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Soulash 2 News

Soulash 2 v0.8.4 "Cryomancy"

Greetings fellow gods,

Another week, another update. This time, we have a new combat magic skill - Cryomancy. Freeze your opponents with a new mechanic of stackable debuffs, cross the oceans without a ship, make it rain whenever, wherever, and never again be thirsty as long as you're wet!

Was that a good pitch? Let me know, I'm trying to improve my marketing skills. Here's the full changelog for this week's update:

[h3]Added[/h3]
- Cryomancy skill.
- Over 20 new recipes in Adventuring, Tailoring, Agriculture, Construction, and Carpentry.
- New tier 3 military building for player settlements and Reptilion civilization.

[h3]Changed[/h3]
- Sandstone Wall and Fountain are demolishable.
- Saw Hand and Bigger Drill moved to Construction 46.
- Ice structures moved from Construction to Cryomancy skill.
- Swapped Spider Silk and Velvet milestones in Tailoring.
- Pirate Shirt is salvageable.
- Herb Seedling can be planted in the forest.
- Spice Seekers Rasimi building set max to 2.

[h3]Fixed[/h3]
- Fixed caravans stuck at distance 0 when the distance between settlements was too far.
- Fixed weight calculation will include an alternative weapon set.
- Fixed an issue where NPC crafters would refuse to take orders if they were busy fulfilling orders.
- Fixed duplicated building entries when changing the existing building area in the settlement.
- Fixed building area size calculation.
- Disabled deconstruction of background tiles if there's no map below.
- Added missing anvils to some NPC crafter buildings.
- Updated the tooltip of Catch Animal to indicate only baby animals can be caught.
- Potatoes can be found in the Hills.
- Removed armor stats from Sugar Cane.
- Fixed some typos.

[h3]Modding[/h3]
- Added new configurable mechanic of Stackers, buffs, and debuffs that can stack and affect: Base Statistics, Movement Speed, Sight, Regeneration, Hit, Parry, Attack Speed, Critical Hit Chance, Resistance & Resistance Percent, Thorns, and Ability Damage Multiplier.
- New ability effects: Frostbite (DoT dealing frost damage), Effect Per Stack (consumes chosen stacks and applies certain effect which is stronger), Turn Damage To Stacks (all damage the ability does is turned into certain type of stacks).


From here, my focus will be on new mechanics for families and eventually war, while content-wise, we'll add some new civilizations and see if we can have more details on the biome regions. Maybe some new locations? We'll see.

I will take a week or two off at the beginning of August, so there will be a short hiatus in weekly updates, but I'll be back, hopefully reinvigorated to grind.

Have fun cracking the ice,
Artur

Soulash 2 v0.8.3 "Pet Your Snake"

Greetings fellow gods,

This week, we have another delivery of smaller feature requests from you, dear players - petting animals, digging underground, and deconstructing floors were probably the most anticipated, but I think some of you will find a few more gems in the changelog below:



[h3]Added[/h3]
- You can pet your animals.
- Placing stairs going down will generate levels to a maximum of -5 below ground.
- Added option to demolish floor tiles on the left building menu.
- Spice Seekers added to allowed buildings for player settlements.
- Barley flour and bread are available in player settlements.
- You can now pour water on blood tiles to remove them.

[h3]Changed[/h3]
- Slightly increased experience rate for NPC characters.
- Bushes regrow their berries after some time.
- Mushroom Farms require gatherable mushrooms for building rather than items.
- Set max crafting count for stackable items to 100 for player crafting.
- Reduced Wheat Flour crafting time by half.
- Improved companion pathing when chasing commanded targets.
- Maul recipe moved to level 39 of Weaponsmithing.
- Branches can be gathered in the forest to be used as firewood.
- Dwarven Beer looks better and tastes the same.
- Tweaked stats for some military companions.
- Hunters in player towns hunt for Leopards.
- Cypress the Black Thunder got a buff.
- High Grass is destructible.

[h3]Fixed[/h3]
- Building using materials from the stash in player-controlled settlements is free on subsequent characters.
- Disabled most equipment slots for Cats, Dogs, and Pigs.
- Fixed portraits of animals in Night Circus.
- Fixed stairs generation at Mushmen settlements.
- In-progress entities don't grow.
- Companions listen when ordered to take the stairs.
- Dropped stack of baby animals spawn one by one.
- Splitting stack in companion equipment no longer moves part of the stack to player equipment.
- Apply to Party and Stamina amplifier combo no longer reduces the stamina gained in some cases.
- Max Orc Goat Farm set to 2.
- Fixed missing Sheep Ranch in player settlements when wool is available in the region.
- Resting and ability selection while building correctly drops the full vision.
- Swap weapons message correctly points to the companion rather than the player character.
- Sun Amulet, Cat Eye Ring, and Mastery Ring get armor-related bonuses from resources.
- Fixed NPC max potential going above what's available.
- Night Circus is brought to order.
- Blood baths contain blood.
- Changed the default non-rotate key to Keypad 0 for directional movement style and fixed the rotation lock.

[h3]Hotfix v0.8.3.1[/h3]
- Fixed crash related to crafting stackable items.

[h3]Hotfix v0.8.3.2[/h3]
- Pouring water is no longer a default action.
- Fireflies in a Jar is no longer collidable.
- Fixed arrows stacking when dropped when the resources didn't match.
- Fixed crash when attempting to pet a dead animal.
- Fixed missing new pet dialogues on older saves.
- Building progress bar doesn't show when entity is on another z-level.

