Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on July 08, 2017, 12:53:15 PM

Title: SAELIG
Post by: Asid on July 08, 2017, 12:53:15 PM
(http://cdn.akamai.steamstatic.com/steam/apps/612720/header.jpg?t=1499247254)

SÆLIG is a strategy, role-playing, simulation, and trading game about the things that matter; life, death, money, and family. Live through the turmoil of the Dark Ages and do whatever you can to bring wealth to your family.


Official Site: Here (http://stardoggames.com/) (under construction)
Official forum: Here (http://steamcommunity.com/app/612720/discussions/)
Steam: Here (http://store.steampowered.com/app/612720/SAELIG/)
Wiki: Here (http://saelig.wikia.com/wiki/S%C3%86LIG_Wiki)


Single-player:


Trailer[/center]
https://youtu.be/u-60WEnEmCY



About

SÆLIG
(Old English: blessed, fortunate, prosperous, happy)

880 A.D.
England.


SÆLIG is a strategy, role-playing, simulation, and trading game about the things that matter; life, death, money, and family. You will be in charge of managing the life and affairs of a young Anglo-Saxon in the kingdom of Wessex, a kingdom at constant war with Vikings. It is in this world that you must find a way thrive and make a name for yourself, and your family.


At its very core SÆLIG is a trading and management game centred around the accumulation of wealth, and the survival of your family. It also incorporates many role-playing and simulation features, including: relationships, buffs, skills, health, missions, needs, character based interactions, and direct character control.


There are numerous ways you can live your life, each one brings both risk and reward

•   Find love, and start a family.
•   Start a business, hire workers, and produce the goods that people need, as well as luxury items.
•   Make your fortune by trading between towns.
•   Head a gang of thieves and take what you want.
•   Sabotage your competition and monopolize goods.
•   Accept and carry out missions to deliver goods around the map.

Some other key features

•   A living, breathing world, where each character is trying to survive and prosper.
•   Each character has their own life from start to finish and has the potential to shape the world around them, just like you.
•   Live through several generations – when you die, you can continue as your one of your children.
•   Dynamic seasons and weather that affects the world around you.
•   Lots of different types of buildings to purchase and upgrade.
•   Fires and diseases have the potential to not only decimate your home, but also towns and villages all over the map.
•   Living economy - nothing simply exists, everything is made and consumed by the population.

SÆLIG is not feature complete and at this point there is currently no construction or land ownership, instead you can only buy buildings. These features will be added once I have fleshed out other base mechanics.

(Linux version coming after initial release)



(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_67e1444373f64a91db4f671a1459bf47dba619f6.1920x1080.jpg?t=1499247254)

(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_59ef62fcb9ddab69f17ab91e508a573b68db88a3.1920x1080.jpg?t=1499247254)

(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_3f50f35bdd9dc06e2fc033dfd67c424cf32fb302.1920x1080.jpg?t=1499247254)

(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_5d264b6dff1f0123abc3f35e9f379dffdf38b8a3.1920x1080.jpg?t=1499247254)

(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_2d8712819adff0e65b06e5ec57e11adbeb4b89aa.1920x1080.jpg?t=1499247254)

(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_0d7e4ab98a0d1f2bff6cc8d0d46f55a575b7ea50.1920x1080.jpg?t=1499247254)

(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_0ead18ad524f3eb81f53095641b98c41061e1025.1920x1080.jpg?t=1499247254)

(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_203559cd2085bb6e3331e23baeb975f962c6a978.1920x1080.jpg?t=1499247254)

(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_62d8aec9664a3e426ce1ee0a61b2c3e46cafc5b4.1920x1080.jpg?t=1499247254)

(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_f6f57f9ce7acd32c8ac3c16d3f89b173beca84f6.1920x1080.jpg?t=1499247254)

(http://cdn.akamai.steamstatic.com/steam/apps/612720/ss_6efcdf65d18e0cf323cd75bd7e74525ebb3ebfc8.1920x1080.jpg?t=1499247254)
Title: Re: SAELIG
Post by: Asid on July 08, 2017, 09:22:57 PM
Patch Notes since release

Patch 1: 1July
1) Have moved popup panels up just enough so that someone running 1280x768 resolution can click the buttons on them during the tutorial.
2) Another tutorial one. Due to random town populations and whatnot some people were not able to hire a person for their bakehouse. This is simply no good. To fix this I have added in a predefined family to the tutorial, and no members of that family is allowed to go out and find their own job. They exist solely to be hired by you if there is no one else.
3) Changes to the resolution selection menu. Should work better now.
4) Changed the compression of some textures and audio, this should help with load speed.
5) Found an odd bug that could result in endless loading. Fixed it.


Patch 2: 02 July
•  Fixed not being able to buy more than 3 buildings after ranking up.
•  Fixed a bug where buffs and debuffs and aflictions and whatnot wheren't showing up when you selected someone.
•  As per the request of a community member, if you choose to keep a sick worker employed while they cannot work, they will now only take half wage.
•  People will now have better immune systems
•  Horses should now be less inclined to trot around on roofs, going clippity clop with their hoofs.
•  The horse cart you can buy for your house should now show up when you hover over the button for your house
•  Any building you own will now have a blue icon when the overview map is displayed.
•  Wind and rain sounds are now less obnoxious
•  Fixed a really stupid bug where people wouldn't pay for stuff from your bakehouse
•  In the tutorial, placed a bush near one of the apple trees for just in case you are trying to do that objective during winter, when apple trees have no fruit
•  Set a 100 gold limit for breaking into a building
•  Some people got stuck in an endless winter - I found a cause for this and fixed it. Hopefully that's the only cause.
•  Made some slight adjustments, which should hopefully help with some crashes
•  Lowered the price of mines and woodcutting huts by 1000. I think they were a priced a bit high.
•  Fixed a bug that was causing money notifications to get stuck on the screen
•  The supervising buff will now last 2 minutes, instead of 1.
•  Double-clicking a portrait while in overview map mode will now exit overview map mode
•  Some changes to prices and the equation that calculates the prices based on demand
•  A new marathon day length, as well as additional options for the other start settings
•  Fixed an issue with days per year calculation that caused bugs
•  The time at which people leave for work is now based on how long the day is, this should mean that they arrive on time to work.
•  You can now use - and + keys to speed up and stop time. Pause > Normal > x2 > x3. Can no longer speed up time while sleeping.
•  Metalworker. Makes jewellery (more productions to come). Wealthy people buy jewellery from the market to feel fancy.
•  Proper GUI scaling
•  AI will now wait for a bit before buying property at the start of the game
•  Breaking into a business now doesn't result in money, and breaking into a house now results in less money.
•  A thief who is wearing a hood will now be better at pickpocketing compared to a thief with no hood.
•  Lots of bug fixes with game lengths, and years passing, etc
•  Changes to how the camera works, I am unsure if it will be better or worse


Patch 3: 06 July
•   Immune system tweaks
•   More accurate building clicking
•   Double clicking potraits will work better at 3x speed
•   You can now double click the worker and cart portraits in the Production panel
•   Additional farm worker possibility - meaning there will be 6 total
•   Fixed an issue with 4k monitors (I need me one of them) where they were unable to transfer inventory items
•   I changed the spelling of 'jod' to 'job' in a production event
•   I improved some access points for some buildings
•   Characters should be slightly easier to click
•   Have made a few changes to hopefully stop crashes when paused or alt+tabed
•   Some additional data is now baked into the game when I build it, instead of being loaded when you load a scene - which means loading should be faster for you
•   Disabled some extra effects and features that I doubt anyone even knew existed in an attempt to narrow down crashes some people are getting
•   Fixed issue with it not raining in Ashbury
•   The game will no longer resume when paused and you click on a building


Patch 4: 07 July
•   Made some text bigger
•   One particular bush near Norbury has been moved into a better spot
•   Added a description to each money notification
•   Changed the overview map market icon to be red
•   You can now assign productions after hours
•   Production timer is now a %, much easier to understand
•   Another game time related fix, this is hopefully the last one
•   The horse upgrade for the Flour Mill will now give a little more of a boost
•   Fixed some buildings not showing the selection icon after patch #3
•   Fixed issue where you could not hire a worker with for the Bakehouse
•   Fixed an issue where you could marry as many woman as you want. I will add affairs, but not like that. :P
•   Fixed some more floating benches
•   I renabled the chicken avoidance system so they don't get in the way of things
•   Marathon game length doubled


Patch 5: 08 July
•  10 new production events added
•  When hiring workers if the panel is empty it will now say that there are no workers available and offer some advice
•  Cart upgrade window wording changed to relfect the fact that you're upgrading the entire cart
•  When paying wages, the notifications are now group into their individual buildings. So if you have 3 buildings you will get three groups of wages transactions
•  Selling goods directly from your alehouse or bakehouse is now better for your pocket (this is actuall from patch 4, but forgot to mention it)
•  Added an option for 30 days per season, as requested.
•  Added two types of madicines which people will buy to cure their afflictions. They will also use it if it is stored in their house.
•  Fixed farm workspace upgrade problem
•  You can now select things and interact with things when the game is paused
•  Fixed broken production counter for long and marathon game lengths
•  Invalidated some old save data, which will make old saves bring in new data they previously were not.
•  Fixed a potential load crash
•  Fixed issue where you would pay for more goods than you received when transferring large stacks to your character
•  Fixed problem with bakehouse in tutorial
•  Career criminals will now go back to the last job they were doing at the start of each day
•  Some new UI skins
Title: Re: SAELIG
Post by: Asid on July 08, 2017, 09:37:21 PM
(https://steamuserimages-a.akamaihd.net/ugc/845964898643314859/62532D0C569FE96331CA54063BEB988D41F97645/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:1152&composite-to%3D%2A%2C%2A%7C2048%3A1152&background-color=black)

(https://steamuserimages-a.akamaihd.net/ugc/845964898643314650/AB5FF8A6611ED8786F1A50F6E44BAB96314D13AF/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:1152&composite-to%3D%2A%2C%2A%7C2048%3A1152&background-color=black)
Title: Re: SAELIG
Post by: Greybriar on July 09, 2017, 04:12:48 PM
It looks good. I'll follow SAELIG on Steam (http://store.steampowered.com/app/612720/SAELIG/) and probably buy it once it's out of Early Access. Thanks for the heads-up. :thumbsup
Title: Re: SAELIG
Post by: Asid on July 09, 2017, 04:51:21 PM
Hi Greybriar.

I am enjoying this so far. The dev is very active and seems passionate about his game. £10.99 is a great price.

i will keep this thread updated.

Regards
Title: Re: SAELIG
Post by: Asid on July 11, 2017, 04:10:58 AM
Official SAELIG Twitch channel



https://www.twitch.tv/stardoggames

(https://www-cdn.jtvnw.net/images/twitch_logo3.jpg)
Title: Re: SAELIG
Post by: Asid on July 17, 2017, 12:46:25 PM
Patch #6 - Child labour, bug fixes, and hopefully less crashes
SAELIG - Stardog

Hello!

A new patch for you all. Nothing huge, but hopefully it is a step in the right direction.
•   Upgraded to new version of Unity which contains fixes for various crashes
•   A new and more effective navigation script with better fail safes - however navigation can still get a little odd on occasion. I'll iron this out with time.
•   Child labour. Children as young as 12 can now work for you. Less efficient, but also cost half the wage.
•   Changed the pregnancy system. Pregnancy is now applied as an affliction which means the pregnant person cannot work. The pregnancy will last for x number of seconds based on your game length. No more exact times. Due to this change, if you load a saved game from a previous version any pregnant woman will no longer be pregnant.
•   You can now tell your thieves to case buildings, which will allow you to see inside the building's inventory for a short amount of time. When a building is in this state it will show a new icon in the overview map.
•   Production should now continue from where it left off the previous day
•   Increased the length of time that someone will wait for you to arrive if you are walking over to interact with them
•   Fixed bug with pig production and foraging related to inventory space.
•   Some new 2D art has been added, with more to come
•   People should no longer use houses that have burnt down
•   Fixed bug with not being able to see your reputation with some people in some cases
•   AI buildings should now be smarter at offloading goods
•   Birds should now be less noisy
•   You can now only change wages in the morning
•   Firing someone after 12pm will charge you 50% of their wage
•   Dogs will no longer have their own inventory
•   Fixed a lot of spelling errors
•   Honey can no longer be produced in winter
•   Changes to the market prices equation and some base prices
•   You can now start a new game with 14000 gold
•   Family members and friends should now show up above strangers on the hire employee list
•   The leather pack that you buy will now have 6 slots (might have to re-equip your current pack to see this)
•   Your character will now have 6 slots (requires new game)
•   Various other small changes and fixes

I hope this goes some way to improving the game for you. If this does indeed fix most of the crashes then I will be able to push forward with much more content.


Over the last couple weeks I've had quite a few people offer donations to further support the game, and as such I have created a Patreon for those who wish to do so.


Thanks for all the great feedback, keep it up. And if you can, join me for my Twitch stream this weekend, I'll be showing off some stuff.

Stardog

Title: Re: SAELIG
Post by: Asid on July 19, 2017, 05:00:09 PM
Beta patches

There is now a beta version to enable testing of fixes/updates etc.

If you want to give these patches a go then simply do the following -

Go into properties of the game in your steam library and click the beta tab. Once there enter the code dodatest1234 and then click 'check code'. Your steam should now download the new version.
Title: Re: SAELIG
Post by: Asid on July 20, 2017, 11:16:28 AM
SAELIG Dev Twitch stream


https://www.twitch.tv/stardoggames

(https://www-cdn.jtvnw.net/images/twitch_logo3.jpg)
Date: Saturday 22/07/17
Time: 18:00 GMT
Time (local): Click here (https://www.timeanddate.com/worldclock/fixedtime.html?msg=SAELIG+Live+stream+with+the+dev&iso=20170722T18&p1=%3A&ah=1&am=30)
Title: Re: SAELIG
Post by: Asid on July 29, 2017, 12:13:57 PM
Patch #7 - Lots of bug fixes, lots of small changes

Hi folks!

This patch fixes a number of bugs, and includes a lot of tweaks.


•   A lot of changes to navigation, should work better in nearly every aspect now
•   Price and recipe adjustments
•   Fixed positioning of some buildings
•   Trading post can now be upgraded to sell goods directly from it
•   Fixed bug where honey would not produce
•   Fixed bug where female players could not get pregnant
•   Changed how unfinished productions are processed at the end of a work day: Some productions will continue where they left off, others will give you a % of the goods to be produced and then start from the beginning the following day
•   Fixed bug that prevented you from following people
•   Fixed bug where travelling merchants would hang around for too long, or turn up with no goods
•   Employee panel will now list family and friends at the top, and has been given a scroll bar to allow the listing of many more potential workers
•   Various optimisations
•   On loading a saved game, the game will now pause
•   Open the player inventory at any time with the i key
•   Tweaks, tweaks, and more tweaks


There are so many tweaks and minor fixes that I cannot list them all.

Hope you continue to enjoy the game, and will join me for my next twitch stream.
Title: Re: SAELIG
Post by: Asid on July 29, 2017, 03:39:58 PM
SAELIG Dev Twitch stream


https://www.twitch.tv/stardoggames

(https://www-cdn.jtvnw.net/images/twitch_logo3.jpg)
Date: Saturday 29/07/17
Time: 18:00 GMT
Time (local): Click here (https://www.timeanddate.com/worldclock/fixedtime.html?msg=SAELIG+Live+stream+with+the+dev&iso=20170729T18&p1=1440&ah=1&am=30)
Title: Re: SAELIG
Post by: Asid on August 05, 2017, 08:26:20 PM
Streaming Now   :thumbsup
Title: Re: SAELIG
Post by: Asid on August 09, 2017, 02:09:17 PM
Patch #8 - New stuff
SAELIG - Stardog

Hey all,

Got a nice new patch for you to enjoy.
•   Herbalist's Hut - is a house and a business. Produces medicines
•   New horses
•   The player can now suffer from hunger, tiredness, and cold. The player can now also benefit from buffs asociated with warmth, eating, and sleeping
•   The player can now eat food by droping it into the Consume slot in their Equipment window
•   The player can now suffer from illnesses, and be cured with medicine
•   You can turn off hunger and energy for your player in the in-game settings menu if you do not want to deal with these. However your character will still suffer from coldness and illnesses brought on by a low immune system. But these will be easier to manage without worrying about sleep and food.
•   New post-processing effects
•   Slightly quicker loading and saving
•   New buttons next to cart inventories that allow you to fully unload it, or instantly load it with production goods
•   New fog
•   Scarecrow upgrade for farms
•   Double chance of people dying in fire
•   Selection keys - you can now assign a selected object to numbers 1 - 9 on your keyboard. With something selected hold CTRL and then press a number to save that selection. Once set, pressing the number will recall that selection
•   Reduced the slight delay when clicking buildings, carts, etc
•   You can now move your own carts around by selecting them and then right clicking where you want them to go
•   Certain upgrades will now stop certain production events from occuring
•   Fixed bug that meant graves were not spawning correctly and thus graveyards would be empty
•   Fixed bug that caused needless save game bloat
•   Fixed bug that prevented the making of love when your primary house is a basic house
•   Fixed various other small bugs
•   Various tweaks and general improvements
•   Optimisations
Title: Re: SAELIG
Post by: Asid on August 16, 2017, 02:07:18 PM
Beta Patch - New UI
Hi guys,

For those of you who wish to try out the latest beta, it can now be downloaded via the testing beta branch which is accessed via the beta tab in properties.

This patch is focusing on UI layout, ease of use, and various other things like such.
•   New UI layout that uses less windows
•   Fixed some holes in the navmesh
•   Readded the UI image for the meat pie
•   A few other small things

The tutorial has not been updated to reflect the new UI changes in this patch
Title: Re: SAELIG
Post by: Asid on August 20, 2017, 06:30:33 PM
Beta Patch

Hi guys,

For those of you who wish to try out the latest beta, it can now be downloaded via the testing beta branch which is accessed via the beta tab in properties.


This patch is focusing on UI layout, ease of use, and various other things like such.

•   A few other small things
•   New alehouse

The tutorial has not been updated to reflect the new UI changes in this patch.

Title: Re: SAELIG
Post by: Asid on August 26, 2017, 04:41:01 PM
Beta Patch 26/08/17

New build now live.

Changes in this one:

•   You can now name your buildings
•   Increased the max building limit
•   Adjusted food prices and quantities
•   Updated the tutorial and added new stuff to it
•   New alehouse upgrade that allows you to assign workers to entertain, increasing the chances that people will stay for a second meal
•   Some buildings now have randomised interiors on game start
•   Many UI bug fixes
•   Trading panel will now open when you click on an inventory item



Title: Re: SAELIG
Post by: Asid on August 28, 2017, 02:20:16 PM
Patch #9.5 - Just some small things

Hey folks,

I just wanted to get a few things sorted, so here is a new patch.
•   Your thieves will now be paid on commission instead of a wage. So for every amount they pickpocket for you, they take a small cut, and for every cart they waylay they get to keep one item.
•   You've always been able to befriend guards to get better treatment when breaking the law, but now this will also work with your thieves. So if one of your thieves is caught by a guard who is your friend, there is a good chance for leniency.
•   You can now hide the selection UI of a selected building, character, cart, etc
•   Fixed up some issues with the class based building limit
•   Previously you could get half way through character creation then exit to the main menu and start the tutorial with that character. This was not by design and could mess up large portions of the tutorial. It is now fixed.


Having issues?
If at any point you are unable to load a saved game, or encounter some odd behaviour, please do send me your saved game along with your system specs.

Send saves to: contact@stardoggames.com
Save game location: C:\Users\*username*\AppData\LocalLow\Stardog Games\SÆLIG


What is next?
There are so many things I want to add, but here are a few you should be able to expect for the next update.
•   Travellers - Families, Nobles, War Lords, Bards, etc.
•   Bribes & Gifts
•   Conversation overhaul
•   Automation of production
•   Treasure and reasons to explore
•   Usual bug fixes and improvements
Title: Re: SAELIG
Post by: Asid on September 01, 2017, 04:15:32 PM
Patch #9.8 - More small things

Hey folks,

Another small patch to fix up some things.

New
•   When you assign people to do a job and production has started, if they are too far away they will teleport to work. They'll never be late for work again.
•   Herbalist's Hut production events have been added.

