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Soulash 2 News

Soulash 2 Hotfix v0.5.0.5

[h3]Added[/h3]
- Added "ask for trainers" conversation option to all NPCs which will list all trainable skills in the settlement and point to the best trainer's work building.

[h3]Fixed[/h3]
- Fixed crash related to Gryphon.
- Fixed crash related to orders assigned to dead crafters.
- Fixed pathfinding for Rasimi in their settlements so they can find their beds and workstations.
- Fixed an issue where enemies would stop attacking if the player was surrounded.
- Fixed visual issue in crafting orders, causing them to display on top of each other when they are not assigned to anyone.
- Added missing train conversation option to Bone Wraith Guardians.
- Fixed an issue where jumping down into a river would remove the tile.
- Generic Log can now be used in building properly.

Soulash 2 Hotfix v0.5.0.3 & v0.5.0.4

Greetings fellow gods,

This hotfix improves on world traversal to help with issues where you might get stuck by disabling the lock on level 4 starvation/dehydration on High Fantasy mode, as well as changing the movement on a world map to only allow moving until the next starvation/dehydration level at once, changing the color of the movement path to indicate the potential issue and changing the double click on the move only to work if the click is performed on the last tile of the calculated path to help with the accidental misclicks.

Additionally, it introduces a critical fix for the issues related to elf towns being overridden with one room and no exit and dwarven settlements spawning new buildings without carving corridors.

Until the end of the week, I'll release hotfixes daily to deal with the most pressing issues, so there will be no regular weekly update tomorrow. We will resume next week.

See full changelog below:

[h3]Changed[/h3]
- On High Fantasy mode level 4, starvation and dehydration do not stop from moving on the world map.
- While traveling on the world map, the max travel range at once has been reduced to the next gain of dehydration or starvation, whichever is higher.
- While having starvation or dehydration, the path on the world map is colored to indicate the growing danger.
- The player character doesn't move on the world map unless the click confirmation is performed on the final tile of the calculated path or the "move to region" button is selected.
- Families keep at least 5 resources they possess to trade with players instead of selling almost everything to the settlement.

[h3]Fixed[/h3]
- Fixed an issue that could cause the elven trees to be overridden when a new building was created after the region was generated.
- Fixed an issue in dwarven settlements where new buildings would be created without carving the corridors after the region was generated.
- Armorsmithing milestone level 39 changed duplicate Ancient Shield to Scale Bracers.
- Fixed critical hit chance bonuses on items and resources.

Edit for v0.5.0.4
- Fixed crash related to swarming NPC crafter with orders for items they can't possibly carry.

Soulash 2 hotfix v0.5.0.2

Greetings fellow gods,
Hotfix today will address some stability issues related to procgen and one major issue with new buildings spawning during a playthrough.

[h3]Fixed[/h3]
- Fixed an issue where buildings have not spawned correctly after they have been built by settlement during playthrough, causing various issues, like NPCs not going to their work buildings or not being able to find them by the "Ask for directions" conversation option.
- Fixed crash related to Monk Temple's special location.
- Fixed crash related to knockback enemies over the region map edge.
- Fixed crash related to challenge ability.
- Fixed Mountain Maze location.
- Throw action now takes 1 turn.
- Added missing tool type into workstation recipes.
- Goblin Bow swapped with Bow recipes in Carpentry skill.
- Fixed various typos and descriptions.
- Fixed physical abilities tooltip damage display.
- Fixed Dragon Bone stats.

Hotfix v0.5.0.1

Quick hotfix to deal with some history simulation and region generation crashes.

No need to regenerate worlds. It will affect existing ones.

Soulash 2 Early Access begins!

Greetings fellow gods,

Early Access has just begun! The time has come to explore the procedural worlds of Soulash 2!

[previewyoutube][/previewyoutube]

[h3]The road so far[/h3]

It's been such a wild ride to get to this point, with so many difficulties and challenges related to getting procedural generation to produce something workable and figuring out a development pace that would be quick enough and not make me burn out after going full-time indie, but seeing the game as it is right now and where it is still just locked in my head, I'm so glad I decided to take this journey.

I want to take this opportunity to thank all of the Soulash fans who made it possible, those who played the first game and shared their enthusiasm with me, those who followed Soulash 2 devlogs for almost 2 years and shared their excitement about the new direction, all the Patrons who were patiently waiting for the sequel, players who offered so much of their time to help catch bugs in the demo, and all of the fans who stayed on our Discord even when it wasn't very active at times. The game would not exist without your support. I appreciate all of you and hope to continue building exceptional gaming experiences for you all. Thank you so much!

And please remember about the Soulash Series bundle to get the sequel at an extra 15% discount if you own the first game!

Since the first Soulash release, I've spent 4,500 hours completely rebuilding the "murder hobo simulator", as many liked to call the first Soulash game, into this new direction of a sandbox RPG roguelike that many players, including me, craved. I've introduced procedural worlds and regions, history simulation, and interactable NPCs, completely redesigned the progression system to be skill-based and detached from killing, added a new building system, and redesigned and deepened the crafting system, among many other things. It's a significant shift towards a sandbox experience where we can adventure and be a part of a changing world rather than the more typical roguelike formula of killing everything that moves, although that direction is still available.

After all that work, this is just the beginning of what I have envisioned - the fundaments underneath a unique dark fantasy game about worlds on the brink of destruction. A tale of our ascension to become a new god of this world if we so desire. Soulash 2 takes place after the end of Soulash 1, and the story continuation will be introduced once the game matures to a 1.0 version in about a year.

[h3]Where do we go from here?[/h3]

The start of Early Access marks a second significant milestone for the game's development, with the first one being the release of the demo back in October, which fortunately found its way to many old and new fans alike. Since then, I've kept the pace of a weekly update, and I plan to continue to do that every Thursday with occasional exceptions to take a breather from the grind. Aside from weekly updates, I plan to hit a major milestone update every 3 months, as listed in order in the EA announcement.

During December, I will prioritize polishing and fixing what we already have, according to your feedback. I'll also flesh out modding tools, which I plan to release this year alongside Steam Workshop support. The modding tools require some GUI work, and we plan to do video tutorials to explain step by step how to introduce new things like races, civilizations, procedural portraits, items, resources, abilities, and animations and hope to invite many more players to give it a try because it's so easy and fun that my six years old son is having a blast making new maps.

While I have a strong vision for what I want to build, and it will revolve around those 4 major milestones that I mentioned before - adventuring parties, settlement management, conquest, and story, I wanted to start with Early Access to provide you an opportunity to tell me what you would like to see in the game. Because of the problematic development history of the first game, we only had a full release and ASCII alpha on Itch alone before it. Many players who discovered the game on release were very vocal about how they like participating in games that continue to develop in public so they can affect their shape and have a reason to return to them as they grow, so this Early Access is such an opportunity.

As things unfold in December and I gather your feedback and suggestions, I will provide a more detailed 2024 roadmap in January. I would also like to invite you all to our Discord server, where we have a great place to leave your suggestions and discuss them with over a thousand other fans.

For those who like soundtracks, the OST will come to Steam with a bit of a delay, as I didn't manage to set it up on time, but it will come.

Thank you for taking an interest in my game, and I wish you all great adventures and many memorable encounters,
Artur