Hey all!
It's update season again! This update has a tonne of great new additions to really add some extra flavour to your game.
Fixes
People going to church will no longer invade the orphan quarters.
Fixed a bug that would cause you to keep your house if you sold it to pay tax.
Fixed a bug where the player would get stuck unable to move if they were working at a job during a raid.
Fixed a bug where people would not be rehired at the market on load.
Fixed viking crash when player working at particular jobs.
Fixed a bug with selling poisoned items.
Fixed issue with trading items from your pack.
Fixed a potential issue with people dancing for far too long.
Fixed harvest animal animation as watchman at night not working.
Fixed issue where outlaw was able to rent a home which would then bug out.
Fixed some Steam Deck issues.
UI fixes.
Teacher events now only happen when the teacher is actually teaching.
Fixed issue with pressing certain keys when naming a pet.
More text clarity improvements.
Fixed some issues with foraging at coops.
If you sell your spouse to pay tax and they work for you, it will no longer break production at that building.
You can no longer sell babies to the tax man.
Tweaks
Tenants no longer pay rent upfront when moving in.
Tweaked some sounds so they don’t make strange whooshing sounds when the game is paused.
Tweaked the logic behind how caravans buy goods.
Tiny cart is no longer worth anything to sell, instead you’ll get a few wood if you destroy it.
Wage tweaks.
Changed how spouse jealousy works when you proposition someone. They will now only be jealous if they’re within a small range of you when you initiate proposition. Additionally, if they are nearby when you actually ‘do the act’, they will also get upset at you.
Now when people relax they will take the opportunity to bond with people relaxing nearby.
Reduced the time people will wait for a chat, and reduced the distance people will travel to chat with someone.
Optimised AI fishing.
Tweaks to social and energy needs fulfilment requirements.
AI will no longer be subject to certain player actions when there is a raid (begging, etc).
Changed graveyard grave calculation to be based on family wealth, not individual wealth.
Lowered the max ages of the ‘old man’ and ’old woman’ templates which can be randomly chosen for new families.
Made sure people replace their current gear with better gear if offered.
Chatting tweaks.
Code optimisations.
More severe poison on some time settings.
Inventory optimisations.
Made sure that buildings in character trade window show their vanity name.
Cheaper Alehouse room renting and tweaks to how it works.
Tweaks to how sickness spreads.
Changed how the daily balance in your ledger resets.
Changed how hauling is levelled up.
Fireplace upgrades are now cheaper.
Trading Post with exotic goods upgrade should now yield more exotic goods.
Particles and birds, etc now run at a consistent speed regardless of game speed or pause state.
New
Now when selling to market the items go to a stockpile first and then get transferred to the market over time. If your trading skill is high enough you can view the stockpile, but cannot trade with it.
New item - Tonic - used to restore a large portion of your energy. Can be made at herbalist hut and alehouse.
Workshops and services filters added to building tab.
The player now has access to rental inventories, but will be punished with a relationship penalty if they remove stuff from it.
You can now retract position application
Skills will now grow slightly when making a production, not just when it is finished.
The budget in the caravan and ship trade mission windows is now a text field where you enter in the amount of silver, rather than a slider.
Chance to insta-kill unarmed, unarmored people when doing a melee attack - chance of success is based on your melee skill.
New weapon: Seax - quick attack, two chances per turn, but lower damage - increase game skinning efficiency.
New homemade productions - arrows, axe, bow.
Advanced Gameplay settings
These settings can now be tweaked when you start a new game
Bunkhouse warmth - on/off
Market stockpile - on/off
Contagious sickness - on/off
Competition relationship penalties - on/off
Fire caused by internal fireplaces - on/off
Immigration approval - on/off
Materials for upgrades - on/off
Starvation - on/off
Storm damage - on/off
Travelling merchant camps - on/off
NPC buying delay at game start - on/off
Foraging - on/off
Spreadable fire - on/off
Land tax - on/off
Plague - on/off
Nails for construction - on/off
Cap the max silver of rich immigrants - select
Max wild animals setting - select
Add additional raiders to every raid - select
Death and injury based production events - on/off
Arrows required for bows - on/off
I hope you have lots of fun with the new settings!
The other thing we need to discuss.... What if I told you I forked SAELIG and stripped a bunch of stuff out and added a few new mechanics and some undead vikings... Would anyone be interested in playing a very different version of SAELIG? It is focused on keeping your people alive while you defend against the horrors of a medieval apocalypse and search for survivors and supplies.
Note that this doesn’t take any time away from SAELIG but it does allow for some pretty fun experiments that may actually make it into SAELIG. Basically It’s a little project that I sometimes work on in my spare time to experiment with potential feature combinations for SAELIG and it has ended up being playable. A lot of the advanced gameplay settings above started out as experiments in this other version of the world. If no one is interested in trying it out I’ll just keep using it to test experimental ideas.
Much love!
Atorcoppe.
Changed files in this update