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Soulash 2 News

Soulash 2 v0.9.17 "The World Is Round"

[p]Greetings fellow gods,[/p][p][/p][p]With a mighty productive week behind us, I bring you some long-awaited improvements that many of you have requested. From new athletics and leadership experience sources to new ways of earning sweet, sweet gold for crafters, the list is long and full of goodies.[/p][p][/p][p]But most importantly, you can now see the world wraps on the x-axis, so hopefully I won't hear about the lack of sea transports on remote islands ever again. ;)[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- New Location - Holy War in Snow biome.[/p][p]- Added new conversation option for entities working in a military building that allows crafters to fulfill orders for weapons, armor, cloth, and jewelry pieces. Such orders have a price multiplier of 120% during times of peace and 160% during war.[/p][p]- The Knowledge Screen Company section now has a tab for Known Orders of each company.[/p][p]- The Knowledge Screen Company section can be filtered by battles or known orders.[/p][p]- Added filter in Mods Screen to find specific mods to toggle.[/p][p]- Added an option to rename any player relative in the Knowledge Screen.[/p][p]- Ammo Counter next to stamina bar: If we have a bow/crossbow/throwing weapon equipped, there is an extra counter that shows available ammunition.[/p][p]- Food and items granting ability effects have their ability descriptions written in their tooltips.[/p][p]- New animated border for tier 5 artifact items.[/p][p][/p][h3]Changed[/h3][p]- Products (not resources) crafted by players have their base sell price increased to 60% from 35%.[/p][p]- Selling the same non-stackable item to the same family independently of the ingredients of the item reduces the base sell price by 10% per item to a minimum of 10%.[/p][p]- New Leadership experience sources: Players gain additional Leadership experience when companions make the final blow and kill opponents, as well as when they finalize in-progress building orders.[/p][p]- New Athletics experience source: Walking now provides 1 exp per 100 tiles traversed in region maps, up to level 10 of Athletics, allowing a natural but slow progression for early levels.[/p][p]- Improved pathfinding for the exit region to find more optimal paths across multiple z-levels.[/p][p]- Improved pathfinding of companions and NPCs when in need of changing z-levels.[/p][p]- In Knowledge Screen, the Skills and Recipes tabs selection persists when selecting a new being, unless they don't have them.[/p][p]- When a player or party member is attacked in a neutral town, the military units in it may join in to help.[/p][p]- Improved caret behavior in inputs: holding arrow keys will move the caret through multiple letters, and pasting content into inputs moves the caret to the end.[/p][p]- Passing by a town in the World Map triggers drinking and refilling, same as passing by the river - with the exception of aggressive towns or when the player character has a bounty in it.[/p][p]- Portraits of dead NPCs are greyed out.[/p][p]- Throwing weapons at range 1 (point-blank) no longer causes the equipped weapon to be thrown.[/p][p]- Previously thrown weapons are now automatically equipped to the main hand upon pickup, provided it is not occupied by a locked item. Thrown weapons are also automatically picked up when moving onto an adjacent tile, similar to arrows.[/p][p]- Unified World Map across all screens with functionality and improved rendering in some areas.[/p][p]- When buildings consume food resources to produce better quality food, the used food reduces the amount of produced food, instead of getting added to consumed food, for the purpose of settlement food mechanics.[/p][p]- Jadeite added to special location.[/p][p]- Gees now leave feathers behind.[/p][p]- Increased prices on artifact resources.[/p][p]- Drinking whole water from Water Cactus doesn't remove it.[/p][p]- Chain Effects will no longer target any non-hostile entities like allied soldiers or townsfolk.[/p][p]- Modal windows in many places were updated to a new background.[/p][p][/p][h3]Fixed[/h3][p]- Fixed maintaining workshop mods selection on game restart.[/p][p]- Fixed icons under the Producing section going out of bounds in the Building tooltips.[/p][p]- Pasting from the clipboard to the input adds text at the caret position, rather than replacing the input content completely.[/p][p]- Multiple fixes to multi-tile issues related to movement and display.[/p][p]- Traveling Armies and Settlers are once again visible on the World Generation screen.[/p][p]- Keep Throwing: When throwing two weapons simultaneously, the new auto-equipped throwing weapons from inventory now correctly equip to both hands, allowing continuous throwing.[/p][p]- Picked Bearberry Bushes and Picked Blueberry Bushes can now be used to build a farm building.[/p][p]- Fixed overlapping military buildings on the Settlement Management Screen on 2560x1440 resolution.[/p][p]- Names of entities and items in tooltips no longer go out of the tooltip bounds.[/p][p]- Fixed some typos.[/p][p][/p][h3]Modding[/h3][p]- In the Chained component, right-click removes the entity from the grid.[/p][p][/p][p][/p][p]The development focus will remain on various improvements before I move towards the next major content update, with the major topic ahead that I'm eyeing right now being gamepad support. It's a tough one, given the size of our game and the number of GUI elements, but I would love to have Soulash 2 playable on Steam Deck in the foreseeable future.[/p][p][/p][p]Many of today's changes and improvements come from the #s2-suggestions channel on our Discord. Many of the points in today's changelog are your great ideas to make the game better, and I continue to encourage you all to keep debating and voting with emotes on the ideas you want to see as I scroll through them.[/p][p][/p][p]Thank you all for playing and sharing your thoughts, and have a fun weekend.[/p][p]Artur[/p]