Bug Fixes
•   You can now burn down the alehouse again
•   The alehouse would sometimes eat people when they went inside it. This would cause the town populations to vanish, and grind the game to a stop. This has been fixed.
•   Fixed some bugs related to needs.
•   Fixed a bug where people weren't running when they should be.
•   Fixed a bug related to loading a game where you own a Thieves Den and being forced to pay wages even though I removed Thieves Den wages from the game.

Having issues?
If at any point you are unable to load a saved game, or encounter some odd behaviour, please do send me your saved game along with your system specs.

Send saves to: contact@stardoggames.com
Save game location: C:\Users\*username*\AppData\LocalLow\Stardog Games\SÆLIG


What is next?
There are so many things I want to add, but here are a few you should be able to expect for the next update.
•   Travellers - Families, Nobles, War Lords, Bards, etc.
•   Bribes & Gifts
•   Conversation overhaul
•   Automation of production
•   Treasure and reasons to explore
•   Usual bug fixes and improvements
Title: Re: SAELIG
Post by: Asid on September 11, 2017, 03:06:11 PM
Test build
A new test build to try out. A few new things.

New Stuff
•   The player can now transfer firewood into the town fires and light them
•   New rodent based production events
•   Cats to deal with rodents
•   Ducks
•   Families can now move into the map from elsewhere
•   You can now load up a horse cart with goods and send it to another map to trade goods
•   New helper markers in the tutorial
•   Added a dynamic scroll bar to the buildings dock for those with smaller screens
•   You can now speed up the game to x12 by pressing + 4 times
•   People can now refuse marriage or love making

Bug Fixes
•   Fixed bug with incorrectly named buildings
•   Changed the selector popup for carts and production so that it will no longer go off screen
•   Fixed a bug related to loading animals
•   Fixed a bug where if you took of your coat it would give you an empty inventory item
•   Fixed a bug which meant the AI would assign all their alehouse workers to entertain
•   Fixed up some small issues with some building interiors
•   Fixed bug that would prevent your cart from loading correctly (may still load wrong on the first load, but after saving and loading again it should be correct)

Changes
•   New icons to show gender and marriage when you select a person
•   Navigation optimisations
•   Saving optimisations
•   Coats and medicines are now more common
•   Changes to immunity and buffs
•   Notifications have been moved up
•   The AI are now smarter at selling their businesses
•   Less baby chance if either party is over 40
•   Loading optimisations


Enable Test Builds
In your Steam library right click on Saelig and then go into properties. Look for the beta tab and then in the dropdown select testing, then OK. This should automatically download the latest test builds.
Title: Re: SAELIG
Post by: Asid on September 19, 2017, 06:13:05 PM
Test build 19/09/17

A new test build to try out. A few new things.


New Stuff
•   The player can now transfer firewood into the town fires and light them
•   New rodent based production events
•   Cats to deal with rodents
•   Ducks
•   Families can now move into the map from elsewhere
•   You can now load up a horse cart with goods and send it to another map to trade goods
•   New helper markers in the tutorial
•   Added a dynamic scroll bar to the buildings dock for those with smaller screens
•   You can now speed up the game to x12 by pressing + 4 times
•   People can now refuse marriage or love making
•   You can now pay off guards which will encourage them to go back to the bunkhouse and relax for a while. The pay off price is calculated based on their own personal corruption level, and their corruption level increases when you pay them off, thus reducing the pay off price.
•   You can now farm ducks. They produce small carcasses, which and then turned into small quantities of meat
•   Added an in-game option to change the navigation quality of carts and characters
•   You can now sleep near social spots and town fires
•   You can now start as a nomad - no house, 1000 gold, a leather pack, and some trade goods.
•   Report crime that you see taking place
•   I have started adding special objects around the maps that can be looted. This will be part of a much larger system later on.

Bug Fixes
•   Fixed bug with incorrectly named buildings
•   Changed the selector popup for carts and production so that it will no longer go off screen
•   Fixed a bug related to loading animals
•   Fixed a bug where if you took of your coat it would give you an empty inventory item
•   Fixed a bug which meant the AI would assign all their alehouse workers to entertain
•   Fixed up some small issues with some building interiors
•   Fixed bug that would prevent your cart from loading correctly (may still load wrong on the first load, but after saving and loading again it should be correct)
•   Fixed a bug that would cause the player to float around like a loon and not work correctly
•   Fixed bug that meant the player would not eat or buy food if selected via interaction
•   Fixed bald woman bug
•   Fixed a bug that would cause the game not to load correctly and then also cause people to run on the spot and hover.

Changes
•   New icons to show gender and marriage when you select a person
•   Navigation optimisations
•   Saving optimisations
•   Coats and medicines are now more common
•   Changes to immunity and buffs
•   Notifications have been moved up
•   The AI are now smarter at selling their businesses
•   Less baby chance if either party is over 40
•   Loading optimisations
•   UI Tweaks
•   Tweaks to needs and AI decisions
•   New UI for the radial menu, I think it looks nicer.
•   People will now spread out more when foraging for food instead of all using the same coop.
•   Certain criminals are now more active at night


Enable Test Builds
In your Steam library right click on Saelig and then go into properties. Look for the beta tab and then in the dropdown select testing, then OK. This should automatically download the latest test builds.

Title: Re: SAELIG
Post by: Asid on September 21, 2017, 03:13:12 PM
Patch #10 - Large update
SAELIG - Stardog

Hey all,

Very sorry about the length of time between the last major update and this one. I've moved house and have had to use mobile data in place of real internet, which has set me back quite a bit.

But anyhoo, here it is.

New Stuff
•   The player can now transfer firewood into the town fires and light them.
•   New rodent based production events.
•   Cats to deal with rodents.
•   Ducks.
•   Families can now move into the map from elsewhere.
•   You can now load up a horse cart with goods and send it to another map to trade goods by clicking the caravan button when your horse cart has items in it.
•   New helper markers in the tutorial.
•   Added a dynamic scroll bar to the buildings dock for those with smaller screens.
•   You can now speed up the game to x8 by pressing + 4 times.
•   People can now refuse marriage or love making.
•   You can now pay off guards which will encourage them to go back to the bunkhouse and relax for a while. The pay off price is calculated based on their own personal corruption level, and their corruption level increases when you pay them off, thus reducing the pay off price.
•   You can now farm ducks. They produce small carcasses, which and then turned into small quantities of meat.
•   Added an in-game option to change the navigation quality of carts and characters.
•   You can now sleep near social spots and town fires.
•   You can now start as a nomad - no house, 1000 gold, a leather pack, and some trade goods.
•   Report crime that you see taking place.
•   I have started adding special objects around the maps that can be looted. This will be part of a much larger system later on.
•   Enter or return will instantly pause the game.
•   New ambient sounds.
•   Move the camera around by moving the mouse to the edge of the screen.

Bug Fixes
•   Fixed bug with incorrectly named buildings.
•   Changed the selector popup for carts and production so that it will no longer go off screen.
•   Fixed a bug related to loading animals.
•   Fixed a bug where if you took of your coat it would give you an empty inventory item.
•   Fixed a bug which meant the AI would assign all their alehouse workers to entertain.
•   Fixed up some small issues with some building interiors.
•   Fixed bug that would prevent your cart from loading correctly (may still load wrong on the first load, but after saving and loading again it should be correct).
•   Fixed a bug that would cause the player to float around like a loon and not work correctly.
•   Fixed bug that meant the player would not eat or buy food if selected via interaction.
•   Fixed bald woman bug.
•   Fixed a bug that would cause the game not to load correctly and then also cause people to run on the spot and hover.
•   Fixed some production bugs.

Changes
•   Added icons to show gender and marriage when you select a person.
•   Navigation optimisations.
•   Saving optimisations.
•   Coats and medicines are now more common.
•   Changes to immunity and buffs.
•   Notifications have been moved up.
•   The AI are now smarter at selling their businesses.
•   Less baby chance if either party is over 40.
•   Loading optimisations.
•   UI Tweaks.
•   Tweaks to needs and AI decisions.
•   New UI for the radial menu, I think it looks nicer.
•   People will now spread out more when foraging for food instead of all using the same coop.
•   Certain criminals are now more active at night.

Some of the changes are best when a new game is started, but previous saved games should work too.


Cheers,
Stardog.

Title: Re: SAELIG
Post by: Greybriar on September 26, 2017, 10:32:14 PM
Steam is offering SÆLIG (http://store.steampowered.com/app/612720/SAELIG/) for 30% off ($10.49 U.S.) until October 2nd.
Title: Re: SAELIG
Post by: Asid on September 26, 2017, 11:06:44 PM
Thanks Greybriar.  :thumbsup

I have the game and enjoy it. It is in E.A. The dev is approachable and very responsive  :thumbsup
Title: Re: SAELIG
Post by: Asid on September 29, 2017, 01:55:47 PM
Latest WIP patch

So as has become standard I have released the next patch into the testing branch first. I don't expect this one to be delayed long in this branch as there haven't been any massive changes. For those of you who want to know what is in the next patch, this is the thread to read.


New Stuff
•   You can now proclaim your hate for someone which will drop relationship to 5
•   If your spouse hates you enough they will move out and essentially divorce from you (the church is pretty chill about it). They will still be part of your family and parent to your children, but they will no longer be your spouse
•   New option in in-game settings that allows you to change autosave to be daily, twice daily, or never
•   New option in in-game settings allows you to turn off camera edge panning
•   New buildings for the farms. These new buildings are some of the ones that are going to start replacing all the buildings.
•   All farm animals have been replaced with better models.
•   When listing your building as For Sale you can now opt to sell it directly back to the town for half the value. Less money but instant sale.
•   If someone really likes you (80+) they will appear in the Employ Workers list even if they already have a job. Basically, they will quit their current job to come work for you.


Bug Fixes
•   Spelling corrections
•   Fixed selection points on bootable objects
•   Fixed bug where you would move very slowly after being cured
•   Fixed a bug that will make you stay cold once winter had ended
•   Fixed a bug that would show a purple LOS type thing for monks
•   Fixed a bug where people wouldn't die correctly
•   Fixed a bug that could cause slow-down after loading a game and then there being a storm
•   Fixed a bug where after losing your house in a fire and then repairing it your spouse and children would not re-home properly.


Changes
•   A lot of texture optimisation. I think the game has been reduced in size by close to a gig.
•   Production events are now scaled properly based on day length.
•   Changed it so that when you hit 0 money your workers do not quit until you miss their wage payment.
Title: Re: SAELIG
Post by: Asid on October 01, 2017, 05:31:38 PM
Patch #11 - Stuff and things
SAELIG - Stardog


Hi all,

A new update for your enjoyment. Hopefully the next one is a major update.

New Stuff
•   You can now proclaim your hate for someone which will drop relationship to 5.
•   If your spouse hates you enough they will move out and essentially divorce from you (the church is pretty chill about it). They will still be part of your family and parent to your children, but they will no longer be your spouse.
•   New option in in-game settings that allows you to change autosave to be daily, twice daily, or never.
•   New option in in-game settings allows you to turn off camera edge panning.
•   New buildings for the farms. These new buildings are some of the ones that are going to start replacing all the buildings.
•   All farm animals have been replaced with better models.
•   When listing your building as For Sale you can now opt to sell it directly back to the town for half the value. Less money but instant sale.
•   If someone really likes you (80+) they will appear in the Employ Workers list even if they already have a job. Basically, they will quit their current job to come work for you.


Bug Fixes
•   Spelling corrections.
•   Fixed selection points on lootable objects.
•   Fixed bug where you would move very slowly after being cured.
•   Fixed a bug that will make you stay cold once winter had ended.
•   Fixed a bug that would show a purple LOS type thing for monks.
•   Fixed a bug where people wouldn't die correctly.
•   Fixed a bug that could cause slow-down after loading a game and then there being a storm.
•   Fixed a bug where after losing your house in a fire and then repairing it your spouse and children would not re-home properly.
•   Possible fix for crashing when trying to exit the game.


Changes
•   A lot of texture optimisation.
•   Production events are now scaled properly based on day length.
•   Changed it so that when you hit 0 money your workers do not quit until you miss their wage payment.
•   Tweaks to production times.
•   Bakehouse can now employ an additional worker.
•   You should now earn more from sending a caravan.


Cheers,
Stardog.
Title: Re: SAELIG
Post by: Asid on October 08, 2017, 04:48:52 PM
Planned features

I will maintain a list here for planned features and changes and whatnot. These do not contain bug fixes and very minor changes.

Each section is in no particular order and can change at any time.

Soon
•   Sending a person along with a caravan
•   Herbalist hut to offer medical help
•   A lot more informaiton about towns and whatnot on the overview map
•   Financial log
•   More random world events - families, war parties, etc
•   Warehouse
•   Farm to become a house also
•   Option to select the type of house you want to live in
•   Boats
•   Gifts
•   Likes/dislikes
•   More places to investigate
•   Hunting
•   Work in your own business
•   Automation
•   Trade agreements
•   New buildings and new building types
•   New UI artwork
•   Rebindable keys

Later
•   Quests
•   Knowledge system
•   Enhanced class system
•   Cart overhaul
•   Inheritance system
•   Money lending
•   Expanded crime and punishment system
•   Town upgrades managed by the town thegn
•   Land ownership
•   Construction

Distant
•   New character system
•   Combat, raids, battles
•   Crests for familes
•   Vikings, Celtic Britons
•   Map changes and unlocks based on events
•   Expanded gameover system
•   All new careers and ways to play
Title: Re: SAELIG
Post by: Asid on October 09, 2017, 05:08:38 PM
Testing Branch - Patch #12

Patch 12 is in the testing beta branch and this is a running list of changes.

•   Minor UI changes
•   Birds that fly in the sky
•   Fireflies
•   Certain foods will now make people warm
•   Punching people can damage health and as such could potentially kill people
•   Graphical tweaks - more green, less brown
•   Production events frequency tweaked and will no longer be entered into the log book
•   MacOS build
•   The player can now case buildings
•   Nomadic start is now 800 gold
•   Added a 1000 gold option for starting money
•   If you start with less than 3000 gold your title will start as the lowest of the low and you will only be able to own 2 buildings. Obtain more than 3000 gold to advanced to the next title, and then 15000 to advance to the highest.
•   New starting mode - you can now start as a beggar with 12 gold and a small amount of food. This is hardcore mode.
•   Caravans will now return the correct amount of money
•   Fixed a bug that caused productions not to continue properly
•   Dogs will now alert guards at a greater range
•   Fixed a bug that would stop time from progressing after a long time playing
•   Fixed a bug where you could try to hire monks and guards and whatnot
•   Fixed a bug where certain people would not be hired even tho they were in the list

More to come.
Title: Re: SAELIG
Post by: Asid on October 11, 2017, 04:28:40 PM
Patch #12 - A bit of this, a bit of that.
SAELIG - Stardog

Hello to you all,

Patch 12 is now up and running.

New & Changes
•   Minor UI changes.
•   Birds that fly in the sky.
•   Fireflies.
•   Certain foods will now make people warm.
•   Punching people can damage health and as such could potentially kill people.
•   Graphical tweaks - more green, less brown.
•   Production events frequency tweaked and will no longer be entered into the log book.
•   The player can now case buildings.
•   Nomadic start is now 800 gold.
•   Added a 1000 gold option for starting money.
•   If you start with less than 3000 gold your title will start as the lowest of the low and you will only be able to own 2 buildings. Obtain more than 3000 gold to advanced to the next title, and then 15000 to advance to the highest.
•   New starting mode - you can now start as a beggar with 12 gold and a small amount of food. This is hardcore mode.
•   Immunity and health levels are now better adjusted based on day length.
•   Removed a condition which means more people should now be available to hire.
•   Animals at the farm now require oats for food to produce their goods.
•   Barley Biscuit is now simply Biscuit and has a new recipe.
•   Further recipe adjustments.

Bug Fixes
•   Caravans will now return the correct amount of money.
•   Fixed a bug that caused productions not to continue properly.
•   Dogs will now alert guards at a greater range.
•   Fixed a bug that would stop time from progressing after a long time playing.
•   Fixed a bug where you could try to hire monks and guards and whatnot.
•   Fixed a bug where certain people would not be hired even tho they were in the list.
•   Fixed a but where a building would vanish after opting to not rebuild it.
•   Special items that cannot be traded should no longer turn up as loot.

I have big plans for the next patch, so stay tuned. :)

Cheers,
Stardog.

Title: Re: SAELIG
Post by: Asid on October 11, 2017, 04:30:05 PM
MacOS Build
SAELIG - Stardog

From the dev
"I now have a build that works on macOS but so far I have only been able to test it on one MacBook Pro and so am looking for more people to help test.

So if you are interested in playing SÆLIG on your mac please do let me know, we'll work something out. ;)"
Title: Re: SAELIG
Post by: Asid on October 30, 2017, 05:24:47 PM
Patch #13 - Public testing
He folks,

Patch #13 is now ready for some public testing for those who are in the testing beta branch.

New Stuff
•   Player character can now work at their own business the same way as a normal employee. The player character can work 24/7, however while working hunger and tiredness rates are increased. Moving the player will stop their work. currently broken for farm corral and flour mill
•   The player character can now haul their own carts. This works the same way as employees hauling carts. The player can haul carts 24/7, moving the player will stop the hauling.
•   Higher quality foods will fill your hunger meter better than normal foods (fruit, eggs, etc.)
•   You can now right click buildings in your building menu to make your character walk to said building.
•   Overview map is now higher and shows roads, town names, and population count. Can now be entered by scrolling out far enough and closed by scrolling in.
•   A new button in your building and cart inventories will restock the contents.
•   Potential spouses now have a criteria for accepting your proposal. Making it harder to marry rich people when you are dirt poor.
•   People who hate you (<= 5) will now refuse to talk to you, making it much harder to mend bridges.
•   If your spouse decides to divorce you they will now try to get back at you and will tell all their friends, who may also start hating you.
•   Key mapping.
•   Workers will now quit if they don't like you.

Changes
•   Production events will now be less frequent the more buildings you own.
•   Rare events are now rarer.
•   Starting as a nomad will now longer give you expensive stuff.
•   Nearly every recipe and price has been changed for top-notch balancing.
•   You can now zoom out further.
•   Cart tracking view has been moved back a bit.
•   Business management AI has been improved and tweaked.
•   Many other improvements.

Fixes
•   Spelling corrections.
•   Notification corrections.
•   Characters should be less inclined to get stuck when talking.
•   Character portraits should now be less likely to overlap.
•   Spouse no longer takes a wage at all if they work for you, which means they won't quit if you go bankrupt.
•   No longer will markets double up when the player dies.
•   Consumption from bags and carts will now consume the item.
•   Cart send panel - market colours should now line up with building menu.
•   Fire spots will no longer accept items that are not firewood.
•   Carts will now properly display loads after returning from caravan trip.
•   Rebuilt houses should be accessible again.
•   Seagulls will no longer land on or fly around a destroyed fishing shack.
•   Trading posts will no longer give firewood to people.
•   Horses should now be better at going to grazing spots.
•   People's faces should now correctly show wrinkles based on their age.


You will need to be in the testing branch for this patch to download.

Player working at their own business has not been tested for all businesses and thus might not work as expected in some cases. Please do let me know.

Title: Re: SAELIG
Post by: Asid on November 02, 2017, 04:24:25 AM
Patch #13 - Going through changes
SAELIG - Stardog

Hey folks,

Patch #13 is now ready for consumption. I do hope you enjoy it.

New Stuff
•   Player character can now work at their own business the same way as a normal employee. The player character can work 24/7, however while working hunger and tiredness rates are increased. Moving the player will stop their work.
•   The player character can now haul their own carts. This works the same way as employees hauling carts. The player can haul carts 24/7, moving the player will stop the hauling.
•   Higher quality foods (Fish cakes, soup, etc) will fill your hunger meter better than normal foods (fruit, eggs, etc.)
•   You can now right click buildings in your building menu to make your character walk to said building.
•   Overview map is now higher and shows roads, town names, and population count. Can now be entered by scrolling out far enough and closed by scrolling in.
•   A new button in your building and cart inventories will restock the contents.
•   Potential spouses now have a criteria for accepting your proposal. Making it harder to marry rich people when you are dirt poor.
•   People who hate you (<= 5) will now refuse to talk to you, making it much harder to mend bridges.
•   If your spouse decides to divorce you they will now try to get back at you and will tell all their friends, who may also start hating you.
•   Key mapping.
•   Workers will now quit if they don't like you.

