News Liste SAELIG

Update 58 - Hunting Shack & Training Field
SAELIG
19.12.25 21:33 Community Announcements
[p]Hey all![/p][p][/p][p]Before I get down to the details of the update, I wanted to give an update on the baby situation mentioned in the previous update notes. The baby is due in 4 weeks from the date of writing these notes. So the next 4 weeks I'm planning on hammering out as much content as I can![/p][p][/p][p]So to start with -[/p][p][/p][p]FIXES[/p]
  • [p]Fixed issue with corral + manager setups.[/p][/*]
  • [p]Fixed issue with voting for Reeve blocking up the game in a very specific situation.[/p][/*]
  • [p]The tip showing placeholder strings on initial lad has been fixed.[/p][/*]
  • [p]Fixed management cancelling itself.[/p][/*]
  • [p]Fixed management not showing for fields and corrals.[/p][/*]
  • [p]Fixed a bug where trade routes could stop.[/p][/*]
  • [p]Fixed incorrect charging of land tax when loading the game at 1am as Thegn.[/p][/*]
  • [p]Supervise bug for some resource businesses has been fixed.[/p][/*]
  • [p]Fixed ship building recipe not showing skill level.[/p][/*]
  • [p]Recipe panel for homes now shows correct production number.[/p][/*]
  • [p]Carriage sell price corrected.[/p][/*]
  • [p]Fixed some cart loading bugs.[/p][/*]
  • [p]Fixed some issues with map filter metrics.[/p][/*]
  • [p]Randomly losing relationship with people has now been corrected.[/p][/*]
  • [p]Caravan budget typing - hotkeys - has been fixed.[/p][/*]
  • [p]Some fixes to dog animations.[/p][/*]
  • [p]Some supervision fixes.[/p][/*]
  • [p]Fixed some UI bugs.[/p][/*]
  • [p]Fixed pit durations.[/p][/*]
  • [p]Fixed an issue with a specific plot when developed to an Alehouse.[/p][/*]
[p align="start"][/p][p align="start"]TWEAKS[/p]
  • [p]You can no longer supervise yourself when working if you’re the only worker.[/p][/*]
  • [p]Improved market stockpile logic to make markets a bit more punishing for constant trading - only restocks during work hours, and added tired re-stacking from stockpiles - so when selling a bunch of items, some go straight to the stockpile and queue for restock - and the rest go into deep storage, to be used to restock the stockpile at a much slower rate.[/p][/*]
  • [p]When you select the same building when UI is hidden, it will now show the UI.[/p][/*]
  • [p]Increased battle-axe spawn chance when Viking raid starts.[/p][/*]
  • [p]Changed Trading Post trade route interval logic to scale better with day length.[/p][/*]
  • [p]Increased chance that children will follow their parents.[/p][/*]
  • [p]Teaching now increases your education skill by double.[/p][/*]
  • [p]If someone catches you committing a crime and they’re not a criminal, friend, or family member, you suffer a bigger relationship penalty.[/p][/*]
  • [p]Child workers reduce efficiency over all for any production in the business / make the wage mode less effective.[/p][/*]
  • [p]Production relationship buffs from same production at different building is no longer a thing.[/p][/*]
  • [p]Animal sound tweaks.[/p][/*]
  • [p]Increased the max duration of pit stays.[/p][/*]
  • [p]Readjusted fine amount when being declared an outlaw.[/p][/*]
  • [p]When a building has an event based production debuff or buff applied, it will now show when you select the building.[/p][/*]
  • [p]Production events now have a ‘show me’ button to select the building.[/p][/*]
  • [p]Hyrmenn can now taking viking shields from Den armoury.[/p][/*]
  • [p]If sermons are missed at church, the abbot starts looking pretty bad and gains corruption.[/p][/*]
  • [p]If the player as a Reeve accuses a person in the town they are the Reeve in of a crime, it is instantly punished with time in The Pit.[/p][/*]
  • [p]Replaced Reeve power of declaring outlaw, with a much more effective “Force Conscription”, which forces the target to join the Fyrd.[/p][/*]
[p align="start"][/p][p align="start"]NEW FEATURES[/p]
  • [p]Time taken for each production is now tracked and displayed as average in the new production stats window.[/p][/*]
  • [p]Market taxes have been added (can be turned off) - elders vote on tax distribution + tax rate. Market taxes only apply when selling items to a market in a town that is not your home town.[/p][/*]
  • [p]Added a Training Field building to Estate Plots. You can build this and hire personal trainers. People who train here will pay for successful training, and pay more for personal training.[/p][/*]
  • [p]Added a new Hunting Shack building that allows for automated hunting (within a range), and general butchering tasks.[/p][/*]
  • [p]You can now automatically hunt from your Hut or House, the same way you can from the Hunting Shack, however it is range limited, more so than the hunting shack. Hunting animals far away will require manual intervention.[/p][/*]
  • [p]Tweaks to the Butcher and a new upgrade to make it worthwhile when compared to a hunting shack.[/p][/*]
[p][/p][p]I hope you enjoy this new update! As I say, more to come soon while I prepare for arrival of human of the small variety. [/p][p][/p][p]Many thanks, much love,[/p][p]Atorcoppe.[/p][p][/p][p][/p]
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Release:01.07.2017 Genre: Simulation Entwickler: Atorcoppe Games Vertrieb: Atorcoppe Games Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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