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Soulash 2 News

Hotfix v0.9.8.1

- Fixed a random crash on trading.
- Fixed flickering "sell all" on Trading Screen.
- Fixed lock icons being visible out of bounds of the backpack area.
- Fixed durability being visible out of bounds of the trading area.
- Fixed the default position of the gold slider in the Stashing Screen and added thousands separators to the displayed values.

Soulash 2 v0.9.8 "Filters, Locks & Auto-Sort"

[p]Guess who's back. Back again.[/p][p][/p][p]Greetings fellow gods,[/p][p][/p][p]While I was exploring Teutonic castles in the beautiful Masuria region of Poland with my family and cooking deer sausages on campfires, the team has been working hard to push all the things I always said there's no time to do. We have a pretty great update for you today with lots of UX improvements and balance tweaks.[/p][p][/p][p]The main balance change that requires a bit more explanation is the resistance change to minimum damage. Before we had 1/3/6 damage at minimum done when attack was done against higher resistance than damage respectively from the front/flank/back, now those values are changed to 10%/20%/30% making the endgame combat a bit more deadlier. The damage % used is raw damage without any modifiers like Rage ability or stackers.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- Auto-sort button to the Equipment screen (sorting is based on same name > item type > resource type / weapon type).[/p][p]- Filtering options in the Stash screen (by type or item name).[/p][p]- Filtering options in the Trading screen (by type or item name).[/p][p]- Filtering in the Knowledge tab (you can now hide dead beings, defeated states, or concluded wars).[/p][p]- Ability to lock items in the Equipment screen (default hotkey: H) to prevent accidental salvaging or selling.[/p][p]- Help tooltips to the Stash and Trading screens.[/p][p]- Support for Ukrainian characters.[/p][p]- New bindable gameplay key: Loot All.[/p][p][/p][h3]Changed[/h3][p]- Items produced by an action are no longer automatically picked up if they allow same action (e.g. logs from woodcutting are no longer auto-collected).[/p][p]- The 'Transfer All' button (>> or <
  • [p]Can no longer regenerate health naturally (over time or when moving between regions).[/p]
  • [p]Have slightly more HP.[/p]
  • [p]No longer attack with fists or elbows.[/p]
  • [p]Properly drop ectoplasm on death.[/p]
  • [p]- Healing abilities (including heal-over-time effects) used on undead now deal true damage to them instead.[/p][p]- Salvage and Split dialogs can be accepted by pressing 'enter' key.[/p][p]- Reptilion racial bonus stats are now +2 Strength and Dexterity.[/p][p][/p][h3]Fixed[/h3][p]- Crash when killing the Necrotyrant.[/p][p]- World map being stuck due to necrotyrant dying.[/p][p]- Some uncooked food incorrectly granting the Gingerbread buff.[/p][p]- Uppercase Cyrillic letters not displaying correctly.[/p][p]- Constructing buildings (e.g. doors) over actors sending them into oblivion.[/p][p]- Player army becoming aggressive toward the player when joining an offensive battle at the Necrotyrant’s location.[/p][p]- Carve action available without unlocking it from the Alchemy skill.[/p][p]- Mismatch between marriage candidate listing and marriage proposal checks (age validation).[/p][p]- Save & Load restoring companions and soldiers health to full incorrectly.[/p][p]- Broken font link on the Credits page.[/p][p]- Bug causing the player to rotate unexpectedly when switching targets with lock-on.[/p][p]- Multiple melee weapons incorrectly using bow attack animations/sounds.[/p][p]- Editing the building area while a building recipe was selected now correctly unassigns the recipe.[/p][p]- Fixed UTF8 characters breaking cursor positioning in search inputs.[/p][p]- Ground Jelly Seed is correctly categorized as Seed instead of Food.[/p][p]- Imp Dust has correctly set properties.[/p][p]- Added missing workbenches to Goblin weaponsmiths.[/p][p]- Polish translation fixes: Blessed Weapon tooltip, missing translations for 4 resources, fixed some keywords like Liquid Source not being translated, keyword "Wytrwałość" changed to "Stamina".[/p][p]- Fixed enemies sometimes being moved when walking on them with "Move Forward" action.[/p][p][/p][h3]Modding[/h3][p]- Added missing tooltip description for the 'skills' component in modding tools.[/p][p]- Added 'Can Regenerate Health' checkbox to health component, determining if a being can naturally regenerate over time (defaults to true).[/p][p][/p][p][/p][p]My burnout is completely cured, and I can't stop coding. It's great to be back. We're back on weekly Thursday updates for now. The following two major directions we'll work on, aside from further UX improvements, will be multi-tile entities and extending the Conquest feature. Once we have tier 5 special locations for armies, we'll move to the planned v0.10 Events on our Roadmap to make the world feel more dynamic.[/p][p][/p][p]Have fun,[/p][p]Artur[/p]

    Soulash 2 v0.9.7 "Hills"

