News Liste SAELIG

Update 59 - New map and new buildings
SAELIG
28.01.26 05:34 Community Announcements
[p]Happy days![/p][p align="start"]So for those following my recent story arc - my son was born on the 8th of January. He has yet to start work on SAELIG, but I like him regardless.[/p][p align="start"]Some more recent developments - There is a new soundtrack being produced, and I have been trialing some artists to help with some of the 2D elements of the game.[/p][p align="start"][/p][p align="start"]But now for the update![/p][p align="start"][/p][p align="start"]Fixes[/p]
  • [p]Land will no longer show when selecting destinations for Trade Routes.[/p][/*]
  • [p]Fixed it so houses and huts no longer make the incorrect number of bows.[/p][/*]
  • [p]Fixed some situations when an elder vote didn’t happen if you were an elder.[/p][/*]
  • [p]When firing people there are now different relationship hits depending on the person, and their spouse also reduces relationship.[/p][/*]
  • [p]If you have a person who shares the same name as an item, they will no longer show a wiki article about the item.[/p][/*]
  • [p]Fixed a bug where asking someone about their job could provide a bad result.[/p][/*]
  • [p]Training field pricing has been tweaked.[/p][/*]
  • [p]Fixed an issue where you could see the job hiring window when you were a watchman.[/p][/*]
  • [p]Fixed taking items from rental not applying penalty when sending to pack.[/p][/*]
  • [p]Fixed some bad floating character issues.[/p][/*]
  • [p]Fixed Herbalist Hut automation.[/p][/*]
  • [p]Fixed issue with carriages looping and doing strange things in some situations.[/p][/*]
  • [p]Fixed an issue where people could hire themselves into a damaged building.[/p][/*]
  • [p]Best friend question during conversations no longer returns family members.[/p][/*]
  • [p]Peeking into storefront business has been fixed.[/p][/*]
  • [p]You can no longer interrupt patrolling watchmen or people who have recently been attacked.[/p][/*]
  • [p]Fixed it so if you take items from a house during a burglary, you no longer get a relationship penalty when you’re not caught.[/p][/*]
  • [p]Fixed some automation delivery logic when sending to sheds and trading posts.[/p][/*]
  • [p]Fixed a bug where transferring a hunter would not stop their hunting task.[/p][/*]
  • [p]Hyrmenn are now much better at going into combat with you when a raid happens.[/p][/*]
  • [p]Fixed the flour mill sometimes not allowing you to change productions.[/p][/*]
  • [p]Fixed automation bug if you had less than 0 silver.[/p][/*]
  • [p]Fixed home productions not working when you have a job.[/p][/*]
  • [p]Fixed a crash.[/p][/*]
[p align="start"][/p][p align="start"]Tweaks[/p]
  • [p]Tweaked the Thegn property notification so it is more clear.[/p][/*]
  • [p]Tweaked the Geneat > Thegn property notification. Again, for clarity.[/p][/*]
  • [p]Item notification now fires when items move from stockpile to market, instead of when added to the stockpile.[/p][/*]
  • [p]Escape will now close selectors, selections, windows and wiki windows before i pauses the game.[/p][/*]
  • [p]Tweaked the AI to be less likely to want to talk when unwell.[/p][/*]
  • [p]Tweaked the AI to be more likely to go to church when unwell.[/p][/*]
  • [p]Travelling monk will now attract people are a larger range.[/p][/*]
  • [p]Buildings now cost slightly less silver to construct, while still having the same value.[/p][/*]
  • [p]You can now remove the firewood from a camp fire at your own camp.[/p][/*]
  • [p]Added warning for destroyed goods in chest when taking down your camp.[/p][/*]
  • [p]King's Standings events - items now go into your house if you have no inventory space.[/p][/*]
  • [p]You can now feed pets from your pack.[/p][/*]
  • [p]You can now hide the map filter.[/p][/*]
  • [p]AI will now avoid building hunting shacks near civic buildings and houses.[/p][/*]
  • [p]Better combat retargeting to prevent people running past each other.[/p][/*]
  • [p]Better AI production logic.[/p][/*]
  • [p]You can now view market deep storage with trading skill 55 - deep storage is a layer lower than stockpile. Deep storage > Stockpile > Market.[/p][/*]
[p align="start"][/p][p align="start"]New[/p]
  • [p]Added in wooden pegs, which can be used in place of nails and made at home. however it takes double the wooden pegs vs nails to do the same thing.[/p][/*]
  • [p]Added Trading Post Interior (visual, not functional).[/p][/*]
  • [p]“Tell me about your friends” added as a conversation option that will introduce you to their friends.[/p][/*]
  • [p]Workers lodgings added. A new building that can be built on a large plot. It has 9 beds and if you build some, your workers will automatically move into the one closest to their job if it has space, and if they don’t have a better house. They don’t pay rent. You can provide them food, medicine, etc with the lodgings. Lodgings also count as housing for immigrants, if the person who owns the lodging also has jobs available.[/p][/*]
  • [p]New setting in gameplay settings that when turned off will mean the player won’t move without being selected.[/p][/*]
  • [p]You will now drop items on ground when inventory is full during harvesting. Items can also now be foraged directly into a nearby cart - dropped items can be picked up by ai characters.[/p][/*]
  • [p]Added Warden’s Yard which can help put out fires. It is a civic building that can hire one employee. That employee is tasked with making sure the water cart is loaded and ready to go. When a fire breaks out the brave Ox will cart the water to the fire and spill it onto it. It will then return home where the employee will refill it. Refills only happen during work hours. If there is no employee there are no refills. You can build multiple of these buildings, but you cannot own them.[/p][/*]
  • [p]A new map - Scrobbesbyrig - This is not the final new map I have been talking about. This was a bonus map based on a dream I had. Basically it is a map with one large walled city, situated in the bend of a river. The river as Trading Dock access. This city is by far the biggest city in the game.[/p][/*]
  • [p]Added a new type of raider, that are visually different and come with bows. These Welsh raiders will invade the new map, and the other map that is still under construction. No vikings on these two maps.[/p][/*]
  • [p]Trading Post - you can now adjust the margin of products you sell.[/p][/*]
  • [p]Trading Posts now generate their own prices, instead of using the closest market, and now function more like a true market. You can buy from AI Trading Posts, if they are manned, but cannot sell to them.[/p][/*]
[p align="start"][/p][p align="start"]As always, it is an absolute joy to be able to continue producing updates. Please feel free to get in touch with me via Steam, Discord, or email, if you wanna chat.[/p][p align="start"][/p][p align="start"]Much love,[/p][p align="start"]Atorcoppe.[/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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