Changes
•   Production events will now be less frequent the more buildings you own.
•   Rare events are now rarer.
•   Starting as a nomad will no longer give you expensive stuff.
•   Nearly every recipe and price has been changed for top-notch balancing. This means that when loading your saved games a few of your productions may be invalid.
•   You can now zoom out further.
•   Cart tracking view has been moved back a bit.
•   Business management AI has been improved and tweaked.
•   Many other improvements.
•   Added gold to Ashbury mine.
•   Travelling Merchant camps will now show up less frequently and is tied to your day length.

Fixes
•   Spelling corrections.
•   Notification corrections.
•   Characters should be less inclined to get stuck when talking.
•   Character portraits should now be less likely to overlap.
•   Spouse no longer takes a wage at all if they work for you, which means they won't quit if you go bankrupt.
•   No longer will markets double up when the player dies.
•   Consumption from bags and carts will now consume the item.
•   Cart send panel - market colours should now line up with building menu.
•   Fire spots will no longer accept items that are not firewood.
•   Carts will now properly display loads after returning from caravan trip.
•   Rebuilt houses should be accessible again.
•   Seagulls will no longer land on or fly around a destroyed fishing shack.
•   Trading posts will no longer give firewood to people.
•   Horses should now be better at going to grazing spots.
•   People's faces should now correctly show wrinkles based on their age.


Important
If you have an older computer and are still using DirectX 9 then this patch will not work for you because DX 9 support has been removed. I'm not sure how likely it is that anyone was already succesfully playing the game on DX9, but if you do have an older machine that does not support DX11 and you were previously able to play SÆLIG, please do let me know.

MacOS
I have also updated that MacOS build, and while it isn't listed on the store page, it should be perfectly playable on your Macs. However, I have not setup cloud sync for the saves made on Mac machines.

Saved Games
Your previous saved games should work fine, however you may find on load that some of your productions have become invalid due to recipe changes. Some of the AI changes and general tweaks are best experienced when starting a new game however.

Thanks for all the support! I'm working hard and I hope I'm doing a good job for you.

Title: Re: SAELIG
Post by: Asid on November 06, 2017, 02:54:16 PM
Update #13.5 - Some things were broken, now they are not.
SAELIG - Stardog

Hello!

I only consider this a half update, so we'll call it #13.5. Also I'm calling them updates now instead of patches.

Basically I really wanted to get some bugs fixed but wanted to give you more than a simple bug fix, so I threw in some other stuff too.
•   Dogs, sheep, cows, etc, should now be less noisy.
•   Disposable pack doing silly things has now been fixed and it should work as designed.
•   In the last update the ability to sit or sleep near fire pits was broken. Now it is not broken.
•   Fixed an issue where the standard leather pack would freak out if you took it off.
•   Added a timeout to breaking in and it now takes longer to do.
•   I fixed a bug that would make your spouse unable to work if your main character died.
•   Changed the flour mill to have a new building next to it.
•   Replaced a lot of props with new props that are better.
•   Added some additional misc buildings to the maps.
•   Sprinkled some magical fairy dust in several places to make some small things a little bit better.


That's all for now folks!
See you in the next one.

Stardog.

Title: Re: SAELIG
Post by: Asid on November 08, 2017, 04:35:51 PM
Update #13.8 - Slight changes.
SAELIG - Stardog

Hello again,


Sorry for releasing another small patch. I really wanted to make a few changes though, so here we go.

•   Further reduced the chance of a travelling merchant setting up camp.
•   Tweaked the rain chances and transitions a tad.
•   Player should now only get the option to buy food from the alehouse if there is food to buy.
•   Fixed a bug that might've cause the social classe for some families to display incorrectly.
•   Rehashed the marriage acceptance system. When proposing marriage the target will decide to accept based on social class, housing situation, money, and total assets. More information is now given in event of rejection. This is slighly more advanced than it was prior.

Not much, I know, but every little thing helps.


Cheers,
Stardog.

Title: Re: SAELIG
Post by: Asid on November 13, 2017, 05:21:57 PM
Update #14 - Changes, and things like such.
SAELIG - Stardog

Howdy,

I hope all is well. I have released another update, listed below are the changes.

The good bits
•   The supervising system has been changed. It no longer will apply straight away, but instead you must leave your character there for a while before it is applied. The time it takes to apply is calculated based on your day length. You will get a notification when it is done.
•   More time based things are now calculated properly for day length. So you may notice some things take more or less time, depending on your day length.
•   Changed the UI a bit for inventory icons. There is now a B and a S on each item. B = price at which things are purchased, S = price at which things are sold.
•   Tweaked the health system quite a bit and it is now better calculated based on day length.
•   Fixed several small programming errors that may or may not cause small issues.
•   Fixed a bug that could result in a duplication of your family if a very specific set of things happened.
•   Fixed a bug that was stopping the AI controlled Alehouses from producing food.
•   Quite a few tweaks made in an attempt to fix an issue with time not progressing. Unsure if fixed, do not have enough data on the problem to say for sure.
•   Other minor bugs have also been fixed.


Known Issues
•   When manipluating time you may notice that the speed up key does not work when the game is paused. This can be solved by *holding* the speed up key for a couple seconds instead of tapping it.
Title: Re: SAELIG
Post by: Asid on November 15, 2017, 03:17:11 PM
Update #14.3 - Important fixes, and information on the new map.
SAELIG - Stardog

Howdy,

I prefer to deliver juicy well-rounded updates, but I also try my best to keep on top of any major bugs that show up, so in some instances I feel I need to release a smaller update to address any issues that do crop up.

This is one of those cases.
•   Fixed a major bug that could render your saved game unplayable in some cases.
•   Fixed a bug that would cause years to not calculate correctly and appear to stop progressing all together. Note - if you play a saved game that encountered this bug you may need to wait up to 4 seasons before this fix will work.
•   Added a slight chance for being able to survive the plague.
•   Various other small fixes and tweaks.


Also, I have started on the new map and have the basic terrain all done. I'm now adding in all the villages and extra content that comes with this new map. It is by far the biggest and most advanced yet and has a lot of room for exploration as well as facilities for new content that the other maps do not. So expect great new content to come out at the same time as the new map. This also means that when this new map is done I will set about completely remaking the older maps to bring them up to scratch.

I look forward to sharing more information with you a bit later on.

I have been known to post some interesting updates and thoughts to the SÆLIG Discord server, so feel free to check that out too.

Title: Re: SAELIG
Post by: Asid on November 26, 2017, 05:12:18 PM
Update #15 - Some new things, some changed things, and some fixed things
26 NOVEMBER - STARDOG

Howdy all,

Update #15 is ready to go. Nothing huge, but we're getting there.

New things and changed things
•   Added additional detail to some notifications.
•   Marriage acceptance has been further enhanced to take into account more aspects of the player's life and situation.
•   Starting a new game will now produce a much better balance of young and old people. No longer will you be stuck with lots of old folks.
•   A few changes to the coat system, the AI should now be smarter about wearing them.
•   You can now choose to purchase a building without any employees.
•   You may notice an influx of new families when you load a saved game. This is the result of a few systems working better.
•   Slight optimisations to saving and loading.
•   More new props added.
•   Testing the waters with a couple new UI designs. Still a lot of placeholder UI, and even some of the new UI is still placeholder.

Fixed things
•   Fixed a bug that could result in extra items if you were working in your business when the shift ended.
•   Fixed a bug that would cause characters to reset if you followed them.
•   Carts should no longer be stranded for days out in the forest after a waylay.
•   A lot of bug fixes for the family tree. Kids from new marriages, previous marriages, and grown up kids, they should all display properly now.
•   Animal data should now load correctly, which means your dog's name will now stay the same.
•   Fixes to some incorrect price data for the meat produced from small carcasses.
•   A bunch of other small bug fixes.

Title: Re: SAELIG
Post by: Selva on November 27, 2017, 10:33:17 AM
Didn't known about this "The Guild 2/3" competitor, i will scout it when i get home.

I don't known either how i could let it pass through, unnotticed, on my walkings on the Steam Store.
Title: Re: SAELIG
Post by: Asid on November 27, 2017, 04:10:34 PM
This is like Guild...But it works  :lol

The developer is very responsive and is working hard.  :thumbsup
Title: Re: SAELIG
Post by: Asid on November 27, 2017, 04:50:45 PM
Update #15.5 - A few more things
SAELIG - Stardog

Howdy all,

Just a quick addition to update #15.
•   Fixed up some bad wording in the tutorial.
•   Fixed up a bug that would notifiy you that an employee had bought a business and then quit their job when you bought a new business.
•   The AI will now light fire pits correctly again, thus using up firewood.
•   You can now set your player to work at one of your businesses by right clicking on it and selecting "Do Work". This saves a bit of time if you swing your player between businesses and productions often.
•   You can now manually restock the sheltered fire spots with firewood.
•   Dogs should no longer follow your family members around, instead they will stay where you tell them to stay.
•   Made an adjustment to burn rates of firewood in fire pits. They now burn a little slower.

Sorry about two updates in two days, but I wanted to get this stuff out.

Title: Re: SAELIG
Post by: Asid on December 02, 2017, 02:51:38 PM
Update #15.8 - Not quite at 16 yet.
SAELIG - Stardog

Howdy all,

Another small update to address issues and to make tweaks.
•   Fixed a few issues related to health, and also rebalanced it.
•   Fixed an issue that would cause animals to follow you around after you had stopped working at the farm.
•   Fixed some more typos.
•   The player can now buy food from the bakehouses if they have food available for sale.
•   General fixes and tweaks to several systems. Most of which probably won't be noticeable.


Update #16 is going to be awesome, I promise.

Cheers,
Stardog.

Title: Re: SAELIG
Post by: Asid on January 16, 2018, 07:08:57 PM
Progress Report
16 JANUARY   - STARDOG

Hey folks,

Updates to SÆLIG have been quite thin for a while now so I wanted to post this article to show you all some of the progress that has been made. Update 16 is well under way and there has been a lot of new stuff added, but we're not finished yet.


I'm delighted to be able to show off this new content.

Renting Houses
This allows you to rent out your unoccupied houses. The rent is paid to you at the end of every day and is based on the value of the house - so the more upgraded a house is, the higher rent will be, but you can also make manual adjustments.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/71223c252b6f5ff84389e9654222a0b2420fa540.png)

Compare Markets
This allows you to see the stock of items at all markets at a quick glance.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/2242821c9fb0a98e25b529c6e537b92e262d3aae.png)

New Map
A very large map with a lot of cool stuff - still a fair bit to do on this.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/26d55ce2994f42511dbfecfc4190a504e78df329.png)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/75c9568f04d6cc37e1791d00e7193edf7ebe6123.png)

Wilderness Buildings
Some people will choose to live out in the forest at camps and the like. There will also be abandoned buildings. Unoccupied wilderness buildings can be claimed by the player.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/1081643e3e82cfe483555a3cefdd457497d58713.png)

New Buildings
A lot of new buildings. Houses are now way more dynamic and are randomly customised from a large pool of possibilities when you start a new game.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/f3f22052e750ee27004ddd266164657cd3ff7e8f.png)

New Props
A lot of new props of all kinds with plenty of variation.
- Basic Beds
(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/8ab94a41ff51fefe1c3a710fdc20af07c19e577a.png)

- Better Beds
(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/57373b85acc11c0b7e962e264ab08d366474e294.png)

- General village props

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/d2cddbea118166f4becfcf2f180dee2667b85623.png)

Existing Map Updates
I have decided to also upgrade the existing maps to incorporate the new buildings and features from the new map. Previously I was going to replace these maps all together, but for now I will upgrade them.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/6ebc5d6878ffbc17b44f9ee2a184c439968e1c9e.png)

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/a7838a61dcea04b0d53d83b4691fa9841af491dc.png)

Buy Already Owned Buildings
Buy buildings directly from the AI by offering more than the value. Calculated based on relationship stats.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/7661c2ac899609485f56b600d458f326aa853d31.png)

Ducks
Most importantly of all, ducks will now swim if they venture into water.

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/28864649/4a682a3d3014a2ff34001663b48466bd7778b84d.png)

There is also a wide range of general improvements and fixes to look forward to.

I'll try to keep you all updated on progress. Hopefully it won't be too much longer.

Cheers,
Stardog.
Title: Re: SAELIG
Post by: Asid on March 11, 2018, 09:06:36 PM
Update 16 - Play it now - Public Testing.
I've been hit by a huge number of setbacks for this uodate, personal stuff, engine bugs, hardware issues. All of that is sorted now though so lets get this done!

Update 16 is now in the public testing phase. Nearly every aspect of the game has been change or added to in some way, this list does not reflect every change, addition, or fix.


A new map is coming too, but after this update is done.


New Stuff
•   New business: Farmhouse.
•   Abandoned buildings in the wilderness that can be claimed and repaired.
•   You can now buy already owned buildings for a higher price that is based on your relationship with the owner.
•   All new notifications for when things happen throughout the game.
•   See the action being done by the currently selected NPC.
•   New window that allows you to view all the markets in one screen to compare prices.
•   Rent out your houses for customisable rate based on the actual value of the house.
•   All new houses with exteriors, interiors, and clutter that is randomly generated when you start a new game.
•   New upgrades for houses.
•   New vegetation system.
•   You can now directly pay beggars and minstrels.
•   Many new props.
•   New wild vegetable patches.
•   New fruit trees.
•   New navigation system that brings us one step closer to being able to construct buildings.
•   New buildings for farms and leatherworkers - additional changes to these coming soon.
•   Lots of other smaller things.


Changes
•   No longer gifted money when you have none left.
•   NPCs will need to go over and inspect buildings before they buy them.
•   Changes to the amount of money gained when selling directly. This will now match the market price unless the market price is lower than the base price. So, selling directly will always result in a profit.
•   Changes to firewood burn rates.
•   Heavy tweaks to NPC actions and decisions.
•   Changes to the way the market calculates prices for some goods.
•   Many changes to LODs.
•   Fire will now make you warm based on proximity to the fire itself.
•   Changes to how edge panning works. It will now work properly no matter the direction that the camera faces.
•   More people should now be available to hire.
•   Tweaks to wages and various productions.
•   Farm is now called Estate Farm and is designed to focus on fields and corrals.
•   If two corrals or two fields now have the same production, they will be worked together and if there is more than one worker on said production you will get an additional boost.
•   Your rep will automatically be boosted with your children when they stop being babies.
•   Guards will now patrol around damaged buildings more often.
•   Changes to the coat system and how the AI handle them.
•   The AI will now respond better if they're no longer happy in their job.
•   Less rain.
•   Dozens of tweaks to every aspect of the game.
•   Punching people is now a more viable way to kill people when playing long games.
•   Punching people can cause them broken bones.
•   Updated the money notifications to say what was sold or bought.
•   The Trading Post Stall will now sell more things.
•   You no longer need to be tracking the player to engage first person.


Fixes
•   Fixed a bug that would allow injured people to work.
•   Fixed a bug that would make children unemployable.
•   Fixed a bug that would prevent friends from other towns working for you.
•   Spelling errors have been fixed.
•   Fixed a bug that would still allow rodent production events to happen if you have a cat.
•   Fixed several bugs related to the player doing work at the end or start of the day.
•   Fixed issues when saving and loading games with special characters in the file names.
•   Fixed some tutorial issues with employment.
•   Coats will now provide warmth forever.
•   If you buy your first home it will now automatically be set as your active house, which will stop your spouse from doing odd things and act homeless.
•   Fixed bug that wouldn't allow you to warp the camera when you were tracking a character.
•   Fixed a bug that would allow you to use the market against itself.
•   You can no longer talk to a guard to get out of a fine.
•   Fixed a bug that would prevent you from helping to extinguish building fires.
•   General production fixes.
•   Dozens of other small fixes in all aspects of the game.
•   Fixed a bug with people being incorrectly labeled as business owners.
•   Fixed a bug that would prevent you from talking to children.
•   Fixed the Ashbury Trading Post to allow it to sell firewood.


Save Compatability
In some cases on loading your saves from previous versions you will be missing a building, most probably a house. This is due to the huge reshuffle of buildings and while I tried my best to avoid this issue it is still there. So just keep that in mind.

How To Play
To play this update you need to rightclick on the game in your Steam library and then go into properties. Click on the beta tab and enter the password KingdomOfEngland. Once it is accepted a new update should download.

Title: Re: SAELIG
Post by: Asid on March 28, 2018, 01:47:28 PM
Update #16 - A plethora of delights
SAELIG - Stardog

Well this took far too long to get out. Sorry about that!

This update is pretty substantial, but it shouldn’t have taken as long as it did, I was a bit overwhelmed with setbacks sadly. Anyhoo, I’m back on a roll again and have decided that I would much prefer doing smaller updates more frequently rather than big ones every once in a while.

New Stuff
•   New business: Farmhouse. Produces eggs, honey, and herbs, and is also a house.
•   Abandoned buildings in the wilderness that can be claimed and repaired.
•   You can now buy already owned buildings for a higher price that is based on your relationship with the owner.
•   All new notifications for when things happen throughout the game.
•   See the action being done by the currently selected NPC.
•   New window that allows you to view all the markets in one screen to compare prices.
•   Rent out your houses for customisable rate based on the actual value of the house.
•   All new houses with exteriors, interiors, and clutter that is randomly generated when you start a new game.
•   New upgrades for houses.
•   New vegetation system.
•   You can now directly pay beggars and minstrels.
•   Many new props.
•   New wild vegetable patches.
•   New fruit trees.
•   New navigation system that brings us one step closer to being able to construct buildings.
•   New buildings for farms and leatherworkers - additional changes to these coming soon.
•   Lots of other smaller things.


Changes
•   No longer gifted money when you have none left.
•   NPCs will need to go over and inspect buildings before they buy them.
•   Changes to the amount of money gained when selling directly. This will now match the market price unless the market price is lower than the base price. So, selling directly will always result in a profit.
•   Changes to firewood burn rates.
•   Heavy tweaks to NPC actions and decisions.
•   Changes to the way the market calculates prices for some goods.
•   Many changes to LODs.
•   Fire will now make you warm based on proximity to the fire itself.
•   Changes to how edge panning works. It will now work properly no matter the direction that the camera faces. It will also be faster and more consistent.
•   More people should now be available to hire.
•   Tweaks to wages and various productions.
•   Farm is now called Estate Farm and is designed to focus on fields and corrals.
•   If two corrals or two fields now have the same production, they will be worked together and if there is more than one worker on said production you will get an additional boost.
•   Your rep will automatically be boosted with your children when they stop being babies.
•   Guards will now patrol around damaged or recently broken in buildings more often.
•   Changes to the coat system and how the AI handle them.
•   The AI will now respond better if they're no longer happy in their job.
•   Less rain.
•   Punching people will now do more damage, but is still only really a viable way to kill people if they’re unwell.
•   Punching people can cause them broken bones.
•   Updated the money notifications to say what was sold or bought.
•   The Trading Post Stall will now sell more things.
•   You no longer need to be tracking the player to engage first person.
•   Changed how games are loaded, could be faster for some people.
•   Dozens of tweaks to every aspect of the game.


Fixes
•   Fixed a bug that would allow injured people to work.
•   Fixed a bug that would make children unemployable.
•   Fixed a bug that would prevent friends from other towns working for you.
•   Spelling errors have been fixed.
•   Fixed a bug that would still allow rodent production events to happen if you have a cat.
•   Fixed several bugs related to the player doing work at the end or start of the day.
•   Fixed issues when saving and loading games with special characters in the file names.
•   Fixed some tutorial issues with employment.
•   Coats will now provide warmth forever.
•   If you buy your first home it will now automatically be set as your active house, which will stop your spouse from doing odd things and act homeless.
•   Fixed bug that wouldn't allow you to warp the camera when you were tracking a character.
•   Fixed a bug that would allow you to use the market against itself.
•   You can no longer talk to a guard to get out of a fine.
•   Fixed a bug that would prevent you from helping to extinguish building fires.
•   General production fixes.
•   Fixed a bug with people being incorrectly labeled as business owners.
•   Fixed a bug that would prevent you from talking to children.
•   Fixed the Ashbury Trading Post to allow it to sell firewood.
•   Dozens of other small fixes in all aspects of the game.


Save Compatability
In some cases, on loading your saves from previous versions you might find you are missing a building or two, and some building and cart upgrades. This is due to the huge reshuffle of buildings and while I tried my best to avoid this issue it is still there. So just keep that in mind.


Linux
This update includes a Linux build that has had very limited testing. Send me an email (contact@stardoggames.com) if you’re interesting in doing some testing and do not already own the game.