    [p]Greetings fellow gods,[/p][p][/p][p]As announced last week, today we're bringing some more minor tweaks, improvements, and bugfixes with the main addition of content above z-level. Yes, I know, it took me a while to unflatten the hills, but it should be more exciting now, and some areas could potentially only even be accessible with climbing - a cool place for a home on top of a mountain.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- Hills are now more exciting above ground level, including some random unique content per biome.[/p][p]- Added more unique conversations for player settlement NPCs.[/p][p]- Added history event entries for the collapse and recovery of settlements.[/p][p]- Common actions show their hotkeys in tooltips (cut wood, woodbend, etc.)[/p][p][/p][h3]Changed[/h3][p]- All new characters start with a temporary Primitive Knife with the Cutter property and 40 durability.[/p][p]- Killing all military units in player-made but NPC-occupied settlements liberates them and returns complete stash control to the player character.[/p][p]- Increased Ground Jelly seed base drop chance during gathering from 15% to 35%.[/p][p]- Removed caravan sending events from settlement history.[/p][p]- Committing the same crime in the same settlement no longer spams warnings.[/p][p]- Updated various GUI icons.[/p][p]- New body resistance icons in Equipment Screen.[/p][p]- Family leaders now display why they can't be hired.[/p][p]- Settlement Centers can now be removed on the Settlement Screen if they are not placed in the region, allowing re-creation in case of an issue.[/p][p][/p][h3]Fixed[/h3][p]- Fixed a few rare crash cases.[/p][p]- Ensure summoned skeletons and bone wraiths land in the player family if it exists in the settlement.[/p][p]- Hotkeys on the ability bar reflect remapped keys.[/p][p]- Renamed Iron Fist to Metal Fist.[/p][p]- Sugar Cane is correctly categorized under the Agriculture category in the building.[/p][p]- Datura now spawns correctly.[/p][p]- Broken Vial and Empty Nest are no longer considered items.[/p][p]- Missing defensive companies after liberation are recreated on save load.[/p][p]- Picking usable items will now correctly add their abilities to the hotbar, and not override any existing bindings.[/p][p]- Starting settlement selection should correctly show the nearby area around the selected settlement.[/p][p]- Recruits removed back to family are not correctly changed to unemployed profession.[/p][p][/p][h3]Modding[/h3][p]- Updated the navigation panel for each modding window, showing more screen transition buttons and enabling more hotkeys.[/p][p]- Added new effect: stamina_regen, which can be added to abilities and stackers to increase stamina regen.[/p][p][/p][h3]Hotfix 0.9.7.1[/h3][p]- Improved time of mountain region generation.[/p][p][/p][p]I'll probably do some hotfixes during the weekend to clear a couple more bugs before taking my 2-week-long family trip to unplug from electronics. We'll be back with weekly updates around the 21st of August.[/p][p][/p][p]Have fun exploring,[/p][p]Artur[/p]

    Soulash 2 v0.9.6 "Divine Fists"

    [p]Greetings fellow gods,[/p][p][/p][p]This week brings another hybrid combat skill for Unarmed combat, alongside a new set of weapons and Holy magic with auto-attack buffs to go along nicely with Stormthrowing. We also have a new extreme special location tainted by otherworldly powers.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- New skill - Divine Fists.[/p][p]- 9 new unarmed weapons.[/p][p]- New Extreme special location - Abyssal Rift.[/p][p]- New player settlement building - Divine Monastery.[/p][p]- New damage over time - Burning Light (holy).[/p][p][/p][h3]Changed[/h3][p]- Unarmed combat damage comes from quarter strength and quarter dexterity.[/p][p]- Ensure that 'Chain' effects (e.g., slotted chain amplifiers, Stormthrowing Chain Lightning passive) do not target party members when triggered by the player or companions.[/p][p]- Adventuring 'Discover Resource' passive can now only be used when being on a specific world tile. No more telepathic scouting for perfect settlement location across continents.[/p][p][/p][h3]Fixed[/h3][p]- Fixed a crash related to ordering item upgrades.[/p][p]- Fixed settlement leader election after the death of the previous one, causing a lack of leadership trainers.[/p][p]- Fixed missing conversation options with summoned skeletons.[/p][p]- Fixed gear ownership issues during battles and for companions.[/p][p]- Townfolk currently on the caravan route no longer spawn in towns while away.[/p][p]- Fixed townsfolk going on a tantrum spiral when attacked in their hometown.[/p][p]- Fixed companion AI not interrupting current task when attacked.[/p][p]- Disabled sending armies to towns without a military company, which caused crashing.[/p][p]- Fixed duration and cast time of Werewolf transformation.[/p][p]- Prevented ability duplication after the temporary transformation finishes.[/p][p]- Unicorns and a few other beings stopped having orcish names.[/p][p]- The Alchemist building now trains human alchemists.[/p][p]- Fixed sound effect when opening doors.[/p][p]- Fixed crafting/upgrading xp gain display for skills with bigger exp rate > 1.[/p][p][/p][h3]Modding[/h3][p]- Added support for multiple icon tilesheets for building groups.[/p][p]- Bonus Damage and Bonus Damage Percent effects now work in stackers.[/p][p]- Restrict tags property can now apply to targets of on attack ability cast (see Purify the Damned, for an example implementation).[/p][p][/p][h3]Hotfixes 0.9.6.1-3[/h3][p]- Fixed a few crash cases.[/p][p]- Fixed unarmed basic attacks giving exp to Divine Fists.[/p][p]- Fixed typos in Haste potions.[/p][p][/p][h3]Hotfix 0.9.6.4[/h3][p]- Human Bandits no longer pretend to be crafting tables.[/p][p]- Defeated military companies are no longer restored on game load.[/p][p]- Garrison military company should always be created when we upgrade a settlement.[/p][p]- Added missing translations for Alchemists and Maulers.[/p][p][/p][p][/p][p]Next week will be focused on bug fixing. Then I'll take two weeks of vacation to recharge before moving on to the next major feature I wish to try, which is one of the two main reasons we have circular portraits - multitile entities in tier 5 endgame special locations. If I can solve pathfinding, we'll have some really cool places to fight alongside our armies as the conquest feature continues to expand.[/p][p]So, don't feel alarmed if you don't see an update until the end of August; I'll be taking a break to avoid burning out before the game reaches its full potential.[/p][p]Also, tomorrow will be a big day for Soulash Bundle. If you haven't bought the game yet, be sure to check it out this Friday, and tell your friends about it.[/p][p][/p][p]Have fun pummeling the dead and the corrupted with your fists,[/p][p]Artur[/p]

    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]