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Soulash 2 News

Soulash 2 v0.9.23 "Rebellion"

[p]Greetings fellow gods,[/p][p][/p][p]Today's update introduces the first event leveraging the upcoming World Events system: Rebellion. In towns under occupation, a rebellious spirit may begin to brew, and some courageous inhabitants may seek support in an uprising against their oppressors. Whether it's from towns of their kinsmen or adventurers willing to make some coin on smuggled weaponry, the townsfolk can now make an attempt at their freedom.[/p][p][/p][p]Here's the full changelog for today's update, but stick around, as I'll share some more details about what's coming in the next major update to Soulash 2.[/p][p][/p][h3]Added[/h3][p]- Settlements under occupation can now rebel, possibly with our support.[/p][p]- New Impossible tier special location in the Hills, with a new passive effect on legendary tier resource.[/p][p]- Certain production actions now support multi-target queuing. Holding Alt (keyboard) or LB (gamepad) highlights nearby valid targets of the same type. Pressing the action button while holding the input will queue the action for the selected target and all highlighted ones within a short radius.[/p][p]- The Locations Knowledge tab now contains the list of all battles that happened there.[/p][p]- Opal Vein added to one of Impossible tier locations.[/p][p]- The player character is now rendered on top of the Being Knowledge tab list.[/p][p][/p][h3]Changed[/h3][p]- Player changing into permanent entities (necrotyrant or vampire) will no longer have duplicated permanent abilities.[/p][p]- The Being Knowledge tab now displays either a being’s current location or indicates that they are leading a caravan, including estimated return days.[/p][p]- 'Becoming Necrotyrant' can now also be used when the bastion has been conquered by your forces.[/p][p]- When asking for marriage candidates or favorite people, it will now be indicated if the entity is on a different z-level.[/p][p]- The Resurrection button no longer appears on the player character.[/p][p]- If one of your crimes is a forbidden action, no gold bounty will be shown in the bounty listing.[/p][p]- Crime-related actions are now also visually distinct in the equipment screen when using a specific action would result in a bounty.[/p][p]- "Ask for your favorite people" conversation option is now changed to "Ask for people" and includes active event personas.[/p][p]- History of beings will now include occupation change outside building re-assignment.[/p][p][/p][h3]Fixed[/h3][p]- Teleporting console command without full coords written will not take you to hell anymore.[/p][p]- Summon Rotting Corpse will no longer play an incorrect, super-long animation.[/p][p]- Fixed Reptilion occupation in Carpenter and Engineers buildings of player-made settlements.[/p][p]- AI will not cast heal abilities if they would damage it.[/p][p]- Drag & Drop materials to item slots should work correctly on 3440x1440 and 2560x1440 resolutions.[/p][p]- Elven taverns will no longer be run by woodbenders.[/p][p]- Dropped baby slugs would turn into normal slugs correctly.[/p][p]- Fixed a crash related to missing position when drawing minimap ping.[/p][p]- Fixed a crash related to the player having no relations when drawing the rename button in the knowledge tab.[/p][p]- Fixed vampire wars will no longer be labeled as 'Unknown' in the Knowledge Tab (new wars only).[/p][p]- Fixed party members not listening to 'Pick Up' order if more than 1 tile range from the target.[/p][p]- Fixed party members not picking up the outcome of their production actions (cut wood, mine, etc.)[/p][p]- Dooming Mountain now leaves the correct resource after defeating it.[/p][p]- Unified the logic for Ask for Marriage Candidates and Ask for Marriage.[/p][p]- Marriage options are now disabled and no longer shown for entities in the Elder age group.[/p][p]- Fixed an issue that caused longer-lived races to refuse marriages past a certain age, based on an incorrect fraction of their lifespan.[/p][p]- Fixed incorrect text shown when asking for marriage candidates.[/p][p]- Fixed an issue where selecting a marriage candidate could incorrectly open the trade screen for entities with trade dialogue options.[/p][p]- Fixed an issue where very large gold values could cause the slider to overflow into negative numbers.[/p][p]- Conquering ruined settlements will no longer spawn an occupying garrison.[/p][p]- Entities that are currently leading caravans are now excluded from the marriage candidate list.[/p][p]- Fixed issues related to Necrotyrant settlement collapse.[/p][p]- Family leaders will no longer stop working in their buildings, as being a family leader doesn't assign them a new occupation.[/p][p]- Fixed an issue where battles sometimes didn't finish properly after all defenders or attackers were dead.[/p][p]- Pick up action sometimes didn't move us to the location.[/p][p]- When a non-player tries to summon something in a narrow space, the message log is no longer spammed by warnings.[/p][p][/p][p][/p][p]Pretty substantial list for two weeks of work. The upcoming World Events update is coming along nicely as well. We're currently working on content variety and details for varying mechanics, so we can have a lot of exciting stuff for you to uncover when the time comes.[/p][p][/p][p]World events are, in some way, a multi-stage, multi-outcome quests that may unfold without player interaction thanks to our history simulation.[/p][p][/p][p][/p][p][/p][p]Rebellion is a simple example of it. If a town is under occupation, an NPC may appear that will require weapons to organize an uprising in the settlement. A player may deliver those weapons for a reward, but if not, a wealthy enough allied settlement may send a supply caravan that could be intercepted on its way. Before any of that happens, the agitators could also be discovered and hanged.[/p][p][/p][p][/p][p]Depending on those factors, the rebellion may succeed or be crushed - either way, it becomes a permanent mark in the settlement's history in its Knowledge tab.[/p][p][/p][p]Before the World Events update releases, I want to ensure there's enough variety in activities to make that feature exciting to explore, tying settlements, special locations, and NPC adventuring groups together to make the world feel more alive, whether we wish to participate in its unfolding history or just observe it.[/p][p][/p][p]I'll share more as we move forward. In the meantime, enjoy today's update.[/p][p]Artur[/p]