New Map
I have previously stated that this update would include a new map. In the interest of streamlining this update I have not included this. The new map will come in a separate update that I will issue alongside standard updates.


Cheers for all your support!

Title: Re: SAELIG
Post by: Asid on March 30, 2018, 12:29:52 PM
Update #16.1 - A few changes
SAELIG - Stardog

Hey there folks,

Just a small update to fix a few things.
•   Removed limit to number of people showed in hiring menu.
•   Fixed a bug that would prevent the tutorial from advancing past the cart part.
•   Fixed a bug that would make your house rentable if you changed your active house.
•   Removed the dog upgrade for the Estate Farm. This upgrade actually had no bonus to it and will be reinstated at a later time.


Cheers!
Stardog.


Title: Re: SAELIG
Post by: Asid on April 02, 2018, 03:00:35 PM
Update #16.2 - Orphans, markets, and fixes
SAELIG - Stardog

Howdy,

Another update for you all.

Fixes
•   The Offload and Return Home button for the cart will release the driver when it arrives home like it is meant to.
•   Fixed several positions and buildings that would make the player and characters teleport home.
•   Fixed a bug that meant the trading post would calculate prices incorrectly.
•   If a tenant leaves their house the game will no longer crash or get stuck in a loop.

Changes
•   Market prices are now calculated differently and each market has its own regional variation based on the wealth of the town. Prices within each market are now less volatile and making money from trading is now less about the quantities in each market and more about the variations between each of them. This is an experimental change that should add a new dynamic to the market and prevent exploitation. Please let me know how it goes. There is a button at the top right of the screen that allows you to compare market prices to assist with trading.

•   The church interior has been redone and a third room added.
•   Adjustments to rental properties, it should now be easier to attract tenants.
•   Changes to horse stable points.
•   Loading a saved game should now be much faster. In some cases it can be up to 4 times faster when loading a saved game.

New Stuff
•   Wells have been added to Estate Farms and Farmhouses.
•   You can now payoff people who hate you as a way to increase relationship.
•   Orphans are now in the game. They can be randomly created when starting a new game, but will come about in existing games if both parents of a child die. A children without parents will move to the church with the monks and live there until they are adopted or grow up. You can right-click on the church and send you player to visit the orphans which will allow you to adopt any of them.

There have also been a few other small changes and fixes.

Cheers!
Stardog.

Title: Re: SAELIG
Post by: Asid on April 03, 2018, 10:37:25 PM
Update #16.3 - More Fixes
SAELIG - Stardog

Hey all,

I'm back with another update. Though this one is quite boring, nothing new to report.
•   Fixed an issue when dismounting from some seats.
•   It should no longer snow inside the church.
•   Fixed a bug that would cause a strange bearded man to appear as an orphan.
•   Tweaks to the markets.
•   Fixed a bug that would cause a person to not be hired when you clicked their hire button in the hiring menu.

Title: Re: SAELIG
Post by: Asid on April 08, 2018, 05:22:45 PM
Update #16.4 - New market prices and some more fixes.
SAELIG - Stardog

Hey folks,

Just another small update.

•   Market prices have been changed again. Prices are more like how they were previously but no longer instantly adjust when you sell or buy goods, rather they slowly adjust every few seconds until they hit their mark. The price calculation also includes a small amount of variance between each market.
•   Removed the ability to access the inventories of your family members and workers, this system wasn't working properly, and thus will be replaced by a gifting system soon.
•   People will now buy medicine properly.
•   Adjustments to the health system.
•   Sick people will no longer put out fires.
•   Fixed the broken waylaying system.
•   Women will now have babies again.
•   Adjustments to the item icon that follows your mouse when you're trading items. This should now work properly on 4k and 5k screens. I need feedback on this though.
•   A few other things.


Cheers,
Strdog.

Title: Re: SAELIG
Post by: Asid on April 15, 2018, 09:12:22 PM
Update #16.5 - Gifts, firewood, carts
SAELIG - Stardog

Hi,

I've got a new set of builds currently compiling. Currently only the Windows 64bit version of the build is available, the other ones will become available over the course of the day.

•   If you have wood in your inventory you can use one of the chopping blocks around town to split it into firewood.
•   You can now give people items directly from your inventory. Right click on them and select 'Give Item'. A person who is unwell and is given medicine or is hungry and is given food will be more appreciative of said item compared to someone who isn't in need.
•   You can now assign your player to drive a cart by right clicking on one of your tiny or small carts that has no driver.
•   Waylay fixed for good now.
•   Increased the max buy and sell market prices.
•   Thieves should no longer forget their working position after saving and loading.
•   Unwell people should now properly display as unwell after loading games.
•   Many tweaks to health system because a lot of people were getting sick and dying. This change does not help people who're already sick.
•   Many small fixes that could cause odd things to happen.
•   Fixed a bug that could cause thousands of people to spawn. (I think)
•   Added more trees back to maps.

The plan is to have a new map or two available for update 17, so I'm working hard. :)


Cheers,
Stardog.

Title: Re: SAELIG
Post by: Asid on April 25, 2018, 12:57:53 PM
Update #16.6 - Little things
SAELIG - Stardog

Howdy!

Just another small update while I continue to work on new stuff.

•   More market adjustments.
•   Disposable packs are no longer given to you when you break into a building or waylay a cart. If you want to take more goods you will need to equip a leather pack. The same goes for the AI.
•   Fixed a few bugs that could cause loading issues.
•   Fixed some more bugs that could cause small but odd things to happen.
•   Fixed a bug that would prevent some cart drivers from releasing when offloading goods at their home building.
•   Further fixes to waylaying, should now be more reliable.
•   Fixed a bug that would cause you to become well fed without actually eating anything.
•   Fixed a bug that would cause inventories in the trading panel to shift and switch around while transferring items to carts.

Sorry that there isn't much here, but more stuff is on the way.

Cheers,
Stardog.

Title: Re: SAELIG
Post by: Asid on May 15, 2018, 07:51:19 PM
Update #16.7 - Bug fixes and map update
13 May - Stardog

Hey all,

Just another small update for you all.
•   Fixed pregnancy bug (in some cases this could require a new game, sorry).
•   Fixed bug that would make the game stop progressing at midnight.
•   Fixed a few loading bugs.
•   Fixed many other small bugs.
•   The East Seaxna map has now been completed and the other half is now available from the year 900 onwards.
•   Many tweaks to many different aspects.
•   Some new props.

Still working very hard on new content, but sometimes work slows a bit.


Cheers,
Stardog.

Title: Re: SAELIG
Post by: Asid on July 01, 2018, 10:05:03 PM
Anniversary Update Sale
SAELIG - Stardog

Hey all!

It has been a year since the first version of SAELIG was released and I just wanted to take this chance to thank you all for the great support, bug reports, suggestions, and great stories. I couldn't do this without you all.

So in time for the anniversary a new update has been released.

Bug Fixes
•   Fixed a bug that would result in being charged incorrectly for a stack of items.
•   Fixed a bug that would break the tutorial.
•   Fixed bugs related to saving and loading.
•   Fixed many other small bugs.

Changes
•   Changes to the tutorial.
•   Changes to some interiors.
•   Slight map changes.
•   Vegetables are no longer available in autumn, and fruit trees now only produce in summer and autumn.
•   Various tweaks.

New Stuff
•   Metalworker can now make axes.
•   Wild vegetable patches, wild fruit trees, coops, and fishing spots can now be depleated, but will also restock over time.
•   Right click on notification to dismiss.
•   Leatherworker is now a house as well.
•   All new UI art that replaces most of the previous artwork.
•   New buildings - tents, longhouse.
•   New props.
•   New map that has four settlements and three markets.


There are a few other small things you may notice as well.

SAELIG will be going on sale in the coming days so if you are looking to pick it up, it'll be 25% off from the 2nd for a few days.


Thanks again for all the support and I hope you enjoy the new map and UI.

Cheers,
Stardog.

Title: Re: SAELIG
Post by: Asid on July 12, 2018, 10:26:57 AM
Update 17.2 - Fixes, farm, UI
SAELIG - Stardog

Hey there,

Update 17.2 is now live. Enjoy!

Bug Fixes
•   Fixed issue that would cause babies to not become children.
•   Fixed some notification errors.
•   Some small fixes to seasonal effects.
•   Fixed bug that would make the enter/exit button stop working.
•   Caravans should now work as intended.
•   Fixed alehouse navigation.
•   Linux - Settings should now be saved when you restart the game - untested.

New Stuff
•   New clock UI.
•   Other changes to UI.
•   Click the clock to pause the game.
•   Estate farm is now also a house.
•   Overview map has been overhauled and now uses clickable building icons.

Title: Re: SAELIG
Post by: Asid on August 13, 2018, 02:50:33 PM
Update 17.5 - Some new stuff
SAELIG - Stardog

Howdy,

Update 17.5 is now ready to download.


Bug Fixes
•   Fixed bug that prevented you from abandoning a wilderness building.
•   Prices at markets were adjusting too quickly.
•   Only male orphans were being generated on game start.
•   Player will no longer instantly heal when becoming sick.
•   Fixed loading bugs.
•   Fixed saving bugs.
•   Fixed NPC health, buff, and debuff related bugs.

Changes
•   Changes to some UI panels.
•   More people will now spawn in the wilderness.
•   Travelling merchants and soldier camps can now leave early if they run out of gold.

New Stuff
•   Soldier camps that now show up on some maps like travelling merchants, except they only buy certain goods.
•   A filter has been added to the map mode.
•   A mini financial log has been added that tracks recent transactions and displays wage summaries. (Click the money bag icon near your money amount)
•   A new option added to change the size of the UI.
•   You can now allow or deny the marriages of your children.
•   You can now abandon your children.
•   You can now gift buildings to people. (Right click on the NPC)
•   You can now adjust the quantity of an item you are trading using newly added UI buttons.
•   New Flour Mill and upgrades.
•   New Trading Post and upgrades. Will only sell items if someone is assigned to that task.

Title: Re: SAELIG
Post by: Asid on August 28, 2018, 12:01:43 AM
Update 17.6 - Getting ready for a bigger update
SAELIG - Stardog

Just a small update while I work towards a bigger one.

Fixes
•   When gifting a house they will now decide to live in it if it is better than their current house.
•   Fixed bug that would empty player inventory on load.
•   Fixed foraging when out of season.
•   Fixed bug that meant the pyre could kill people near it.
•   Fixed some saving and loading bugs.

Changes
•   Earlier trading post work hours.
•   You can now again see the current task on characters, but it is vague for non-family members.
•   Changes to how AI characters deal with some relationships.

New Stuff
•   You can new view detailed info on each family member and friend by clicking the info button when they are selected.
•   Wealthy people can request goods to be delivered to their homes.
•   The camera zoom now works differently. It now zooms based on the angle of the camera, instead of moving the camera up and down.

Title: Re: SAELIG
Post by: Asid on September 29, 2018, 11:41:13 PM
Update 17.9 - There is more on the way
SAELIG - Stardog

Greetings!

Just wanted to release an update for you all while I get some other things together for a larger update to come.

New Stuff
•   New system for AI detecting crimes. AI can now choose to report crimes they see, depending on their relationship with the person. Crimes are more easily detected during the day than at night.
•   Thieves can now be sent to distract people who walk past them.
•   A new button that shows information on the selected building, including owner and productions.
•   You can now change your heir via your character’s information window.
•   You can now receive inheritance from family members who die.
•   Children can now go to the Learning Hall during the day where they will keep warm and be kept entertained. More to come with this.

Changes
•   Additional notifications added.
•   Women can now work while pregnant up until they become ‘Heavily Pregnant’.
•   Various changes to UI.
•   Tweaks to caravans.
•   Changes to the employment window, you can now choose to see people who you cannot hire and why.
•   A few map changes.
•   Graphical and LOD tweaks.
•   People will now have the option to visit trading posts to buy food.
•   Tweaks to some upgrades.
•   Changes to some buildings.
•   General gameplay tweaks and improvements.

Fixes
•   Fixed game breaking bug that would result in a duplicate player family.
•   Fixed some small production bugs.
•   Fixed bug that would cause you to lose relationship points with someone after they change family.
•   Fixed bug where AI would forage when they shouldn’t.
•   Fixed bug that would cause a baby to die before birth.
•   Fixed bugs related to dying.
•   Fixed some nav issues.
•   Fixed some loading bugs.
•   Dozens of other fixes to many different aspects of the game.

Title: Re: SAELIG
Post by: Asid on December 23, 2018, 11:24:15 PM
Update 18 - Update crime system, a knoweldge system, and more!
SAELIG - Stardog

Hey all!

Hope you're having a great holiday period. It has been a while but I have a large update for you all to enjoy.

Thanks to those who have done some really great testing for this update.


New Stuff & Changes
•   Newer Herbalist Hut building.
•   Changes to marriage acceptance making it a bit harder.
•   New Well building.
•   A knowledge system. Most actions have this knowledge system attached to them and when people do these actions they get better and better at them.
•   New buff that increases rate of learning for the knowledge system when people are well fed and rested.
•   Scroll wheel now works for scrolling UI windows.
•   People will now stock up on medicine when they can and store it in their home.
•   Changes to some work hours.
•   Changes to some productions. A few recipes have changed slightly and dried fish is now cured fish.
•   People can now give birth to twins.
•   New Alehouse building and upgrades.
•   Changes to the market system – including price calculations and some new UI.
•   A Punishment Pit has been added for when people cannot pay fines after committing crimes.
•   You now have the option to flee from a guard after breaking the law which will add a bounty to your character and make you an outlaw. People will slowly start to talk about you and the news that you’re an outlaw will spread from person to person. People who know you’re an outlaw will have an icon above their head and will report you on sight.
•   Guards now have a break from patrolling at around midnight.
•   Kissing and other close contact has the chance of passing on illnesses.
•   A new type of notification that appears at the top right. These notifications will tell you when you learn a new skill or when you’re warm, cold, etc.
•   Less monks and guards at game start.
•   Tree, foliage, terrain, and snow changes.
•   You can now click the background graphic for a inventory in the trading window to select the corresponding cart or character.
•   Herbalist Huts now sell medicine directly.
•   You can now buy produced goods directly from Alehouses, Bakehouses, and Herbalist Huts.
•   Dozens of changes to the AI – businesses, carts, employees, productions, etc.
•   Many changes and optimisations made to the maps.
•   Updated tutorial.

Bug Fixes
•   Fixed bug where businesses weren’t hiring properly in some cases.
•   Fixed bug that allowed people to get pregnant multiple times at once.
•   Fixed some building navigation issues.
•   Fixed where people would not sober up properly after being drunk.
•   Fixed a few camera issues.
•   Fixed a bug which would cause people to leave their job for no reason.
•   Many other fixes.


Hope you enjoy!

Cheers,
Jamie.

Title: Re: SAELIG
Post by: Asid on December 30, 2018, 12:48:40 AM
Update 18.1 - Bug fixes and performance tweaks
SAELIG - Stardog

Hope you are all well. Just dropping a small update to address a few things.

•   Tweaked options menu
•   Fixed first person bug
•   New options and exit buttons for character creation menu
•   Performance tweaks for lower-end computers. High-end computers may also get a small boost.

Title: Re: SAELIG
Post by: Asid on December 31, 2018, 01:20:31 PM
Update 18.2 - A few small things
SAELIG - Stardog

Just a small update.

•   Changes to Civilian NPCs crime detection - they shouldn't be able to detect as easily anymore.
•   Fixed a strange pattern in the snow during winter.
•   Tweaked some plant colours a little bit.
•   Small adjustments to some text.

Title: Re: SAELIG
Post by: Asid on January 21, 2019, 01:57:07 PM
Update 18.3 - Bug fixes and tweaks
SAELIG - Stardog


Hi all,

Another small update just while I continue work on update 19.

•   Should now get slightly more money when selling in bulk to the market.
•   New icon on market items that shows if the prices for said item are still calculating.
•   Changes to market item tooltips.
•   Changes to how the market prices are calculated.
•   Should now be more thieves.
•   Pickpocketing and waylaying should now be easier.
•   Fixed a bug that prevented AI businesses from checking trading posts for goods when the markets had none.
•   Heirs will only be shown if they are 16 or older.
•   Fixed some other minor bugs.

Thank you for all your continued support. Update 19 will focus on a complete re-work of the farming side of things.

Cheers,
Stardog.

Title: Re: SAELIG
Post by: Asid on February 11, 2019, 01:25:23 PM
Update 18.4 - Bug squashing and more
SAELIG - Stardog


Hi all,

A small update which will hopefully be the last before update 19.

•   More changes to market price calculations.
•   Fixed a bug that would cause a heavily pregnant lady to continue work.
•   Fixed bug that could cause crash when selling large quantities.
•   Fixed big where alehouse cart spawn point was too far away from the alehouse.
•   Fixed bug that would cause some characters to not load correctly and become corrupt.
•   Some new models.

Other than that there have been other minor changes and fixes as well as new back-end changes to get ready for a new farming system.

Cheers for all the support! Time to get back to work. I really want to get the next major update out. Pretty excited about it.

Stardog.

Title: Re: SAELIG
Post by: Asid 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.

Title: Re: SAELIG
Post by: Asid 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.

Title: Re: SAELIG
Post by: Asid 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.

Title: Re: SAELIG
Post by: Asid 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.


Title: Re: SAELIG
Post by: Asid 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.

Title: Re: SAELIG
Post by: Asid 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.

Title: Re: SAELIG
Post by: Asid 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!

Title: Re: SAELIG
Post by: Asid 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.

Title: Re: SAELIG
Post by: Asid 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.

Title: Re: SAELIG
Post by: Asid 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.

Title: Re: SAELIG
Post by: Asid 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.

Title: Re: SAELIG
Post by: Asid 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.


Title: Re: SAELIG
Post by: Asid on October 22, 2019, 01:21:53 PM
Update 22.5 - Stability and crashes
Tue, 22 October 2019


Hey all,

You will notice a new update come through. Not much to report for this one sorry, it's just mainly focusing on stability and squashing a few crashes.

I'm not saying all the crashes have been squashed, but ones I have reproduced have been smacked around with a large hammer.

You may notice a few other small tweaks as well, but nothing major.


The next major update will include an all new forge as well as affairs and a few other goodies.

Cheers,
Stardog.

Title: Re: SAELIG
Post by: Asid on December 29, 2019, 01:14:26 PM
Update 23 - UI changes, building changes, fixes, and more
Sun, 29 December 2019


Hi all,

Update 23 is now available for Windows and Mac. The update for Linux is pending an engine update before I can publish it.

The update is not as big as I wanted it to be, but I decided to push it out instead of delaying it further.


New Bits

•   New filter on hiring menu so you can exclude people who work for you already.
•   New action menu, is now a list instead of radial.
•   You can now make love outside of marriage, but babies cannot be produced this way (yet).
•   You can now force an automated building to produce set items.
•   AI businesses can now request resources when they see fit. This is done via their carts. This replaces the previous feature where households could request resources.
•   New Forge building.
•   New Butcher building.
•   Another round of new foliage and scene props.
•   Various changes to some of the buildings.



Other

•   Various fixes to the Outlaw system.
•   Kids can now dance near the player when playing the lute.
•   Changes to the entertainment skill to make it more viable.
•   Fixes to navigation system.
•   Various small UI changes (still WIP).
•   Your character walking animation will now load correctly when you load a saved game.
•   Various fixes to needs and heath system.
•   Increased the range at which a cart is detected by a building.
•   Fixed some instances where horses would not go to a stable and block a doorway.
•   Fixed an issue where some of the skills associated with your selected backstory do not apply.
•   Declaring a friend as an Outlaw will now work as expected.
•   Church sermons will work again.
•   A lot of code changes that should improve performance in some situations.
•   The reworked foliage comes with a major update to the entire foliage system, which should improve performance in some cases.


You may also notice a few other bits here and there that are not listed. I was planning on including some other new buildings in this update, but those will come in the next one.

Happy holidays!

Stardog.

Title: Re: SAELIG
Post by: Asid on March 16, 2020, 12:27:01 PM
Update 24 - New things!
Sun, 15 March 2020

(https://steamcdn-a.akamaihd.net/steam/apps/612720/ss_4dbaa65d1eb95938002540075f19b6383ef7e0fd.1920x1080.jpg?t=1561527939)


Hi all,

Update 24 is now available for all platforms.


