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Soulash 2 News

Hotfix v0.7.6.1

Just a small detail.

[h3]Fixed[/h3]
- Clan Emblem is correctly categorized as a magic ingredient.

Soulash 2 v0.7.6 "Imbuing"

Greetings fellow gods,

In today's weekly update, v0.7.6, we have a new crafting skill for you called Imbuing. It allows crafting amulets, rings, headgear, and new magic ingredients by combining them. It's kinda like Jewelrycrafting meets Alchemy, but not the smelly kind.

From other interesting news, things have been progressing well, and our team is growing! I've managed to clone myself, and my dear friend who goes by the same first name (the one who created for us the incredible music tracks available in the game and standalone OST) will help us with creating content outside the game, like short story videos, guides, tutorials and anything else that would enhance the worlds of Soulash and hopefully inspire new players to find their own stories within them.

We're currently experimenting with a short story video format on YouTube, TikTok, and Twitter, so follow us there and let us know what you think! Would you be interested in long-form stories as well?

Here's our recent day in the life of a dwarf short. And we're premiering the first Soulash 2 love story today, so don't miss it!

I'm too pumped about this, so let's move on to the obligatory changelog before I spoil everything:

[h3]Added[/h3]
- New Skill: Imbuing - focused on jewelry crafting and magic ingredient creation.
- 23 new items.
- 18 new magic ingredients.
- Added descriptions to amplifiers.

[h3]Changed[/h3]
- Armorsmithing, Carpentry, Imbuing, Leatherworking, Tailoring, and Weaponsmithing start on level 1 on new characters.
- Party members don't produce sound notification animation when walking outside the view range.
- Improved stability of settlement food simulation.
- Improved NPC crafter behavior by staying closer to workstations during work hours.
- New property for Vampire Fangs.
- Arctic Flower can be found in the wild.
- Bamboo Tree now stands out more.

[h3]Fixed[/h3]
- Fixed crash on death when some stat points were not used.
- Added missing dialogues to some animals.
- Fixed occasional invalid caravan animation path.
- Fixed duplicated border of character on mouseover when a character is on the move.
- Fixed a rare simulation crash where Mushman Toolmaker forgot he was dead while attempting to become the next Circle King.

[h3]Modding[/h3]
- Added "description" property to amplifiers to provide flavor or functionality information.
- New optional "level_start" property in skills.json can define the starting level for a skill.
- Fixed crash on armors list in Datatable.


What's next? I'm designing 2 new combat magic skills, but we won't rush into them as I want new mechanics. At this time, I would like to focus more on the next major update, v0.8, and tweaking the companion system a bit, improving the AI in general. Next Thursday's update will be smaller and probably mostly technical, maybe with some UI & UX tweaks. But first, I need to take a few days off to recharge before jumping deep into the bigger Settlement Management features.

Thank you all for being so supportive, for sharing your joy in the game, and for your feedback. We're in a very good place right now as we're moving towards the second checkpoint on our Roadmap, and things continue to get even more exciting. I can't wait to show you the future that I already see!

Enjoy the new content,
Artur

Hotfix v0.7.5.1 & v0.7.5.2

Two things hotfixed:

- Fixed crashes related to sailing.
- Fixed crashes related to missing dialogue options.

Soulash 2 v0.7.5 "Badgers & Weasels"

Greetings fellow gods,

My whole week was spent on a technical task, so the changelog will be short. I've decided to add multithreading to history simulation to animate what's happening during world generation, and eventually when more things will become interactable, also during playthrough.

I won't bore you with tech details, but here's a short video showcasing the caravan trading simulation added in this version.

[previewyoutube][/previewyoutube]

Be aware that debug mode can slow down simulation significantly because of how much information is generated to monitor the settlements.

Eventually, when we reach v0.10, I plan to integrate the caravans into a random encounter system so we may be able to rob help them. Before that, I also planned to integrate the war/battles into the simulation display, so this was a crucial hurdle to go through that opened up many cool possibilities.

This was rather unplanned, but I'm glad I finished it. Next, I want to focus on a new magic skill and build smaller features around the upcoming v0.8 Settlement Management update planned for June.

Here's the full changelog:

[h3]Added[/h3]
- Display of caravan trading during history simulation when creating a world.
- New animals.
- 4 new special locations.
- 16 new resources.

[h3]Changed[/h3]
- Tweaked spawn rate of some natural resources.
- Party members enter fully rested into the region like the player character.

[h3]Fixed[/h3]
- Fixed Sunken Temple locations sometimes not spawning.
- Fixed an issue with Bone Dust production by Bone Sages.
- Fixed Consuming Slash ability.
- Added missing special locations conversation option to Ursan Hunters.

Have fun,
Artur

Soulash 2 v0.7.4 "Ursans & Sea Travel"

Greetings fellow gods,

I've got two major additions for you this week!

First, a new civilization of humanoid bears from cold tundra regions - Ursans! These reindeer farmers are known for their berserker might.



And we've got the second most popular player request - sea travel. Special pirate locations can be discovered worldwide that allow passage over the ocean to any shore. Remember to stock up on food and water if you plan a longer voyage and bring some coins to pay the seafaring rascals.



These features will work only on new worlds as they are tied to the world generation.

Here's the full changelog:

[h3]Added[/h3]
- New civilization - Ursans (only new worlds).
- Added Sea Shores to region generation.
- New hidden special locations allowing sea travel (only new worlds).
- New fish types to catch in the sea.
- New resources in the Tundra region.

[h3]Changed[/h3]
- Bone Wraith Spearmaker has access to more spear recipes.

[h3]Fixed[/h3]
- Fixed crash related to AI chasing killed beings.
- Fixed crash related to AI attempting to attack killed beings.
- Fixed crash on taming a rabbit.
- When trading and it happens that there are no equipment slots to hold the purchased items, they are dropped under the player character.
- Fixed Fire Beetle's willpower.
- Fixed damage bonus from effects applying to abilities.
- Removed duplicated recipes in construction.
- Fixed lag related to AI not being able to fish.

[h3]Modding[/h3]
- Fixed crash in enemies datatable.
- Added an option for building maps to generate it close to the edge of the map.

[h3]v0.7.4.1 Hotfix[/h3]
- Crash on generating a region on the top edge of the map.
- Ursans take orders for items.

[h3]v0.7.4.2 Hotfix[/h3]
- Fixed rare crash during history simulation.

[h3]v0.7.4.3 Hotfix[/h3]
- Fixed crash on old worlds related to missing map file.

At this stage, I will begin working on the next major update related to managing our settlements, which is scheduled for June. Expect some improvements to the building system.

Check out TurnBasedThursdayFest, which starts today, to grab awesome turn-based games! Both Soulash and Soulash 2 participate with discounts as well.

Thank you all for the awesome support. We've recently reached 10,000 copies sold in the 4 months of Early Access, and it's been an absolutely incredible experience for me to be able to spend my full time working on the game of my dreams. It's all thanks to you, and I hope you're as excited as I am for what's yet to come!

Enjoy your bear hugs,
Artur