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Soulash 2 News

Soulash 2 v0.9.4 "Alchemy"

[p]Greetings fellow gods,[/p][p][/p][p]A day too late for our Thursday update, but not too late for some weekend fun. We're bringing some new mechanics to play around with in the new crafting skill - Alchemy. There are some new resources to be found in the world too, and some nice things to consider for modding, especially the temporary transformation to a different entity - I'm looking forward to seeing what creative solutions you'll make with that.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- New skill: Alchemy.[/p][p]- 15 new resources added to various biomes.[/p][p][/p][h3]Changed[/h3][p]- Moved potion recipes from Adventuring to Alchemy.[/p][p]- Agriculture and Imbuing provide some statistics.[/p][p]- Orc Cryomancers can now be trained at Cryonexus.[/p][p]- Multitool moved to level 47 Adventuring[/p][p][/p][h3]Fixed[/h3][p]- Fixed stash locks persistence after closing the game.[/p][p]- Fixed some typos.[/p][p][/p][h3]Modding[/h3][p]- Added support for multiple crafting recipes for the same entity in a new craftable.json file.[/p][p]- New ability effect that allows transforming into another being for a duration.[/p][p]- Craft Persona passive supports 3rd parameter to define the number of resources.[/p][p]- New passive effect "Extend Duration" - extends the duration of buffs.[/p][p]- New passive effect "Better Deals" - offering better sale prices for specific item types.[/p][p][/p][p]The following week, I'd like to take it a little slower, mainly focusing on fixes and tweaks, and maybe get those hills generated to catch our breath after this one. I'll be taking some vacation time in July to recharge properly, but I'll mention the dates when I know them, so you'll know when to expect weekly updates.[/p][p]It's the Summer Sale, so mention Soulash 2 to your friends so they can grab it at a discount.[/p][p][/p][p]Have fun,[/p][p]Artur[/p]

Soulash 2 v0.9.3 "Stash Locks"

[p]Greetings fellow gods,[/p][p][/p][p]This week, we introduce a stash locking feature to let you preserve the most valuable resources without fear of them being bought and used by your subjects. You will no longer need to set up additional camps as stashes unless you want to.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3]
  • [p]Added resource locking for stash on the Settlement Management screen, which will prevent its use in history simulation and building material suggestions.[/p]
[p][/p][h3]Changed[/h3]
  • [p]Assigning or removing population from a military company immediately updates the settlement military counter.[/p]
  • [p]Elven Bed is categorized adequately as furniture in the building menu.[/p]
  • [p]Disabled migration options to conquered settlements, only migration to player-made settlements is permitted.[/p]
  • [p]Luminous Wyrm is now considered an animal and can be tamed.[/p]
  • [p]Agriculture starting items now include some seeds and a flail to choose.[/p]
  • [p]Added crimes for Mushmen, Bone Wraiths, and Reptilions.[/p]
  • [p]Ice Block was added as a potential natural resource in the snow biome.[/p]
[p][/p][h3]Fixed[/h3]
  • [p]Blocked an attempt to build doors on top of the player character.[/p]
  • [p]Fixed conversation options for marriage not showing up until restarting the save.[/p]
  • [p]Fixed placement of tiles under resource selection window in building mode.[/p]
  • [p]Fixed marriage delay for NPCs to wait 2 years after reaching adulthood.[/p]
  • [p]The occupying army's troops can no longer be removed in the Settlement Management screen.[/p]
  • [p]Fixed overflowing text on low resolution when asking for training.[/p]
  • [p]Fixed overflowing text when receiving multiple orders at once.[/p]
  • [p]Fixed dimensions of message log on low resolution.[/p]
  • [p]Fixed overflowing text on low resolution under Placed Orders in Crafting Screen.[/p]
  • [p]Fixed Rope to be an environmental tile instead of an item.[/p]
  • [p]Fixed potential re-creation of a Necrotyrant when a skeleton family leader is elected as a settlement leader.[/p]
  • [p]Fixed Bee Seekers building requirements.[/p]
  • [p]Fixed Stashing Screen on 2560x1440 resolution.[/p]
[p][/p][h3]Modding[/h3]
  • [p]Spawn cheat now supports specific coordinate spawning with an optional argument, such as "spawn 2298 1 5,5,0" - spawn an apple tree x1 at position x: 5, y: 5, z: 0.[/p]
[p][/p][h3]Hotfix v0.9.3.1[/h3]
  • [p]Fixed preservation of locks after exiting the game.[/p]
[p][/p][p]Next week? Alchemy! I may even finally extend the hills so they're not as flat and can hide valuable resources. Fingers crossed.[/p][p][/p][p]Have a fun weekend,[/p][p]Artur[/p]

Soulash 2 v0.9.2 "Building Improvements"

