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Soulash 2 News

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]

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]