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Soulash 2 News

Soulash 2 v0.9.5 "Fertility"

[p]Greetings fellow gods,[/p][p][/p][p]We're dabbling in smaller tweaks right now to address the feedback from you all before moving to work on the next major features, like multitile entities and v0.10 Events described in our Roadmap. This week brings improvements to Settlement Management and rebalancing of some recipes, as well as value and weight of multiple items.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- Added a fertility icon and related tooltip information to female characters on the Settlement Management screen.[/p][p]- Added an icon for families in the Settlement Management screen indicating low wealth (below 2,000 gold).[/p][p]- Juniper, Acacia, and Candelabra Tree added to the Agriculture Skill[/p][p][/p][h3]Changed[/h3][p]- Changed header background for families in the Settlement Management screen.[/p][p]- Potatoes can now be baked.[/p][p]- Exploding bomb, shock bomb, and improved exploding bomb damage have changed.[/p][p]- Flash bomb and dust bomb range changed.[/p][p]- Exploding bomb and shock bomb stamina cost changed.[/p][p]- Changed crafting time for some bombs and potions.[/p][p]- The improved bandage recipe has changed.[/p][p]- Empty vial and some food crafting time changed.[/p][p]- Some food values changed.[/p][p]- Porridge now requires a cooking tool.[/p][p]- Some foods' nutritional value has changed.[/p][p]- Adamantine ore mining time changed.[/p][p]- Chromium ingot smelting time changed.[/p][p]- Some weapons, amulets, helmets, and belt weights changed.[/p][p]- Prices changed for some head cloths, torso cloths, leg cloths, capes, and gloves.[/p][p]- Elm, Linden, and Ebony log weights changed.[/p][p]- Improved tooltip and weight icon appearance.[/p][p]- Smoke Bomb now makes a square of Black Smoke.[/p][p]- Bone Cauldron recipe changed.[/p][p]- Potion of Fire Immunity recipe changed.[/p][p][/p][h3]Fixed[/h3][p]- Fixed potential settlement collapse when player character dies as a Necrotyrant.[/p][p]- Fixed immediate settlement leader reelection when the previous one dies.[/p][p]- Fixed werewolf transformation duplicating and retaining werewolf abilities after it ended.[/p][p]- Graphics for bone bracers, bone greaves, bone sabatons, bone shard armor, bone armor, and bone vambraces corrected.[/p][p]- Blocked conversation option for aggressive humanoids.[/p][p]- Fixed placement of tile right after selecting a resource in the building mode.[/p][p]- Removed tax on settlements siphoned to state faction.[/p][p]- Carve is no longer triggered with a hotkey.[/p][p]- Minimap pixels for herbs made more visible.[/p][p]- Summoning Undead or Bone Wraiths will immediately affect the population count.[/p][p]- Typos fixed.[/p][p][/p][p]From other news, my master plan of annoying everyone's favorite modder, Draken, by not improving the modding tools quickly enough has paid off, as he joined our team part-time to do it himself. As he gets a hang of my codebase, we'll attempt to pursue a way for players to be able to mod new mechanics, GUI elements and other kinds of expansions for the game and hook them up to our custom ECS, preferably through a visual scripting interface, so even my 8-year-old can start doing something unique and fun with it. It will take some time, but I'm very excited about this prospect.[/p][p][/p][p]If you've missed it, we've also reactivated our daily short stories on our YouTube channel, thanks to Milosz, who also recently joined our team to help with marketing and community management responsibilities. He's been gathering your ideas and contributions as well, and opened a path for those of you who may wish to do so to contribute to the game more directly.[/p][p][/p][p][/p][p][/p][p]Last but not least, I wanted to use the opportunity of reaching 75,000 sales across both my games to thank you all for buying, playing, debating, making videos, sharing with your friends, offering your feedback, and bug reports. In just the last 3 years, I was able to turn my solo part-time dream project into a full-time pursuit with additional contributors, including my wife.[/p][p]With the tech I've been developing for 8 years now, things are well-positioned to enter a very unique development path towards a living, continuously simulated world to explore and conquer. A world that continues to offer infinite possibilities for expansion and depth.[/p][p]It's thanks to you all that I've been able to dedicate myself to my passion for so long despite difficult bumps on the road. I hope that as I continue to expand my universe and push beyond the bounds of what roguelikes can be, you'll continue to find lots of fun playing our games.[/p][p][/p][p][/p][p]Thank you all, and have a fun weekend.[/p][p]Artur[/p]

Soulash 2 v0.9.4 "Alchemy"