New Bits

•   Players can now request resources using their cart
•   New button to dismiss all notifications
•   Children can now build snowmen in winter
•   Children can now play in piles of leaves in autumn
•   Children can now throw stones at things and then run away because children are naughty
•   New herbalist hut
•   New herbalist recipe – Herbal Charm – which can be consumed and increases immunity for a time
•   New Fishing Hut recipe – Fish Bone Charm – which can be consumed and applies a buff for a time
•   Silver and gold jewellery are now charms that can be consumed to apply buffs for a time
•   New butcher
•   Fences for huts and houses are now upgrades that increase break-in time a small amount
•   New fog
•   New controls added to rotate the camera left and right (default z and x)


Changes

•   Various quality of life changes
•   Some slight texture adjustments
•   Adjustments for some recipes
•   Changes to some standing positions when characters are interacting with objects


Bug Fixes

•   Fixed a bug with the Well Fed buff
•   Fixed a bug at the Estate Farm that would break certain productions
•   Fixed some purple textures
•   Fixed some bugs related to death and passing buildings to an heir
•   Some UI fixes
•   Fixed an issue where time and seasons could get out of sync
•   Fixed an issue that would cause the game to freeze when paused
•   Fixed a bug where you could hire more than 2 people with the flour mill


Known Issues

•   MacOS - Exit button may not work on main menu
•   MacOS - Systems that only run OpenGL may not work (trying to fix as soon as possible. Metal works). Mac OpenGL users can try to use the macos-opengl beta branch
•   Fog may be a bit thick in some cases


Next Update
(Not set in stone)

•   Playable Bishop
•   New Map (if time allows)
•   Some very basic construction
•   Rebuild houses and huts in a different style
•   Inventory tooltips
•   Towns to expand and change when populations increase
•   Perks
•   Elder voting events


Cheers for the continued support. Truly sorry that this labour of love isn't being developed at a faster rate.

Stardog.

Title: Re: SAELIG
Post by: Asid on March 30, 2020, 12:17:58 AM
Update 24.5 - Bug fixes and a new thing!
Sat, 28 March 2020

Hi all,

Update 24.5 is now available for all platforms.

This is just a small bug fix mainly, but I managed to sneak in a new feature.


New Bits

•   You can now rebuild hits and houses into a different style


Changes

•   Slight adjustment to fog


Bug Fixes

•   Fixed a bug where recent transactions would not display
•   Fixed a bug where crops would not grow, thus breaking farming
•   Some navigation fixes
•   Fixed bug where rental money would not show


Next Major Update
(Not set in stone)

•   Playable Bishop
•   New Map (if time allows)
•   Some very basic construction
•   Rebuild houses and huts in a different style
•   Inventory tooltips
•   Towns to expand and change when populations increase
•   Perks
•   Elder voting events

Stardog.

Title: Re: SAELIG
Post by: Asid on June 24, 2020, 01:43:11 AM
Update 25 - New fun things, and lots of fixes
Tue, 23 June 2020


b]Hi all,

Update 25 is now available for all platforms.[/b]
[/color]

Quite a few new things, changes, and fixes in this version. Hope you enjoy!

New Bits

•   Become a gravedigger at the graveyard if the position is free.
•   Become a teacher at the learning hall if the position is free.
•   New carts and load system which shows the kind of items on the cart.
•   A simple foliage mode which will give you less trees and grass.
•   Swords and axes. Can be made, bought, used.
•   Assassinate people with a sword or axe.
•   Foxes. New production events will spawn foxes. Dogs will keep them away.
•   Elder events. New events which occur when you're an elder.
•   New production events.



Changes

•   No more trees in map mode.
•   Graphical changes. Textures, trees, terrains.
•   Map filter changes.
•   When inside a building you can now exit while the UI is hidden.
•   New notifications when certain things happen.
•   Comparing inventory items in a business inventory will now show other items that it can produce.
•   Some extra UI changes.
•   People will now buy more food and medicine.


Bug Fixes

•   Fixed bugs where people would not return to work or leave work properly
•   Fixed bug where ducks would not spawn at Farmhouse.
•   Fixed bug where coats would not display.
•   Fixed some waylay positions.
•   Fixed bug where seasons and years would not pass correctly if playing more than one day per season.
•   Fixed bug which would make the game fail to save.
•   Fixed bug where tenants would move out after loading a saved game.
•   Fixed bug which would cause guards to break after you bribe them.
•   Looting carts that have no drivers will now not break interactions.
•   Fixed some interior nav issues.
•   Made it easier for people to navigate through fences.
•   Fixed bug where a worker could move to a different town and break production.
•   Fixed bug where buildings would not be able to be entered.
•   Fixed bug that would cause the game to freeze when paused.
•   Fixed bug where people would vanish from family trees.
•   Fixed some coding errors that could cause some slowdowns.
•   Fixed bug where recent transactions were not listed.
•   Fixed bug where certain people would not work at certain jobs properly.


I didn't end up doing everything I wanted for this update, but I did some other cool stuff instead.

Happy gaming!

Stardog.

Title: Re: SAELIG
Post by: Asid on September 14, 2020, 11:44:25 PM
Update 26 - Stuff to make life easier
Mon, 14 September 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_9fd1878a27a0bf8fd8474ae7cfec6dc9a75fb8b2.1920x1080.jpg?t=1600120918)

Howdy, hope you're all doing well!

Update 26 is now available for all platforms.

New Bits
•   You can now convert corrals to fields and fields to corrals, if you have the Building Placement upgrade for the farm. The more fields or corrals doing the same production means more bonus crops or increased production speed.
•   A new event for both teachers and gravediggers.
•   New church.
•   A second possible alehouse interior.
•   At certain heights and distances you can now see town names above towns, to help you know exactly where you are.
•   A trading skill that can grant you a gold bonus when selling items to market.


Changes
•   Warping to a character, building, etc, now retains your existing camera rotation. No more camera automatically changing rotation for you.
•   Opening the map will also keep the existing Y rotation of your camera.
•   Fines for crimes now increase based on previous criminal record.
•   When you're tired you will now learn at a slower rate.
•   Tweaks to various things, including recipes, UI, and entertainment income.
•   People will now be more likely to stay around home when dark.
•   You can now wake up your sleeping spouse to engage in activities.
•   New notifications in certain situations.
•   Cured fish is now considered a food.
•   The wage info panel will now take into consideration child workers and free workers.



Bug Fixes
•   Some loading corruptions have been banished.
•   Give item was disabled for no obvious reason sometimes.
•   Fresh orphans sometimes would not properly change their town based on their new home at the church.
•   There was a bug where it was possible to have a bounty of 0.
•   The farmhouse had purple hives sometimes.
•   The odd situation made right click not work. Not anymore!
•   Fixed a bug that would cause people to stand around doing just about nothing for no reason.
•   The camera will no longer jump around when the game is paused.
•   Waylay had some problems. These problems have been improved.
•   Navigation bugs have been identified and smashed.
•   There was a couple problems with inheritance which have now been squashed.



Happy gaming!

Stardog.


Title: Re: SAELIG
Post by: Asid on November 13, 2020, 01:04:55 AM
Update 27 - Some big things
Thu, 12 November 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_9fd1878a27a0bf8fd8474ae7cfec6dc9a75fb8b2.1920x1080.jpg?t=1600245497)

Howdy, hope everything is swell,

Update 27 is now available for all platforms.

New Bits
•   Playable Abbot. Apply the same way you'd apply for Guard Captain. You'll get to run the Church, receive 'donations' from people during sermons, and bless people.
•   A new toggle that lets you disable or enable direct sales from the Alehouse and Bakehouse.
•   Entire new design for inventory trading. The new system allows you to trade with a building from a cart or character, so you no longer have to click on the market. And other good bits.
•   Tooltips for items. Long time coming, but now you can see proper details about items.


Changes
•   Lots of UI tweaks and inventory tweaks.
•   No more selling direct from Herbalist.
•   Big changes to a lot of items, recipes, prices, etc. Cured fish removed.
•   Big AI changes. They are able to sustain themselves a lot better, which also translates to better automation.
•   Tweaks to starting goods for some merchants.
•   People make better choices when they are poor.
•   Learning at the Learning Hall is now more effective.


Bug Fixes
•   Inventory duplication bugs fixed.
•   Fixed production events happening at the wrong time.
•   Fixed missing production events from Bakehouse and Farmhouse.
•   Fixed a bug that would cause save corruption.
•   Fixed bug that would cause your cart to stop moving after pressing TAB.
•   Fixed some bugs with pausing.
•   Fixed a bug where AI characters would not get 'Well Rested' buff.
•   Fixed a bug where some people would not go and eat food. Which is just a bad choice on their part.
•   Fixed some interior camera issues in the Estate Farm and Herbalist Hut.
•   Fixed a bug where you could not set default keys during gameplay.


Quite a few other bits have been done as well. You'll probably notice things I have not listed. This update was a long time coming and I'm very happy with the tooltips and new trading. The new trading feels way less awkward and cumbersome.

I spent a lot of time on tweaking recipes and items and running various businesses in AI mode for years to make sure the items and the AI had profit potential. Which is why this took so long... Just so much testing. Like millions of testings. Maybe.

Happy gaming!

Stardog.


Title: Re: SAELIG
Post by: Asid on December 10, 2020, 01:44:44 AM
Update 27.5 - Some good bug fixes
Wed, 9 December 2020

'ello,

Update 27.5 is now available for all platforms.


Sorry this one is just bug fixes. However I am working on a new map for update 28. So that's exciting.

Bug Fixes
•   Carts will now load properly when loading a saved game. No more returning home on load.
•   Fixed bug where the home location of the Estate Farm cart would not be picked up by the Estate Farm trading menu.
•   Fixed a bug where automation sometimes would not start or load properly.
•   Fixed a bug where tooltips would not display when game paused.


Also did some general tweaking.

Enjoy your December!


Title: Re: SAELIG
Post by: Asid on February 23, 2021, 01:55:42 AM
Update 28
Mon, 22 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28864649/5e32b8395194d72e4a140551fc0bd24a178f0ded.png)

Lots of new toys!

Hello!

Well this has been a long time coming - Update 28 is here but it has been a lot of work so I've split it into two parts. This is part one.

This update meant I had to completely rewrite the system that buildings use to exist within the game, since when I first wrote it years ago the scope of the game was a lot smaller and thus the system was pretty basic. This new system though is brilliant and easily expandable, and best of all it is fully compatible with your saves!

While making this update I had some time to reflect on how far SAELIG has come as a game and how far I've come as a developer. I genuinely love this game and I love what I'm doing, and I'm so glad to have you all along on this ride with me. Thank you for everything.

I recently saw some videos from years ago when I first released SAELIG and I think it's amazing how far it has come. The first screenshot is from the release version of the game, and the second is from Update 28. That is the same town in both screenshots!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28864649/575f7ad0ff188f814683988840e0a83685836143.png)

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28864649/53a3032cff375b04da65b6d5edd1278f164cb529.png)


Anyway, that’s enough nonsense from me. Below is the change log accompanied by a video to show off the best bits.

https://youtu.be/3O8V6izll3I


The Good Bits:
• Some UI additions and improvements.
• Fishing boats can be built at the fishing dock.
• New random clutter placement.
• Skill changes – burglary, arson, entertainment, can result in injury at lower levels.
• Changes to rentals – AI will now rent houses more often and various other AI improvements for housing.
• Map updates.
• New plants.
• New terrain shaders.
• Wild animals.
• Buy a drink and have a dance with someone in a nearby Alehouse.
• New starting system. No longer will you select your starting money, but instead you select a starting situation.
• A bunch of backend changes which has resulted in major FPS gains for a lot of systems. Some systems will see 20 to 30 fps improvement, others will gain 5 to 10. Can’t guarantee all systems will benefit, but I can hope.
• Estate Farm and Farmhouse replaced with individual Fields and Corrals.
• AI are better at moving around the map to find work.
• Empty plots of lands that can be purchased. Two sizes, large and small.
• Empty land plots can be developed into actual buildings using wood and money. So basically, you can build stuff now, but you need to own the land first.
• Existing buildings can also be redeveloped into other buildings.
• NPCs will also buy and develop land.
• New fancy fog.
• Automation improvements.
• Market alerts. Open the market compare panel to add alerts for when items are added to any market.
• Fancy new snow that melts slowly and builds up depending on snowfall. The new snow also does not build up under shelters or around lit fires. As well as that there is a new snowfall particle.
• Map population limits increased.
• All town and village starting populations increased.
• Probably more, but my actual list has like 80 items in it, and this list is just for the really good stuff.


Bug Fixes
• Honestly, there are a lot, and I didn’t write them all down. But bugs have been fixed in almost every system, including the below.
• Fixed some bugs with some LODs.
• Fixed a problem with the Employment window. It will now properly hide your current employees by default.
• Fixed issues where carts sometimes didn’t do cart stuff.
• Fixed bug that caused milk to be undrinkable.
• Fixed bug with gaining excess skill levels during Waylay.
• Fixed some AI detection bugs.
• Fixed bug where people wouldn’t assign themselves to work properly.
• Fixed a bug where the guard captain wasn’t getting a portion of bounty.
• Fixed bug with people not moving into gifted houses straight away.



Now as I say, part two of this update is coming as well. No ETA yet, but it will be a lot easier to get out compared to this one.

I’m also looking at encouraging some streamers and YouTubers to take a look at SAELIG with this new update. So, if you know anyone who may fit, or you are that person, get in touch.


Woo woo, have fun.
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on February 25, 2021, 03:23:08 AM
Update 28.1 - Small things
Wed, 24 February 2021

(https://cdn.akamai.steamstatic.com/steam/apps/612720/ss_6600468ccde8e7c190113e72f84ed16e7264c260.1920x1080.jpg)

Greetings,

Just a few small fixes here. Nothing to get excited about.


•   Fixed a bug where your spouse would live in the bunkhouse even when you have a house. If you had this bug, your spouse should correct themselves after load.
•   Mines and woodcutting huts now begin with less inventory slots.
•   Fixed an issue where people would start work incorrectly in very rare situations.
•   Fixed a nav issue at one of the fishing docks.
•   Fixed blurry fonts.
•   Fixed a bug where you could start the game as a market worker. Which is not by design and broke stuff.
•   Some tweaks to automation. Including adjustments to when woodcutting huts sell goods.
•   When automation is on, horse carts will sell a load at the end of the work day if required.
•   Fixed a bug where double clicking an equipped item would duplicate it.
•   Various inventory bugs have been fixed, including one that would cause major delays in transferring goods when the game is paused.


Yay, have fun.
Atorcoppe.


Title: Re: SAELIG
Post by: Asid on February 28, 2021, 01:26:31 AM
Update 28.2 - Watching people sleep
Sat, 27 February 2021

Greetings,

So I was standing there watching her sleep, waiting for her to wake up so I could dazzle her with some flirts, when it hit me. That ain't normal. Or it's hella creepy at the very least. This moment encouraged me to make some changes.

•   You can no longer view inside, or step inside houses that are owned by people who you don't know very well. I'm sorry.
•   You can however, now keep tabs on people by selecting them and clicking "TRACK PERSON", this will add them to a list on the left side of your screen. Now you can have a custom list of all the people you want to stalk, abuse, or arouse.
•   Work hours are now specified in 12 hour time instead of 24, to match the game clock. Why did it take me three years to do this?
•   The player can no longer ride a cart that is a caravan.
•   People should now avoid fences when the game starts, not just later on.
•   You can no longer develop your active house.
•   Fixed a bug that would give you free money on load if you were an abbot. I enjoy that no one reported this bug.
•   Fixed a bug where certain events would break if the player was the only employee.
•   Tweaked the some of the conditions that influence what kind of building the AI will develop. They should be less trigger happy with things that aren't needed.
•   You will no longer be able to equip a bow. Because that's not ready yet.
•   Certain buildings will no longer be cheaper than the plot of land they sit on.
•   Fixed a bug where the Flour Mill would lose upgrades on load.


I think that's it.


Have fun,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on May 04, 2021, 12:04:09 AM
Update 29 - Stop right there criminal scum!
Mon, 3 May 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_6600468ccde8e7c190113e72f84ed16e7264c260.1920x1080.jpg)

Good hello to you.

Update 29 is here and it's pretty good.
•   Guards have been changed to Watchmen and they are now normal people who can be interacted with as normal and do normal stuff.
•   You can now join the Town Watch and catch criminals. You will need to either witness the crime and catch them in the act, or be the first watchman to the scene of a reported crime.
•   Metalworker is now called Workshop.
•   Round shields and kite shields can now be produced at the Workshop.
•   Show off how cool you are by wearing a shield.
•   People will now be more inclined to use rivers and whatnot to put out fires.
•   Fixed an issue where skills would not be assigned properly after character creation.
•   Drunk people are now more likely to start a fight.
•   The number of Elders and Watchmen a town can have is now based on the current population, so these numbers can change.
•   If you are the Town-Reeve you can fire a Watchman you don't like.
•   New map! Hamtunscir. A small map with only a single town. This is a good map for those who like the quiet life. It has very little in the way of buildings at the start of the game but plenty of room to expand. Also really good for systems that might struggle to run the other maps.
•   Various UI fixes, including item quantity scroll, and estimated price when selling.
•   Fixed an issue that caused lag when selling in large numbers.


And a few other things here and there.

Cheers,
Atorcoppe.

 
Title: Re: SAELIG
Post by: Asid on May 15, 2021, 11:49:38 PM
Update 29.4
Sat, 15 May 2021


Howdy,

Another minor update while I get stuff ready for the next major update.

•   Fixed a bug that would cause some merchant camps to not load correctly.
•   You can now supervise workers during winter.
•   AI will now build less of certain types of buildings.
•   Fixed a bug that would cause gardens and fields to no load correctly.
•   Your spouse should no longer buy woollen coats.
•   Corrected some wage calculations.
•   The production queue should no longer clear after hours.
•   Added a Learning Hall to the new map.
•   Increased the standard starting money to 4000, and the businesses owner starting money to 6000.


Cheers,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on May 23, 2021, 11:37:25 PM
Update 29.5 - Interesting Title
Sun, May 23, 2021

Hello,

Been working hard for the last couple days to make some decent changes. I've run through a bunch of the businesses and done a bunch of balancing based on my findings. Here's the complete list of changes.


•   Complete overhaul of business AI and Automation. Workers will now be a lot more active at looking for new tasks, and carts will be a lot more regularly used.
•   AI will now once again chop firewood at woodblocks around town.
•   Player's spouse will now make sure to not have a job too far way from home.
•   New families will only show up if there is spare housing.
•   Fixed three bugs that caused games to no load properly.
•   Adjusted timings and recipes for a lot of productions.
•   Adjusted prices for a few items.
•   Added more plots to Hamptunscir.
•   Fixed production selection bugs at corrals and fields.
•   A bunch of changes to the butcher, including a new production - Bone Charm. Bone Charms will increase a random skill when consumed and are produced as a side product of butchering a carcass.


A few other changes here and there.

If you have any odd bugs or troubling loading a saved game please send me an email to email@atorcoppe.com and I'll help you out.

Cheers,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on May 25, 2021, 11:28:27 PM
Update 29.6 - The mother of all bugs
Tue, May 25, 2021


Hello again,

Another small update.


•   Fixed a massive bug that was causing people to duplicate, which would make the game slow and unstable.
•   Removed the logbook for now because it was causing issues and bloating out saves.
•   Fixed a bug that would cause Butcher employees to not work in a loaded game.
•   Herbs have been removed as a food.
•   Chicken coop sound removed while I figure out a bug.
•   Removed an exploit that let you rapidly increase your supervisor skill.
•   Increased the money required before someone will be listed as 'Happily Unemployed'
•   Made certain jobs more important to AI.


Hoping to start work on new features soon. :)

Cheers,
Atorcoppe.



Title: Re: SAELIG
Post by: Asid on July 12, 2021, 11:42:03 PM
Update 30 - Many things and some stuff
Mon, July 12, 2021

Well hello, fancy seeing you here.

I would like to introduce you to Update 30, it's quite neat and has some goodies to offer.

