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Soulash 2 News

Soulash 2 v0.7.8 "Gnolls"

Greetings fellow gods *cackling in gnollish*,

Today, we have a new civilization of gnolls rising on Savannas. I'm sure many of you are familiar with the hyena-like humanoids, so I'll let you discover the details in the game. Here are some example portraits:



There are 2 biomes left that we want to expand to have a civilization on each one - hills and snow, both races having 3 subraces. Some of you who asked before will be happy to know that to add what we want the subraces will require a little expansion in functionality and have moddable perks on the subraces level.

Here's the changelog for today's update:

[h3]Added[/h3]
- New civilization: Gnolls.
- 3 new recipes for Agriculture.
- 2 new recipes for Carpentry.
- 5 new resources.
- Added Crown Legs recipe to Armorsmithing.
- Added a button linking to our YouTube channel on the main menu screen.

[h3]Changed[/h3]
- Dwarf Engineers have anvils in their workshop.
- Ignore Party amplifier works on Bleed, Burn, and Poison effects.
- Added magic slots to Heavy Necklace.
- Tweaked some bows and moved around their recipes in the Carpentry skill.
- Changed how Lava tiles behave.

[h3]Fixed[/h3]
- Fixed rare crash in history simulation.


Updates in May will be slower in terms of new functionality. I've begun working on the next major feature of Settlement Management, and since it's a much bigger update than the Companions, I will need to stay focused on the topic for longer. Some functionalities that I will be adding, like improvements to the building mechanics, will be released sooner, but some, like the new GUI window for managing our settlements, will need to wait till June when supporting functionality of acquiring NPCs will also be ready. The update will shake things up with alternative gameplay options and how we acquire money and resources, and it will be a huge opening for the next stage of conquering and controlling NPC settlements. Because of this, the new magic skills will be postponed until I have completed the bulk of the work.

Some new fun stories this week: Chill Farm Life, Save the Princess... or Save Yourself!, Risking Everything for More Power and more can be found on our playlist. We have new ones quite often, and they keep improving, so make sure to subscribe if you haven't yet.

Oh, and this one documents the Soulash 2 experience based on your feedback - let us know if we got that right and what should be included in the next one!

For those who don't yet own the game, I would like to remind you that as I've announced before the Early Access began, I plan to increase the game's price every 6 months of active development, and the Settlement Management update will mark the first half of a year. The price will change to $18.99, increasing by $1. There will be one last discount period before that happens, so if you missed the previous chances, it will be the last one to get the game this cheap. I will make a dedicated announcement about it then.

The work continues, although I wish I had air conditioning...

Artur

Hotfix v0.7.7.1

Hotfix to address the lag in settlements caused by an update to party members pathfinding in v0.7.7.

[h3]Added[/h3]
- Added a sleeping animation.

[h3]Changed[/h3]
- Looted Chests can now be demolished in claimed regions.
- When characters sleep, their hearing is reduced by 50%.

[h3]Fixed[/h3]
- Fixed performance issues related to NPCs bumping each other in bigger towns.
- Fixed settlements and ports sometimes spawning at the same location causing the settlement icons to be hidden.
- Improved early stability of human settlements by including Badgers and Coyotes to hunted animals.

Soulash 2 v0.7.7 "Lich's Phylactery"

Greetings fellow gods,

As I hinted last week, after a few days of rest, I jumped on the pending issues you reported, so we'll have a longer changelog this time.

The main addition is secret, so I won't say much. Have fun figuring it out.

Here's the list of changes for this update:

[h3]Added[/h3]
- New super secret use for Lich's Phylactery in a new super secret special location.
- Abandon Region option on the World Map Screen to abandon our claimed regions.

[h3]Changed[/h3]
- Seed item types are now visible on the Crafting Screen.
- Wheat Grain is now considered a type of Seed.
- Wicker is no longer considered to be a type of Wood.
- Sight property now stacks on items.
- Max Sight range increased from 20 to 30. Max Sight range, including infravision penalty, is now the same as without it.
- Light Source property now stacks within the constraints of a single item.
- Fear effect from Battle Cry no longer applies to Companions.
- Nagas are now beefier.
- Spore Lamp can now be used to whack someone.
- Sea now offers new types of fish.
- Crocus can now be found in the wild.
- Beehives now require a special resource to construct.
- Stackable items are no longer upgradeable.
- Leopard Leather is now classified as a leather-type resource and provides properties for crafted items.
- Rasimi Talisman Makers are open for business.

[h3]Fixed[/h3]
- Added missing animation to Frenzy.
- Improved performance in settlements related to NPCs being unable to find a place to sleep.
- Fixed Metallic Berries bonus properties.
- Fixed Rapid Retreat passive sometimes not working correctly.
- Companion carry weight now correctly recalculates when finalizing a trade.
- Fixed Explosion ability tooltip.
- Fixed Burning Flames sometimes spawn on top of each other.
- Fixed World In Flames amplifier chance to spawn Burning Flames and bumped it to 25%.
- Pirates stop disappearing after sailing.
- Fixed missing image for Small Cauldron.
- Shooting arrows with abilities no longer change the materials used to craft them.
- Standing under a bush no longer allows Break to work on beings.
- Improved Ogre Citadel generation.
- Companions no longer get stuck bumping each other.
- Companions don't begin to consider themselves enemies once hit by another Companion.
- Companions don't gank on the player when a player attacks a companion.
- Fixed Hunter's Reduce Cooldown amplifier.

[h3]Modding[/h3]
- Items, Abilities, Glyphs, Buildings, Skills, Passives, Amplifiers, World Locations, and Portraits tilesheets are no longer globally overridden by new mods, meaning the core_2 tile sheets are loaded for any mod that doesn't explicitly override them.
- Learning new recipes from the On Destruction component has been enabled.
- Multiple Tool Types can now be added from race passives.
- Fixed custom tool types not being added.
- Critical Hit buff and Damage from Missing Health ability properties are now supported in Ability Editor.


[h3]What's next?[/h3]

I'll spend one more week on smaller features and bugs while also focusing on improvements to the building feature for the upcoming major update. A new civilization is also in the works, this time for the Savanna biome. The next two magic skills are still in the design phase, so I'm unsure which week we'll see them, but hopefully soon.

Check out our latest short story about The Bravery of a Dwarf and the answer to the age-old question that's on everyone's mind - Where do the Elves Come From? Make sure to subscribe to our YouTube channel or Twitter for more fun stories.

The work continues. Enjoy the update,
Artur

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