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.
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.
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.
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.
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.
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.