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Soulash 2 News

Soulash 2 v0.9.13 "Military Management"

[p]Greetings fellow gods,[/p][p][/p][p]Today's update introduces a new screen for military management, enhancing the process of starting and ending wars, as well as deploying armies to conquer our neighbors.[/p][p][/p][p][/p][p]The full changelog can be found below:[/p][p][/p][h3]Added[/h3][p]- Added a Military Screen tab to State Management. This allows renaming armies, viewing soldier lists, sending troops to conquer, checking active wars, recalling occupying forces, and more.[/p][p]- Added a Move Capital button to the Settlement Screen, allowing you to relocate your capital to any controlled (non-occupied) settlement.[/p][p]- Categorization Update: "Move Capital" features expenditures are listed as State Expenses in the wealth tooltip in the Settlement Screen.[/p][p]- New historical event — "War Ended with Status Quo", triggered when a state pays to end a war early.[/p][p]- Added Skill Difficulty to the character creation screen - a text indicator showing which skills are easier or harder to learn. Magic-related skills are intentionally made harder to learn due to the rarity of their teachers.[/p][p]- Added 3 new locations for Troublesome POIs.[/p][p]- Added 1 new location for Hard POI.[/p][p]- Added 2 new milestones for Leatherworking.[/p][p]- Added 3 new milestones for Tailoring.[/p][p]- Added 1 new milestone for Agriculture.[/p][p]- Added 1 new milestone for Armorsmithing[/p][p]- Elven Ears can now be baked.[/p][p][/p][h3]Changed[/h3][p]- Ruined settlements are now displayed without banners, on a grey background, even if controlled. A dedicated ruined-settlement icon now appears in settlement and state overview screens.[/p][p]- Descendant characters can no longer select skills to boost during selecting them to play — they can already have higher skill levels due to prior work.[/p][p]- When asking family members to migrate, the player now migrates together with them.[/p][p]- Fuel resources like coal or firewood will not be consumed below 10 units during simulation.[/p][p]- Player's family is now marked with a crown icon next to their name in the settlement screen.[/p][p]- Empire Management Overview screen now shows all controlled settlements, not only player-created ones.[/p][p]- Skill books are now consumed even if the player has no potential in that skill. They can now grant the first level of the relevant skill.[/p][p]- Removed the old "Send Military Company" button and dropdown from the settlement screen. You now send armies via the military screen.[/p][p]- Adjusted war-ending logic — states will now continue wars longer instead of stopping immediately after a single battle (unless the enemy's last settlement is conquered).[/p][p]- Occupying armies with 0 soldiers are now automatically disbanded, and control returns to the previous settlement owner.[/p][p]- Corpses no longer disappear after drinking their blood.[/p][p]- Stone Crown and Stone Shield now need a workbench instead of an anvil.[/p][p]- Bumped blood amount in humanoid and orc corpses.[/p][p]- Tweaked Meat Hand statistics.[/p][p][/p][h3]Fixed[/h3][p]- Abandoning a conquered settlement now correctly returns the occupying army to their hometown — as recruits (if the hometown is free) or citizens in their families.[/p][p]- Abandoning the capital now correctly moves it to the largest valid non-conquered, controlled city (by population).[/p][p]- Fixed a bug causing conquering armies to incorrectly show their hometown in the state overview problems list as "Battle is taking place here."[/p][p]- Fixed an issue where crafters without inputs (e.g., blacksmiths, leatherworkers) incorrectly showed as lacking inputs in State Overview → Problems.[/p][p]- Fixed a missing overlay when opening the State Overview Problems Filter.[/p][p]- Fixed an issue where starting as a descendant made your spouse appear as a "previous spouse".[/p][p]- Fixed a crash that occurred when removing deceased people from settlement buildings.[/p][p]- Fixed Mage Tower treasure chest spawning to remain within the constraints of the tower.[/p][p]- Fixed invalid damage message on attack in Polish translation.[/p][p]- Removed caravan leaders from the teacher list — as they don't spawn on the region map.[/p][p]- Removing a building from a family now correctly resets all workers in that building’s occupation back to "none".[/p][p]- Skeletons and Vampires in player towns don't consume settlement food during simulation.[/p][p]- Alchemy tooltip explains how to train it.[/p][p]- Preventing multiple actors on the same tile when digging graves.[/p][p]- Fixed an issue where sometimes the trading screen showed stocks of previously interacted with family.[/p][p]- Fixed Vampire Nightborns dealing too much damage.[/p][p]- Fixed display of world tile description at \[0,0] coordinates.[/p][p]- Disabled the possibility of families purchasing settlement buildings that don't allow any workers, like settlement centers.[/p][p]- Map filters no trigger work when the filter window is closed.[/p][p]- Paralyzing Mushroom Pins correctly grow into gatherable Paralyzing Mushrooms.[/p][p]- Thirst On Effect from Rainy Day no longer works to sate Bloodlust.[/p][p]- Ripped Oak now has a correct graphic.[/p][p]- Mushmen no longer build the Human Leatherworker Building.[/p][p]- You can now talk to Rasimi Smelter in your settlement.[/p][p]- Player can no longer ask a Vampire to marry them.[/p][p]- Vampire cities now have the correct graphics.[/p][p]- Meat Golems won't use ranged weapons anymore.[/p][p]- Collegium Magicae in Human settlements is correctly categorized as a military building.[/p][p]- Fixed missing or incorrect occupation icons for druids, berserkers, maulers, and archers.[/p][p]- Fixed Snail Tooth's wrong image.[/p][p][/p][h3]Modding[/h3][p]- Persona component in entities exposes a new optional field, called: "occupationIconIndex". It is the image index of the professions icons tileset. Setting it to a custom icon will override the military screen unit icon.[/p][p][/p][p][/p][p]Starting next week, I will resume working on multi-tile entities for T5 locations, to have them ready for you by the end of the year. There are two additional Empire management screens planned to enhance visualization and aid in planning: trade (to manage caravans between settlements) and production (to view the output of various cities within our empire). The rest of our time will be spent refining what we already have in the game, such as improvements to the economy, performance enhancements, and other related aspects, over the next two months.[/p][p][/p][p]Have a fun weekend,[/p][p]Artur[/p]

