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Offline Asid

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



Happy 2023! Here’s an update.


Bug Fixes

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



Tweaks

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



New Stuff

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



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

Much love,
Atorcoppe.


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Offline Asid

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



Hello all,

Welcome to Update 40!



Bug fixes
Fixed bug where some skills would not increase.
Corrected some issues will mild illnesses when playing on the longer day settings.
You will no longer get stuck after leaving a fishing boat.
Horses will no longer walk underwater.
Fixed a bug with lumber camps and mines where they would randomly restart their productions.
You will no longer keep receiving firewood if you walk away while chopping wood at a wood block.
Fixed a couple automation bugs, including bone charms not being sent to sheds and trading posts.
Fixed a bug where the player was not able to visit the herbalist when they are seeing patients.


Tweaks
Sheds no longer count towards business competition.
Fixed some freezes and issues when opening the hiring menu.
Moved the building 'favourite' button to the building info portrait, rather than being on the building icon.
You can no longer hire the town reeve or abbot once they leave your service.
You can now interrupt and talk to your family members that are doing chores.
You can now only change business hours and wages before work starts.
Removed the fence upgrade from huts to allow for more compact hut placement.
Balanced some building prices.
Added some new colours to inventory icon fonts.


New
Pets! You can now have up to five pets that will follow you, can be fed, and can be petted. Available pets are foxes, chickens, and cats (more to come), and they are obtained through random events.
Removed the "Rodent Catcher" upgrade from buildings and replaced it with a cat related event.
*WARNING* Pets also have lifespans and will die.
New trees and textures
Caravans are now a bit more dynamic and requested items will change over time.
New props around towns to make them more lively and lived in.
New tasks that the AI can carry out during their day-to-day lives.
Storefronts are now included as options in automation.
New LOD system for buildings. This may improve performance on some systems.


Hope you have fun!

Me and a few others did a bunch of testing, but from a testing point of view the game is very vast and dynamic. So it's hard to nail down everything. Please do let me know if you have any issues.

Cheers,
Atorcoppe.

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Offline Asid

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



Greetings!

I found a lady, followed her around, talked to her a bunch, and gave her a some barley. Now we're getting married! This coming Saturday I will be off doing the wedding thing, which means I may go quiet for a few days. However, I didn't want you leave you without first giving you another update!


BUG FIXES
You can now interact with bunkhouses and sleep inside them.
Fixed CTD when buying out some buildings.
Fixed many automation bugs - things should work a lot better now.
Fields will no longer reset their crops when they should not.
Fixed a bug where your character would start fishing in the middle of the map.
Fixed a bug where the caravan ui would not open correctly.
Fixed a bug where offloading all goods to market automatically vs selling them manually would net a slightly different return.


TWEAKS
You can now give your workers items while they are working - though this will interrupt their current production until the interaction is complete.
The cart 'Send To' menu will now show houses last.
Automation - Business A will now only supply Business B with the goods required at that moment in time, unless Business B isn't working on anything, then Business A will supply any relevant goods.
Many other automation tweaks, including cart made being set to 'Never Load' by default, so that it doesn't send to market as soon as you turn it on. Should also be more intelligent about loading carts, selling items, etc.
Tweaks to item price calculations when selling in bulk. You should now net a but more when selling bulk items. Also tweaked the length of time it takes for prices to adjust, and some of the calculation inputs.
Camera will now look at buildings and people when you warp to them.


NEW
There is now a new panel in the market compare screen that calculates the best deal between all markets. It will tell you what item to buy from what market, then where to sell it, and how much profit you'll make. This only shows one trade at a time.
New 2D artworks for building profile pictures.


Much love!
Jamie.

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Offline Asid

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Re: SAELIG
« Reply #108 on: July 28, 2023, 12:41:44 AM »
Update 41 - A few goodies
Wed, July 26, 2023



Hello, hello, hello! I hope you’re all doing fabulous. Here’s an update with some good improvements.


BUG FIXES
Fixed a bug that would stop your graphics settings from saving.
Fixed some issues when using custom key bindings.
Fixed some carriage glitches.
Fixed an issue that would cause strange loops when players went to work in the morning.
Fixed a few saving and loading bugs.


TWEAKS
A few changes to some text in popup windows.

Performance improvements and GPU usage improvements. By default your GPU should run cooler when running SAELIG than before.

Some tweaks to hunting to make it a little less OP.

When you go and talk to someone they will no longer stop what they are doing and just stand there. They will now continue their task and only stop once you reach them. If they are walking at the time they will stop and wait in place.

Made some of my old code more efficient.


