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Soulash 2 News

Hotfix v0.8.10.2

[h3]Changed[/h3]
- Hunting Ground location moved from Easy to Troublesome.

[h3]Fixed[/h3]
- Fixed crash related to Old Village location.
- Blue Flame Brazier doesn't require an anvil to build.
- Fixed multiple Bone Throwing Axes creation on character creation.
- Fixed disappearing items when picking from stash and leaving the region.
- Fixed intelligence and willpower going down in the early elderly age.
- Fixed invalid scroll in Knowledge Locations tab.
- Fixed support for extra carry weight property on all equipped slot instead of just Bags.

Soulash v0.8.10 "Quivers"

Greetings fellow gods,

Today's update brings new items for the Ammo slot, including extra backpack slots and weight for throwing weapons. This will also likely replace the lone stat arrows for everyone except bow and crossbow users.

Here's the changelog:

[h3]Added[/h3]
- 2 new easy and 1 troublesome location.
- New item type Quiver that goes into Ammo slot.
- 3 new recipes for Quiver in Leatherworking.
- New top-tier throwing weapon on level 50 Weaponsmithing.

[h3]Changed[/h3]
- Flax flowers can be planted in Savanna.
- Bucks are allowed as a Goat requirement for the Goat Ranch building.
- Forbidden actions are not considered a crime in ruined settlements.
- Improved building icons for Gnolls and Goblins.
- Reduced damage of Angon and Gravelock.

[h3]Fixed[/h3]
- Fixed occasional game freeze after getting married.
- Fixed damaging rivers and ponds.
- Candlestick and Triple Candlestick are destructible.
- Cedar saplings can grow.
- Phasewalker recipe now requires only a tailor workplace to craft.
- Herbs once again spawn in tropical rainforests.

[h3]Hotfix v0.8.10.1[/h3]
- Crash on migration.
- Crash on history simulation.
- Fixed damage to walls.

The plan for the next week is to trim the bugs list on Discord, add more tier 1 locations for more variety, and do some war-related stuff in the background - we'll see if something will be ready to be included.

Have fun,
Artur

Hotfix v0.8.9.2

[h3]Fixed[/h3]
- Fixed Smelter building icon.
- Fixed auto-pickup for Throwing weapons that are not stackable.
- Fixed missing occupation on NPCs when entering the world for the first time after generation.
- Fixed birth rates for the first child of older races like Elves.
- Fixed Goblin Tavern tooltip crash.
- Rats can move.

Soulash v0.8.9 "Stormthrowing"

Greetings fellow gods,

Not without some hiccups, but we're back at weekly updates with a new skill called Stormthrowing that combines throwing weapons with electricity magic. It has some cool new mechanics around stackers introduced with Cryomancy and should give plenty of new options for modders as well. The big game changers are triggering abilities from basic attacks and after a stacker reaches max defined stacks.

Here's the full changelog:

[h3]Added[/h3]
- Added new skill Stormthrowing - combining throwing weapons with electricity-based magic.
- Added 12 new Throwing weapons.
- Flanking mechanic: Minimum damage dealt from the back is set at 6, minimum damage done from the sides (direct sides and diagonal back) at 3.
- Protection skill "Protected Flanks" negates the effects of flanking.
- Added Potato Farm building to player settlements.
- Added Blueberry Jam.
- Added Obsidian to natural resources.
- Added Temple of the Moon to tier 4 player settlements.

[h3]Changed[/h3]
- Thrown weapons are automatically picked up, same as bow/crossbow ammo.
- Claypit building changed to require at least 3 clay floor tiles.
- Bolt recipe no longer requires a woodcutter tool.
- Sand Wall counts for Mine building requirements.
- Candelabra, Acacia, and Fir logs can be processed by Carpenters in player settlements.
- Changed the "Requires one of" label under Passives to "Requires" for clarity.
- Goblins now have taverns with their own drinks.

[h3]Fixed[/h3]
- Fixed icon for Cranberry Farm building.
- Fixed wrong recipes in milestones - Death Scythe and Crown Legs.
- Fixed resource spawns for Cactus Fiber and Paralyzing Mushroom.
- Fixed crash related to Lizardmen building tooltip.

[h3]Modding[/h3]
- Stackers can be applied to the caster.
- Stackers reaching max stacks can trigger an ability cast. The ability may also be unlocked by passive.
- Multiple new passive effects: Range Bonus, On Attack Stack (Basic attacks may add stackers), On Attack Cast (Chance to trigger ability cast on basic attack)
- New Ability Effect: Damage Per Stacks (Adds damage to ability depending on all stack counts on target).


I've also updated the roadmap to accommodate the recent slowdown in my work. The next milestone update - the War update is scheduled for December, although parts of it will keep coming on Thursdays as part of the weekly updates.

Have a fun weekend,
Artur

Soulash v0.8.8 "Storkism"

Greetings fellow gods,

We're slowly getting back into the weekly update routine, and today, we have a new special location for you inspired by our community's new High Priest of Storkism - Draken (yes, the modding grandmaster Draken). I won't say much more, as finding it is part of the fun.

Additionally, we've begun reworking the building icons to make them fit better with the rest of the graphics and tackled two common issues - disappearing stashes and other entities on re-entering the region and improving the chance for at least one child for longer-living races.

Here's the changelog:

Added
- New extreme location: The Great Stork Temple.
- Added Cranberry Farm building.
- 2 new Carpentry recipes.
- 5 new Adventuring recipes.

Changed
- Remade building icons for humans, elves, and dwarves.
- Looted Chest can be destroyed.
- Beeseekers can be built with flower beds.
- Increased the chance for the first child and tweaked the birth rate depending on age.

Fixed
- Fixed disappearing region entities when reloading the game.
- Blocked region entry and world movement while working in a settlement building.
- Fixed crash related to Light Bringer building tooltip.
- Fixed Mulberry Garden to require 4 resting places and changed the category to food.
- Fixed some typos.

Things are still a little slow, but my mind is adjusting from thinking about one war to another. The school year has also begun, and the changes to kids' schedules require a new routine.

The good news is that with the recent sales spike, we'll be able to extend the game's scope beyond planned 1.0. We can focus entirely on making the game amazing without worrying about finances for a while. I'm considering looking for a programmer to help with the modding tools, as many of you are interested in expanding that aspect of the game. I'll let you know if anything moves in that direction.

It's great to see so many new players discovering the game and having so much fun.

The grind continues,
Artur