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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.

Oct 18, 2024 • The Village Git
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(Test Builds) Update Pushed:
* Haggle bonus is no longer a seperate line item in transaction logs
* Carts will no longer sell goods to other carts requesting resources if that cart is owned by the same person
* When player is hauling a cart, fixed issue where right clicking on buildings in your building list would not send your cart to that location
* Fixed horse having a "buy" button still, after having bought it ages ago.
* Fixed bug where dogs would not load correctly when assigned to carts
* Fixed issue with some starting modes
* Fixed it so you can select the church via the small building
* Building development menu tweak
* Prosperity achievement in tutorial removed
* Fixed issue with people not putting out fires
* UI tweaks
* Fixed buy building popup in tutorial
* Characters are now reset if they are sitting at a military camp and it leaves
* Tweaked some logic around AI supplying their other buildings
* Higher energy consumption when training or fighting
* Fertility charm removes age restriction for having babies
* Some trading post/trade route tweaks
* Fixed bug with automation not loading
* Tweaked automation so you can source goods from trading posts
* Fixed issue with portraits after a child grows up
* Fixed a bug that would prevent the loading of saves from 2020 or older
* Fixed an event bug
* You can now sell carriages
Oct 6, 2024 • Atorcoppe
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It’s because they aren’t small chapels. They’re full fledged churches. When building a church they’re meant to be an end-game buildings like longhouses. In SAELIG churches are owned by the greater catholic church, rather than any individual like in The Guild. Which is why the abbot position exists, to allow the player to work and run the church in town. Indeed if there was going to be a cheaper form of church it would be a small chapel, but I’m not certain how this would fit into things.
Oct 6, 2024 • jcgirl1992
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Great update as usual. Loving the beta version. Just wondering why it's so expensive to put a church in a town? They would have had at least a small chapel in each town, and these would grow as more was added onto them. It could be a profession, like in the Guild games.
Oct 5, 2024 • The Village Git
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(Test Builds) Update Pushed:
* Various optimisations
Oct 5, 2024 • The Village Git
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(Test Builds) Update Pushed:
* Mouse keys can now be bound in the input settings.
* reduced starting quantities resources attached to fruit trees, wild vegetable patches, and coops.
* Removed dead trees that were used to collect firewood. They were found to be causing a few performance issues on some computers. May add these back in later if there is demand for it.
Oct 5, 2024 • The Village Git
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(Test Builds) Update Pushed:
UI Updates
Scene optimisations
SAELIG - UPDATE 48 - Trade Routes, Thegns, Land Tax, and so much more - Steam News

Greetings! Firstly, thank you to everyone who has helped me test this update. Much appreciated as always. Thank you to everyone for the continued support and kind words. NEW: Herbal Broth as been added. Cures violent illness, like Herbal Tea. Uses vegetables. Land tax - each plot that you own now has a tax. Tax is paid at 1am. If you cannot pay tax you will eventually be visited by Stan The Tax Man who will give you some options for paying off the tax. Tax values are controlled by the ini file.

Oct 4, 2024 • The Village Git
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(Test Builds) Update Pushed:
Tweaks to Thegn class
Sep 29, 2024 • The Village Git
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(Test Builds) Update Pushed:
* Trade routes can now be setup using the carts at sheds and trading posts once you have the Cart Logistics upgrade
* Tweaks to church donations so that your unemployed spouse won’t burn through all your cash.
* Your spouse will no longer eat hundreds of bits of food from your home
* Fixed navigation in wilderness bunkhouses