Soulash 2 v0.9.22 "King of the Savanna"
[p]Greetings fellow gods,[/p][p][/p][p]Today's weekly update brings a new impossible tier location to the Savanna biome alongside a handful of improvements and bugs.[/p][p][/p][p]Here's the full changelog:[/p][p][/p][h3]Added[/h3][p]- New impossible tier special location in the Savanna, with a new passive effect on legendary tier resource.[/p][p]- Added position link in settlement tab of the Knowledge screen, clicking on it zooms to settlement on the World Map screen.[/p][p]- Added the ability to save presets for character creation.[/p][p]- Your immediate family can recognize you.[/p][p][/p][h3]Changed[/h3][p]- Sword recipe now allows 2 magic ingredients.[/p][p]- Looping and outgoing sounds will be stopped when going to the Main Menu.[/p][p]- Reduced the growth time of many different kinds of tree saplings, and increased it for Cedar Sapling.[/p][p]- Improved performance of pathfinding in some settlements.[/p][p]- Puffball Mushrooms are now edible.[/p][p][/p][h3]Fixed[/h3][p]- Fixed a random crash when changing the world selected right after the history simulation.[/p][p]- Fixed an issue when starting the game that sometimes prevented the creation of local settings and saves directory due to the system username in Cyrillic.[/p][p]- Fixed an issue where the same world tile would be hovered twice due to world wrapping.[/p][p]- Fixed Clan Emblem attack speed bonus, and added a stackable component. (Restash old copies to apply changes to them).[/p][p]- When crafting, extra weight is properly reflected in the output item before finalizing crafting.[/p][p]- When upgrading, the previously used resources apply correctly to the item preview.[/p][p]- Changed flavor text of Ivory to not indicate it can come from mammoths.[/p][p]- Stamina indicator from Dueling Tactician passive now displays on full health bar width, not just the current health state.[/p][p]- Fixed the stairs situation in Ogre Citadel, and made it so treasure chests always spawn inside it.[/p][p]- Added missing trade conversation option to Reptilion Smelter.[/p][p][/p][h3]Modding[/h3][p]- New dialogue trigger when the player is caught committing a crime.[/p][p][/p][h3]Hotfix 0.9.22.1[/h3][p]- Added handling for save file corruption within the game, with popup to load one of the available backups.[/p][p]- Added handling for game and mod data corruption when loading a world and loading the game, including mentioning the mod responsible for the error, with a pop-up suggesting running data validation through the game distribution platform.[/p][p][/p][p][/p][p]Most of my focus now continues on the upcoming major update for World Events. We already have a system for triggering interactable events inside settlements that can progress and resolve in multiple ways, on their own or through player actions. It's kind of shaping like the quests that many of you asked for, and I said I didn't want, but because these events are an integral part of the procedural world simulation and can progress or be resolved without player interaction, they seem to fit the game really well, as well as offer potential objectives.[/p][p][/p][p]I'm also implementing new NPC adventuring groups that set out to travel around the world with their own goals, possibly interacting with the player character along the way. Some are forming because of the events happening in their hometowns. All to make the world feel more alive.[/p][p][/p][p]Much work remains ahead to fill in the details that will make that feature truly exciting to explore and prepare enough new content for the update, but I know many of you are waiting impatiently to hear more about this, so I'll share some previews early next month. In the meantime, what kind of events do you hope to participate in soon? Tell us in the comments below.[/p][p][/p][p]Have a fun weekend,[/p][p]Artur[/p]