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Soulash 2 News

No Update This Week. Let's Talk Price Change & Settlement Management

Greetings fellow gods,

There's no update this week, but I bring some info on two topics I would like to touch on - price change and settlement management.

[h3]Price Changes[/h3]

As I've announced before, the base price of Soulash 2 has changed to $18.99, and the next increase is planned around the end of this year. I can't say when exactly because I'll have to navigate between fests as any price change in any region or direction blocks discounting for 30 days.

I've heard many of you asking for better regional pricing, so while I was there, I used this opportunity to go through some of them and tried to see how they fare compared to similar games and minimum wage in the region, according to Google. I've adjusted the prices where I felt it was a bit too high:

Kazakhstani Tenge: -37%
Brazilian Reals: -27%
Ukrainian Hryvnia: -25%
Colombian Peso: -24%
Indonesian Rupiah: -24%
Russian Rubles: -23%
South African Rand: -22%
Vietnamese Dong: -21%
Indian Rupee: -20%
Philippine Peso: -20%
Chilean Peso: -17%
Peruvian Sol: -16%
Uruguayan Peso: -16%
Malaysian Ringgit: -13%
Mexican Peso: -11%

If you believe I missed some region, let me know. The prices for Soulash have also been adjusted.

[h3]Settlement Management[/h3]

I've been deep in work on settlement management, but as things start to fall into place and I finally see the light at the end of the dark tunnel (GUI work is tough), I can share a few details for the next major update.

So, what exactly will the Settlement Management update bring us? Let's start by saying it won't turn the game into a colony sim (but maybe a world sim?). As I mentioned before, at the core premise of Soulash 2 lies the idea of directly controlling only a single character, as it is in the spirit of true roguelikes. We'll only have indirect control of companions, settlements, and armies in the future. I assure you it's not because I secretly want to add backstabbing mechanics. This eye can't lie, you can trust me.

Settlement Management is going to be a mid to late-game system that:

- Allows us to build custom settlements with NPC workers.
- Automate region resource acquisition and gold generation.
- Train NPCs in the direction we need for our own training or to access crafters or new companions.

These are the things to expect in the upcoming major release that will continue to expand by interacting with future systems like family, conquest, and events, as mentioned in the roadmap.

How will that work?

I'm still in the middle of getting functionality working, so things are subject to change, but the idea is that our currently claimed regions will turn into level 1 personal camps, and we will be able to upgrade 3 times above that as NPC settlements do. This way, we'll unlock new special buildings unique to player-established settlements, as if they were connected to a new unique race that can build and extract on any biome available.

The buildings will have requirements like the number of beds, or workstations, and we will have to build that ourselves in any shape or form that fits our vision for the settlement (or tower, pyramid, labirynth, castle, dungeon...), then connect the area with the building that we have unlocked.

With buildings established and families migrated to our new settlements, we will have access to a new GUI screen to distribute building control among existing families, put people to work, and establish caravans to other towns to profit from our extracted resources. The families in our settlements will live their lives while we will only affect things on a macro scale, like whether there are enough food production facilities, which family controls which building, and which resources are sold outside the settlement. Most simulators that affect the NPC settlements will also affect player settlements, which means people will die, new ones will be born, families will keep trading with our settlement, and taxes will be collected. It may also fall into ruin if mismanaged, but we'll have full access to the settlement stash.

I'm at a stage where I should finish the new management screen by the end of this week. Improvements to the building system are still ahead, so many details may need to be adjusted as I get a feel for the whole thing.

We're still on schedule to have Settlement Management available in June, but it depends on how many things I'll feel compelled to touch alongside this new addition. After all, the update will heavily impact the overall economy. I should know more at the beginning of next month in 2 weeks.

Next week, we'll also have a new civilization for the Hills biome. Or maybe two? I think some of you will like this one. Oh, and check out our new basic tutorials for Soulash 2 playlist, you might learn about some super hidden secret feature you missed in the game!

Thanks for playing, and let me know if you're excited about what's coming!

Artur

Soulash 2 v0.7.10 "Floromancy"

Greetings fellow gods,

I know many of you have waited for this day. Today we have a new magic combat skill called Floromancy for you. It's, of course, the elven magic centered around poison, thorns, and heals. You can also learn woodbending there to not piss off the elves for butchering wood with primitive hatchets - and I know what you're thinking - no, you can't use it to take all the elf wood from the tree for free.