Soulash 2 v0.9.12 "Vampires"

[p]Greetings fellow gods,[/p][p][/p][p]With some delays and a broken release schedule, we finally have some significant features and content updates for you: the introduction of the Vampire civilization and the overview section of the State Management screen.[/p][p][/p][p]Let's talk State Management first. We have a new screen where we'll manage our ever-growing empires and see what we can improve, like delivering missing input resources for buildings or re-shuffling buildings among families so they keep producing wealth.[/p][p][/p][p][/p][p]On this new screen, we can create a state and edit it by changing its name or banner.[/p][p][/p][p][/p][p]The warnings for various settlements are filterable, so we can customize which parts are relevant for us. They also link to specific settlements in the Settlement Management screen.[/p][p][/p][p]This screen will continue to be expanded in our minor updates to cover more areas of State Management, such as managing the military forces, the caravan economy, and more. With the traditional roguelike and sandbox framework already solid, we're entering the strategy-genre-inspired phase of the Soulash 2 endgame gameplay to finalize the core game design.[/p][p][/p][p]Now onto the final civilization promised in our Roadmap. The Vampires are not immediately playable, just like the Undead. Instead, a transformation is available through the Necromancy skill, as an alternative to becoming a Lich. The vampires come with a single settlement in the grasslands and, like any civilization, will require time to develop in a new world. Through Vampirism, it's possible to offer immortal life through the gift of our blood to our beloved, before they die and have to be resurrected as a zombie. Possibly a better deal, but still not exactly alive.[/p][p][/p][p]Here's the full changelog for today's update:[/p][p][/p][h3]Added[/h3][p]- State Management Screen - Overview: this new screen displays stats of all controlled settlements, allows changing the state name, crest, or faction colors, and shows problems our towns have.[/p][p]- New civilization: Vampires.[/p][p]- Added a new alternative path for the Necromancy skill to become an immortal Vampire.[/p][p]- Added a Necromancy ability to turn NPCs residing in our towns into Vampires.[/p][p][/p][h3]Changed[/h3][p]- Reverted Crafting Screen change that caused crafting sometimes to produce incorrect stack size.[/p][p]- Only adults can lead caravans/work in buildings/gather tile resources/work in military companies.[/p][p]- Occupation armies cannot be sent to conquer.[/p][p]- You cannot enlist the local population from conquered towns in the occupying army.[/p][p]- The settlement screen now shows if the settlement is capital or conquered by you.[/p][p]- Player state capital is rendered on the world map with an extra crown icon.[/p][p]- Vampiric Touch will now provide 25% of its damage as Bloodlust for Vampire characters.[/p][p]- Added more state name generation variety for Dwarves, Elves, Goblins, Orcs, and Trolls.[/p][p]- Displaying the race of characters in tooltips.[/p][p]- Color coding liquid types in container tooltips.[/p][p][/p][h3]Fixed[/h3][p]- Fixed some dropdowns incorrectly processing input keys.[/p][p]- Fixed dropdowns' handling of keyboard navigation: up & down, tab for cycling, and enter for selecting.[/p][p]- Fixed recruits counting as two people in the settlement screen exploit.[/p][p]- Fixed removing soldiers from buildings not changing the military stat of the settlement.[/p][p]- Fixed assignments from and to the Recruit positions.[/p][p]- Fixed deleting a military building in the settlement screen not removing members from the company.[/p][p]- Hearth returned to require a Stone entity instead of a Stone resource type, as that slight stone shift caused the collapse of the entire Human civilization in the world simulation.[/p][p][/p][p][/p][p]Updates may remain irregular for a while, as we figure out a good pace. The primary goals are the t5 locations with multi-tile bosses and extensions to the newly introduced State Management Screen. After that, the Events System, and then I'll check again on what kind of fantastic suggestions you all have been leaving us on Discord's s2-suggestions channel, so make sure to leave your feedback there, and upvote what you like to see in the game (just please, no more sex stuff).[/p][p][/p][p]Also, for those who don't yet know, we have tutorials and short stories on our YouTube channel. I've been thinking about using it to create a series on official lore. Would you like to see the Soulash universe summarized and expanded into a video format? Make sure to subscribe and let us know.[/p][p][/p][p]Have fun slurping blood and turning your mush-family into vampires,[/p][p]Artur[/p]

