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Soulash 2 News

Soulash 2 v0.6.0.2 Hotfix

Another day another hotfix. 2 isn't that bad (yet) for a big update, right? ;)

[h3]Fixed[/h3]
- Fixed crash related to Wildfire passive.

[h3]Modding[/h3]
- Fixed crash related to Ability Editor.
- Fixed conversations in mod overriding the core2 ones.
- Fixed mod load order with Steam Workshop mods.
- Fixed mod icons for Steam Workshop mods.
- Fixed mod item tileset overriding images in building tooltips - produces and consumes sections.

Soulash 2 v0.6.0.1 Hotfix

Hotfixing some of the issues from yesterday's update.

[h3]Fixed[/h3]
- Fixed NPC crafters not being able to find their workstations.
- Fixed tooltips of Hell, World in Flames and Explosion.
- Fixed some abilities using the Summon effect.
- Removed the `r` key for regenerating new map in the World Generation Screen.

[h3]Modding[/h3]
- Fixed crash related to editing entities with Random Resource component.
- Fixed crash on editing skill books.
- Fixed crashes related to multi z-level map creation.
- Fixed crash related to enemies data table.
- Fixed an issue with publishing related to the invalid mod path used, causing a generic error with API code 2.
- Fixed Summon effect not assigning and loading correctly in Ability Maker.
- Fixed crash on loading Summon White Dear animation.

Soulash 2 v0.6.0 Modding Tools

Greetings fellow gods,

Late Happy New Year everyone, let's start 2024 with a bang!



Today, I have for you the extended Modding Tools that some of you may be familiar with from the first game and Steam Workshop support to share your creations with the community.

I want to take this opportunity to encourage all players who like to express themselves creatively to give it a try! The tools, alongside simple JSON configuration files, offer a lot of flexibility to create your own enemies, items, special locations, abilities, skills, recipes, and even races with whole new civilizations! No coding knowledge is required. You no longer have to wait until I have time to add the playable goat people!

Let's quickly go through the main tools available to give you an idea of what can be done.

[h2]1. Entity Editor[/h2]



The Entity Editor offers the ability to quickly create your own items, resources, enemies, or environmental tiles. It can be as simple as pressing a duplicate button on an existing entity and tweaking a few inputs or as complex as uniquely combining different components to create something unusual that could crash the game. Fun!

[h2]2. Map Editor[/h2]



Soulash 2 offers a mixed approach of procedural and handcrafted maps in settlements and points of interest, and with the Map Editor, you can create alternative building maps for settlements or rooms for special locations.

[h2]3. Ability & Animation Editors[/h2]



With these tools, you can create new combat abilities with custom animations for your future skills or custom enemies.

[h2]4. Datatables[/h2]



This one might be interesting for those of you who like to know everything. Datatables offer information on all kinds of content available within the mod. Very useful for balancing.

And a list of JSON files for defining skills, milestones, amplifiers, passives, buildings, races, conversations, dialogues, special locations, natural resources spawned in biomes, weather conditions, portraits, and some worldgen properties.

Jumping between tools and JSONs may be a little clunky at times. Admittedly, I'm used to it since I've been using them for a long time, so I look forward to improving things with your feedback. We have local documentation available at Soulash 2/data/docs/index.html that I would encourage everyone interested in modding to check out.

There's a lot to tinker with, and the range of options will cause a lot of questions and issues, so if you're hitting a wall, join us on our Discord modding channel to discuss how to make things.

[h2]Other Changes[/h2]

A few bugfixes I managed to squeeze into 0.6.0:
- Reduced overall memory usage of map definitions.
- Fixed attack speed issue where it would default to 1.0 due to hidden hands.
- Fixed Spikehump Spike not allowing assignment when crafting or upgrading.
- Fixed too low prices happening occasionally.
- Fixed issues with cave generation, causing some locations not to spawn correctly.