[p]Greetings fellow gods,[/p][p][/p][p]A day too late for our Thursday update, but not too late for some weekend fun. We're bringing some new mechanics to play around with in the new crafting skill - Alchemy. There are some new resources to be found in the world too, and some nice things to consider for modding, especially the temporary transformation to a different entity - I'm looking forward to seeing what creative solutions you'll make with that.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- New skill: Alchemy.[/p][p]- 15 new resources added to various biomes.[/p][p][/p][h3]Changed[/h3][p]- Moved potion recipes from Adventuring to Alchemy.[/p][p]- Agriculture and Imbuing provide some statistics.[/p][p]- Orc Cryomancers can now be trained at Cryonexus.[/p][p]- Multitool moved to level 47 Adventuring[/p][p][/p][h3]Fixed[/h3][p]- Fixed stash locks persistence after closing the game.[/p][p]- Fixed some typos.[/p][p][/p][h3]Modding[/h3][p]- Added support for multiple crafting recipes for the same entity in a new craftable.json file.[/p][p]- New ability effect that allows transforming into another being for a duration.[/p][p]- Craft Persona passive supports 3rd parameter to define the number of resources.[/p][p]- New passive effect "Extend Duration" - extends the duration of buffs.[/p][p]- New passive effect "Better Deals" - offering better sale prices for specific item types.[/p][p][/p][p]The following week, I'd like to take it a little slower, mainly focusing on fixes and tweaks, and maybe get those hills generated to catch our breath after this one. I'll be taking some vacation time in July to recharge properly, but I'll mention the dates when I know them, so you'll know when to expect weekly updates.[/p][p]It's the Summer Sale, so mention Soulash 2 to your friends so they can grab it at a discount.[/p][p][/p][p]Have fun,[/p][p]Artur[/p]

Soulash 2 v0.9.3 "Stash Locks"

[p]Greetings fellow gods,[/p][p][/p][p]This week, we introduce a stash locking feature to let you preserve the most valuable resources without fear of them being bought and used by your subjects. You will no longer need to set up additional camps as stashes unless you want to.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3]
  • [p]Added resource locking for stash on the Settlement Management screen, which will prevent its use in history simulation and building material suggestions.[/p]
[p][/p][h3]Changed[/h3]
  • [p]Assigning or removing population from a military company immediately updates the settlement military counter.[/p]
  • [p]Elven Bed is categorized adequately as furniture in the building menu.[/p]
  • [p]Disabled migration options to conquered settlements, only migration to player-made settlements is permitted.[/p]
  • [p]Luminous Wyrm is now considered an animal and can be tamed.[/p]
  • [p]Agriculture starting items now include some seeds and a flail to choose.[/p]
  • [p]Added crimes for Mushmen, Bone Wraiths, and Reptilions.[/p]
  • [p]Ice Block was added as a potential natural resource in the snow biome.[/p]
[p][/p][h3]Fixed[/h3]
  • [p]Blocked an attempt to build doors on top of the player character.[/p]
  • [p]Fixed conversation options for marriage not showing up until restarting the save.[/p]
  • [p]Fixed placement of tiles under resource selection window in building mode.[/p]
  • [p]Fixed marriage delay for NPCs to wait 2 years after reaching adulthood.[/p]
  • [p]The occupying army's troops can no longer be removed in the Settlement Management screen.[/p]
  • [p]Fixed overflowing text on low resolution when asking for training.[/p]
  • [p]Fixed overflowing text when receiving multiple orders at once.[/p]
  • [p]Fixed dimensions of message log on low resolution.[/p]
  • [p]Fixed overflowing text on low resolution under Placed Orders in Crafting Screen.[/p]
  • [p]Fixed Rope to be an environmental tile instead of an item.[/p]
  • [p]Fixed potential re-creation of a Necrotyrant when a skeleton family leader is elected as a settlement leader.[/p]
  • [p]Fixed Bee Seekers building requirements.[/p]
  • [p]Fixed Stashing Screen on 2560x1440 resolution.[/p]
[p][/p][h3]Modding[/h3]
  • [p]Spawn cheat now supports specific coordinate spawning with an optional argument, such as "spawn 2298 1 5,5,0" - spawn an apple tree x1 at position x: 5, y: 5, z: 0.[/p]
[p][/p][h3]Hotfix v0.9.3.1[/h3]
  • [p]Fixed preservation of locks after exiting the game.[/p]
[p][/p][p]Next week? Alchemy! I may even finally extend the hills so they're not as flat and can hide valuable resources. Fingers crossed.[/p][p][/p][p]Have a fun weekend,[/p][p]Artur[/p]