Soulash 2 v0.9.22 "King of the Savanna"

[p]Greetings fellow gods,[/p][p][/p][p]Today's weekly update brings a new impossible tier location to the Savanna biome alongside a handful of improvements and bugs.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- New impossible tier special location in the Savanna, with a new passive effect on legendary tier resource.[/p][p]- Added position link in settlement tab of the Knowledge screen, clicking on it zooms to settlement on the World Map screen.[/p][p]- Added the ability to save presets for character creation.[/p][p]- Your immediate family can recognize you.[/p][p][/p][h3]Changed[/h3][p]- Sword recipe now allows 2 magic ingredients.[/p][p]- Looping and outgoing sounds will be stopped when going to the Main Menu.[/p][p]- Reduced the growth time of many different kinds of tree saplings, and increased it for Cedar Sapling.[/p][p]- Improved performance of pathfinding in some settlements.[/p][p]- Puffball Mushrooms are now edible.[/p][p][/p][h3]Fixed[/h3][p]- Fixed a random crash when changing the world selected right after the history simulation.[/p][p]- Fixed an issue when starting the game that sometimes prevented the creation of local settings and saves directory due to the system username in Cyrillic.[/p][p]- Fixed an issue where the same world tile would be hovered twice due to world wrapping.[/p][p]- Fixed Clan Emblem attack speed bonus, and added a stackable component. (Restash old copies to apply changes to them).[/p][p]- When crafting, extra weight is properly reflected in the output item before finalizing crafting.[/p][p]- When upgrading, the previously used resources apply correctly to the item preview.[/p][p]- Changed flavor text of Ivory to not indicate it can come from mammoths.[/p][p]- Stamina indicator from Dueling Tactician passive now displays on full health bar width, not just the current health state.[/p][p]- Fixed the stairs situation in Ogre Citadel, and made it so treasure chests always spawn inside it.[/p][p]- Added missing trade conversation option to Reptilion Smelter.[/p][p][/p][h3]Modding[/h3][p]- New dialogue trigger when the player is caught committing a crime.[/p][p][/p][h3]Hotfix 0.9.22.1[/h3][p]- Added handling for save file corruption within the game, with popup to load one of the available backups.[/p][p]- Added handling for game and mod data corruption when loading a world and loading the game, including mentioning the mod responsible for the error, with a pop-up suggesting running data validation through the game distribution platform.[/p][p][/p][p][/p][p]Most of my focus now continues on the upcoming major update for World Events. We already have a system for triggering interactable events inside settlements that can progress and resolve in multiple ways, on their own or through player actions. It's kind of shaping like the quests that many of you asked for, and I said I didn't want, but because these events are an integral part of the procedural world simulation and can progress or be resolved without player interaction, they seem to fit the game really well, as well as offer potential objectives.[/p][p][/p][p]I'm also implementing new NPC adventuring groups that set out to travel around the world with their own goals, possibly interacting with the player character along the way. Some are forming because of the events happening in their hometowns. All to make the world feel more alive.[/p][p][/p][p]Much work remains ahead to fill in the details that will make that feature truly exciting to explore and prepare enough new content for the update, but I know many of you are waiting impatiently to hear more about this, so I'll share some previews early next month. In the meantime, what kind of events do you hope to participate in soon? Tell us in the comments below.[/p][p][/p][p]Have a fun weekend,[/p][p]Artur[/p]

Soulash 2 v0.9.21 "Black Dragon"