As with all skills, this one also comes with some unique mechanics, but I'll let you discover them on your own. The trainers may have just started learning this skill, so if you don't wish to give them some years to master the art of Floromancy, creating a new world will speed up the process.

Here's the full changelog for this week's update:

[h3]Added[/h3]
- New skill: Floromancy.
- 3 new recipes for Tailoring.
- 3 new recipes for Leatherworking.

[h3]Changed[/h3]
- Added message to log about a character becoming poisoned, burning, or bleeding as well as when it's immune to these effects.
- Poison and Burn effects are colored differently than Bleed on health bars.
- Climbing action now takes 2 turns.

[h3]Fixed[/h3]
- Temporary beings no longer become permanent after reloading the game.
- Fixed number hotkeys order for companions.
- Attempting to climb unreachable areas no longer adds Athletics experience.

[h3]Modding[/h3]
- New passives and ability effects.
- Added new ability targeting options - Target Line and Random.
- Immune passive effect now works for poisoned, burning and bleeding.

[h3]Hotfix 0.7.10.1[/h3]
- Fixed conflict on 'w' key.


The next 1 or 2 updates will be about small bug fixing or a new civilization for the hills biome. However, my attention will be on the next major update, Settlement Management, as there's still much to do there. We may skip next week if we have nothing important to update, but I'll announce it when the time comes as always.

Thank you all for playing, welcome all new players joining us through Endless Replayability Fest, and may the flowers guide you,

Artur

Hotfix v0.7.9.3

[h3]Fixed[/h3]
- The value of items doesn't keep increasing when entering new regions.
- Eagle Feather and Weasel Tail can now be placed in a magic ingredient slot.
- Runebearers have the correct units assigned.
- Mycelium Warden's health decreased.
- Companions are no longer reassigned to work at a food building in their settlement.
- Fixed "settlement is known for producing" to discard resources unavailable in the region.

Soulash 2 v0.7.9 "Loot Quality"

Greetings fellow gods,

While the work continues on the next major v0.8 update (lots of GUI work, my least favorite), I've decided to address your feedback regarding loot. You'll be pleased to know that the days of Black Knights sporting copper claymores are gone. Depending on the special location tier, the quality of items used by mobs and found in treasure chests will now be higher and more random.

I know many of you have been frustrated with crafters living their lives and not just waiting for you to show up for your order at their workstations like any good NPCs would. I've addressed that by adding a button to help locate the crafter with a minimap ping while we're at its region map.

Alongside these changes, several fixes from Discord are included. Here's the full changelog:

[h3]Added[/h3]
- Added a button near the order to locate the crafter.

[h3]Changed[/h3]
- Items used by enemies and dropped from treasure chests will now have better quality randomized materials used depending on the difficulty of the Special Location in the region.
- Companions now attempt to pick up a stack of items, excluding corpses, when ordered to.
- Added properties to Kangaroo Leather and Weasel's Tail.
- Grey Watchers can now train hunting.
- Flint is now stackable.
- Bleed, Burn, and Poison effects don't apply to the caster when using abilities with Target: Area Around Self.
- Reduced damage scaling on Blade Dance and buffed Whirlwind.
- Max salvaging resources recovery is set to 3.

[h3]Fixed[/h3]
- Companions are no longer stuck with their actions after helping with building structures.
- Added an extra rule for generation to avoid map edges when placing enemies and treasures.
- Improved pathfinding NPCs avoid visible tiles that deal damage like Lava.
- NPCs stop to wait when choosing a conversation by double-left click.
- Fixed animation attack for Ranseur Spear and Spontoon.
- Gowns require Tailoring Workplace instead of Workbench.
- Fixed Bee Balm animating when it shouldn't.
- A Deer is no longer considered to be an Orc.
- Fixed dark pits on the swamps.
- Fixed Rage messages in the message log.
- Fixed an issue where an item on the floor in a region might change its statistics after returning.

[h3]Hotfix v0.7.9.1[/h3]
- Fixed building and companion related crash.
- Fixed overweight message log spam related to an NPC on the map.

[h3]Hotfix v0.7.9.2[/h3]
- Hide a skill that shouldn't be available yet.

Also, if you've missed it, here's our latest short story Adventurer's Life. You can find the rest on our playlist here.

May your treasures be bountiful,
Artur

Hotfix v0.7.8.1

[h3]Fixed[/h3]
- Gnolls have infravision.
- Gnoll smelters can't smelt adamantine.
- Autopickup of arrows works when using abilities as well.
- Fixed crash in some gnoll settlements related to missing half-eaten corpses.