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Soulash 2 News

Soulash 2 v0.6.5 "Mushmen"

Greetings fellow gods,

Another civilization rises in the Boreal Forests of our procedural worlds - Mushmen. They live in an underground network of caves and come with new bows, clothing options, and usable items.

Here's the full changelog for today's update:

[h3]Added[/h3]
- New civilization: Mushmen.
- 15 new items and recipes for Adventuring, Agriculture, Carpentry, Construction and Tailoring.
- Added scrolling to Building Menu.

[h3]Changed[/h3]
- All Reptilions have train conversation option.

[h3]Fixed[/h3]
- Multiple GUI fixes and improvements for 1600x900 resolution.
- Few GUI fixes for 2560x1600 resolution.
- Stackable craftable items like arrows don't lose used resources when stashing.
- Fixed Medusa's Garden missing z-2 level.
- Fixed Trail of Flame ability.
- Fixed Nettle Seedling growth timer.
- Fixed Move Speed and Magic Power stacking improperly when upgrading items.
- Fixed attack speed summary in crafting outcome preview.
- Fixed missing dialogues for settlement beings.

[h3]Modding[/h3]
- Fixed crash related to editing Explosion ability.
- Custom spritesheet correctly shows in Ability Maker.
- Moved amplifier backgrounds to a separate spritesheet.


Have fun,
Artur


Edit hotfix v0.6.5.1:
- Fixed crash related to stash
- Fixed modded ability icons on the Skills Screen.

Soulash 2 v0.6.4 "Family Relations"

Greetings fellow gods,

Smaller update this week as I've been hit by the flu. This update adds a few improvements for starting family relations, allowing us to work in the family buildings without committing crimes and have an easier time finding them.

There are also important fixes dealing with various procgen issues and missing entities that didn't spawn in special locations or in the world.

[h3]Added[/h3]
- Few new resources added to swamp, forest and savanna regions.

[h3]Changed[/h3]
- The player character has generated relationship connections when starting as a part of a family, which is visible on the Knowledge Screen.
- Forbidden Production Actions that are not unforgivable are now allowed in the building areas owned by the player's family.
- Harvesting is now forbidden in Human settlements.
- Family buildings are marked with different colors when asking for directions.
- Equipment button keys are now clickable.
- Ground Breaker Stone Spike spawn duration is reduced to 10 turns from infinite.
- Knowledge -> Beings tab no longer resets to Relations when changing the entity.
- Removed 3D effect on max zoom out to improve performance in mountain areas.
- Weapon Swap action now displays newly equipped items in message log.
- Buffed Abzudar the Knowing.

[h3]Fixed[/h3]
- Fixed multiple issues causing various entities to not spawn in the world or in special locations.
- Uhorn corpses correctly provide their horns upon scavenging.
- Fixed Huge Slug portrait.
- Fixed missing ability mentioned in usable item tooltips.
- Fixed an issue with weight calculation on item upgrade.
- Improved "Consume Blood" Swordfighting amplifier description.
- Amber can now be found in the regions.
- Fixed few rare crashes.
- Added missing special location dialogue option to Reptilion Hunters.
- Fixes +Sight property not transferring from resource to finished item.
- Fixed sight-related properties not refreshing after unequipping.
- Fixed crafting max count for some types of recipes like Gingerbread.


In the background, we've already begun working on another civilization, this time for Boreal Forest, and I've been slowly adding mechanics for the big v0.7 update introducing Adventuring Parties. Hopefully I'll recover soon and can pick up the normal pace.

Have fun, and see you next week,
Artur

Soulash 2 Hotfix v0.6.3.4

Quick hotfix to address crashes related to the orc, gnoll, and goblin locations and added a training option to unoccupied Reptilions.

Soulash 2 Hotfix v0.6.3.3

Greetings fellow gods,

A few more fixes today to address the new issues reported on Discord.

[h3]Fixed[/h3]
- Mods were causing names to clear out, resulting in a lack of names for NPCs.
- Fixed issue with ordering items that would not correctly add proper resources or incorrectly affect the price of crafted items.
- Higher-tier amulets have more magic ingredient slots.
- Onion Seeds are stackable.

