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Soulash 2 News

Soulash v0.8.2 "Kittens & Puppies"

Greetings fellow gods,

Today, we're continuing with the settlement-related improvements by adding some baby animals to be found, purchased, and captured and a few new buildings and resources.

Here's the changelog for today's update:

[h3]Added[/h3]
- Building placer menu lists buildings for higher settlement levels under lock to indicate when they will be available.
- Added some baby animals to be purchased from Ranches or found in Special Locations.
- Added action "Catch Animal" on level 15 Agriculture that allows catching baby animals to inventory, for example, Piglets.
- More details in the biome maps.
- Some new animals to find in the wild.
- Added Silk and Pearls to be acquired in certain regions.
- New buildings for player settlements: Cow Ranch, Pig Ranch, Chicken Ranch.

[h3]Changed[/h3]
- Goblins have an inherent +5 bonus to Sneaking because they goblin around.
- Fang Necklace returned to level 32 Leatherworking and material resource was replaced with leather.
- Woodbenders building was moved to settlement tier 3 and was limited to 1 per settlement.
- Added treasure chest to Night Circus.
- Death Knight Castle was renovated.
- Remade the entrance to the Medusa Garden to be more easily noticeable.
- Ground Jelly can be planted and takes time to grow.
- Savory can now only be planted in the jungle region.
- Log Door, Weapon Stand, Armor Stand, and Chopping Block are demolishable.
- Reduced the range of potential treasure chest spawn in Dryad Trees.

[h3]Fixed[/h3]
- Fixed movement lock that sometimes happens when passing a river.
- Woodbenders building correctly produces Maple Wood from Maple Logs.
- Mushrooms correctly spawn in regions.
- Strawberry Gatherer building shows up in player settlements.
- Fixed an issue that would cause a special location to override our settlement after claiming it.
- Immunity to effects like poison applies when you step on tiles that cause them.
- Glowing mushrooms are gatherable in the wild.
- Live roof has correctly set graphic tiles.

[h3]Modding[/h3]
- Added stash cheat command that works like spawn, except it places items and resources in our stash.
- Fixed overriding Weight component and corpses by mods.
- Newly added tags are correctly listed in entity Tags input.
- Properties: hearing, sneaking, magic_power, health_regen and health_regen_tick can now be changed in racial "statistics" property.
- Added support for locations difficulty -1, which have a 20% chance to spawn on any region of specified biome except settlements unrelated to world tile properties like natural resources.


Currently, I'm still focusing on the smaller improvements you request and issues you report, but I think in one or two weeks, I'll shift toward the bigger Family feature some of you have been asking for. Starting our own family, getting a mate, making babies, retiring, and playing as our offspring is the next milestone before I refocus again, this time on deepening world simulation and WAR.

We're continuing to have a nice influx of new players during the Summer Sale - welcome everyone! I hope you'll enjoy your stay. Consider joining our very active Discord server, where you can get some guidance or listen to rumors from experienced travelers. Also, here's a list of quick tutorials for major features in the game.

Have fun,
Artur

Hotfix v0.8.1.2

Greetings fellow gods,

Here's a bunch of Sunday fixes to improve settlement-related stability and declutter the Discord bug reports. :)

[h3]Changed[/h3]
- Mill is now on level 13 Construction and Alchemy Tables on level 28.
- Windows, Range Targets and Training Dummies are demolishable.

[h3]Fixed[/h3]
- Children no longer die before their fathers.
- Fixed crash related to ask for training in our towns.
- Fixed crash related to building area selection.
- Fixed crash related to companion action selection.
- Fixed a bug that would reduce order count to 1 or not provide the crafted resources to the player.
- Fixed minimum area calculation for selected building areas.
- Fixed tooltips displayed out of section bounds on Settlement Management screen.
- Fixed selection of building areas being possible slightly off the displayed area.
- Fixed Big Game Hunter ladders.
- Fixed Lizard Forested missing dialogue options.
- Fixed Goblin Meat Hook missing dialogue options.
- Fixed Earth Domain roof situation.

[h3]Modding[/h3]
- Added "settlebump" cheat command that increases our settlement level by 1.

Have fun,
Artur

Soulash 2 v0.8.1 "Settlement Tweaks"

Greetings fellow gods,

Today's update addresses smaller things, from bugs to suggestions, and adds new recipes to existing skills.

The changelog is available below:

[h3]Added[/h3]
- 11 new imbuing recipes for Bone Etchers.
- Added Elven Bed and Elven Table to Carpentry.

[h3]Changed[/h3]
- Settlements no longer pay for caravan products if their wealth would drop below 1,000.
- Reduced stocked resources and wealth of families that decide to migrate to our towns.
- Increased the maximum distance for caravan travel.
- Spinning Wheel moved from level 30 to level 20 Carpentry.
- Fisher building accepts Swamp River and Sea tiles as requirements.
- NPCs no longer sell arrows back to the settlement.
- Date palms now can be planted in the jungle.
- Watermelon planting added to Agriculture.
- It's no longer possible to replace the caravan leader while moving.
- Sand now has value.
- Spore Lamp has a new graphic indicating it's lit.
- Brazier crafting coal cost reduced to 1.
- Changed Wheat Flour value to 2 and Bread to 4.
- Cotton Plants are destructible and can be planted in Forests.

[h3]Fixed[/h3]
- Fixed crash related to Berserkers military building.
- Fixed crash on asking hunters for nearby special locations.
- Fixed production sometimes does not happen due to incorrect checks if the family has enough wealth to pay for raw materials.
- Spore Lamp can be equipped as a weapon.
- Blueberry Bush spawns on Blueberry Seedling when the timer goes down.
- Fixed Caravan resource tooltips going out of bounds.
- Bloody Amulet correctly shows in recipes after unlocking.
- Fixed upgrade settlement population requirement to include military units.
- It's no longer possible to drop items to companions if that will put them above their carry weight.
- Stackable items stack count is properly preserved when leaving the region or game.
- Fixed families sometimes have a town choice to migrate despite saying they won't.

[h3]Modding[/h3]
- Released Settlement Simulation monitoring tool.

[h3]Hotfix v0.8.1.1[/h3]
- Fixed passing items to companions.

For those who would like to mod civilizations or explore how settlements operate under the hood, I've added my Javascript tool to show many details about population growth, wealth, or resources produced and consumed. You can find more on how to access it in this video: World Simulation Data Tutorial

There's still a hefty list of things to address on our Discord's #s2-bugs, so this will be my priority for the upcoming week, alongside a few improvements to Settlement Management.

Have fun,
Artur

Hotfix v0.8.0.5

Another batch of fixes:

[h3]Changed[/h3]
- Dwarven Beer added to the Tavern building.
- Settlements don't process excess resources to wealth on level 1 player settlements or when no families are in town yet.

[h3]Fixed[/h3]
- Fixed ordering crash related to items with no value in the settlement stash.
- Fixed crash on deconstructing tile that's being built by a companion.
- Fixed allowed building count when multiple natural resources are present in the region (for example, Stone and Marble).
- Fixed inability to reclaim region after abandoning it.


I hope you're all enjoying the new Settlement Management feature. I will take the rest of the weekend off to recharge a bit. I'll be back on Monday, have fun!

Soulash 2 v0.8.0.1-4

I guess you can't have a major update without some major issues. Hopefully, that's most of them caught. If you're having trouble, please report it on our Discord #s2-bugs channel, preferably with a save to speed things up.

[h3]Fixes[/h3]
- Various crashes.
- Improved performance when placing tiles.
- Fixed rare game freeze on world travel.
- Removed duplicate illusory obsidian wall recipe in Construction.