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Soulash 2 News

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.

Soulash 2 v0.8.0 "Settlement Management"

Greetings fellow gods,

We have finally arrived! The second major update to Soulash 2 Early Access introduces a huge change for mid to late game, where we can finally get some NPCs to our own settlements and make them generate wealth for us.

We've prepared a nice short tutorial explaining the new features, so if you would like an introduction, check it out here:

[previewyoutube][/previewyoutube]

The Settlement Management system is probably one of the most critical changes on the Roadmap as it opens up a path for us for some of the commonly requested features like family system, legacy system, and retirement, which you can expect in the upcoming weekly updates over the next few months, while we slowly move towards WAR.

The player settlement buildings are moddable, so go wild with creativity and create custom crafters and service providers available only to player settlements!

As with all major updates, we have new leaderboards for v0.8.x line of updates, including the recently added races - gnolls, gobos, and orcs.

Here's the full changelog:

[h3]Added[/h3]
- Settlement Management GUI window is now available.
- We can ask NPCs to migrate their whole family to our settlement once our settlement reaches level 2.
- Starting from level 2 settlements, we may assign areas for buildings that can be worked by NPCs.
- Families without existing businesses may be asked to migrate to our settlements.
- Added buttons for z-level change near minimap.
- 3 new Agriculture recipes.
- New character portrait options.

[h3]Changed[/h3]
- Once tile is built, the pathfinding is immediately recalculated, removing the annoying collision when building multiple walls.
- Taming clears companion aggro on tamed animal.
- It's now possible to deconstruct in progress tiles before finishing them.
- Animals no longer open doors.
- Workbenches moved to level 12 of Carpentry.
- Wooden Roof recipe moved from level 12 to level 8 of Carpentry.
- Training Dummy recipe moved from level 10 to level 9 of Carpentry.
- Wooden & Log Doors recipes moved from level 14 to level 10 of Carpentry.
- Range Target recipe moved from level 9 to level 14 of Carpentry.
- Anvil recipes moved from level 10 to level 19 of Construction.
- Well recipes moved from level 19 to level 10 of Construction.

[h3]Fixed[/h3]
- Claiming a plundered special location removes the checkmark.
- When leveling up Construction while building, the currently selected tile is no longer cleared.
- Fixed affix and level of Crueboros Leather.
- Mycelium Wardens found their voice.
- Removed duplicated training options for Foresters.
- Fixed accidental building under resource selection.

[h3]Modding[/h3]
- New building properties that allow configuration for player settlements.


We have a new #s2-towns Discord channel to share screens of your settlements with the community, and who knows, maybe we'll soon add a way to turn them into special locations to challenge fellow gods? As you can see, my head doesn't stop spinning from all the cool ideas popping in.

I wish you all great fun, and please make sure to share the update with your friends who also might be interested in the game!

I'm looking forward to your feedback,
Artur

Soulash 2 v0.7.13 "The First Temple"

Greetings fellow gods,

The final update of the v0.7.x line of patches is upon us. It brings new extreme special locations, new recipes, increased max potential, and some features that prepare us for next week's upcoming major update - v0.8 Settlement Management.

Here's the full changelog:

[h3]Added[/h3]
- 5 new Special Locations: 4 extreme and 1 troublesome difficulty.
- Added 3 new recipes to Carpentry.
- Added 5 new recipes to Agriculture.
- Added hotkey (F11) for Camera Mode in Keymap, which will hide GUI elements so we can take pretty pictures of our settlements.
- New Bone resource added.
- Stone Bed recipe added to Construction level 5.

[h3]Changed[/h3]
- When building in your own settlement, the fog of war is lifted.
- Increased base max potential by 40.
- Honey nutrition reduced to 40.
- Bed recipe moved to Carpentry level 5.
- Drying Leather Rack moved from Construction to Carpentry level 6. Leather on Drying Rack was also added there.
- Blood Circus moved to Troublesome difficulty.

[h3]Fixed[/h3]
- Fixed Wolverine Claw stats.
- Spore Lamp is now valuable.
- Fixed graphic for Mahogany Log.
- Fixed resource consumption when building using stash resources.
- Fixed generating new buildings in settlements on z levels that were unavailable.
- Dwarves no longer struggle to find their own beds.
- Fixed Tree Sapling growth.
- "Covered in..." status disappears at 0%.

[h3]Modding[/h3]
- Fixed an issue where abilities didn't load for editing when they had special characters in the name.


As promised, I also have some pics for the upcoming major update. It's still WIP, but it's mostly balancing, improvements, and polishing left. As I mentioned previously, we'll have complete freedom to build our settlements without template buildings, and all we'll have to do is meet certain conditions and select an area where the building will be placed.



Once we set up our buildings, they will show up in the new Settlement Management GUI window:



This is where we'll assign buildings to families, people to buildings (if we want to), send out caravans with our goods, monitor the food stock, wealth, and stash, and build our military might for companion reserve and preparation for future wars.

I hope you like this little preview. We'll have more details and a short tutorial for you next week - subscribe to our YouTube channel so you won't miss it. Generating a new world won't be necessary when the v0.8 update hits, so you can start preparing with materials and gold already. You'll need a lot of resources to build a big city that can sustain some workers.

Till next week,
Artur