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Soulash 2 News

Soulash 2 v0.6.2 "Settlement Stability"

Greetings fellow gods,

Today's update focuses on addressing some simulation issues, like the settlement's downfall during a playthrough, recovery of ruined settlements during simulation, optimizations in the biggest locations, and lots of other fixes and tweaks.

I'm also finally taking a few days off of work for the first time since the demo was released at the end of September, so there will be no update next week. The next update will come on the 1st of February.

I should also wrap things up for a more detailed Roadmap by the end of the month, so please make sure to join our Discord and look through #s2-suggestions channel to mark the ones that are important to you or write your ideas, as I'll plan them based on how easy they are to introduce and how popular they are, assuming they fit my overall vision for the game.

Here's the changelog:

[h3]Added[/h3]
- Loading Screen on game start.
- 4 new recipes to Construction skill.
- 2 new special locations.

[h3]Changed[/h3]
- Optimized reduced memory usage and improved performance in large areas like Death Knight Castle.
- Tweaked history simulation to improve survivability of settlements during playthrough.
- Thriving settlements can now expand by claiming ruins of the same civilization.
- Increased the chance of spawning new special locations when there are few left in the world.
- When zoomed out the top glyphs on trees and bushes stop rendering to improve performence.
- Highest quality tool available from equipped, backpack and nearby tiles is now used instead of the first found.
- Chain amplifier restricted to Ability Target: Health, Line, Tile, Actor, Any.
- Food with special effects is now also automatically consumed, but with lowest priority.
- Beehive moved to level 19 of Agriculture.
- Tweaked resources and stats of Wooden and Elven Ring.
- Racial passives now display on Skills screen.
- Increased the chance to build Elven War Dancers.
- Added new item type "Note" for items that only provide some information.
- Added a bonus to Rec'Harr Fur.

[h3]Fixed[/h3]
- Fixed crops growth issue that would cause the timer to run out but the crops would only grow after revisiting the region.
- Fixed pickpocketing and rob actions experience gain.
- Fixed an issue where it was possible to gather honey despite the delay since the last action.
- Fixed a visual issue that would show a higher settlement population than it should shortly after loading a save game.
- Fixed rare crash related to food consumption simulator.
- Fixed some crashes related to Knowledge Screen.
- Fixed rare crash related to building menu.
- Building resource selection no longer displays resources that are not matching from settlement stock.
- Movement Time passive property replaced with Movement Speed for clarity.
- Fixed Tree Sapling recipe on level 2 Agriculture.
- Fixed Yew Tree Sapling requiring Yew Seed.
- Added missing graphic for Apple Tree Seed.
- Fixed invalid placeholder in Shepherd's Pie and Hunter's Stew effects.
- Fixed missing seeds under list of resources in Crafting Screen.
- Production actions no longer available on in progress building entities.
- Fixed a bug that would cause teleportation to stairs in the distance.
- Fixed misplaced input text in Building, Crafting and Knowledge filter inputs.
- Fixed an issue where suffix rarity would override prefix rarity of the crafter item.
- Fixed some typos in descriptions.

[h3]Modding[/h3]
- When saving entity in custom mod the "entities" directory is created automatically.


Have fun,
Artur

Soulash 2 v0.6.1 "Agriculture"

Greetings fellow gods,

Today, I have a new skill for you - Agriculture. It's been a while since we had one, the last time being Thievery before the EA release, so it felt like a good time to finally expand our possibilities again.

The new skill focuses on food production, allowing one to gather and plant seeds, cook delicious meals, and find new profitable opportunities in the world.

Agriculture uniquely offers only 30 levels instead of the typical 50, and that's on purpose. I've heard your feedback about some skills, and even though they provide exciting things, they are not worth 40 potential points when competing with combat skills, so I wanted to use this opportunity to experiment here and see what you think, potentially condensing some other skills in the future.

Also, for those who asked for a way to leave a legacy in the world - you can now plant a tree that will grow for 30 years. House building was already available. So we're missing a way to create descendants, and the game is complete, right? ;)

Here's today's changelog:

[h3]Added[/h3]
- New Skill: Agriculture.
- Seeds for trees, bushes, and vegetables.
- New cooking recipes with special effects when consumed.
- Added a Hoe to Weaponsmithing and a Wooden Hoe to Carpentry.
- During Famine, food prices in settlements are higher by 50%.
- Additional backgrounds for racial portraits.

[h3]Changed[/h3]
- Bread, Wheat Flour, and Straw Hat recipes moved from Adventuring to Agriculture.
- Beehive recipe moved from Construction to Agriculture.
- Reduced Cooked Meat nutrition to 40.
- Multitool is now also a Hoe and a Shovel.
- New graphic for Multitool.
- Auto consumption doesn't apply to food granting Special Effects.

[h3]Fixed[/h3]
- Building recipes now properly requires having tools.
- Fixed roof being incorrectly calculated on z-level above 0.

[h3]Modding[/h3]
- Template for mods distributed with the game no longer has workshop id.
- Craftable building recipes can now have a restriction for placement on specific backgrounds.
- Craftable recipes for buildings can now be restricted to specific biomes.
- Added production actions as potential exp source providers for skills.
- Added 4 new passive effects related to production actions, crafting and growing crops.
- Replaced "poisonous" and "raw" Food component properties with "on_eat" property that activates chosen ability on consumption.

Enjoy!

Soulash 2 v0.6.0.3 Hotfix

Greetings fellow gods,

This time I'm tackling some of the pending major bugs reported on Discord. Unless some significant issues need addressing, we'll return to weekly Thursday updates from here.

[h3]Changed[/h3]
- When asking for trainers nearby, the tracking ping is set on specific NPC instead of their assigned building.
- True damage turns into Physical when hitting a non-being entity.
- Bone Axe moved to milestone level 16 of Weaponsmithing and increased the magic ingredient slots to 2.

[h3]Fixed[/h3]
- Added missing workbenches to Human Toolmakers.
- Reduced memory usage in larger regions, improving stability.
- Fixed an issue where purchased resources would remove available resources of the same type in the stash.
- Fixed too many starting bread spawning.
- Fixed Hell amplifier range display in the tooltip.
- Fixed an issue that would rarely make special locations not spawn.
- Fixed a very rare crash caused by infinitely recreating family during history simulation.

[h3]Modding[/h3]
- Added passive property "disable_consumer" that can disable both hunger and thirst.
- Fixed scroll in the Data Tables Abilities section.
- Fixed crash related to Map Editor.

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.