[h2]What's Next?[/h2]

In the next two or three weeks, we'll focus on new content and reported bug fixes, and then I'll take a week-long break to recharge as I didn't manage to catch a breath yet after the EA release, and burnout is starting to creep in. After the break, I'll plan out updates in 2024 with your popular suggestions from Discord and announce the promised roadmap.

Thank you all for your support, and I hope you'll have a lot of fun modding the game,
Artur

No update this week, Modding Tools coming next Thursday

Greetings fellow gods,

Holidays and code migration turned out heavier than I anticipated, so we won't see an update this week.

The good news is that the modding tools GUI work is done. I'm in the process of verifying the game and saves continue to work after migrating Entity ids to strings, after that it's only Workshop Integration and modding tutorials, so we'll begin 2024 with a big update.

I hope you all had a good time during the holidays, and I wish you all a happy New Year!

Soulash v0.5.2 "Bugfixing"

Greetings fellow gods,

As I grind away at the modding tools, I have a bunch of stability improvements, bug fixes, and small tweaks and improvements for you in today's weekly update, most of them coming from your reports on Discord.

I'll probably take a short break for the holidays. I expect the modding support to take 1 - 2 more weeks to get everything ready, the main challenge ahead being migrating entity IDs to strings. I'll share more details about the modding tools next week. Also a new non-combat skill is in the works too, so keep an eye on the releases!

Happy holidays!

Full changelog below:

[h3]Added[/h3]
- Added a save backup system that copies the save every year and keeps up to 3 backups in %app_data%\Roaming\WizardsOfTheCode\Soulash2\backups.
- Added a few new animals with unique resources to Savanna, Swamp and Snow regions.
- New ears options for each Rasimi subraces.

[h3]Changed[/h3]
- Improved history simulation to prevent some cases of settlement starvation.
- Changed the selling price multiplier for some resource-type items like ores to 70% instead of 30% to align them with resources that provide bonuses.
- Tweaked the job-hopping situations in history simulation to make them less common.
- Added training option to all NPCs who may have something to teach.
- Leaving the region heals every NPC to full health.
- Changed treasure chest spawn rate to guarantee at least one in Golem's Tower and Harpy's Nest.
- Replaced 2 stat points in Armorsmithing with new boots recipes.
- Added Skavedda Horn to Scavedda Corpse scavenging.
- Added properties to Observer's Eye.
- Medusa's Head is no longer stackable, and it can be used indefinitely.
- Increased magic slots for Enchanted Turban to 5.
- Added parry to Oval and Scale Shields.
- Immobile entities are now immune to knockback.
- Added a bonus property to Great Larva Slime.

[h3]Fixed[/h3]
- Fixed a memory leak caused by portrait layer duplication.
- Fixed performance issues in actor-heavy settlements during combat.
- Fixed stamina regeneration ticks accumulate while the stamina is full.
- Changed region generation to prevent resources from spawning in the same tiles as stairs and slopes.
- Set max world name input to 15 characters.
- Added missing anvil to Human/Bone Wraith Toolmakers.
- Added missing beds to Human Archers.
- Fixed an issue in some settlements that would cause road generation to delete wells.
- Removed the chance for double snake leather spawn in Tropical Rainforest, causing some Rasimi towns to have too much food available.
- Manicles are no longer stackable.
- Fixed an issue with Fit passive, which might reduce health when losing endurance.
- Fixed an exploit that allowed selling higher than buying by juggling gear with high intelligence.
- Changed Sight range property to allow negative values on items.
- Added missing portrait for the arena master.
- Added Nettle Plant spawns to areas having the Nettle resource.
- Added Adamantine Vein spawns to areas with Adamantine Ore resources.
- Removed a wall blocking the door under the arena.
- Removed loot action from Burning Incense.
- Fixed Max Stamina bonus on items.
- When selling or stashing items that provide ability, the ability is disabled.
- Health bar is now correctly hidden during Frenzy.
- Fixed Mountain Maze spawn.