Goodies

•   A new larger house called a Homestead. It has more beds than a standard house and has a garden upgrade. The garden upgrade allows you and your family to harvest small amounts of fruits, vegetables, and eggs throughout the year.
•   Another new type of house called a Longhouse. It is primarily designed as something to sink money into as it's stupid expensive to build and upgrade. You can build walls around it, plant a garden (see above), and also raise some animals (like the garden upgrade but meat and wool).
•   Owners of a Longhouse can host a feast which if done correctly will make you the most popular person in town.
•   You can now train other people in skills that you are better than them at.
•   You can now transfer workers more easily from other nearby businesses that you own.
•   Sheds! You can now develop small and large plots into sheds to store all your goodies.
•   Two new achievements.
•   Corruption and criminal record now have a great influence on your life. However if you are generous enough with the church they can fix this for you.
•   Major changes to how prices adjust. This should fix some strange prices that some people noticed.
•   A new cart for the final level of cart upgrade. When you ride this one you sit up front, like a pro.


Less Good, Goodies

•   A few UI changes to make certain things more obvious.
•   Fixed the spelling issues.
•   Fixed a bug where you would lose relationship with child workers when they grow up.
•   Fixed broken controls after using first person as a lady with a dress (yes, this was an actual bug).
•   Fixed a bug where you could not catch an outlaw if you were a watchman.
•   Fixed a bug where crime reports at the end of the day could be incorrect.
•   You can no longer offload random items into an empty plot.
•   Some new notifications.
•   You can now properly hire your family for free again.
•   Wood cutters will now properly sell wood.
•   Fixed some exploits.
•   Fixed an issue where people would rent your houses then leave then rent your houses again.
•   People will now eat more food from their own houses.
•   Various other bug fixes.


I hope you all enjoy the new stuff. Sorry I'm really slow at development - life is crazy sometimes.


Cheers,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on July 22, 2021, 11:53:01 PM
Update 30.2 - 01110011 01100001 01110101 01110011 01100001 01100111 01100101
Thu, July 22, 2021


Hello,

Just a small patch here folks, but a couple items are highly requested, so yay.

Goodies

•   Fixed a bug where transferring items between inventories with lots of items in them could cause hangs and crashes.
•   Fixed some navigation issues.
•   When you exit from map mode the camera will now go back to its previous position if you didn't move it while in map mode.
•   When pressing escape the game will now remember your previous game speed and resume at that speed when you unpause the game.
•   Storm optimisations.
•   Fish can now be used as meat at the longhouse for a feast.
•   Some crashes have been smashed.
•   The currency used in the game is being renamed from gold to silver (let me know if you see gold still being used anywhere that should now be silver).
•   Fixed several bugs that could cause time to stop at midnight.


Things I'm Working On For Update 31

•   A range of travellers to bring more variety to the game. Including horse riders, royal visits, fyrds, and mysterious strangers.
•   A new caravan system.
•   Bows and hunting.

If you encounter any strange bugs that you think need to be fixed asap please send me an email at email@atorcoppe.com with a copy of your save. The saves can be found under
appdata/locallow/atorcoppe games/saelig
 on Windows. Unfortunately I'm not very professional and I cannot remember the location on Linux or Mac.
Additionally, for anyone who wants to - I'd like you to email me the one feature you'd like to see above anything else (excluding MP and Mods), and I'll try to start work on it asap.

I nearly ordered a 1300 year old Anglo-Saxon silver coin today from the UK. I ended up not doing so because I really don't need one. But scrolling through the coins gave me some good inspiration for Saelig, which is always a good thing.


That's pretty much everything I have for you right now. Thanks for playing, suggesting, and reporting.

Much love,
Atorcoppe.


Title: Re: SAELIG
Post by: Asid on October 03, 2021, 11:22:20 PM
Update 31 - Go forth and defecate
Tue, September 14, 2021


Hello, welcome to another update. Hope all is well.

Got some goodies for you, oh yes I do.

New Stuff
Automation redesign. This includes being able to automatically transfer excess goods to Sheds and Trading Posts.
People who don’t like you can now spread gossip about you.
Player can now fish in boats at the Fishing Dock.
New Pearl production at the Fishing Dock.
AI can now murder.
Some new travellers that will walk through town and buy stuff.
Some good foods can give a new buff.
New scoring system that will rank the wealthiest families in the map. (Works best with a new game)
Player can now rent a room at an Alehouse.
You can now defecate on your enemies’ doorstep. Not kidding.
Added a daily balance to the top of transaction history.


Tweaks
Added more vibrance to game colours. Let me know if you want even more.
Simple foliage will now also shrink trees. This is ideal for people who don’t like the big trees.
Building price adjustments.
Fog tweaks.
Relationship tweaks.
All productions are now contribution based. This means that Wood, Iron, Gold, Gems, Silver, and Fish are no longer produced by individual workers, and are instead produced in groups like the other productions.
Some further production tweaks.
Children will now work for free if you own them.
Tweaked the health system to be more robust during very long games.
Pregnant people are now immune to murder. Because you know, children.
Adjusted the Leatherworker for better returns.
Adjusted the Fishing Dock for better returns.
Adjusted hunger, warmth, and social needs for the AI.
Supervising will now only give a single notification.
Tweaked the default storage in some buildings.
Increased the buyout price for buildings that are already owned.
Made the snow darker.
Tweaked the audio levels.


Bug Fixes
Music should now slot and play properly at higher speeds.
Fixed a bug where your heir would not get your moola when you died.
Fixed a bug where you could not put numbers in save names if you had actions about to those numbers.
People should no longer sell the coats you just gave them.
Fixed some production bugs.
Fixed some typos and whatnot.
Fixed some notifications.



Send me an electronic message at email@atorcoppe.com if you have any trouble with your saved games.

Much love,
Atorcoppe.
Title: Re: SAELIG
Post by: Asid on November 07, 2021, 11:48:23 PM
Update 31.1 - A sausage a day keeps the doctor away
Sun, October 3, 2021

Greetings,

Have a few new features and changes I'm working through at the moment, but for now here's a small update.

Brightness slider will now go higher.
Adjusted the base prices of some items.
Added Leather Boots to the game. Can be made at the Leatherworker, and will make you walk faster.
Some typo fixes.
Some automation fixes.
Adjusted the notifications you get when you start and finish work to make them less intrusive.
The AI should now buy fewer empty plots.
Fixed the map filter not working on some maps.
Alehouse tweaks for room renting.
People will no longer get full wages if they are sick and then heal before the end of the day.
A few navigation tweaks.



Have fun!

:)


Title: Re: SAELIG
Post by: Asid on November 07, 2021, 11:49:37 PM
Update 32 - Bows, hunting, and potentially murder
Sun, November 7, 2021

Greetings,

Welcome to another update.

New Bits
Bows are now usable.
Hunting. Deer and boars can now be hunted and then harvested. Just grab yourself a bow and away you go. As your ranged skill gets better you will have a better chance at hitting your target.
Bows can be used to attack people. Your ranged skill dictates your hit chance. This also means you can shoot people hauling carts and then rob their cart as they lay on the ground dying :)
You can now pay 1000s silver to import workers from outside of the map as long as the map population is below the cap.
You can now build campfires in the wilderness to keep you warm on your hunts.
Find dead trees around the map to scavenge for firewood.
Ivy growth on buildings.
New training dummies on every map so you can train both your ranged and melee combat skills.


Other Bits
Fixed a bug that would cause the player to get kicked into the Bunkhouse.
Tweaks to the tutorial.
Fixed a bug where if your player died, in some cases the heir would not inherent the money.
Detail tweaks.
When people move out of your rentals they should now take their stuff with them.
Meat Pies will now adjust their prices correctly.
New plants and grass have been used to create lusher forests.
New terrain textures should add a bit more depth and colour to some parts of the game.


Hope you enjoy! I'm glad to finally have bows added.

Cheers,
Atorcoppe.
Title: Re: SAELIG
Post by: Asid on November 21, 2021, 04:13:12 PM
Update 32.3 - Tweak master
Sun, November 21, 2021

Hi everybody,

Just a few tweaks in this update.

Tweaks to the health system. These tweaks should decrease sickness rates in longer games.
The AI will now properly buy bows.
Fixed an unlimited money exploit.
Disposable packs have been removed. When chopping firewood at a chopping block or breaking into a building you will no longer be given a pack if you don't already have one.
Travelling merchants will now work much harder at removing goods from flooded markets.
Mines should do a better job at generating stones when using simple vegetation.
Fixed a bug that would disable trees when loading a game with simple vegetation enabled.
A new 'Hunter' start for each map.


Have also renamed the game files from SÆLIG to SAELIG. This will cause you to lose custom settings, however all your saves and key bindings should automatically migrate over. Let me know if you have any issues with this. The reason for this change is to fix a possible bug that the fancy Æ could cause in some computers.

Cheers,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on January 03, 2022, 11:51:03 PM
Update 33 - New Characters & More
Mon, January 3, 2022

Hello, and happy new year!

I hope all is well and you're having a good time.


New Stuff
New characters and outfits. More character variations are still to be added, but there are enough to start with. Clothing is now worn as entire outfits. Basic outfits are dictated by someone's job or status, more expensive outfits are made and purchased. Any purchased outfit is considered warm now as well. When you load a saved game from before this update your character will look different because you will be given a random new one.
New new game screen.
Monks are now proper people taken from the general population instead of being strange immortal entities. However churches can only hire men with no spouse or children, and they become celibate when hired.
Started working on a new camera mode for people who want a simpler camera. RTS Camera can be activated in options and it locks you to a specific top-down angle.
FPS limit has been added under custom graphics settings.
A lot of better animations to replace existing ones and new ones added for things that previously didn't have animations. (some old animations look a little odd with the new characters, but these will be slowly replaced too)
A new fighting system to replace the stabbing action. People with weapons will now fight back and the fight will continue until someone leaves, gets injured, ore killed. People will sometimes watch these fights. No legal action will be taken until the fight is over.


Tweaks
More information added to some notifications.
Notification sounds changed to be less annoying.
Health tweaks to make longer games more balanced.
People will now be better are storing stuff in their house if they're given something they don't need straight away.
Player buffs/debuffs/sickness icons are now shown at the top of the screen.
Tweaks to item and building prices.
Tweaks to sounds and effects made by woodcutters and miners when they are working.
Slight tweaks to your owned buildings menu.


Bug Fixes
Fixed a bug that would give the player free items at the trading post.
Fixed some spelling issues.
Removed dried fish from caravan resources.
Fixed some issues with loading games.


Windows 7 Saving & Loading
At some stage a bug with Windows 7 file system started happening which prevented listing saved games, which prevented loading. Me or no one else I talked to could find a solution so I have done a work-around. Basically if you're running Windows 7, if you save the game from the pause menu it will do a quick save, and then when you load it from the main menu it will do a quick load. This means that you will only have one save slot that is replaced every time you save. Autosaves will still happen as normal, but if you wish to load one you will need to go into the folder where the saved games are located and rename it to "Quick Save". It's far from ideal but it works for now.

More to come! Will keep you posted.

Much Love,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on January 04, 2022, 11:35:01 PM
Minor Update
Tue, January 4, 2022


Greetings,

I have been throwing up a few small fixes over the course of today, but this one has a couple things you should be aware of.

The load menu now has a button at the bottom that will open up the save folder, to make it easier to find when sending me save files. Note that this only works on Windows.
Fixed a bug that would prevent your backpack from loading when you loaded a save game.
People will only tend to wear cloaked outfits during winter, and strip down to something lighter in the other seasons. Ranger outfits and chainmail outfits also keep people warm, and these are worn all year round.


Title: Re: SAELIG
Post by: Asid on March 20, 2022, 06:51:44 PM
Update 34 - Just good stuff
Sun, 20 March 2022

(https://cdn.akamai.steamstatic.com/steam/apps/612720/ss_ae2fa939de848b145a2f50a3e1c7d8f550e34f85.jpg)

Hello!

I'm still here, don't worry. Recently been locked inside like some kind of animal because my partner had COVID. But I'm extremely strong and powerful so I didn't catch it.
•   Fix - Windows 7 loading and saving should work as designed now (single save slot).
•   Tweak - Changes to the outfit that some people spawn with.
•   Fix - If you're tracking your kids they will no longer untrack themselves when they become adults.
•   New - The reason for a change in relationship is now displayed with the relationship notification.
•   Fix - Waylaying should now work again.
•   New - A new upgrade that can be applied to businesses which increases the efficiency of having multiple people doing a single task.
•   Fix - Employees wage should no longer get reduced if they're injured after work has finished for the day.
•   Fix - If a cart is selected while moving between markets, the prices of the goods in said cart should now update as it arrives near the new market.
•   Tweak - Your family can now choose to eat the more expensive foods you've stored inside you house, instead of just eating the junk food.
•   Tweak - Removed the need for your lovemaking partner to be fed and rested before they will join you for the fun times.
•   Tweak - Refinement of the loading screen tips.
•   New - An additional character variation for each base character, creating a lot more diversity. You may find that when loading a new game your character looks slightly different. Some new character variations will not apply to existing characters when you load, and will instead only start applying as children grow up.
•   Tweak - You can no longer die during the tutorial.
•   Tweak - The wage slider can now go higher.


My list of things to do is getting shorter and shorter and that's very exciting.

Cheers,
Atorcoppe!

Title: Re: SAELIG
Post by: Asid on May 02, 2022, 01:36:59 PM
Update 35 - Many things!
Mon, May 2, 2022


Update 35 Notes

Hello! I hope you're all well and happy. I've been working my butt off and after much development and testing (thanks the alpha team), I'm happy to be able to release this update for you all.

 Coworkers will now develop relationships with each other as they work.
Character heritage. Each character is given a heritage which provides them with various bonuses. You will be able to choose you heritage during character creation. You can choose from Saxon, Angle, Briton, Northumbrian, or Dane.
 Wergild. Now if you are caught murdering someone you will pay the fine to their family.
 Have started rebuilding the loading system. Some of you may notice a slightly faster load time, however this is still WIP. Larger maps and big saves still take a while to load.
 Fixed a bug where building plots would not clear from your previous saved game if you started a new game.
 Fixed a bug where Small Carcass price would not update.
 Major performance and stability updates.
 Wood is no longer required to produce Firewood at the Woodcutting Hut. Instead it is harvested directly from the forest.
 You can now hunt foxes.
 There is now a chance for a random animal to spawn after you have killed one.
Tweaks to automation.
 You can now hide the UI using F1, and show FPS with F2.
 Added a countdown for when you are in the pit.
  Buildings will no longer automatically become your main house after you rebuild it.
Fixed a bug where AI characters with backpacks could flood the market with thousands of items.
 Bunch of new animations and animation tweaks. People no longer look like they are pooping when they haul a cart.
 Added a second cart to the Trading Post.
 Caravans can now only be used with Trading Post carts and require the 'Caravans' upgrade at the Trading Post.
 Fixed many character body and LOD bugs.
 Meat will now be added to your backpack when hunting if your main inventory is full.
 The Town-Reeve can now intercept crimes like a Watchman
Characters will no longer be stopped mid action if they are caught breaking the law. Rather they will only be stopped when they are intercepted by a Watchman.
 Some tweaks to the employee hire list.
 Fixed a bug where the building buyout price would not be charged correctly in all cases.
 Fixed a bug where the AI would not heal after buying a herbal tea.
 Fixed many navigation issues.
 Reduced the size of the game, which means this update will be quite large.


Hope you love all this. Please let me know if you have any troubles with this update. Best way to contact me is via the Discord channel, or email@atorcoppe.com


Much love,
Jamie.

Title: Re: SAELIG
Post by: Asid on May 07, 2022, 11:46:39 PM
Update 35.5 - More goodies!
Sat, 7 May 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_3f72a57bf7b3417f1b6fa66eed7dbe2837df8cb0.jpg)

Surprise! Another fun update.

    Replaced backpack model with hip pouch.
    UI tweaks.
    You can now loot corpses.
    You can now filter items when you use 'Compare Markets'. You can either click on an item or search for items to filter.
    A new travelling priest who will preach in the middle of town and give out a very special miracle.
    Now if you have 5 or more buildings you will see some new filter buttons. You can filter your buildings by 'All', 'Houses', 'Businesses', and 'Storage'.
    People will no longer go for long walks at night.
    Your character will no longer freeze in place when getting confronted by a watchman. You will now be chased and if they do not catch you they will increase your bounty.
    Now sword or axe attacks on unarmed people will either wound or kill and can no longer miss. Combat skill level will only come into play if you're attacking someone else who has a weapon.
    If you fire an arrow at someone who has a sword or axe and it misses, they will now attack you.



Enjoy!

Title: Re: SAELIG
Post by: Asid on June 13, 2022, 12:10:32 AM
Update 35.8 - Round two
Sun, June 12, 2022

(https://cdn.akamai.steamstatic.com/steam/apps/612720/ss_d50da41a1ef3ac921cc8a89719b47f1cf4a2df75.jpg)

Hey!

So the first attempt at this update was a bust. The update worked at my end but then somehow stopped working once it was downloaded from Steam. However, this one should be better!

    When both parent's die you will automatically adopt your child siblings. (you can abandon them afterwards)
    Tutorial tweaks.
    Fixed floating gravestones.
    Fixed bug where rentals would kick out their renters if you died.
    Fixed changing heritage when a child grows up.
    Tweaks to the walking/running toggle at faster game speeds.
    Further combat tweaks - two unskilled slobs won't just stand there hitting each other forever.
    Tweaks to triggers that spawn new families.
    The AI can now fully redevelop plots on the fly based on population and employment factors.
    When developing empty plots the AI will now put a lot more stock into the percentage of free workers before they decide what to build. So you may now find that the AI are a lot more conservative with their business building.
    Added new filters to you building menu.
    Bounties should no longer get out of control.
    Notification tweaks.
    Single characters will now prioritise talking to other single people.



That's all for now. Still working on the Viking implementation.

During the last few updates I've also been working on a Windows 10/11 app to assist with my SAELIG development. A while back I released this app in case anyone else wants to use it. Head over to www.atorcoppe.com if you're interested. I find it incredibly handy, maybe you will too. Keep an eye on my website has it has a list of things I'm currently working on for SAELIG.

Title: Re: SAELIG
Post by: Asid on July 03, 2022, 02:13:26 AM
Update 35.9 - Running out of numbers!
Sat, July 2, 2022

Hey!

This was meant to be update 36 with lots of goodies but I've decided to release it early and include fixes for some crashing issues. Thanks to the fabulous players who stuck with it and helped me diagnose their crashing issues.


•   Fixed two different crash causing bugs.
•   The player should no longer be interrupted with foraging, fishing, or hauling.
•   Fixed a bug that would destroy the contents of your leather pack on game load.
•   Added a new upgrade for some buildings that make them more fire resistant.
•   AI characters can now go hunting like the player.
•   Travellers can now go to alehouses and bakehouses to spend money.
•   Added building menu favourites. Now you can favourite any of your buildings and then filter by those.
•   Lots of font changes and improvements to general consistency of UI.
•   More empty plots for Essex.


Thanks for the support and help with this ever-evolving pile of code and love.

Cheers,
Jamie.

Title: Re: SAELIG
Post by: Asid on August 08, 2022, 06:19:32 PM
Update 36 - Major Goodies
Mon, August 8, 2022


Greetings friends! Ever wanted to live in the wilderness and be completely self sufficient? Well now you can.

Bug Fixes
•   Fixed a bug that would cause buildings to change their look between loads.
•   Hopefully fixed a bug that would cause a single character to have multiple character models at once.
•   You can now eat and equip items from your pack.
•   You can now warp your camera to a location when paused.
•   People should no longer stand diagonally when foraging.
•   People should now eat and consume medicine at home more reliably.
•   The hiring window will no longer reset your game speed when closed.
•   Fixed a bug where in some cases the first level of inventory upgrade would not do anything.
•   Character animations should now load correctly when loading a saved game.


Tweaks
•   The action label shown when you select a character will now update in real time.
•   The adoption window will now let you select the child to investigate them before you adopt them.
•   As a landlord, you no longer have full access to rental inventories.
•   ‘Case’ has been changed to ‘Peek Into’.
•   Eating will now increase your current health and immunity.
•   Big tweaks to UI and font consistency.
•   Your custom building name will now be used in notifications instead of the original building name.
•   Characters will now use herbal charms that are stored at home.
•   Camera panning now will take a second or so to get to full speed. This should make it easier to do fine adjustments to the camera position.


