1. Soulash 2
  2. News

Soulash 2 News

Hotfix v0.9.11.1

Greetings fellow gods,

A bunch of fixes today as we work on bigger features. Here's the changelog:

[h3]Changed[/h3]
- Ice Wall and Frozen Dirt Wall can fulfill the Stonemason building requirement.
- Wishing Well takes 10 turns for its action instead of 30.
- Hearth building can now take any stone instead of the basic Stone entity.
- Changed Gloomy Village treasure chest spawn to be in the castle rather than on a random roof.
- Wishing Well drop rates tweaked.

[h3]Fixed[/h3]
- Fixed a crash related to battling.
- Fixed a crash in Knowledge Screen.
- Fixed a crash in Settlement Screen.
- Fixed a crash related to asking for special locations nearby.
- Fixed a crash related to invalid modded recipes in Crafting.
- Sandstone Glass Window has a proper background color.
- Fixed Collegium Magicae and Cryoqua Nexus breaking UI in the Settlement Screen on 2560х1440 resolution.
- Fixed settlements going out of list bounds in the Knowledge - State screen.
- Fixed settlement population and military sometimes having incorrect values
- Fixed crafted stackable items causing the Crafting Screen to go blank.
- Fixed the setting screen's close button so that it does not overlap with the changing z-level button
- Fixed mouse 4 and mouse 5 buttons showing correctly in the options/keymap screen
- Fixed the elixir of power not granting magic power
- Fixed usable items taking out of the stash not granting active abilities
- Fixed the ability hotkey under "-", as it was conflicting with the "look down" action.

Have fun,
Artur

Soulash 2 v0.9.11 "Cloud Saves"

[p]Greetings fellow gods,[/p][p][/p][p]Today, we're introducing a minor update featuring Steam Cloud Save support, additional content, and various bug fixes. Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- Steam Cloud Saving support for about 5 worlds, depending on size.[/p][p]- New things you can encounter in the wild with performable actions.[/p][p]- New bloodhungry creature in the Swamps and Forest biomes.[/p][p]- Elder Tree added to Agriculture.[/p][p]- Magic Door recipe added to Imbuing.[/p][p]- Snow Wall recipe added to Construction.[/p][p]- Picked Strawberry and Blueberry Bushes now counts for making a new building.[/p][p]- New hairstyles.[/p][p][/p][h3]Changed[/h3][p]- Stackable items now take a shorter time to craft.[/p][p]- Some changes to clothes selection.[/p][p]- If an item grants an ability, it now clearly states if it's an ability for the player or for a specific type of golem.[/p][p][/p][h3]Fixed[/h3][p]- Graves now behave correctly when digging.[/p][p]- Oak Hart has a correct graphic.[/p][p]- Toad Man Toe has a correct graphic.[/p][p]- Fixed Mushman building showing up in Human city.[/p][p]- Fixed Old Village special location fusing buildings.[/p][p]- Fixed Cabbage Fields special location.[/p][p]- The Wooden Fence Door is correctly categorized in the building menu as a door.[/p][p]- Fixed crash on map generation related to Pottery Hut building in Reptilion settlements.[/p][p]- Dwarves in settlements no longer support Dark Dwarves.[/p][p]- Frozen Poison now correctly requires 1 empty vial when crafting.[/p][p]- Fixed crafting exploit that allowed creation of items with fewer resources in the stack than necessary.[/p][p]- Abilities learned during werewolf transformation will be kept after the transformation ends.[/p][p]- Loading the game while being transformed into a werewolf will not instantly revert the transformation. [/p][p]- Dead entities dropped items: fixed item stack reset and items materials being changed when the entity dies, and we leave the region or save/load.[/p][p]- Fixed typos in the resistance potions ability description.[/p][p]- Luminous Wyrm now has missing inventory settings.[/p][p]- Human Alchemist now has the correct name in the Alchemist building.[/p][p]- Picking partial stacks (e.g., arrows) should no longer cause them to be generated with random tile resources.[/p][p][/p][p]As a reminder, the next major direction is the implementation of multi-tile entities for tier 5 special locations, which will take some time and result in irregular updates in the meantime. You can also expect a new Empire Management screen in the coming weeks to improve wars and conquest. We'll later expand the screen to facilitate easier management of multiple settlements for activities such as caravan trading.[/p][p][/p][p]Have fun,
Artur[/p]

Soulash 2 v0.9.10 "Toads & Cabbages"