The Summer Sale is over, and things went wild for Soulash 2 recently, with thousands of new players joining the game and Discord since the v0.8 update. Every weekend for the last 4 weeks, we've broken the record of concurrent players, which is pretty wild. Thank you all for being a part of this awesome journey with us, and while I don't want to say too much too soon, there's a real chance now to be able to go beyond the planned scope. The plans don't change yet, however, and we're still going to get married, raise a son, and go to war in the next few months ahead.

I'm starting to feel burnout creeping in lately due to such an intense month of June, so I'll try to slow down a little in July to recharge and plan a short vacation in August. Before hopping on the family-related features, we'll add a new magic-based ability to the game - hopefully next week!

I'm very happy with how things are progressing. It warms my heart to see so many of you enjoying the game so much. In seven months since release, we've surpassed the first Soulash sales of the same timeframe, reaching 19,000 copies on Steam today, which is pretty wild. And there's still so much ahead for us!

I'll see you all on Discord and in next week's update, and please make sure to pet your trusty werewolf companions,

Artur

Hotfix v0.8.2.1

Greetings fellow gods,

Very small hotfix today to address a few issues:

- Solved chicken and an egg problem.
- Fixed Ground Jellies spawn in the region.
- Fixed Kitten portrait.
- Opening inventory closes item pickup window to prevent salvaging and other actions.

Have a fun weekend,
Artur

Soulash v0.8.2 "Kittens & Puppies"

Greetings fellow gods,

Today, we're continuing with the settlement-related improvements by adding some baby animals to be found, purchased, and captured and a few new buildings and resources.

Here's the changelog for today's update:

[h3]Added[/h3]
- Building placer menu lists buildings for higher settlement levels under lock to indicate when they will be available.
- Added some baby animals to be purchased from Ranches or found in Special Locations.
- Added action "Catch Animal" on level 15 Agriculture that allows catching baby animals to inventory, for example, Piglets.
- More details in the biome maps.
- Some new animals to find in the wild.
- Added Silk and Pearls to be acquired in certain regions.
- New buildings for player settlements: Cow Ranch, Pig Ranch, Chicken Ranch.

[h3]Changed[/h3]
- Goblins have an inherent +5 bonus to Sneaking because they goblin around.
- Fang Necklace returned to level 32 Leatherworking and material resource was replaced with leather.
- Woodbenders building was moved to settlement tier 3 and was limited to 1 per settlement.
- Added treasure chest to Night Circus.
- Death Knight Castle was renovated.
- Remade the entrance to the Medusa Garden to be more easily noticeable.
- Ground Jelly can be planted and takes time to grow.
- Savory can now only be planted in the jungle region.
- Log Door, Weapon Stand, Armor Stand, and Chopping Block are demolishable.
- Reduced the range of potential treasure chest spawn in Dryad Trees.

[h3]Fixed[/h3]
- Fixed movement lock that sometimes happens when passing a river.
- Woodbenders building correctly produces Maple Wood from Maple Logs.
- Mushrooms correctly spawn in regions.
- Strawberry Gatherer building shows up in player settlements.
- Fixed an issue that would cause a special location to override our settlement after claiming it.
- Immunity to effects like poison applies when you step on tiles that cause them.
- Glowing mushrooms are gatherable in the wild.
- Live roof has correctly set graphic tiles.

[h3]Modding[/h3]
- Added stash cheat command that works like spawn, except it places items and resources in our stash.
- Fixed overriding Weight component and corpses by mods.
- Newly added tags are correctly listed in entity Tags input.
- Properties: hearing, sneaking, magic_power, health_regen and health_regen_tick can now be changed in racial "statistics" property.
- Added support for locations difficulty -1, which have a 20% chance to spawn on any region of specified biome except settlements unrelated to world tile properties like natural resources.


Currently, I'm still focusing on the smaller improvements you request and issues you report, but I think in one or two weeks, I'll shift toward the bigger Family feature some of you have been asking for. Starting our own family, getting a mate, making babies, retiring, and playing as our offspring is the next milestone before I refocus again, this time on deepening world simulation and WAR.

We're continuing to have a nice influx of new players during the Summer Sale - welcome everyone! I hope you'll enjoy your stay. Consider joining our very active Discord server, where you can get some guidance or listen to rumors from experienced travelers. Also, here's a list of quick tutorials for major features in the game.

Have fun,
Artur

Hotfix v0.8.1.2

Greetings fellow gods,

Here's a bunch of Sunday fixes to improve settlement-related stability and declutter the Discord bug reports. :)

[h3]Changed[/h3]
- Mill is now on level 13 Construction and Alchemy Tables on level 28.
- Windows, Range Targets and Training Dummies are demolishable.

[h3]Fixed[/h3]
- Children no longer die before their fathers.
- Fixed crash related to ask for training in our towns.
- Fixed crash related to building area selection.
- Fixed crash related to companion action selection.
- Fixed a bug that would reduce order count to 1 or not provide the crafted resources to the player.
- Fixed minimum area calculation for selected building areas.
- Fixed tooltips displayed out of section bounds on Settlement Management screen.
- Fixed selection of building areas being possible slightly off the displayed area.
- Fixed Big Game Hunter ladders.
- Fixed Lizard Forested missing dialogue options.
- Fixed Goblin Meat Hook missing dialogue options.
- Fixed Earth Domain roof situation.

[h3]Modding[/h3]
- Added "settlebump" cheat command that increases our settlement level by 1.

Have fun,
Artur