[p]Greetings fellow gods,[/p][p][/p][p]Today's update brings another Impossible tier location, this time to the Boreal Forest, and a bunch of tweaks and fixes.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- New Impossible location added to the Boreal Forest biome.[/p][p]- The 'Throw' action can now be used to place items on collidable entities such as tables and walls for decoration.[/p][p]- Settlement Screen: When a valid potential caravan leader is selected, the empty caravan leader slot is now highlighted.[/p][p]- Added new v0.9 leaderboards, including previously missing Troll leaderboards.[/p][p]- New passive effect.[/p][p][/p][h3]Changed[/h3][p]- Each slain Hydra head now regrows twice, allowing the Hydra to have up to twice as many heads.[/p][p]- Duplicate passives (e.g., from Tier 5 materials) will no longer appear multiple times in the Ability Screen.[/p][p]- Trading with Gnoll military units is no longer possible.[/p][p]- Slightly increased number of POIs on medium-sized world, and amount of impossible-level poison cap.[/p][p]- Disable mapregen commands in any settlements (not only player-controlled ones).[/p][p][/p][h3]Fixed[/h3][p]- Fixed 'Poison Weapons' ability having no cooldown.[/p][p]- Fixed the 'POI' console command spawning multiple POIs at the same location and overwriting them.[/p][p]- Treasure Chests will no longer be removed by sea tiles during local region generation.[/p][p]- Fixed a bug causing items thrown under actors with the 'Throw' action to become invisible.[/p][p]- Fixed an issue where mobs with summon abilities would not use them correctly.[/p][p]- Fixed a potential gold exploit where trading with party members referenced their home settlement inventories even from afar.[/p][p]- Fixed a bug preventing score from being granted for kills on the Death Screen.[/p][p]- Fixed the 'Leave region' button working also underground.[/p][p]- Fixed Tin Ore not being categorized as 'Ore'.[/p][p]- Fixed player could be controlled by AI when assigning and removing himself from the recruit slot in the settlement.[/p][p]- Added 6 sound effects for animations that were missing them.[/p][p]- Divine Monastery, Collegium Magicae, and Cryoqua Nexus building type set to military.[/p][p][/p][h3]Modding[/h3][p]- Added cheat command 'worldtp x,y' to quickly teleport anywhere in the world (except ocean).[/p][p][/p][p][/p][p]My main focus remains on the next major update, v0.10 World Events, and I'm close to having a first end-to-end interactable event. I think by the end of the month, I will be able to share more details about what to expect from this completely new system meant to create a more dynamic world. More fun is coming.[/p][p][/p][p]Stay tuned,
Artur[/p]

Soulash 2 v0.9.20 "Hydra"

[p]Greetings fellow gods,[/p][p][/p][p]It's weekly update time, and we're bringing one of the creatures many of you asked for, as it's featured in the main art. Hope you enjoy this new mechanical challenge.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- New location of Impossible level added to the Swamp biome.[/p][p]- New location of Hard level added to the Tundra biome.[/p][p]- New passive effect.[/p][p][/p][h3]Changed[/h3][p]- Tier 5 resources are no longer available in treasure chests.[/p][p]- Tutorials now contain keys for gamepad when using a gamepad navigation mode.[/p][p]- Hiring from a family retains the family tie, allowing NPCs to return to their families after they are removed from the player's led adventuring party.[/p][p][/p][h3]Fixed[/h3][p]- Fixed a crash related to moving items to the stash.[/p][p]- Fixed an issue that sometimes caused a freeze when attempting to find a path to leave the region.[/p][p]- Fixed an issue that sometimes caused the crafting outcome to disappear, requiring a Crafting tab state reset.[/p][p]- Locked resources are no longer rotting in stash when above a certain number (with the exception of food).[/p][p]- Fixed conflict for Ability Bar focus and Equipment Screen item actions for the same custom buttons set in Keymap.[/p][p]- Fixed camera and player character flickering when traversing the world map sometimes.[/p][p]- Fixed 2 missing passive icons.[/p][p]- Broken Chair graphic fixed.[/p][p][/p][h3]Modding[/h3][p]- Chained Component: In the Entity Layout, a part type can have additional properties.[/p][p][/p][p]In other news, we just got a green check on Steam Deck![/p][p][/p][p][/p][p][/p][p]Demo also updated to the latest version, including gamepad controls. I really wanted that done for over a year now, but we needed to focus on the main features from the roadmap first, so I'm glad the time has finally come, and everyone can enjoy the game on the go. I'm going on a little trip with my son this weekend, so I'll enjoy some stormthrowing with my desert-roaming bone wraith as well. In the background, design work continues on the world event system and economy overhaul as the next major milestones.[/p][p][/p][p]Have fun,
Artur[/p]

Hotfix v0.9.19.5

- Fixed issue with NPCs getting stuck on attempting to use abilities.
- Fixed some typos.