The Good Stuff
•   Thugs have been completely overhauled:
•   Table of skulduggery has been removed.
•   New building - Den. Can only be built in the wilderness and allows you to hire people to do your bidding.
•   Thugs have a new job title - ‘Hyrmann’.
•   Cart drivers can now fight back when being waylaid.
•   Waylaying itself has gone through some major changes - multiple hyrmenn can now work together when waylaying and the skill system for waylaying has been reworked.
•   Your hyrmenn can also be commanded to break into buildings, commit arson, and attack people
•   You can now equip an axe and cut wood from trees. Hold right click near some trees to get the option.
•   You are now able to do some productions at home based on the upgrades you have applied to your home. This is extremely handy for hunters who want to butcher their own meat at home.
•   Proper tooltips have been added to most things, including world objects (can be turned off or on in options)
•   New ambience and sounds have been added. You’ll now see things like fireflies, butterflies, and dust in the world that are time and season dependant (can be turned off or on in options).
•   New market models.
•   You can now access the Wiki (www.atorcoppe.com/wiki) in-game. Available on Windows only at the moment. The new Wiki is a WIP and I am slowly adding things as time allows.
•   You can now hold DEL to highlight all buildings, characters, and animals. This will also show them in front of trees.
•   Rebuilt options menu.
•   Camera rotation can now be done with left click (can be turned off or on in options). This is especially helpful for those playing with trackpads.
•   @Mac people: SAELIG now runs natively on Apple Silicon. I’ve been playing it on an M1 Pro, and it actually runs bloody well.


I’ve no doubt missed a few things off the list.

This is the biggest and most extensive update I have done in a while. I hope you love it. As always, your saves are compatible, but if you do experience issues with a save, please send it to me. :)

Title: Re: SAELIG
Post by: Asid on August 12, 2022, 10:37:06 AM
Update 36.15 - Tiny update
Thu, 11 August 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_77beea15802a76ed7e36d158287e2b0b764d7b1f.jpg)

Just a tiny little update for the following

    Fixed businesses offloading goods into houses
    Fixed an inventory duplication bug when dealing with outfits and your pack
    You should now be able to make leather in your longhouse

Title: Re: SAELIG
Post by: Asid on October 06, 2022, 01:23:08 AM
Update 37 - Chats
Wed, 5 October 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_51f89f536c25d2d2a2b2d191b4ac8c9020bf4c2d.jpg)


Greetings!

Bug Fixes

    Several navigation fixes and tweaks.
    Fixed bug where the compare markets button wouldn’t work for cart inventories.
    Fixed bug that would prevent you from dancing with people.
    Axes can now break properly when cutting down trees.
    Your business should now continue producing at the end of the day if you are doing work there.


Tweaks

    Added a slight curve to skill training.
    Added some extra colour to markets.
    Bounties now don’t increase so much.
    People will no longer come chat with you when you’re tending to your animals or gardens.
    A few new animal sounds.
    Some new working animations.
    Confirmation for deleting saved games.
    Tweaks to illnesses on longer games.
    Less chance for things to catch on fire from internal fireplaces.
    UI tweaks.
    Gifting is not a lot more dynamic. You can’t make fast friends with a rich person by just giving them eggs.
    You can now do home productions while you have a job.
    Businesses will now send their highest level hauler to haul carts.
    Added cart menu to sheds.
    Bone breaking events are now less common.


The Good Stuff

    Hyrmenn can now guard carts and buildings.
    Bakehouses and Alehouses now have a storehouse inventory which is where you place goods to sell them.
    Chatting, flirting, and supervising timeouts have been removed.
    Completely new conversation system when you talk to people. You can now ask questions to learn about people and discuss things. Each person now has an annoyance level so will become annoyed with you if you spam them with conversation, or say things they don’t like. Each person now also has a favourite food which you can ask about. You will get extra points for giving them their favourite food. Have a play with it. Kissing and lovemaking ties into this annoyance system as well.



I’ve no doubt missed a few things off the list.

Let me know how things go!

Cheers,
Jamie.


Title: Re: SAELIG
Post by: Asid on October 16, 2022, 04:58:06 PM
Update 37.2 - General Improvements
Sun, 16 October 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_39883eb04f4ddbba5fd1a214025f4bb7363f919a.jpg)

Hey there!

Just a small update today.

•   Fixed a bug that would prevent you from working at your Trading Post.
•   Fixed a bug that would cause UI objects to be selected when pressing Enter.
•   When typing, WASD will no longer move the camera around.
•   Fixed an exploit where you could duplicate items in carts using the Send To menu.
•   As a Town Reeve you will no longer gain corruption from declaring an outlaw, if that person has committed crimes recently.
•   Your newly built businesses should no longer auto-hire people.
•   Items are now automatically moved to the storefront when produced.
•   Conversations can no longer be had while the game is paused.


As well as a few other minor tweaks here and there. I've also been playing around with some new lighting in some scenes and added a surprise to the new character screen.

Much love,
Jamie.

Title: Re: SAELIG
Post by: Asid on October 16, 2022, 05:14:15 PM
Update 37.2 - General Improvements
Sun, 16 October 2022

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_39883eb04f4ddbba5fd1a214025f4bb7363f919a.jpg?)

Hey there!

Just a small update today.

•   Fixed a bug that would prevent you from working at your Trading Post.
•   Fixed a bug that would cause UI objects to be selected when pressing Enter.
•   When typing, WASD will no longer move the camera around.
•   Fixed an exploit where you could duplicate items in carts using the Send To menu.
•   As a Town Reeve you will no longer gain corruption from declaring an outlaw, if that person has committed crimes recently.
•   Your newly built businesses should no longer auto-hire people.
•   Items are now automatically moved to the storefront when produced.
•   Conversations can no longer be had while the game is paused.


As well as a few other minor tweaks here and there. I've also been playing around with some new lighting in some scenes and added a surprise to the new character screen.

Much love,
Jamie.

Title: Re: SAELIG
Post by: Asid on January 03, 2023, 09:02:13 PM
Update 39 - New ways to make money!
Tue, 3 January 2023

(https://cdn.akamai.steamstatic.com/steam/apps/612720/ss_8919479bb85dff3d3d7669d669776a867b559c41.jpg)

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.


Title: Re: SAELIG
Post by: Asid on March 18, 2023, 11:27:37 PM
Update 40 - More cats please
Fri, 17 March 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/28864649/5e1697a47c6a547ff840fece6d493d83da0b3a69.png)

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.

Title: Re: SAELIG
Post by: Asid on April 13, 2023, 02:59:10 AM
Update 40.8 - My wedding gift to you
Thu, 13 April 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/28864649/565fd5e54b6670ca3232538b9625a6ef8c721ee3.png)

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.

Title: Re: SAELIG
Post by: Asid on July 28, 2023, 12:41:44 AM
Update 41 - A few goodies
Wed, July 26, 2023

(https://clan.cloudflare.steamstatic.com/images/28864649/565fd5e54b6670ca3232538b9625a6ef8c721ee3.png)

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!
 
Title: Re: SAELIG
Post by: Asid on September 18, 2023, 12:37:14 AM
Update 42 - Here come the Vikings!
Sun, September 17, 2023

(https://clan.cloudflare.steamstatic.com/images/28864649/565fd5e54b6670ca3232538b9625a6ef8c721ee3.png)

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.
Title: Re: SAELIG
Post by: Asid on October 01, 2023, 12:19:51 PM
Update 42.4 - Estate Fields
Sat, 30 September 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_c1ed529a586f0450629364fd978b2cb2ad01235c.jpg)

Greetings!

Another little update for you.


    In map mode each size of empty plot now has a different icon.
    Buildings should no longer turn white after a fire - this has been tested working for me, but let me know if it is still an issue for you.
    You character will no longer auto equip weapons when looting.
    You can now build a Field on an Estate Plot. This will produce more resources than a standard Field.
    Fixed a bug where player needs would reset to 100 when loading.
    Churches now have herbs gardens and can produce herbs.
    You can now set a bunkhouse as your active house.
    Fixed a bug where monks would refuse to make wine.
    Fixed a bug where Hyrmenn would not correctly commit arson.
    Lowered the wage at the Den.
    After raids, all productions should now restart correctly.
    Fixed a bug where the Mine would stop producing resources.
    Added a max bounty of 20k silver for outlaws.
    You can no longer get infinite money by looting bodies.
    Fixed a bug where you could enrol the same child in school multiple times.
    The calculation for how many Viking raiders are spawned now takes into account how far any defenders would need to travel to engage them. Which means in some cases on larger maps, less raiders may spawn than before.
    Chances of producing an Exquisite Sword at the Workshop has been tweaked, and now requires a hire combined skill level.


Cheers!

Title: Re: SAELIG
Post by: Asid on December 10, 2023, 12:15:18 AM
Update 43 - So many goodies
Sat, 9 December 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_39883eb04f4ddbba5fd1a214025f4bb7363f919a.jpg)

Greetings!

I’ve been working hard on this update recently, and now I think it is ready for prime time. Not only does this update have some great new stuff, but I have also included some great quality of life improvements.



Bug Fixes

    You will no longer lose energy when you initiate sleep.
    The player will no longer stand there talking to the void when their conversation partner walks away.
    Fixed a bug where loading in your game could set your health to 1%.
    Fixed a bug where you were unable to teach skills to people.
    You can now gift buildings to people again.
    You can no longer break the game by pausing the game while loading.
    Fixed a bug where your heir sometimes wouldn’t take over if you died.
    So there was this bug where if you gave someone a bow they would use it as a sword and go around slapping people with it. While this was extremely amusing to watch, I made a tough decision to fix it.
    Your mine workers should no longer teleport home while working.
    Carts should no longer get stuck on the Alehouse.
    There was a chance that when setting up a caravan, the destination wouldn’t have any in-demand items. This is now fixed.
    Fixed various production bugs.




General Additions & Improvements

    There were some undocumented keybindings, I have no added these to the keybinding menu.
    General navigation improvements.
    Tweaks to some visual aspects, materials, LODs, etc.
    The camera is no longer required to be close to trees for you to send your character to chop wood.
    You can now easily see someone’s skill level in an item when assigning that item to them to produce.
    The High Quality Wattle & Daub upgrade now 100% offsets the risk of fire associated with having a fire pit in your home.
    Some tweaks to the size of some UI elements and text.
    Characters should longer walk through benches.
    Tweaks to some building interiors.
    The building info window will now show workers at that building as well as any residents.
    More viking start positions on each map.
    Energy is no longer consumed while relaxing.
    You can now force your spouse to quit their job.
    If you are quite hungry and you have no food in your inventory, but you are nearby to your house which has food in it, you will automatically grab a snack from your house.
    The map population counts no longer include travellers, soldiers, and vikings.
    Default (more on that later) wait time between raids has been increased.
    There is now a limit on how many children any one person can have.
    Vikings are less arson-y.
    If the map is at the population cap but you do not have any children you will now be allowed to produce a child.
    Your spouse will no longer charge Vikings head-on like a crazy.
    Incense is now a tradable and consumable item that when used applies a buff that will give you a bonus in romantic situations.
    Sermon Materials have been removed from the game and the requirements to conduct a sermon are a lot simpler.
    Herbalist Huts will now have a stove as default which reduces the complexity involved in producing Herbal Tea.
    It is now a lot harder to befriend someone simply by force feeding them eggs, fish, etc.
    General tweaks to the relationship points gained when giving items to people.
    Workers at an unowned Bakehouse or Alehouse no longer get a cut of the sales of each item.
    If you live in the Bunkhouse you can no longer access the inventory of said Bunkhouse.
    Now if the difference in assets between two people is too high they will not accept a marriage proposal no matter the relationship level.
    Right clicking the buildings in your building list will now show the interaction menu.
    Linux players can now access the Wiki in-game.
    When you view inside a building the UI will automatically minimise, along with a few other UI tweaks relating to viewing inside a building.


Map Mode

    In map mode out of view town labels will now pin themselves to the edge of the screen with an arrow pointing to the location of the town.
    Clicking on an icon in map mode will now jump to the location of that icon, while remaining in map mode.
    Map mode town names now match the town names shown outside of map mode.


Really Cool Stuff

    The player can now rent a home from another character.
    The lowest social class, Gebura, can no longer own any property. This will make things a little tricker for people starting out poor. This also produces more renters because there are less people able to buy their own house.
    A new main menu screen that is a little funner.
    You can now decide if your workers get the day off when they are sick. This is controlled via the wages screen.
    If you own a Longhouse with walls you can now close the gates, which will prevent Vikings from attacking it.
    A new Follow command for armed Hyrmann. When they are instructed to follow someone they will defend that person in a fight. There are some exceptions to this however, for example - If you tell a Hyrmann to follow you and then attack their spouse, the Hyrmann will turn on you.
    Your Hyrmenn will now automatically find you during a Viking invasion and defend you (if they are armed).
    Assigning hotkeys is now way better. Hold Ctrl to see an interface showing all your assigned hotkeys. When holding Ctrl press a number to assign the selected entity to the corresponding slot. Use Ctrl + Backspace to clear all hotkeys.
    First person is now a viable way to play the game. While in first person you can select things and interact with UI, buildings, people, and carts. You can even go inside buildings and walk around inside them. Do note that first person movement uses the same navigation as standard gameplay, so your character will automatically avoid obstacles, etc, when you walk around.
    New icons for most items. These are still WIP.
    An external config file is now generated by the game and stored in the same location as the saves. This config has various settings inside it that can be adjusted to change various parts of your game. The config file is loaded every time you start the game and if any errors are detected the game will load the default config. Using this config you can changes things like, population limit, viking raid intervals, item base prices, AI and player child limits. If you mess up the config file you can just delete it to generate a new one.



I didn’t realise just how much stuff is in this update until I wrote it out. I hope you enjoy it!

Cheers,
Jamie.

Title: Re: SAELIG
Post by: Asid on December 17, 2023, 12:42:44 AM
(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_32296ab2189a3de073a35fb939582f8dff3e7f42.jpg)

Title: Re: SAELIG
Post by: Asid on January 21, 2024, 12:01:54 AM
Update 44 - Character Customisation & Development Update
Sat, 20 January 2024

(https://clan.akamai.steamstatic.com/images/28864649/565fd5e54b6670ca3232538b9625a6ef8c721ee3.png)

Hey all!

Before we get into the great stuff in this update, I want to talk a little about the development of SAELIG and what to expect going forward.


A few updates back I floated the idea of leaving Early Access, and I received a lot of support on this. Due to that, I have slowly been shifting gears towards more of a ‘release’ build. But what does that mean? It means I’m focusing less on new stuff, and more on quality of life, and enhancing the existing stuff. So going forward from here you may find updates will come along at a quicker rate, but will also be less feature packed than they previously have been.

Does this mean you’ll never get any new features? Absolutely not. I’ll happily work on new features if there is hot demand for it. Even after all the polish is applied and the game is fully ‘released’ I’ll continue to add new stuff and release updates as normal. But for the next while the focus is on polish, optimisation, and quality of life.

And now for this update!


Bug Fixes

    Fixed a bug where you could not run in FP mode.
    Fixed a lot of navigation bugs.
    Fixed that bug where you were not able to build boats or harvest pearls at the fishing dock.
    Fixed a bug where if you married someone, only one family would get score points.
    Fixed a bug where heavily pregnant people would turn up to work.
    Fixed some Hyrmenn bugs where they would glitch out and not do what was told.
    Fixed a bug where the player character would break if they got sent to the pit while having a job.
    Fixed a bug where people would come to work sick even if you told them not to.
    Fixed a bug where skills would increase above 100, then drop down, then increase again.
    Fixed several bugs relating to fishing and foraging with and without backpacks.
    Fixed a variety of combat bugs.
    Fixed a bug relating to the work positions when making porridge.
    Fixed a bug where AI corrals would not change to another animal.
    Fixed a bug where a character would not equip a weapon you gave them if you too had a weapon.
    Fixed an issue where people could get stuck near beehives.
    Fixed a bug where corral would not meat and hides to sheds.
    Fixed a bug where if you started as a landlord, sometimes you wouldn’t be given any homes.
    Fixed a bug where elders would stand their talking to themselves... Bug or perhaps they need help?
    Fixed a bug where you could accidentally set you home to be a merchant camp and so when the camp left... so did you.
    Fixed a bug where the snowmen children made during winter looked a bit odd.
    Fixed a bug where if you bought a building, the previous owner may decide to live there still.
    Fixed a stutter caused by the snow system.
    Fixed some possible causes of crashes on some systems.



General Additions & Improvements

    Capped the main menu at 30FPS, made the scene cheaper, and removed the woodcutting sound.
    When automated and selling goods periodically, if you don’t have much money, the business will sell goods sooner.
    Lovemaking will now take place at the closest house of the couple.
    Added a small population reserve for the player, this will allow you to have some children even when the map is at max.
    Relationships with people should now not go below 0.
    Increased the range for buildings detecting nearby inventories.
    Tweaks to volumetric fog to make it perform better while also looking better in some cases.
    People will no longer care too much if you attack a criminal.
    House inventories will no longer automatically transfer when changing your active house.
    Added versioning to the config file. This means if I release an update where the config file is updated your old one will be invalid and backed up then replaced.
    Hyrmenn pickpockets will no longer get a share of the coins they steal from people, as they get a wage.
    New families will no longer spawn when getting close to the population limit.
    The AI will now be a bit smarter about developing plots into buildings, which should help with wood shortages in the early game.
    You can no longer melee attack people who are fleeing - you can shoot them though.
    You can no longer spam attacks on people.
    AI will now be a little pickier about buying empty land.
    Lots of tutorial tweaks based on feedback. Including adding images to tell you what items to buy from market.
    Mild illness can no longer kill you at all.
    Slightly increase the likelihood of an AI person developing an additional workshop or leatherworker in a town.
    Increase the number of axes and swords made at a time.
    Increased the likelihood of Hyrmenn training at the Den.
    Increased the number of certain items spawned in the markets at the start of the game. This includes bows, axes, and cloaks.
    Notification text is now orange instead of white so as to not been into the snow.
    The recipes in Building Info will now show pictures of the required ingredients.
    Slight increased to the probability of pickpocketing and entertaining.
    Added wilderness plots to Hamtunscir so you can build dens.
    Tweaked the number of Vikings that can spawn based on the number of possible defenders on the map.
    Added more wild animals on some maps.
    People should no longer train in the middle of the night.
    Changed the distance that someone will be willing to walk in order to go fishing.
    Your spouse will no longer divorce you as soon as you attack them. They will wait for the attack to be over… if they survive it.
    If you adopt a child with a job, they will not quit this if you send them to school.
    Added FPS cap options.
    The pause/unpause toggle key will now resume your previous game speed.
    Your spouse will no longer be a thief.
    Added a button to your character to allow you to teleport home.
    UI adjustments, especially for corrals and fields.
    Changes to the graphics quality settings. The 'very good’ level will now render shadows and details at a further distance. The ‘good’ quality level is now more like the previous ‘very good’ setting.
    Added a tooltip over some items to tell you if the season is wrong to produce said item.
    People, animals, and carts will no longer run through trees. Trees now act as physical objects to be avoided.
    Tweaked the default shadow distances.
    The Saxon buff will now only give you +1 to relationships instead of +2.
    You can now interact with the alehouse using the internal fire pit.
    Loading should now be a little quicker in some cases.
    As the Abbot, you can no longer bless the same person over and over again.
    Relaxing in a chair will very slowly increase your energy.
    Performance gains on some computers.
    When using a cart to request goods, it should now be much more productive. For instance, if you need wood and you send your cart to request wood, nearby wood cutting huts will sell their wood to you directly.
    Tweaks to textures and grasses.
    Area commands which are traditionally done by holding right click in a spot, can now be done by using the new buttons near the equipment panel when you click on your character.
    When the player is hauling a cart you no longer have to select the cart to move it. To disengage your character from the cart you need to select your character and then right click, any other right click will move the cart, not your player.



The Cool Stuff

    New markets with more colour.
    The Den now has a living quarters upgrade which will allow you to live there.
    Major updates to the tracking camera. It is no longer fixed over the shoulder. You can zoom in and out as much as you like while still being attached to the selected entity. The camera will also look in the same direction as the tracked entity at all times until you rotate it manually.
    Massive combat improvements. More reliable. During combat people can now also call for help. So for instance if you hire some Hyrmenn and deck them out with weapons and assign them to guard you then rush into a military camp and start attacking a soldier, the other soldiers will come and fight you and your Hyrmenn. Same goes for Watchmen.
    Longhouse now has a Stash upgrade where you can hide items from Vikings and thieves.
    New characters! The new characters have lots of customisation options, including sliders for adjusting the face look. Not only can you customise your new characters, but you can also customise your existing characters at any time but clicking them and using the ‘Customise Character’ command. You will also customise your heir when you die. Vikings also use this new character system, but their armour while looking similar to Saxon armour, will be a different colour.



