends will now talk to other people about you, which can increase your relationship with that other person.
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Re: SAELIG
« Reply #133 on: February 23, 2025, 03:32:11 PM »
Update 53.5 - A few goodies
Sun, 23 February 2025



The last month or so has been a crazy time for me - been super busy. But my work on SAELIG ever stops, so here is a nice little patch.

    - Fixed an issue where pickpocketing someone could cause them to freeze in place forever.
    - Added text near player potrait to say the current player action.
    - Caravans and Trade Ship will no longer buy goods they are selling.
    - Family name at the top left of the UI now shows current player name as well as last name.
    - Added a button to selected player to teleport them elsewhere if they get stuck.
    - Fixed it so giving people something from pack no longer gives the entire stack.
    - Tracked people tooltip now shows full names.
    - Fixed some perpetual broken bone issues.
    - Trade estimation tooltip tweak.
    - Some UI fixes.
    - Fixed some bugs related to punching a watchman.
    - UI Tweaks.
    - Added wergild back in which means if you murder someone and get caught, their family gets the fine money.
    - People who you have gotten money from through begging, entertaining, and pickpocketing are now remembered for a while so you cannot endlessly spam the same person.
    - Some pickpocket balance tweaks.
    - Homestead warmth now more reliable.
    - Following when mounted now works.
    - Tweaked some of the thought process for children so some of the bored ones may be inclined to become a beggar rather than a pickpocket.
    - Tweaked some of the conditions around people becoming beggars, minstrels, and thieves.
    - If a crime isn?t intercepted on the spot by a watchman but dealt with in another way, it will now be counted as ?intercepted? in the crime report.
    - Changed the ?Report Crime? action label to ?Alert Watchmen?.
    - Children now far more inclined to pickpocket instead of breaking in or waylaying.
    - Kids can now be declared outlaws if they run away from a crime scene - though note that a child outlaw doesn?t quite have the same penalty as an adult outlaw. It just means that watchmen will confront them on sight and demand retribution.
    - Fixed it so you can select the bottom notification icon when you are inside a building and have the UI minimised.
    - When people have broken bones, they will be way more likely to rest it off than before.
    - Fixed a bug where if you were sent to the pit, you?d teleport home first and then walk to the pit.
    - Relationship history has been added to character info that shows the last 20 or so relationship changes with any selected character.
    - Character fitness now works based on distance travelled, rather than just starting movement.
    - Vanity name is now shown in building info.
    - When typing numbers in trade route fields, it should no longer trigger hotkeys.
    - Map icons will no longer be activated when you press space.
    - New button added near the player potrait to open notification settings.
    - Fixed skill milestone popup getting stuck if it showed while saving the game.
    - A potential fix to the hotkeys menu not vanishing when you release the control key on some computers.
    - Fixed a navigation bug with a specific plot.
    - Fixed potential navigation issue with Herbalist Hut shed.
    - Sheds now have larger inventories.
    - Production tooltip fixes.
    - Larger timespan between military and merchant camps.
    - Player can now do healthcare at Herbalist while working at night.
    - Travelling Monk fix.
    - Weapon damage tweaks.
    - Recipe info tweaks.
    - Skills are now sorted showing General first, and then alphabetical after that.
    - There is now a min of 2 Vikings per raid.
    - Fixed a bug when selling building for missed taxes.
    - The player as an employee can now abandon a cart if they are working and forced to haul the cart after work hours.
    - Camera movement calculation tweaks.
    - Fixed a supervise bug where if you walked away after supervising your next task may be reset within a few seconds.
    - Bunkhouse tweaks - it is now displayed if you?re relaxing in a bunkhouse instead of sleeping due to lack of beds. Relaxing is way slower at increasing energy.
    - Fixed a major automation bug where offloading wasn?t working in some cases.
    - Fixed it so you cannot buy a wilderness plot without any money.
    - Improvements to the system that does random number generation and calculates chances for things happening.
    - When a building is destroyed, the AI will no longer rebuild the same building 100% of the time - instead they?ll evaluate what kind of building to build.
    - Fixed some UI Bugs.
    - Sick people will now do less things that require travel.
    - Entertainment, pickpocket, and begging options enabled when inside buildings.
    - Supervision notifications changed to a basic notification rather than a popup.
    - Relationship menu - you can now filter by profession.
    - Fixed a possible save error that could corrupt saves.
    - Fixed character creator FPS.
    - Major viking crash fixed.
    - Shader preloading optimisations.
    - You can now accuse people of crimes after the fact and a watchman will investigate and decide if they will prosecute or not.
    - Fixed an issue where horses could teleport into the doorway of longhouses.
    - Fixed some pit issues.
    - Fixed flour mill bugs when loading a game.
    - Some nav tweaks.
    - Fixed a bug that resulted in all horses being named Steve.


I didn't get around to adding a few things I really wanted to add - but hopefully soon!

Thank you for all the support, reports, and suggestions!

Atorcoppe.

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Re: SAELIG
« Reply #134 on: March 16, 2025, 11:25:16 PM »
Update 54 - Trading and horse armour
Sun, March 16, 2025



Hi all!

Not a huge update this time - but I do have some extra goodies lined up. This update is more about ticking things off my list that had been there for a while.


BUG FIXES

    - Fixed some cart navigation issues.
    - Fixed an issue where right clicking tracked people did not work.
    - Less crowding at alehouse front doors.
    - You can no longer stack babies on top of each other inside your wife and then have her give birth to them all at once.
    - Fixed rare occasions where caravans would return a 'no priority' item.
    - Looting sometimes not working has been fixed.
    - Fixed issue with large cart being stuck inside carriages.
    - Giving away poison food has been fixed.
    - Fixed issue with being unable to control your character after being set to sell goods.
    - Fixed bug that meant characters were not able to talk to the player while Idle.
    - When mounted your character will now dismount and do assigned tasks properly.


TWEAKS

    - When riding a horse, the action at the top left will say if you?re galloping or not.
    - Moved some grazing areas.
    - When social class is changed people will now be more likely to adjust their outfit to match.
    - Tweaked the logic behind kids attending class.
    - Added a notification to say if you are relaxing instead of sleeping due to lack of beds.
    - The raid countdown timer now saves and loads, instead of restarting on game load.
    - Added another bed to homesteads.
    - Added ?viking sail away silver? as a setting to the config file.
    - Added a popup for renaming pets, buildings, carts.
    - Tweaks to the things that travellers (fyrds, thegns, etc) buy.


NEW

    - You can now trade with individual NPCs by using the trade command in the conversation window. With this you can trade items, buildings, and silver with other characters.
    - Added another filter for owned buildings that will group together damaged buildings.
    - You can now rename pets.
    - Using the new trading system you can buy horse armour off the horse breeder to equip on your horse. (Shout out to the Oblivion Horse Armour DLC)


Thank you for all the support and I'm so happy that people are still enjoying this odd little game!

Cheers,
Atorcoppe.
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