NEW
There is now some degree of auto-eating for the player. When you have needs on, your character is hungry, and you have food in your inventory, your character will automatically grab a bite to eat. Your player will only eat one item.

Shield usage. Characters will now use shields in combat.

Foliage rehash. Unfortunately I’ve had to remove the foliage system completely and add a new system in (this took ages). The new system works great and looks good, however it isn’t quite as responsive. This means empty plots no longer have trees on them. This also means the simple vegetation option has been removed because vegetation will now be less dense around cities. As part of this distant trees will look nicer.

Melee combat has been redeveloped and is now better all around. This was an important change because it lends well to the inclusion of raids.



I’m always here just plotting away in the background. I’ve been working on this game for so many years now and endlessly appreciate all the fans that keep playing and keep giving me ideas on ways to improve it.

I know there are people who are really disappointed that the game isn’t finished. But I don’t even know what finished looks like. I just have this game I make, I add new features and release updates. I guess you could say it’s one of those continuous development games, except you only pay once and get all updates for life.

But what do you guys think? Should I just try to wrap this up as fast as I can and get to a finish point, or should I just keep plotting along with it with no set end date?

Cheers!
 
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Offline Asid

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Re: SAELIG
« Reply #109 on: September 18, 2023, 12:37:14 AM »
Update 42 - Here come the Vikings!
Sun, September 17, 2023



Greetings!

This is one of the biggest updates I’ve done in a long time and there's a lot to love here. So, let's dive straight in.



THE BIG STUFF

-    Here come the Vikings! When starting a new game or loading an existing pre-update save, you can select to turn on raids. With raids on a band of Vikings will turn up sporadically to loot silver, burn buildings, and kill people. Vikings can be defeated by force, but they will also leave once they have looted enough silver.

-    New equipment - Swords, one & two handed axes, shields, and a very special unique weapon that’s a surprise. All types of weapons look and act differently. For instance a one handed axe will do more damage to a shield than a sword, and a two handed axe is very hard to block.

-    Shields can now be damaged during combat and even destroyed. Shields that do survive fights can often be less effective during the next fight as they may have become damaged. When the durability of a shield hits a certain threshold it will be labelled as 'damaged', which gives it a lower max durability. Once a shield hits 0 durability it will be destroyed.

-    This brings us to combat itself. Combat is no longer based on insta-killing someone who has a lower skill than you. Rather, all successful hits during combat subtract a certain amount of health based on weapon and outfit, and then when life is 0 the person dies. Whether an attack hits or is blocked and what damage it does is calculated on the fly based on skill level, weapon type, shield, armour, health, current injuries, etc.

-    Now that health plays a more important role in the game, we’re going to need some way to see it. So now we have need icons. At the top left near where buff icons sit, you will see three new icons; health, hunger, and energy. You can see the levels at a glance, or hover over to see the exact level.


THE SMALL STUFF

    Tweaks to interactions and animations, including some new animations.
    Menu, character creator, and map select tweaks.
    Tweaks to map mode, including some new icons.
    Some major performance tweaks.
    Added even more layers to the portrait cameras, which mean there should be even less character overlaps in portraits.
    All buildings now have an upgrade to improve fireproofing.
    Arson is now done by throwing torches at buildings.
    People will now forage less if that item is already very abundant.
    When a production is unavailable, the tool tip will now give you more information.
    Working hours can now be pushed to an even later time.
    Better auto-stacking of items in inventories.
    A few tweaks to how people decide they want to buy a house. This should increase the demand for housing.
    You can now tune worker wages at any time if there are no workers employed.
    Regions now request more types of goods when you are setting up caravans.
    AI will now loot people they kill.
    Sometimes if the craftsmen working on a sword have enough combined skill, they will produce an even better type of sword.
    Wine. Monks can make wine. Wine heals you, like in real life.
    New achievement.


THE FIXES

    Fixed some automation and production bugs.
    Fixed some bugs that would prevent smooth running on some Linux and MacOS computers.
    Fixed a bug where the in-game wiki would not display properly.
    Dead people will no longer keep claim over the property they once owned.
    Fixed some minor UI bugs.
    Fixed a bug that would allow you to adopt another person's child…
    Fixed a bug where sometimes corrals and fields wouldn’t change production.
    Fixed a bug that would cause some keyboard shortcuts to trigger when typing in a text box.
    Fixed a bug that would sometimes see people not eating food from their homes.
    Fixed a few minor visual issues.
    Fixed some issues where the player would be interrupted when trying to do stuff.
    Fixed a bug that would cause cart guarding to not work.
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