SAELIG - Atorcoppe
Greetings all!

Just a few small fixes and changes. Nothing major sorry.

  • Fixed an issue where you could be stuck in workshop.
  • The player can now do ‘proposition’.
  • The trading skill for the employee selling goods at a trading post now matters as it can provide a bonus on sales.
  • Relationship history in character info has been made to look nicer.
  • Rain has been changed to be more transparent.
  • Fixed typo that meant people were less likely to talk to each other than they are meant to be.
  • Age display has been fixed.
  • Fixed some language and added a lighter tone to the wording for some activities.


My main focus in the next patch outside of any of the usual tweaks and fixes is to finally add the advanced gameplay editor that will allow you to customise the world to be as brutal as you could ever imagine. And also to add a new raiding mechanic centred around Danegeld.



Also, just floating some ideas here but I would love to add an "Orphan Story" where you start the game as an orphan and play out some kind of story or life. I also often think about a "Viking Story" which would be focused on exiled vikings trying to survive while going on raids and such. Im very interested in your opinions on this kind of story gameplay and what you think I should do with these ideas?


Much love,
Atorcoppe.
SAELIG - Atorcoppe
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.


SAELIG - Atorcoppe
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.
SAELIG - Atorcoppe
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.
SAELIG - Atorcoppe
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.
SAELIG - Atorcoppe
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.
SAELIG - Atorcoppe
Hey all, I hope 2025 is treating you well. Welcome to update 52 of SAELIG - this one has lots of QOL goodies.

Bug Fixes
  • Fixed issues with skill notifications.
  • Fixed a bunch of inventory/pack inconsistencies when chopping firewood, chopping wood, foraging, hunting, eating, etc.
  • Fixed a raid bug.
  • Fixed some crashing.
  • Fixed some controller bugs.
  • Fixed some GUI scaling issues on 1600x1200 resolution and on Steam Deck.
  • Fixed an exploit for selling plots to get lots of money.
  • Fixed visual issue where producing food at home shows in business.
  • Fixed some inconsistencies with setting up a camp with firewood.
  • Fixed issue when breaking into sheds.
  • Fixed a sometimes empty item tooltip.
  • Fixed some deer spawning under the map on Dofras.
  • Fixed some issues when selecting multiple items of the same type from carts.
  • Fixed carts sometimes not saving properly and then loading in incorrectly.
  • Fixed small navigation issues with sheds on fields.
  • Fixed some issues with game not respecting player’s set speed after pausing and resuming.
  • Fixed issue where right-clicking a building while a selected cart was driving would stop the cart.
  • Fixed tents at merchant camps not working correctly.
  • Fixed a production issue at alehouses when inventory is full.
  • Fixed nav issues for alehouse.
  • Fixed FPS limit not saving.
  • Fixed item duplication issue.
  • Fixed warmth issues.
  • Fixed a bug where sometimes Vikings would be arrested.
  • Fixed issues with fire pits, chopping blocks, and merchant/military camps.
  • Fixed issue where you could move two carts to the same location.
  • Fixed it so people are only considered lovers if they’re 16 or older…
  • Fixed a tonne of navigation issues with horses, carts, and characters.
  • Fixed an issue where workers would just stop working.
  • Fixed a bunch of typos.
  • Fixed an issue where entertaining for an Alehouse would not increase the entertaining skill.
  • Fixed some UI bugs.


Tweaks
  • Increased difficulty for Vikings at higher settings.
  • Player’s spouse now more likely to garden at home.
  • AI hunting adjusted so that they don’t hunt down and kill every animal on the map.
  • New and improved begging system for better results.
  • Added a background to basic and financial notifications to make them easier to see.
  • Tooltip improvements for foods, resources, inventory upgrades, trade routes, etc.
  • Skills are now displayed as bars and will realtime update as you increase your skill.
  • Levelling at higher levels has been slowed down.
  • More brutal poison effects.
  • Increased text sizes in some cases.
  • Camera warp-to tweaks and zoom smoothing.
  • Added zoom sensitivity slider to settings.
  • Changed the hiring menu so that it should not longer kill your FPS.
  • Eating while sick will no longer offset the sickness.
  • UI improvements and tweaks to map mode.
  • Characters will now wait for the player to be idle for some time before interacting with them.
  • Adjusted some text in various windows to explain things a bit better.
  • Storefront inventory upgrades scale with main inventory.
  • Adjusted trade route settings - max now means ‘max items at destination’.
  • Optimisations for performance.
  • You can once again sleep at fire pits and camp.
  • The player will no longer teleport home when in a location that cannot be navigated. They will instead teleport to the closest safe location.
  • Increased the range for trading with an estate plot.
  • Persistent storage button moved to inventory window itself (can still be disabled in config).
  • You can now offer rentals to current renters, if the new offer is better or closer to work they will accept..
  • Added a bed and woodcutting block to the camp you can setup. And also made it so you can set up a camp without any firewood.
  • Children will now no longer steal from their parents house.
  • Various tweaks to some maps.
  • Space is now default for pausing the game.
  • When hauling a cart, the player will no longer drop it unless you specifically command them to.
  • Reduced the size of the game.


New
  • You can now apply poison to weapons. It will last one hit, cause extra damage, and also do long lasting damage to the character.
  • New notification settings window where you can adjust what type of notifications pop up and what type are automatically minimised.
  • Town-Reeve can now adjust fines for crimes.
  • Added commands for your spouse which they will carry out if they’re not busy: Garden, forage, grocery shopping, training, hunting, relax at home, fishing, go to church.
  • Tree fading has been added for when the camera is close to trees. This can be turned on or off in settings.
  • You can now right-click on map icons for actions.
  • Added a notification for skill milestones with an achievement-like banner.
  • Added an interrupt option for busy NPCs so you can interact with them - but it can reduce your relationship if you for instance interrupt them when they’re sleeping, making babies.
  • New upgrade for Trading Post to import exotic goods from ocean-access maps.
  • Added shipbuilding skill.
  • Added cart logistics upgrade for Trading Dock.
  • Added dog command to “find game” - they will find the closest animal to hunt.
  • Made a new system for warmth, crime, and animal detection. Should perform better.
  • Added a new filter for plot/building buying menu.
  • Added map icon for your camp.
  • Added end-of-day delivery option for automation.
  • Added a note on player info window that shows how many units they are away from their destination.


Thank you for all the great feedback and support for the game! I believe this update improves a lot of aspects of the game in small but good ways.

Update 54 will focus on added new scenario options when you start a new game, so you can customise the game world itself to suit how hard or how easy you want things to be.

Cheers,
Atorcoppe.
SAELIG - Atorcoppe
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.
SAELIG - Atorcoppe
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.
SAELIG - Atorcoppe
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.
...

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