Unfortunately, if someone created a new world with any mods and doesn't see the names of NPCs, the only way to fix that is to regenerate the world. Very sorry for the inconvenience.

Soulash 2 v0.6.3 "Reptilions"

Greetings fellow gods,

We're back after a short break with a substantial update to kick off February with style. Today a new civilization of humanoid lizards rises on the swamps of Soulash 2.



Reptilions are a playable race that doesn't need a fishing rod to catch tasty sardines. I hope you'll enjoy digging bog iron, sssmearing your weaponsss with frog toxinsss, and eating ssslug meat.

Here's the changelog for this patch:

[h3]Added[/h3]
- New civilization rises on the swamps - Reptilions.

[h3]Changed[/h3]
- Carrots, Onions, and Mushrooms are no longer harvestable, they may be salvaged for a chance at acquiring seeds instead.
- Changed prices of Spikehump Spike and Thorn.
- Harvesting Nettle Plants can now provide seeds.
- Magic Ingredient slot tooltip now indicates they are optional.
- Swapped Trail of Flame with Explosion ability on milestone unlocks in Pyromancy skill. Bumped damage scaling and added an extra offensive slot to the Explosion spell.
- Added a message about increased target effect, for example, when using a Double Stun amplifier.
- When opening Skills Screen the first ability is automatically selected to show the amplifier slots.
- Can't move while overweight.
- Reduced nutrition of Fish Meat and Cooked Fish Meat.
- Fishing is no longer a ranged action.
- Improved shades on portraits.
- Changed starting gold to 20.

[h3]Fixed[/h3]
- Fixed displayed damage in ability tooltips.
- Fixed river generation when the river starts in the region.
- Fixed a rare issue that would cause a cave special location to not generate.
- Fixed an issue where fresh elven settlements without any rooms built would not have an exit carved out.
- Fixed issues with stairs not generating in special locations of some biomes.
- Fixed Monkey City z-level 2 -> 3 stairs.
- Fixed an issue that would reduce base magic ability damage by magic power scaling percentage.
- Fixed an issue with asking for trainers where current military units were not taken into consideration.
- Onion Seed can now be picked up.
- Onion Sprout and Nettle Plants require proper resources.
- Fixed an issue where not all resources were consumed when crafting or ordering a stack of items.
- Fixed scroll in Knowledge tab location events.
- Fixed Lunge activation with invalid target spamming error message.
- Crueboros Leather is now properly categorized as Leather.
- Fixed overlapping tooltips when comparing items by holding the left shift.
- Fixed Caravan traveling (road generation) to work with wrapping x-axis.
- Fixed Swift Woodcutting passive speed reduction.
- Fixed Alchemical Fire ability spawning Burning Flame entities.
- Fixed teleport cheat command.
- Changed max skill potential of NPC's agriculture skill growth to 30.
- Fixed production action progress times.
- Fixed salvage confirmation popup issues.

[h3]Modding[/h3]
- Added full list of passive effects with descriptions and potential values to the modding documentation (thanks to Draken for putting it together!).
- Added section about production actions in modding documentation.
- Added scroll wheel support for Ability Maker scrolling.
- Fixed an issue preventing mod skills from loading in the Ability Maker skill selection.
- Fixed an issue that would not scroll to show full ability effects in Ability Maker.
- Added Weapon Types to Ability Requirements selection: Bow, Unarmed, Crossbow, Improvised, Natural and Throwing
- Disabled the "Continue" button when not all mods are available.
- Fixed NPC names mod path to use Workshop path correctly.
- Exposed starting gold variable in character.json.
- Fixed crash related to changing selected entities in Procedural Map Maker.


As always, thank you all for your support, and if you've missed it, make sure to check out the Roadmap for the things to come.

Have fun,
Artur

Edit: v0.6.3.1 Resolves a crash related to new leatherworking recipes.
Edit2: v0.6.3.2 Resolves invalid Trail of Flame placement in Pyromancy and issue with multi-crafting taking too many resources.