The next update will include a new map with no buildings on it to start with, which will allow you to build towns from scratch. It will also have lots of UI tweaks and QOL improvements as I continue to polish and improve everything.

Much love,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on January 22, 2024, 12:17:07 AM
Update 44.1 - A few fixes
Sat, 20 January 2024

(https://cdn.akamai.steamstatic.com/steam/apps/612720/ss_410341ec524c20f15a6a382d3d4e89ef53ab73b9.jpg)


Hi!

Just a small update to follow up from Update 44 that fixes some little issues.

-    Corrected the gender icons in character creation.
-    Changed the 'Teleport Home' command to be a key combination instead of a button. If you get stuck you can now press ctrl+f10 to teleport out of it.
-    Fixed a small tutorial bug.
-    Fixed a bug that meant if someone pushed out a baby while the game was still loading in your save, the save would not finish loading.

So you're likely wondering why this update is 300mb if that is all I've included in this update. Well because after I released update 44 I built an entire new map that will allow you to build towns from scratch. Now while that isn't included in this update, there are some small parts of it in the background.

Here is a tiny first look at starting a town from scratch on the new map https://dropovercl.s3.amazonaws.com/319b4495-31af-479a-8df6-468d299c46e8/97a0fbd0-c571-4cea-bec5-4c207e6bb232/84c366b2-5792-43cb-bfa9-3c08795b657d.mov

Cheers!

Title: Re: SAELIG
Post by: Asid on January 23, 2024, 12:02:57 AM
Update 44.2 - Another day, another update
Mon, 22 January 2024

(https://cdn.akamai.steamstatic.com/steam/apps/612720/ss_39883eb04f4ddbba5fd1a214025f4bb7363f919a.jpg)

Hey all!

It's me again. Another update to enjoy. :)

    Replaced the classic lute with a new one, as well as a new animation for playing it.
    Fixed it so the pack removal warning appears in front of the player commands panel.
    Removed a patch of grass on the main menu so that you can see the feet of your character.
    Some UI tweaks and adjustments.
    Fixed it so that you no longer hear the sound of rain when it snows sometimes.
    Some general optimisations.
    You now require your own weapon when applying for a watchman position. You will no longer be given one.
    After you sell a cart the selection UI will now close automatically.
    You can no longer chop wood and collect fruit at the same time.
    Reordered the player area commands that you see when you click your character to more closely match the same commands that you see when you hold right click.
    You will no longer hear rain when the game is paused.
    Fixed a bug where you would not get notified if you won a position of power if you were the only applicant.
    Characters will now try to avoid other characters when they are standing still. So hopefully they won't clip through each other.
    You can no longer bless the same person endlessly - I fixed it for real this time.
    Added a link to the Wiki to the pause menu.
    Added an option to exit to the game completely to the pause menu. So you don't have to exit via the main menu anymore.
    The follow cam will now work properly when the game is paused and won't hover and twitch.
    The game will no longer resume automatically when you toggle any of the options in the options menu.
    You can now use escape to close notifications and windows.
    If you keep inviting people to dance with you they will start getting annoyed and eventually decline you.
    Fixed the navigation in the Den so now it works correctly again.



I've also made a bunch of changes and additions that should not have any affect on your current games, as they are more tailored to the new map, which I'm still working on. Watch this space.

Thank everyone so much for all the great suggestions and feedbacks recently. There are a tonne of small things that I'm quickly getting through that will hopefully make the overall experience better.

Much love,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on January 30, 2024, 12:02:44 AM
Update 44.5 - General Improvements
Mon, 29 January 2024

(https://cdn.akamai.steamstatic.com/steam/apps/612720/ss_410341ec524c20f15a6a382d3d4e89ef53ab73b9.jpg)

Greetings! I'm back.

    When hitting a tree with an axe it will once more spawn wood chips.
    Skills should no longer go above 100.
    Added a new option to automation that allows you to define items you *never* want to transport/sell.
    Metal armour will now display correctly on the player.
    Fixed some typos.
    Fixed a bug where the Bunkhouse would not save as your home.
    If automation is on but deliveries are off, you can now manually control the cart.
    Carts now sell for less money.
    New item: Fertility Charm. Made at the Herbalist's Hut and is used to increase the chances of getting pregnant.
    When Vikings turn up they will automatically be added to your tracked people list.
    Notifications will no longer close your currently opened window.
    Tweaked the pricing on some building upgrades.
    Changed the notification text from orange to a much less angry looking blue.
    Flipped the Barley icon so it looks less like Wheat
    Added more storefront slots to Alehouse and Bakehouse.
    You can now rotate the camera when in map mode.
    Selecting a building that you want to gift someone should now be easier if you have lots of buildings.
    Map mode will now show an icon for the player.
    The player will no longer run past the animals when hunting.
    When going to talk to someone the player should no longer walk past them.
    Notifications for a friend dying will no longer be pop ups.
    Camera boost will now work when paused.
    Damaged Shields will no longer show as high demand in caravans.
    You can now rotate empty plots. The empty plots will now also have a sign post on them near the front so you know what direction any building built on that plot will face.
    Fixed a bug where in some cases your heir would not take over properly when you died.
    Various tweaks and polish.



In some cases in your existing save games you may start seeing odd rent prices for your rental properties. If you do, manually readjusting your rental prices should fix this.

That's it for the moment! I'll have some videos of the new map soon hopefully.

Cheers,
Atorcoppe.
Title: Re: SAELIG
Post by: Asid on February 19, 2024, 09:38:42 AM
Update 44.7 - Horse time
Mon, 19 February 2024

(https://cdn.akamai.steamstatic.com/steam/apps/612720/ss_5c9aaed2335f3f23f2a4e3ed618abd03612cc61c.jpg)


Greetings!

If all goes okay, this is likely the last update before I release Update 45, which will include the new map.


Bug Fixes

    Cats will no longer be dragged around on the ground when you guard/escort a cart.
    Automations will no longer reset when your character dies.
    Fixed some typos.
    Entertain, See Patients, and Build Boat will now assign properly via automation.
    If your Corral is doing more than one production when you load your game, it will no longer cancel one of those productions.
    Spouse will now buy less food to store at home.
    If you have a shield on your back and you chop wood, your axe will no longer hit your shield and create splinters.
    Fixed a bug where you would teleport home if you were sleeping and you right clicked on a market in your building list.
    Adult children will no longer change families if their mother gets remarried.
    Fixed a bug where in some cases carts would not be sent to buy items when automation is on.
    Fixed the last objective in the tutorial not progressing.



Tweaks

    Job search list will now show jobs in other towns, as well as some jobs that were being excluded for no good reason.
    After you kill and harvest an animal, the chances of another one spawning somewhere has been increased.
    Added a 'Go To' option to the right click menu when right clicking on a building (including in your building list).
    Optimisations.
    Large horse cart is now an ox cart.
    Lovemaking skill now increases at a higher rate when doing the deed.
    Moved the spots that horses and oxen will navigate to when they aren't being used. This should ease congestion.
    When people are putting out fires there is now a priority list. So they'll focus on buildings most important to them first.
    Tweaks to how buildings are saved and loaded. You should notice no difference, but let me know if you're missing buildings.
    More display slots for market inventories.



New

    New dog models.
    New cow models.
    New loading screen art.
    You can now ride horses. A travelling horse breeder will turn up every once in a while and hang around for a bit. You can buy a horse from him and then ride it around like an absolute boss. Horses, like other pets, will die of old age. When you are not riding it, it will follow you around.


More to come next week hopefully!

Cheers,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on March 17, 2024, 05:32:26 PM
Update 45 - New map time!
Sat, March 16, 2024


Hello all!

I've got a wee treat for you :)

Bug Fixes
Eating from your pack will now remove said item from your pack, not your pockets.
Fixed a few pathing issues on some maps.
Hot keys will now save and load correctly.
Fixed a bug where fishing boats would vanish on loading.
Fixed a bug that made marrying into a higher class easy.
Fixed a bug where you could not vote for yourself if you were an Elder and a Reeve or Abbot.
Dead animals will no longer show as alive in map mode.
Fixed a bug for people who use left click rotation (like me) where after leaving map mode you would not be able to select or deselect something until you rotated the camera again.
Fixed an extremely rare bug where people would randomly burn to death when entering the bunkhouse.
Fixed a bug where if you bought a building while in map mode, your filters would reset.


Small Things
AI characters will now go into the forest and cut wood sometimes if they have an axe. Just like the player can.
When using automation, when possible and practical, carts will now preemptively source requirements for items that are currently being worked on, instead of only sourcing items when production stops.
When renting, you can now apply upgrades to the hut/house at the cost of increased rent.
When renting, you can now use the Butcher’s Table, Tanning Racks, and Fireplace to produce items. This was previously limited to huts and houses that you owned.
Carts will now carry over when redeveloping a building.
The Market Compare window will now adapt better to larger UI settings.
Added a sound that plays when you eat food.
People will now longer eat excessive amounts of food from their home.. (e.g. 4 pies at once).
Added predicted rental income to the ledger.
Skills will now be learned even if you fail the first attempt at doing something.
On becoming an outlaw you are kicked out of town, but now you will no longer be able to move back into a house in town until your outlaw status is cleared.
Carts shown in ‘Nearby Inventories’ will now show the custom name of the building they belong to.
You can now hire children that go to school, though this will remove them from school.
When you miss paying someone their wage they will no longer instantly quit, instead they will start to dislike you. Miss the payment enough times and they will quit.
When you have a cart selected you can now right click on any of your buildings to tell your cart to offload or offload and return home.
When the AI are hunting they can now use the Butcher’s Table in the home to process carcasses into meat.
When you are employed somewhere, you can now see the work hours of that building by clicking on it.
Added another upgrade for the Longhouse that adds archery and melee training targets.
Added tooltips to map mode when you hover over icons.
Tweaks to the decision making process for AI characters deciding what kind of buildings to build.
You and AI can now build civic buildings in towns that don’t already have such buildings. These include things like Learning Halls, Graveyards, Pits, Churches, Markets. These buildings will transfer to the town after being built and will be used by the people in the town. Each of these buildings unlock a unique benefit for the town.
Churches unlock the Abbot position.
Pits unlock Town-Reeve and Watchmen.
Learning Halls mean those punk kids will start going to school.
Graveyards will give the locals somewhere to bury their dead.
Markets will create another hub for trading goods (three markets max per map).


New Map
Created a new map named Defenascir, which is located around modern day Devon. As with all the other maps, these are all pure imagination. So apologies if you’re from Devon and this map looks nothing like Devon.
The new map has no buildings and no people.
You are be able to claim land and found towns then build buildings.
New people will be attracted to the map once you have built a market and have started renting or selling homes.
After they arrive, AI characters will start buying land building their own buildings at their own pace. I like to think of it as a kind of communal city builder where everyone who lives in town contributes to the development of the town.
As the town founder you will be a perpetual Elder of said town.
You can found a max of six towns.
As the population of towns increase they will automatically claim additional surrounding unclaimed plots of land.
All the standard mechanics you expect from SAELIG work the same.


A big thank you to the fans who keep me going.
If you've picked up the game recently, welcome and thank you! I hope you have a tonne of fun.

Let me know if you have any issues or questions.

Much love,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on April 06, 2024, 01:24:10 PM
Update 45.5 - Many improvements
Sat, April 6, 2024

(https://cdn.akamai.steamstatic.com/steam/apps/612720/ss_4b067dcbca32c979ca9fce8d4cc0ccb8959d7f13.jpg)

Hey!

It must be update time.


Rich AI will now buy and develop land when renting.
Fixed a bug where if the player had a job they would be locked out of supervising or working in their own business before their job actually started for the day.
Fixed some navigation bugs on the Devon map that made some plots and areas inaccessible.
Added a limit to the number of wild animals that can exist on any map. There were some cases where they were breeding out of control.
Fixed some issues with fishing on the Devon map.
Fixed a bug where you could not make love outside of marriage.
Fixed a bug where your horse would not follow you if you did not have an active house set.
Added an additional starting scenario to the Devon map - Lost Woodcutter.
Boats should no longer float above the water.
Fixed a bug where some melee targets would not work.
A Trading Post built on a large plot will come with a shed and increased storage vs one built on a small plot.
Some optimisations to character navigation.
Typo corrections.
When misc buildings are automatically built, they will now take into consideration how far away the closest well is when it decides what misc building to build.
Fixed a bug where if an inventory had over 1000 of the same item, it would not load correctly.
Fixed a bug where nearby inventories would flicker and be unusable.
Wages can now be increased further than before.
Fixed a bug that would prevent saves from < 2020 from loading correctly.
Fixed a bug where carriages would get stuck.
When you have automation on and production stops due to not enough storage space, a cart will now be triggered to sell items.
Fixed a bug where AI were getting charged twice for developing buildings.
The AI will now buy land in other towns, if there are no spare plots in their current town. This is especially helpful on the Devon map because it means once you found a second town, you don't need to build homes to attract people to develop more buildings.
Lots of improvements to the way AI decide which kind of buildings to develop.
You can now offer a scholarship to children who are not already in school - as long as the town has a Learning Hall. This is helpful for keeping kids away from crime.


Cheers,
Atorcoppe.

Title: Re: SAELIG
Post by: Asid on April 28, 2024, 02:51:03 PM
Update 45.6 - Fixing bugs, improving lives
Sat, 27 April 2024

(https://cdn.cloudflare.steamstatic.com/steam/apps/612720/ss_4fb544841c1be5dec9a58efb3b52d1dead305540.jpg)

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.

Title: Re: SAELIG
Post by: Asid on June 23, 2024, 08:46:57 PM
Update 46 - Become a village drunk
Sun, 23 June 2024

(https://cdn.akamai.steamstatic.com/steam/apps/612720/ss_77beea15802a76ed7e36d158287e2b0b764d7b1f.jpg)

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.

Title: Re: SAELIG
Post by: Asid on August 19, 2024, 12:04:36 AM
Update 47 - Cheese and Poison
Sun, 18 August 2024

(https://clan.akamai.steamstatic.com/images/28864649/565fd5e54b6670ca3232538b9625a6ef8c721ee3.png)


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.
Title: Re: SAELIG
Post by: Asid 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.


Title: Re: SAELIG
Post by: Asid on November 04, 2024, 12:12:44 AM
UPDATE 49 - Lots of Tweaks
Sun, 3 November 2024

(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/612720/ss_39883eb04f4ddbba5fd1a214025f4bb7363f919a.jpg)

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.
Title: Re: SAELIG
Post by: Asid 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.
Title: Re: SAELIG
Post by: Asid on November 18, 2024, 12:15:17 AM
Update 49.2 - Improved loading times
Mon, November 18,

(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/612720/ss_fea8b5d52b08d23d742a1f1847795113524a0a82.jpg)

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.

Title: Re: SAELIG
Post by: Asid on December 01, 2024, 04:43:51 PM
Update 49.5 - I love dogs
Sun, 1 December 2024

(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/612720/ss_c1ed529a586f0450629364fd978b2cb2ad01235c.jpg)

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.

Title: Re: SAELIG
Post by: Asid on December 23, 2024, 12:16:24 AM
Update 50 - A new map and more!
Sun, December 22, 2024

(https://clan.fastly.steamstatic.com/images/28864649/208acf5df228d0477ab7d566b87ea68d60915ac1.png)

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.
Title: Re: SAELIG
Post by: Asid on December 31, 2024, 11:18:34 PM
Update 51 - Time to trade some exotic goods!
Tue, 31 December 2024

(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/612720/ss_5f42079af83a32bd1185023a5671a8fb395ca215.jpg)

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.
Title: Re: SAELIG
Post by: Asid on January 02, 2025, 11:40:23 PM
Update 51.2 - Hello 2025!
Wed, 1 January 2025

(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/612720/ss_28e7d5f5896d2675a9800271ddcc68e597fcb5a6.jpg)

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.

Title: Re: SAELIG
Post by: Asid on January 18, 2025, 12:25:23 AM
Update 52.1 - Naming carts
Fri, 17 January 2025

(https://shared.cloudflare.steamstatic.com//store_item_assets/steam/apps/612720/ss_28e7d5f5896d2675a9800271ddcc68e597fcb5a6.jpg)

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.
Title: Re: SAELIG
Post by: Asid on February 02, 2025, 11:02:55 PM
Update 53 - Loading times smashed!
Sun, 2 February 2025

(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/612720/ss_28e7d5f5896d2675a9800271ddcc68e597fcb5a6.jpg)

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.
Title: Re: SAELIG
Post by: Asid on February 23, 2025, 03:32:11 PM
Update 53.5 - A few goodies
Sun, 23 February 2025

(https://clan.fastly.steamstatic.com/images/28864649/208acf5df228d0477ab7d566b87ea68d60915ac1.png)

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.

Title: Re: SAELIG
Post by: Asid on March 16, 2025, 11:25:16 PM
Update 54 - Trading and horse armour
Sun, March 16, 2025

(https://clan.fastly.steamstatic.com/images/28864649/208acf5df228d0477ab7d566b87ea68d60915ac1.png)

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.
Title: Re: SAELIG
Post by: Asid on April 21, 2025, 11:21:02 PM
Update 55 - Kidnapping, courtesans, and traps
Mon, 21 April 2025

Greetings all!

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


Bug Fixes

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


Tweaks

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


New Stuff

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


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

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

Much love,
Atorcoppe.
Title: Re: SAELIG
Post by: Asid on June 22, 2025, 05:10:25 PM
Update 56 - Things just got interesting
Sun, 22 June 2025

(https://clan.fastly.steamstatic.com/images/28864649/208acf5df228d0477ab7d566b87ea68d60915ac1.png)

Hey all!

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



Fixes

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

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

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

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

  - Fixed viking crash when player working at particular jobs.

  - Fixed a bug with selling poisoned items.

  - Fixed issue with trading items from your pack.

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

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

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

  - Fixed some Steam Deck issues.

  - UI fixes.

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

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

  - More text clarity improvements.

  - Fixed some issues with foraging at coops.

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

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


Tweaks

  - Tenants no longer pay rent upfront when moving in.

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

  - Tweaked the logic behind how caravans buy goods.

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

  - Wage tweaks.

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

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

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

  - Optimised AI fishing.

  - Tweaks to social and energy needs fulfilment requirements.

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

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

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

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

  - Chatting tweaks.

  - Code optimisations.

  - More severe poison on some time settings.

  - Inventory optimisations.

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

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

  - Tweaks to how sickness spreads.

  - Changed how the daily balance in your ledger resets.

  - Changed how hauling is levelled up.

  - Fireplace upgrades are now cheaper.

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

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


New

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

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

  - Workshops and services filters added to building tab.

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

  - You can now retract position application

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

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

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

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

  - New homemade productions - arrows, axe, bow.


Advanced Gameplay settings

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

  - Bunkhouse warmth - on/off

  - Market stockpile - on/off

  - Contagious sickness - on/off

  - Competition relationship penalties - on/off

  - Fire caused by internal fireplaces - on/off

  - Immigration approval - on/off

  - Materials for upgrades - on/off

  - Starvation - on/off

  - Storm damage - on/off

  - Travelling merchant camps - on/off

  - NPC buying delay at game start - on/off

  - Foraging - on/off

  - Spreadable fire - on/off

  - Land tax - on/off

  - Plague - on/off

  - Nails for construction - on/off

  - Cap the max silver of rich immigrants - select

  - Max wild animals setting - select

  - Add additional raiders to every raid - select

  - Death and injury based production events - on/off

  - Arrows required for bows - on/off

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


The other thing we need to discuss....

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

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

Much love!

Atorcoppe.

Title: Re: SAELIG
Post by: Asid on August 26, 2025, 12:20:59 AM
Update 56.5 - Improvements, and a demo!
Mon, 25 August 2025

(https://shared.akamai.steamstatic.com//store_item_assets/steam/apps/612720/ss_887d21e1caf7f20fdb883cfc40e45ff6322f692c.jpg)

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

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

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

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

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


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


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


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


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

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

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

Title: Re: SAELIG
Post by: Asid on September 01, 2025, 12:11:09 AM
Update 56.6 - A nice bag of fixes
Sun, 31 August 2025

(https://shared.akamai.steamstatic.com//store_item_assets/steam/apps/612720/ss_a95ea4f61b8d50565247c5f7dc13dad281536ec3.jpg)

Hey all!

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


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


More coming soon!

Cheers,
Atorcoppe.