Hotfix v0.9.11.1

Greetings fellow gods,

A bunch of fixes today as we work on bigger features. Here's the changelog:

[h3]Changed[/h3]
- Ice Wall and Frozen Dirt Wall can fulfill the Stonemason building requirement.
- Wishing Well takes 10 turns for its action instead of 30.
- Hearth building can now take any stone instead of the basic Stone entity.
- Changed Gloomy Village treasure chest spawn to be in the castle rather than on a random roof.
- Wishing Well drop rates tweaked.

[h3]Fixed[/h3]
- Fixed a crash related to battling.
- Fixed a crash in Knowledge Screen.
- Fixed a crash in Settlement Screen.
- Fixed a crash related to asking for special locations nearby.
- Fixed a crash related to invalid modded recipes in Crafting.
- Sandstone Glass Window has a proper background color.
- Fixed Collegium Magicae and Cryoqua Nexus breaking UI in the Settlement Screen on 2560х1440 resolution.
- Fixed settlements going out of list bounds in the Knowledge - State screen.
- Fixed settlement population and military sometimes having incorrect values
- Fixed crafted stackable items causing the Crafting Screen to go blank.
- Fixed the setting screen's close button so that it does not overlap with the changing z-level button
- Fixed mouse 4 and mouse 5 buttons showing correctly in the options/keymap screen
- Fixed the elixir of power not granting magic power
- Fixed usable items taking out of the stash not granting active abilities
- Fixed the ability hotkey under "-", as it was conflicting with the "look down" action.

Have fun,
Artur

Soulash 2 v0.9.11 "Cloud Saves"

