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SAELIGSAELIG

DEVELOPMENT LOG

Live development feed - watch development as it happens. Any changes posted here are live to play in the test build branch on Steam.

Feb 23, 2025 • The Village Git
Open In Discord →
(Test Builds) Update Pushed:
* 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.
Feb 22, 2025 • The Village Git
Open In Discord →
(Test Builds) Update Pushed:
* Shader preloading optimisations.
* You can now accuse people of crimes and a watchman will investigate and decide if they will prosecute or not.
Feb 21, 2025 • The Village Git
Open In Discord →
(Test Builds) Update Pushed:
* 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 change to basic.
* Relationship menu filter by profession.
* Fixed a possible save error that could corrupt saves.
* Fixed character creator FPS.
* Major viking crash fixed.
Feb 19, 2025 • The Village Git
Open In Discord →
(Test Builds) Update Pushed:
* 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 in wilderness 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.
Feb 17, 2025 • The Village Git
Open In Discord →
(Test Builds) Update Pushed:
* Larger gap between camps.
* Relationship history now saves.
* 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.
* Converted Garwid to a standard beginning.
* 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.
Feb 14, 2025 • The Village Git
Open In Discord →
(Test Builds) Update Pushed:
* Relationship history has been added to character info that shows the last 20 or so relationship changes with any selected character - note that at this stage this does not save or load - so it will clear when loading a game.
* 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 ocmputers.
* Fixed a navigation bug with a specific plot.
* Fixed potential navigation issue with Herbalist Hut shed.
* More shed storage.
* Production tooltip fixes.
Feb 9, 2025 • The Village Git
Open In Discord →
(Test Builds) Update Pushed:
* 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.
Feb 6, 2025 • The Village Git
Open In Discord →
(Test Builds) Update Pushed:
* 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.
Jan 31, 2025 • The Village Git
Open In Discord →
(Test Builds) Update Pushed:
* Waylayed trade route carts should now restart their trade routes better.
* Fields are now way better at functioning under automation.
* Sometimes player businesses would sell items on game load when they should not. Has been fixed.
* Businesses with automation on that produce an ingredient and a 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… does that make sense?
* Cart loading at end of day works better now with hand carts.
* Wage changes now effect relationship with employees.
* Fixed an issue where sometimes some buildings would just stop producing things (fields primarily).
* Further automation logic tweaks.
Jan 29, 2025 • The Village Git
Open In Discord →
(Test Builds) Update Pushed:
* 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.
* 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.
* Some automation tweaks.
* Needs tooltips now update live.
* Tooltip position and size tweaks.