Soulash 2 v0.9.6 "Divine Fists"
[p]Greetings fellow gods,[/p][p][/p][p]This week brings another hybrid combat skill for Unarmed combat, alongside a new set of weapons and Holy magic with auto-attack buffs to go along nicely with Stormthrowing. We also have a new extreme special location tainted by otherworldly powers.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- New skill - Divine Fists.[/p][p]- 9 new unarmed weapons.[/p][p]- New Extreme special location - Abyssal Rift.[/p][p]- New player settlement building - Divine Monastery.[/p][p]- New damage over time - Burning Light (holy).[/p][p][/p][h3]Changed[/h3][p]- Unarmed combat damage comes from quarter strength and quarter dexterity.[/p][p]- Ensure that 'Chain' effects (e.g., slotted chain amplifiers, Stormthrowing Chain Lightning passive) do not target party members when triggered by the player or companions.[/p][p]- Adventuring 'Discover Resource' passive can now only be used when being on a specific world tile. No more telepathic scouting for perfect settlement location across continents.[/p][p][/p][h3]Fixed[/h3][p]- Fixed a crash related to ordering item upgrades.[/p][p]- Fixed settlement leader election after the death of the previous one, causing a lack of leadership trainers.[/p][p]- Fixed missing conversation options with summoned skeletons.[/p][p]- Fixed gear ownership issues during battles and for companions.[/p][p]- Townfolk currently on the caravan route no longer spawn in towns while away.[/p][p]- Fixed townsfolk going on a tantrum spiral when attacked in their hometown.[/p][p]- Fixed companion AI not interrupting current task when attacked.[/p][p]- Disabled sending armies to towns without a military company, which caused crashing.[/p][p]- Fixed duration and cast time of Werewolf transformation.[/p][p]- Prevented ability duplication after the temporary transformation finishes.[/p][p]- Unicorns and a few other beings stopped having orcish names.[/p][p]- The Alchemist building now trains human alchemists.[/p][p]- Fixed sound effect when opening doors.[/p][p]- Fixed crafting/upgrading xp gain display for skills with bigger exp rate > 1.[/p][p][/p][h3]Modding[/h3][p]- Added support for multiple icon tilesheets for building groups.[/p][p]- Bonus Damage and Bonus Damage Percent effects now work in stackers.[/p][p]- Restrict tags property can now apply to targets of on attack ability cast (see Purify the Damned, for an example implementation).[/p][p][/p][h3]Hotfixes 0.9.6.1-3[/h3][p]- Fixed a few crash cases.[/p][p]- Fixed unarmed basic attacks giving exp to Divine Fists.[/p][p]- Fixed typos in Haste potions.[/p][p][/p][h3]Hotfix 0.9.6.4[/h3][p]- Human Bandits no longer pretend to be crafting tables.[/p][p]- Defeated military companies are no longer restored on game load.[/p][p]- Garrison military company should always be created when we upgrade a settlement.[/p][p]- Added missing translations for Alchemists and Maulers.[/p][p][/p][p][/p][p]Next week will be focused on bug fixing. Then I'll take two weeks of vacation to recharge before moving on to the next major feature I wish to try, which is one of the two main reasons we have circular portraits - multitile entities in tier 5 endgame special locations. If I can solve pathfinding, we'll have some really cool places to fight alongside our armies as the conquest feature continues to expand.[/p][p]So, don't feel alarmed if you don't see an update until the end of August; I'll be taking a break to avoid burning out before the game reaches its full potential.[/p][p]Also, tomorrow will be a big day for Soulash Bundle. If you haven't bought the game yet, be sure to check it out this Friday, and tell your friends about it.[/p][p][/p][p]Have fun pummeling the dead and the corrupted with your fists,[/p][p]Artur[/p]