Soulash 2 v0.9.16.1

[h3]Changed[/h3][p]- Changed precipitation algorithm in world generation to improve biome edges on big maps - the algorithm change will affect the results of map seeds.[/p][p]- Ores are now grouped under the resource type Ore.[/p][p][/p][h3]Fixed[/h3][p]- Improved stability of history simulation.[/p][p]- Workshop mods now correctly load on game start, instead of potentially being disabled when one of them is broken.[/p][p]- Fixed passive description of new artifact-tier resources.[/p][p]- It's no longer possible to access the State Management screen with a hotkey before conditions are met.[/p][p]- Fixed Durability being displayed in black on the crafting recipe.[/p][p]- Removed black commas from recipe tooltips.[/p]

Soulash 2 v0.9.16 "Walking Forest"

[p]Greetings fellow gods,[/p][p][/p][p]We're back on the treadmill from the cold, grey outside, with updates rolling in for this new year. Here's the changelog for this week's update:[/p][p][/p][h3]Added[/h3][p]- New Impossible tier location: Walking Forest (forest)[/p][p]- New Impossible tier location: Hatching Place (grasslands)[/p][p]- 4 new passive skill effects.[/p][p][/p][h3]Changed[/h3][p]- Military Companies and Settlements without a state will no longer render banners.[/p][p]- Black Ice Block added to Stonemason's potential resource production.[/p][p][/p][h3]Fixed[/h3][p]- Fixed a crash related to companion available actions.[/p][p]- Fixed crash when changing the font type.[/p][p]- Fixed the Dispatch to Location dialog not blocking input, allowing for the stacking of other dialogs (like attack settlement).[/p][p]- Fixed a situation where the town could end up without a company during an offensive battle with a player present, when all members of the player's army were killed.[/p][p]- Army members who are added as occupation army members are properly removed from the military buildings in their hometown.[/p][p]- Fixed instant movement of armies onthe world map.[/p][p]- Fixed settlers not rendering on the world map when going to re-settle ruins[/p][p]- Battles will no longer count time to start the simulated battle while the offensive army is still traveling to it[/p][p]- Fixed not being able to join battles as either attacker or defender[/p][p]- Traveling groups are now serialized and de-serialized as part of the save, and will no longer teleport to the destination when exiting to the menu and back.[/p][p]- Hotkeys now display properly when swapping to companion equipment.[/p][p]- Elder Tree Sapling is correctly categorized under the Agriculture filter.[/p][p]- Fixed Mosaic Wall graphic.[/p][p]- Aatorogs no longer generate with names.[/p][p]- Whispering Talisman is no longer missing stats.[/p][p]- Fixed repeating caravan selection when controlling multiple towns.[/p][p]- Rot ability gives Necromancy experience and has a sound effect.[/p][p][/p][p][/p][p]In the coming weeks, possibly a few months, expect the focus to remain on additional Impossible locations, with artifact-tier resources that offer completely new powers and tweaks to existing features from state management (managing state-wide caravans and resource production) to skill balancing, before we begin working on the final major pre-1.0 Early Access update, v0.10 World Events, as outlined in our Roadmap that is meant to make the world feel more alive.[/p][p][/p][p]Have fun,[/p][p]Artur[/p]

Soulash 2 v0.9.15.4 Hotfix

[h3]Fixed[/h3][p]- Fixed crash related to the Living Fortress location.[/p][p]- Fixed a crash related to killing the Giant Worm's tail.[/p][p]- Fixed random wolf spawns in forests and baboons in tropical rainforest.[/p][p]- Fixed typo in Flaming Shot description.[/p][p]- Fixed typo in Fatigue tutorial.[/p][p]- Side Quiver has a proper icon and has removed physical resistance.[/p][p]- Fixed icons of Anhydrite Block and Travertine Block.[/p][p]- While controlling the Necrotyrant Bastion, it's possible to summon skeletons and create the first family of undead.[/p][p]- Removed height from Amber Deposit.[/p][p][/p][h3]Modding[/h3][p]- Updated translation loading process to apply language mods on loading the game instead of just world generation.[/p]

Soulash 2 v0.9.15 "Impossible Artifacts"

