I've got a wee treat for you :)
Bug Fixes
- Eating from your pack will now remove said item from your pack, not your pockets.
- Fixed a few pathing issues on some maps.
- Hot keys will now save and load correctly.
- Fixed a bug where fishing boats would vanish on loading.
- Fixed a bug that made marrying into a higher class easy.
- Fixed a bug where you could not vote for yourself if you were an Elder and a Reeve or Abbot.
- Dead animals will no longer show as alive in map mode.
- Fixed a bug for people who use left click rotation (like me) where after leaving map mode you would not be able to select or deselect something until you rotated the camera again.
- Fixed an extremely rare bug where people would randomly burn to death when entering the bunkhouse.
- Fixed a bug where if you bought a building while in map mode, your filters would reset.
Small Things
- AI characters will now go into the forest and cut wood sometimes if they have an axe. Just like the player can.
- When using automation, when possible and practical, carts will now preemptively source requirements for items that are currently being worked on, instead of only sourcing items when production stops.
- When renting, you can now apply upgrades to the hut/house at the cost of increased rent.
- When renting, you can now use the Butcher’s Table, Tanning Racks, and Fireplace to produce items. This was previously limited to huts and houses that you owned.
- Carts will now carry over when redeveloping a building.
- The Market Compare window will now adapt better to larger UI settings.
- Added a sound that plays when you eat food.
- People will now longer eat excessive amounts of food from their home.. (e.g. 4 pies at once).
- Added predicted rental income to the ledger.
- Skills will now be learned even if you fail the first attempt at doing something.
- On becoming an outlaw you are kicked out of town, but now you will no longer be able to move back into a house in town until your outlaw status is cleared.
- Carts shown in ‘Nearby Inventories’ will now show the custom name of the building they belong to.
- You can now hire children that go to school, though this will remove them from school.
- When you miss paying someone their wage they will no longer instantly quit, instead they will start to dislike you. Miss the payment enough times and they will quit.
- When you have a cart selected you can now right click on any of your buildings to tell your cart to offload or offload and return home.
- When the AI are hunting they can now use the Butcher’s Table in the home to process carcasses into meat.
- When you are employed somewhere, you can now see the work hours of that building by clicking on it.
- Added another upgrade for the Longhouse that adds archery and melee training targets.
- Added tooltips to map mode when you hover over icons.
- Tweaks to the decision making process for AI characters deciding what kind of buildings to build.
- You and AI can now build civic buildings in towns that don’t already have such buildings. These include things like Learning Halls, Graveyards, Pits, Churches, Markets. These buildings will transfer to the town after being built and will be used by the people in the town. Each of these buildings unlock a unique benefit for the town. [olist]
- Churches unlock the Abbot position.
- Pits unlock Town-Reeve and Watchmen.
- Learning Halls mean those punk kids will start going to school.
- Graveyards will give the locals somewhere to bury their dead.
- Markets will create another hub for trading goods (three markets max per map). [/olist]
New Map
- Created a new map named Defenascir, which is located around modern day Devon. As with all the other maps, these are all pure imagination. So apologies if you’re from Devon and this map looks nothing like Devon.
- The new map has no buildings and no people.
- You are be able to claim land and found towns then build buildings.
- New people will be attracted to the map once you have built a market and have started renting or selling homes.
- After they arrive, AI characters will start buying land building their own buildings at their own pace. I like to think of it as a kind of communal city builder where everyone who lives in town contributes to the development of the town.
- As the town founder you will be a perpetual Elder of said town.
- You can found a max of six towns.
- As the population of towns increase they will automatically claim additional surrounding unclaimed plots of land.
- All the standard mechanics you expect from SAELIG work the same.
A big thank you to the fans who keep me going.
If you've picked up the game recently, welcome and thank you! I hope you have a tonne of fun.
Let me know if you have any issues or questions.
Much love,
Atorcoppe.