[p]Greetings fellow gods,[/p][p][/p][p]Today, we're introducing a minor update featuring Steam Cloud Save support, additional content, and various bug fixes. Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- Steam Cloud Saving support for about 5 worlds, depending on size.[/p][p]- New things you can encounter in the wild with performable actions.[/p][p]- New bloodhungry creature in the Swamps and Forest biomes.[/p][p]- Elder Tree added to Agriculture.[/p][p]- Magic Door recipe added to Imbuing.[/p][p]- Snow Wall recipe added to Construction.[/p][p]- Picked Strawberry and Blueberry Bushes now counts for making a new building.[/p][p]- New hairstyles.[/p][p][/p][h3]Changed[/h3][p]- Stackable items now take a shorter time to craft.[/p][p]- Some changes to clothes selection.[/p][p]- If an item grants an ability, it now clearly states if it's an ability for the player or for a specific type of golem.[/p][p][/p][h3]Fixed[/h3][p]- Graves now behave correctly when digging.[/p][p]- Oak Hart has a correct graphic.[/p][p]- Toad Man Toe has a correct graphic.[/p][p]- Fixed Mushman building showing up in Human city.[/p][p]- Fixed Old Village special location fusing buildings.[/p][p]- Fixed Cabbage Fields special location.[/p][p]- The Wooden Fence Door is correctly categorized in the building menu as a door.[/p][p]- Fixed crash on map generation related to Pottery Hut building in Reptilion settlements.[/p][p]- Dwarves in settlements no longer support Dark Dwarves.[/p][p]- Frozen Poison now correctly requires 1 empty vial when crafting.[/p][p]- Fixed crafting exploit that allowed creation of items with fewer resources in the stack than necessary.[/p][p]- Abilities learned during werewolf transformation will be kept after the transformation ends.[/p][p]- Loading the game while being transformed into a werewolf will not instantly revert the transformation. [/p][p]- Dead entities dropped items: fixed item stack reset and items materials being changed when the entity dies, and we leave the region or save/load.[/p][p]- Fixed typos in the resistance potions ability description.[/p][p]- Luminous Wyrm now has missing inventory settings.[/p][p]- Human Alchemist now has the correct name in the Alchemist building.[/p][p]- Picking partial stacks (e.g., arrows) should no longer cause them to be generated with random tile resources.[/p][p][/p][p]As a reminder, the next major direction is the implementation of multi-tile entities for tier 5 special locations, which will take some time and result in irregular updates in the meantime. You can also expect a new Empire Management screen in the coming weeks to improve wars and conquest. We'll later expand the screen to facilitate easier management of multiple settlements for activities such as caravan trading.[/p][p][/p][p]Have fun,
Artur[/p]

Soulash 2 v0.9.10 "Toads & Cabbages"

[p]Greetings fellow gods,[/p][p][/p][p]Today's update introduces new early-game locations to enhance variety and includes various tweaks. Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- Two new locations for Easy level POIs.[/p][p]- Two new locations for Troublesome level POIs.[/p][p][/p][h3]Changed[/h3][p]- After retirement, the character should join his family, or if he doesn't have one, any of the controlled towns as a new settlement family. If no settlements are controlled, then it will join the hometown.[/p][p]- Healing Flower can now be consumed by a party member.[/p][p]- Picking up shot arrows now automatically equips them if the arrows equipped are stackable.[/p][p]- Scavenging Boar Corpse now takes the appropriate time.[/p][p]- You can find way more when digging up a grave.[/p][p]- Obsidian Stone now adds +2 Physical Damage when used in weapons crafting.[/p][p]- The Mosaic Wall can be demolished.[/p][p]- Stone weapons and armor become heavier.[/p][p]- Leveling up in skill during construction doesn't reset the currently selected materials[/p][p]- State banners are visible during the New World generation[/p][p][/p][h3]Fixed[/h3][p]- Animated Opal veins can now fight back.[/p][p]- Party members will not be able to lead settlement or family caravans[/p][p]- Party members should always spawn when entering the region, preventing CTDs on ordering them[/p][p]- After retirement, the old character should join his family, or if he doesn't have one, any of the controlled towns as a new family. If no settlements are controlled, then it will join its old hometown. This enables further interactions with retired characters.[/p][p]- Rare crash when sending an army to conquer.[/p][p]- Rare bug that would allow sending armies against own settlements[/p][p]- Conquering a settlement occupied by another state will no longer restore the original state ownership while retaining player control.[/p][p]- Fixed a rare crash during battles[/p][p]- Fixed some actions missing under the Unlocked Actions sections of the Skills Screen.[/p][p]- Display bug for showing that a different faction controls the settlement[/p][p]- Prevent creating new families in settlements if the settlement level is less than 2.[/p][p]- Prevent creating new beings (skeletons/bone wraiths) in settlements if the settlement level is less than 2.[/p][p]- Fixed a rare crash caused by the previous player's spouse.[/p][p]- Fixed skeletons in occupying garrisons becoming new Necrotyrants.[/p][p]- Fixed some typos.[/p][p]- Fixed the Ursan Mine map.[/p][p]- Changing into necrotyrant *after* killing previous necrotyrant should no longer teleport you to the neither world[/p][p][/p][h3]Modding[/h3][p]- Category ID is now showing under the 'crafting' component in modding, and is no longer overridden in files.[/p][p][/p][p][/p][p]I see a lot of people asking whether version 1.0 will follow after 0.9.9, so I would like to link to the Roadmap and remind everyone that the plan for 1.0 is sometime next year. There will be v0.10 first, before that multi-tile entities in one of the minor updates, and we're not in a rush to complete the game. I would rather take longer if there's a good opportunity to make Soulash 2 significantly better.[/p][p][/p][p]Have fun weekend,[/p][p]Artur[/p]