[p]Ho ho ho,[/p][p][/p][p]Santa is coming with gifts for those of you who have been good gamers this year. We have the first 3 "impossible" difficulty special locations available, featuring multi-tile boss enemies and unique resources that allow crafting of artifacts that become part of world history.[/p][p][/p][p][/p][p]Here's the full changelog for today's update.[/p][p][/p][h3]Added[/h3][p]- Military Dispatches: [/p][p]You can dispatch soldiers to a tier-5 (impossible) location from the Military Map. It costs gold, and part of the proceeds will go into the company's coffers. [/p][p]The army will travel to the POI and wait for you to join them for 30 days.[/p][p]During dispatches, you can order your soldiers to charge (new button next to minimap), and they will move toward the closest hostile enemy.[/p][p]Dispatches also have their own battle reports available during dispatch (also next to the minimap) or afterwards, via the new 'Dispatches Forces' button on the Military Screen.[/p][p]Leaving the dispatch location would force the army to retreat to their hometown.[/p][p][/p][p]- Artifacts: [/p][p]A new category of items with some special rules. You can see the artifact list on the Knowledge Screen, along with their history events and stats.[/p][p]They can be crafted using tier 5 materials. Artifacts can also be named (from the crafting screen if it was created by the player, or from the knowledge tab if we own it and it was not named yet).[/p][p]Artifacts are never lost - when destroyed (e.g., by player dying, region being forgotten, etc.), they are instead 'lost' and can be rediscovered by NPCs during world simulation. You cannot salvage artifacts.[/p][p]Finally, they can be passed around - inherited by descendants, found by NPCs if lost, or claimed during battles.[/p][p][/p][p]- New Christmas-themed special location for the Snow biome.[/p][p]- A random impossible location (T5) is guaranteed to spawn and be visible when starting a new world.[/p][p][/p][h3]Changed[/h3][p]- State Overview: 'Available family jobs not filled' problem will only show when there are available worker slots AND unemployed adult family members that can work in them.[/p][p]- You can see your own armies waiting at T5 locations on the world map screen.[/p][p]- You cannot join defensive battles when the defenders are dispatched to a location.[/p][p]- Defensive battles when defenders are not present are automatically lost. The enemy can raid the settlement without any issues.[/p][p]- Only lost conquest battles will cause the disbandment of the defending company. Other types of battles (raid for wealth, soul harvest, etc.) may eliminate soldiers, but the company will persist.[/p][p][/p][h3]Fixed[/h3][p]- Clicking outside the dropdown while it is expanded will deactivate it, instead of blocking input.[/p][p]- You should now be able to pick up items that end up under the river tiles by using the context menu (e.g., chicken eggs).[/p][p]- Prevents moving entities between settlements (also to level 1 settlements) by clicking on them, switching the settlement in the tab, and assigning them to military slots.[/p][p]- Vampire mums will love their tasty offspring and family members, even if they are not undead yet (and will converse and train them).[/p][p]- Fixed position numbers in the settlement list in the overview screen on 2560x1440 resolution.[/p][p]- Fixed stat allocation buttons so they will not be rendered partially over each other in the equipment screen on 2560x1440 resolution.[/p][p]- Fixed items that had a dexterity bonus were also showing incorrectly as equal to intelligence/willpower bonuses.[/p][p]- Fixed a rare crash in the Knowledge Screen.[/p][p]- Fixed the carpenter building being able to produce Maple Wood from Pine Logs.[/p][p]- When a companion kills an entity that provides some benefit, like unlocking a new recipe, it's rewarded adequately to the player character.[/p][p]- Reptilion Carpenter is correctly assigned to the Carpenter building instead of the Woodcutter.[/p][p]- Pressing hotkeys while naming your state should no longer switch screens.[/p][p]- Fixed a rare crash related to combat.[/p][p][/p][h3]Modding[/h3][p]- The resource component was expanded by the "granted_passive" field, which evaluates as a passive id. Items crafted with resources that have "granted_passive" will grant that passive when equipped.[/p][p]- Added a "poi" console command, which can be used to force the spawning of locations of specific difficulty (1 easy to 5 impossible) around the world player position.[/p][p]- Added new component to support Multitile entities: Chained.[/p][p]- Added engine support for dynamic character creation in fonts, enabling translations in more languages.[/p][p]- New Passive Effects: Bonus Attack, Dark Vision, Stamina Percent on Kill (see modding docs passives list).[/p][p][/p][p][/p][p]This will be the final feature update for Soulash 2 this year. With multi-tiles in place that we can expand further with additional AI functionality as different behaviors are needed, we're well-positioned to focus on the final major feature (v0.10 World Events) that will complete my overall game design planned for Early Access, in addition to polishing what is already available, expanding State Management that many of you asked for, Steam Deck support, and the 1.0 release that will come with story continuation after the events of the first game.[/p][p][/p][p]After the New Year, I'll review all your suggestions on our Discord to determine which fit the game and are in demand. Please hop in and leave your votes under the features you'd like to see added to the game. I'll update the Roadmap in January and include what's left ahead before the 1.0 stable release, which I hope we'll be able to deliver sometime in 2026.[/p][p][/p][p]Thank you all for playing Soulash 2 and for sharing your excitement with me. I wish you many more hours of fun in the coming year.[/p][p][/p][p]Merry Christmas and a happy New Year to you all,[/p][p]Artur[/p]