Soulash 2 v0.9.2 "Building Improvements"

[p]Greetings fellow gods,[/p][p][/p][p]As mentioned a week ago, this update tackles some much-needed improvements to building, mainly multi-selection placement for floors, walls, and agriculture.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3]
  • [p]Building floors, plants, and walls can be done multiple times by dragging an area. Right-clicking or pressing the Esc button cancels the selection.[/p]
  • [p]Added counters for available resources in the building tab.[/p]
  • [p]2 new hidden Necromancy trainers in special locations.[/p]
  • [p]Waterlily was added to the resources in the gathering buildings.[/p]
  • [p]Log floor added to Carpentry.[/p]
[p][/p][h3]Changed[/h3]
  • [p]Building doors will now automatically replace the collidable tile like a wall underneath.[/p]
  • [p]Abandoning non-player made settlement drops the control of the settlement instead of attempting to delete it.[/p]
  • [p]Up to 50 souls in the stack now add up when inserted into the Meat Golem.[/p]
  • [p]Changed the icon for Meat Golem in the building tab.[/p]
  • [p]Can't ask Bone Wraiths for marriage options.[/p]
[p][/p][h3]Fixed[/h3]
  • [p]Fixed buttons in the orders area going out of bounds.[/p]
  • [p]Fixed scroll position in item pickup window in 2560x1440 dimensions.[/p]
  • [p]Fixed a rare crash related to battle positioning.[/p]
  • [p]Fixed a rare crash related to character death.[/p]
  • [p]Fixed a rare crash in conversations with NPCs.[/p]
  • [p]Fixed occasional crash on mapregen cheat command.[/p]
  • [p]Fixed a rare crash related to world simulation.[/p]
  • [p]Fixed crash related to missing floor tile after causing havoc in Necrotyrant Palace.[/p]
  • [p]Fixed the rarity coloring of items in the tooltips.[/p]
[p][/p][h3]Modding[/h3]
  • [p]It's now possible to define starting abilities per race for player characters in character.json.[/p]
[p][/p][h3]Hotfix v0.9.2.1[/h3]
  • [p]Fixed crash when building multiple floor tiles where there are no tiles (like a roof).[/p][p][/p]
[h3]Hotfix v0.9.2.2[/h3]
  • [p]Fixed Plowed Dirt not displaying under the floors building category and changed its glyph.[/p]
  • [p]Frozen Dirt Walls are accepted as a requirement for the Mine building.[/p]
[p][/p][h3]Hotfix v0.9.2.3[/h3]
  • [p]Fixed crash related to changing z-level while building.[/p]
[p][/p][p]Next up are improvements to settlement management and a new unannounced crafting skill.[/p][p][/p][p]Have fun,[/p][p]Artur[/p]

Soulash v0.9.1 "Marriage Improvements"

[p]Greetings fellow gods,[/p][p][/p][p]You all know how much I love working on the marriage feature. Today's update brings some much-needed improvements to find our other half, new special locations, and other improvements.[/p][p][/p][p]Here's the changelog:[/p][p][/p][h3]Added[/h3][p]- Added 3 new special locations.[/p][p]- Added a conversation option to find available marriage candidates more easily.[/p][p]- Added more flowers used for marriage in various special locations.[/p][p][/p][h3]Changed[/h3][p]- Created a window of opportunity shortly after entering adulthood for an easier time to grab a spouse.[/p][p]- Increased chance for seeds from various plants and agriculture, passive chance.[/p][p]- Marriage dialogue option is no longer available until settlement level 2 with the created family.[/p][p]- Skeletons no longer splinter into new families.[/p][p][/p][h3]Fixed[/h3][p]- Fixed crash related to state taxes.[/p][p]- Fixed crash related to setting up military buildings in town on descendant characters.[/p][p]- Alternative slot weapons also properly drop when companions die.[/p][p]- Crimes committed in player settlements don't cause aggression.[/p][p]- Crystal Orb no longer disappears once Undead Bastion is left.[/p][p]- When starting a new family, the previous spouse properly sets the player character as the previous spouse instead of believing they are still married.[/p][p][/p][h3]Hotfix v0.9.1.1[/h3][p]- Wraiths no longer look like coconuts.[/p][p][/p][p]I still need to tackle a few bugs, but the next goal for our minor updates is improvements to buildings, mainly area selection, so we don't have to click each tile. Then I'll work on settlement management to clarify how the consumed and produced resources flow.[/p][p][/p][p]Have a fun weekend,[/p][p]Artur[/p]