News Liste SAELIG

Update 60 - Go hunting for wild ore
SAELIG
Heute 08:13 Community Announcements
[p]Happy greetings to you all![/p][p align="start"][/p][p align="start"]I have just heard the first demos for the new SAELIG soundtrack. They are pretty fabulous. I am excited to share them with you when they are done.[/p][p align="start"]In the meantime, here is an update with some pretty cool things.[/p][p align="start"][/p][p align="start"]Fixes[/p]
  • [p]Fixed a bug where relationships would sometimes reset.[/p][/*]
  • [p]Fixed a bug that would sometimes cause too many beds to be displayed in Building Info for a home.[/p][/*]
  • [p]Fixed Scripture production not working if you were producing alone as an Abbot.[/p][/*]
  • [p]Fixed conversation text scale in large UI modes.[/p][/*]
  • [p]Fixed a bug where Welsh Raiders would invade maps they had no business invading. Those maps are now back to being raided by Vikings.[/p][/*]
  • [p]Fixed some situations where the market tax vote would not work if there was no Reeve or Abbot.[/p][/*]
  • [p]Fixed it so carts no longer get stuck in Longhouse walls.[/p][/*]
  • [p]Fixed placeholder names showing when transferring carts or setting trade routes.[/p][/*]
  • [p]Fixed a potential bug where you could be forced to marry some random person. I think.[/p][/*]
  • [p]Fixed an issue where nails would sometimes not be removed from your freshly built building.[/p][/*]
  • [p]Fixed an issue where you could develop a building while sleeping inside it and then get sucked into the void.[/p][/*]
  • [p]Fixed a bug that could cause you to lose your Worker Lodgings building if one of your workers got married.[/p][/*]
  • [p]You can no longer bypass the building cap by trading buildings with other people.[/p][/*]
  • [p]Fixed some crime notifications appearing at the wrong time.[/p][/*]
  • [p]Fixed four short swords being made instead of two.[/p][/*]
  • [p]When entertaining with a torch, you will no longer hold your lute like a torch.[/p][/*]
  • [p]Fixed some navigation issues.[/p][/*]
[p align="start"][/p][p align="start"]Tweaks[/p]
  • [p]Tweaked wording in some notifications.[/p][/*]
  • [p]You can now drag notification windows around, just like other windows.[/p][/*]
  • [p]Notifications now visibly stack with an offset instead of sitting directly on top of each other.[/p][/*]
  • [p]Added extra window safety mechanics that help reposition windows on very wide resolutions.[/p][/*]
  • [p]Changed how the trading bonus works when selling to market. It now requires more skill checks the lower the item value.[/p][/*]
  • [p]Unequipping a bow will now also unequip your arrows.[/p][/*]
  • [p]Lowered the initial wage for agrarian jobs.[/p][/*]
  • [p]Flour Mills do not work well with the Management upgrade because of how they are structured, so that upgrade has been removed and replaced with a new speed-boosting upgrade.[/p][/*]
  • [p]Tweaked AI plot development logic. They will now avoid building Alehouses next door to other Alehouses, or Bakehouses next door to other Bakehouses.[/p][/*]
  • [p]Selecting a person’s portrait in the Abbot or Reeve voting panel will now open their info window.[/p][/*]
[p align="start"][/p][p align="start"]New[/p]
  • [p]New weapon and tool: Pickaxe. Can be used in combat and to mine wild ore.[/p][/*]
  • [p]Added wild ore, which is placed on each map. This ore can be mined with a pickaxe. It can be depleted and does not recover like fish or eggs. Wild ore has no bearing on Mines, which still run separately with their own ore supply.[/p][/*]
  • [p]You can now start Thrymswold and Scrobbesbyrig completely empty, with no buildings. The towns will still exist but will be entirely up to you to rebuild.[/p][/*]
  • [p]Added a Travelling Craftsman start to some maps. Begin with a couple of charms and a pickaxe.[/p][/*]
  • [p]Leather Pack now grants you a tool belt, which can hold axes, pickaxes and seaxes. When these tools are in the tool belt, you no longer need them directly equipped to use them. If you want to use one as a weapon, you will need to place it in your weapon slot. Tools in the tool belt can only be used for tool-based actions.[/p][/*]
  • [p]Added a button that clears a destroyed building and converts it into an empty plot, which can then be rotated.[/p][/*]
  • [p]Added a new Advanced Farming option. Field and Corral production has been reduced. Corrals can now produce Animal Fodder, which is consumed per production cycle. If you are producing items and have Animal Fodder available, production will be much faster and will generate Manure. Manure can then be used by Fields to significantly increase production speed.[/p][/*]
  • [p]Added a new ransom window to the Den for easier ransoming of prisoners.[/p][/*]
[p align="start"][/p][p align="start"]Releasing updates for this game is like my favourite thing in the world - I am honoured to be able to continue to do so. Please feel free to get in touch via Steam, Discord or email if you would like to chat about anything at all.[/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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