[p]Greetings fellow gods,[/p][p][/p][p]As mentioned a week ago, this update tackles some much-needed improvements to building, mainly multi-selection placement for floors, walls, and agriculture.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3]
  • [p]Building floors, plants, and walls can be done multiple times by dragging an area. Right-clicking or pressing the Esc button cancels the selection.[/p]
  • [p]Added counters for available resources in the building tab.[/p]
  • [p]2 new hidden Necromancy trainers in special locations.[/p]
  • [p]Waterlily was added to the resources in the gathering buildings.[/p]
  • [p]Log floor added to Carpentry.[/p]
[p][/p][h3]Changed[/h3]
  • [p]Building doors will now automatically replace the collidable tile like a wall underneath.[/p]
  • [p]Abandoning non-player made settlement drops the control of the settlement instead of attempting to delete it.[/p]
  • [p]Up to 50 souls in the stack now add up when inserted into the Meat Golem.[/p]
  • [p]Changed the icon for Meat Golem in the building tab.[/p]
  • [p]Can't ask Bone Wraiths for marriage options.[/p]
[p][/p][h3]Fixed[/h3]
  • [p]Fixed buttons in the orders area going out of bounds.[/p]
  • [p]Fixed scroll position in item pickup window in 2560x1440 dimensions.[/p]
  • [p]Fixed a rare crash related to battle positioning.[/p]
  • [p]Fixed a rare crash related to character death.[/p]
  • [p]Fixed a rare crash in conversations with NPCs.[/p]
  • [p]Fixed occasional crash on mapregen cheat command.[/p]
  • [p]Fixed a rare crash related to world simulation.[/p]
  • [p]Fixed crash related to missing floor tile after causing havoc in Necrotyrant Palace.[/p]
  • [p]Fixed the rarity coloring of items in the tooltips.[/p]
[p][/p][h3]Modding[/h3]
  • [p]It's now possible to define starting abilities per race for player characters in character.json.[/p]
[p][/p][h3]Hotfix v0.9.2.1[/h3]
  • [p]Fixed crash when building multiple floor tiles where there are no tiles (like a roof).[/p][p][/p]
[h3]Hotfix v0.9.2.2[/h3]
  • [p]Fixed Plowed Dirt not displaying under the floors building category and changed its glyph.[/p]
  • [p]Frozen Dirt Walls are accepted as a requirement for the Mine building.[/p]
[p][/p][h3]Hotfix v0.9.2.3[/h3]
  • [p]Fixed crash related to changing z-level while building.[/p]
[p][/p][p]Next up are improvements to settlement management and a new unannounced crafting skill.[/p][p][/p][p]Have fun,[/p][p]Artur[/p]

Soulash v0.9.1 "Marriage Improvements"

[p]Greetings fellow gods,[/p][p][/p][p]You all know how much I love working on the marriage feature. Today's update brings some much-needed improvements to find our other half, new special locations, and other improvements.[/p][p][/p][p]Here's the changelog:[/p][p][/p][h3]Added[/h3][p]- Added 3 new special locations.[/p][p]- Added a conversation option to find available marriage candidates more easily.[/p][p]- Added more flowers used for marriage in various special locations.[/p][p][/p][h3]Changed[/h3][p]- Created a window of opportunity shortly after entering adulthood for an easier time to grab a spouse.[/p][p]- Increased chance for seeds from various plants and agriculture, passive chance.[/p][p]- Marriage dialogue option is no longer available until settlement level 2 with the created family.[/p][p]- Skeletons no longer splinter into new families.[/p][p][/p][h3]Fixed[/h3][p]- Fixed crash related to state taxes.[/p][p]- Fixed crash related to setting up military buildings in town on descendant characters.[/p][p]- Alternative slot weapons also properly drop when companions die.[/p][p]- Crimes committed in player settlements don't cause aggression.[/p][p]- Crystal Orb no longer disappears once Undead Bastion is left.[/p][p]- When starting a new family, the previous spouse properly sets the player character as the previous spouse instead of believing they are still married.[/p][p][/p][h3]Hotfix v0.9.1.1[/h3][p]- Wraiths no longer look like coconuts.[/p][p][/p][p]I still need to tackle a few bugs, but the next goal for our minor updates is improvements to buildings, mainly area selection, so we don't have to click each tile. Then I'll work on settlement management to clarify how the consumed and produced resources flow.[/p][p][/p][p]Have a fun weekend,[/p][p]Artur[/p]

Hotfix v0.9.0.5

[h3]Changed[/h3]
- Death in High Fantasy no longer claims backpack items but steals gold.
- Skeletons summoned in Undead Bastion no longer attack the summoner.
- Disabled sending the army to level 0 settlements.
- It's now possible to build structures in conquered settlements, however not re-assign building areas.
- Settlement select in Settlement Management - Send Army section is filterable.
- Trapmakers can learn construction in the player's settlement.
- The selected town is marked on the map in the starting location selection screen.

[h3]Fixed[/h3]
- Fixed dead characters staying in building slots, causing a crash during attempted removal.
- Fixed an issue with battles sometimes not starting in the simulation, causing armies to get stuck.
- Created skeletons are no longer aggressive towards the player.
- Potato Seedling grows into a Potato Plant instead of a Potato.
- Company members outside town are no longer pointed to for training when asked for local trainers.
- Maulers in our settlements are talkative.
- Fixed planting Sugar Cane.