[p]Greetings fellow gods,[/p][p][/p][p]Today's update introduces new early-game locations to enhance variety and includes various tweaks. Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- Two new locations for Easy level POIs.[/p][p]- Two new locations for Troublesome level POIs.[/p][p][/p][h3]Changed[/h3][p]- After retirement, the character should join his family, or if he doesn't have one, any of the controlled towns as a new settlement family. If no settlements are controlled, then it will join the hometown.[/p][p]- Healing Flower can now be consumed by a party member.[/p][p]- Picking up shot arrows now automatically equips them if the arrows equipped are stackable.[/p][p]- Scavenging Boar Corpse now takes the appropriate time.[/p][p]- You can find way more when digging up a grave.[/p][p]- Obsidian Stone now adds +2 Physical Damage when used in weapons crafting.[/p][p]- The Mosaic Wall can be demolished.[/p][p]- Stone weapons and armor become heavier.[/p][p]- Leveling up in skill during construction doesn't reset the currently selected materials[/p][p]- State banners are visible during the New World generation[/p][p][/p][h3]Fixed[/h3][p]- Animated Opal veins can now fight back.[/p][p]- Party members will not be able to lead settlement or family caravans[/p][p]- Party members should always spawn when entering the region, preventing CTDs on ordering them[/p][p]- After retirement, the old character should join his family, or if he doesn't have one, any of the controlled towns as a new family. If no settlements are controlled, then it will join its old hometown. This enables further interactions with retired characters.[/p][p]- Rare crash when sending an army to conquer.[/p][p]- Rare bug that would allow sending armies against own settlements[/p][p]- Conquering a settlement occupied by another state will no longer restore the original state ownership while retaining player control.[/p][p]- Fixed a rare crash during battles[/p][p]- Fixed some actions missing under the Unlocked Actions sections of the Skills Screen.[/p][p]- Display bug for showing that a different faction controls the settlement[/p][p]- Prevent creating new families in settlements if the settlement level is less than 2.[/p][p]- Prevent creating new beings (skeletons/bone wraiths) in settlements if the settlement level is less than 2.[/p][p]- Fixed a rare crash caused by the previous player's spouse.[/p][p]- Fixed skeletons in occupying garrisons becoming new Necrotyrants.[/p][p]- Fixed some typos.[/p][p]- Fixed the Ursan Mine map.[/p][p]- Changing into necrotyrant *after* killing previous necrotyrant should no longer teleport you to the neither world[/p][p][/p][h3]Modding[/h3][p]- Category ID is now showing under the 'crafting' component in modding, and is no longer overridden in files.[/p][p][/p][p][/p][p]I see a lot of people asking whether version 1.0 will follow after 0.9.9, so I would like to link to the Roadmap and remind everyone that the plan for 1.0 is sometime next year. There will be v0.10 first, before that multi-tile entities in one of the minor updates, and we're not in a rush to complete the game. I would rather take longer if there's a good opportunity to make Soulash 2 significantly better.[/p][p][/p][p]Have fun weekend,[/p][p]Artur[/p]

Soulash 2 v0.9.9 "Banners & Stones"

[p]Greetings fellow gods,[/p][p][/p][p]Today's update introduces two key UI/UX improvements: banners to represent captured settlements and troop movements, and icons for various occupations across all races in the game, making it easier to identify needed crafters and other town residents. Additionally, we're expanding Stone as a resource, adding multiple new ones and various crafting recipes that use them.[/p][p][/p][p][/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- State factions now have banners and crests. New Player states can select the colors of their banner, the color of the crest, and the crest symbol.[/p][p]- People in towns who have jobs now show little icons indicating their occupation, to make it easier to recognize them.[/p][p]- New graphics under settlement names on the World Map.[/p][p]- Two new hair shades for humans.[/p][p]- More skin shades for elves.[/p][p]- More skin shades for dwarves.[/p][p]- 14 new Construction recipes.[/p][p]- 2 new Imbuing Recipes.[/p][p]- 6 new Stone resources.[/p][p][/p][h3]Changed[/h3][p]- Refined Map Filters in World Map Screen.[/p][p]- Knowledge Screen: State factions now list state banners next to them.[/p][p]- Map Screen: Armies and Settlements now show state banners next to them.[/p][p]- Map Screen: Town names are by default hidden, but show up when the map filter is checked, when hovering over them with the mouse, or holding the Alt key.[/p][p]- New Settlement name backgrounds.[/p][p]- Knowledge screen now lists state banners.[/p][p]- Most races have had their building maps refreshed with new items.[/p][p]- Better shading for elves, humans, dwarves, and bone wraiths' portraits.[/p][p]- New Inventory graphics.[/p][p]- Mushman Mystic can now train Floromancy.[/p][p]- Player can now gather Cactus Fiber in their settlement.[/p][p]- Lead Ingot bonuses reduced (physical resistance 5 -> 3, weight add +0.5 -> +2.5).[/p][p][/p][h3]Fixed[/h3][p]- Mushroom Bush has the correct glyph.[/p][p]- Fixed some typos.[/p][p]- Guard Tower, Shell Sculptor, and Dojo now have correct employees of all races.[/p][p][/p][h3]Modding[/h3][p]- Added occupation icons display to the buildings list in the Datatable.[/p][p][/p][p][/p][p]Next on the agenda is pursuing the multi-tile entities. The plan is to introduce it around the end of the month, with tier 5 special locations. Draken promised to help with the bugs reported on Discord, so we'll clear that list as well. In the meantime, let us know if the new Stone Boots fit well.[/p][p][/p][p]Have fun,[/p][p]Artur[/p]

Hotfix v0.9.8.5-6

[h3]Added[/h3][p]- Added an option to delete company buildings with right click in the Settlement Management screen.

[/p][h3]Changed[/h3][p]- Clicking on "Leave Region" while sailing will cause the confirmation of the sailing path instead of moving to the region exit on foot.

[/p][h3]Fixed[/h3][p]- Fixed a crash in the building editor when trying to place a second entity without first selecting tiles.
- Changing filters in stashing/trading screens properly resets sidebars.
- Fixed crash when upgrading items with invalid magic ingredient slots.
- Fixed being able to cancel an order after it's finished.
- Improved settlement performance when NPCs got stuck due to crafters blocking the path.
- Fixed missing Divine Monastery building.[/p][p][/p][h3]Hotfix v0.9.8.6[/h3][p]- Fixed crashes related to exiting menus.[/p]