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.
See you next year!
Cheers,
Atorcoppe.