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Soulash 2 v0.8.6 "Married with Children"

Guess who's back, Artur's back.

Greetings fellow gods,

It's good to be back after the break, recharged, and overly passionate again about pumping out new updates. Today, I have the first of the two parts of the family feature, where you can start your new family in your settlement, marry someone to move to your town and family, and have children with them.



By having your own family, you can also start working at your building as another way to generate wealth, train your potential, or just progress the world by a couple of years while ensuring your legacy lives on after your inevitable doom.

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

[h3]Added[/h3]
- Button to start our new family in our own settlement.
- The player character is visible on the Settlement Screen when visiting the settlement and is allowed to work in a family building to progress the world for a few years.
- The new conversation option "Ask for hand in marriage" is available to NPCs of the same race and opposite sex.
- Spending some time with our spouse in our settlement offers a chance for a stork to bring a new child to the family during a history simulation.
- 3 new hard special locations.

[h3]Changed[/h3]
- Onions are stackable.
- Barley grows in high mountains.
- Silkworm equipment slots disabled.
- Agave plants can drop seeds.
- Children are visible under families in Settlement Screen, however, they can't be assigned to work.
- Age is displayed for characters on the Settlement Screen.

[h3]Fixed[/h3]
- Fixed crash when throwing trash at self.
- Throwing dragged items cancels dragging.
- Fixed some typos.

[h3]Modding[/h3]
- Optimizations in Data Tables Valuables list.
- Configurable items for marriage per race in character.json.

[h3]Hotfix v0.8.6.1[/h3]
- Fixed a crash related to death.

[h3]Hotfix v0.8.6.2[/h3]
- Fixed a crash related to confirming marriage.

Next week, my goal is to finish the family system by adding a way to continue as one of our chosen children or grandchildren and retire our character without dying. With those features done, we'll finally be able to begin working on probably some of the most exciting features of the entire project - liches, vampires, wars, and necromancy. A lot of the work for war updates will be done in the upcoming weekly updates since some things don't have to wait for the entire feature, like changes to the history simulation related to wars and battles.

I can already say that September will probably not be enough for that feature, so expect it will take longer due to my vacation and the family update, which takes significant work. This feature will shake things up a lot in terms of overall gameplay, so it's probably best not to rush into that.

Anyway, thank you all for playing and sharing your fun with the game, especially to everyone who helped new players in the community while I was away. We have something great going on here, so let's keep going!

Now go make some babies,
Artur

Soulash 2 v0.8.5 "Trolls"

Greetings fellow gods,

We have a new civilization coming to the worlds of Soulash 2 today. This time, it's Trolls, and they will rise up on mountain regions to compete with Dwarves for the tastiest of shrooms.



Here's the changelog:

[h3]Added[/h3]
- Troll civilization.
- Added history event for the formation of new families.
- Beehive can now produce Bee Wax.
- Candlesticks added to Adventuring.
- Glowing and Paralyzing Mushrooms were added to Agriculture.
- Bed of Flowers added to Floromancy.
- New Berries available in Mountain regions.

[h3]Changed[/h3]
- Dead Beetle Necklace turned into a real amulet.
- Limestone added to gatherable resources in the Stonemason player settlement building.
- It's now possible to abandon level 2 and above player settlements once the population drops to 0.
- Frostbite, Bleed, Poison, and Burn can be extended with further applications before the effect ends.
- Demolishing stairs removes the connected ones as well.
- Flower Vase and Large Vase are no longer an item.
- Items without value removed from the stash display on the Settlement Screen.
- Improved stability of early settlements that died from lack of workable food sources.

[h3]Fixed[/h3]
- Fixed crash related to companion still being selected after death.
- Fixed crash related to companions with unlimited stamina cutting down trees.
- Fixed 2 issues with stuck animation when using Magic Deflection.
- Fixed an issue where production actions like milking or gathering could only be done once until the region was re-entered, even after time had passed.
- Crafting items correctly recalculates weight and provides temporary abilities.
- Fixed occasionally disappearing items after a throw.
- Maple Trees spawn on Swamps with Maple Log resources.
- Fixed Freeze stacks application from the Freeze passive.
- Fixed damage amplifier applying damage of type "none" in some cases, causing a disturbance in the flow of rivers.
- Fixed Cow Ranch image.
- Berserkers and Samurai found their tongues.
- Fixed arrows sometimes become something else.

[h3]Modding[/h3]
- Added a cheat command "find_person Name Surname" to find important people in the world.


Folks, I'm going to be brief today. I've been grinding extensively this year, and the last two months saw a lot of activity with a significant influx of new players, which is awesome but also very draining due to my activity. As I hinted before, I'm going to take a break. I hoped to get the family features before that, but I'm afraid my tank is already empty, and I need to recharge under the sun. There will be a two-week break from weekly updates, and we will resume on August 15th.



I wish you all a lot of fun with the game, and I'll see you all in a bit,
Artur

Hotfix v0.8.4.2

Greetings fellow gods,

Another batch of small tweaks and fixes today.

[h3]Added[/h3]
- Added Gatherer building for Glowing and Paralyzing Mushrooms gathering to player settlements.
- Added Mycelium Weaver building to player settlements.
- Added Forager building for Fern gathering to player settlements.

[h3]Changed[/h3]
- Tailors in player settlements can mass produce Mycelium Threads.
- Mush Wood production from Mush Log reduced by half.
- Sand Walls and Frozen Dirt Walls can be dug.
- Wells no longer block sight.
- Enemies hitting the player may now have a few turns to perform multiple attacks.
- Can't cancel order if the item was finalized and still exists.
- Death in High Fantasy resets stamina, fatigue, starvation, and dehydration.

[h3]Fixed[/h3]
- Fixed max Freeze stacks (this time for sure).
- Ice Age Freeze doesn't apply to the caster.
- Jelly Farms accepts grown Ground Jellies as a building requirement.
- Removed duplicate Ice Throne from level 20 Construction.
- Animals no longer open doors when they see an opening to escape.
- Closing the fence door doesn't make it block vision.
- Disabled cheat console key from character menu options like Equipment Screen.
- Fixed lock state when enemies hit the player during looting.

Have a fun weekend,
Artur

Hotfix v0.8.4.1

Greetings fellow gods,

Don't mind me, I'm just decluttering the bugs list a bit before the weekend. Here's the changelog for today's hotfix:

[h3]Added[/h3]
- Added Forest Gatherer building to player settlements, allowing the gathering of Nettle.

[h3]Changed[/h3]
- Piglets and Lambs don't consider the player to be an enemy.
- Petting animals that consider the player an enemy has been disabled.
- Foods, Seeds, and Usable items from stash/settlement are now available in the Crafting Screen.
- Stash recipe removed from Construction skill (Decorated Stash replaced it).
- Tailors in player settlements can mass produce Linen.

[h3]Fixed[/h3]
- Fixed max Freeze stacks.
- Fixed crafting filtering when selecting resources or resource types.
- Fixed scroll on the Crafting screen to work with all rows.
- Fir Log & Mush Log set as natural resources in Boreal instead of respective Wood entities.
- Removed Stamina from Tumbleweed.
- Blue Flame Brazier is craftable and added to Construction.
- Sun and Moon Tapestries have correct glyphs.
- Moved Bigger Drill and Saw Hand to Construction 46.
- Caravaning to settlements that put a bounty on our heads has been disabled.
- Closing the Settlement window without starting the caravan clears it.

Have fun,
Artur

Soulash 2 v0.8.4 "Cryomancy"

Greetings fellow gods,

Another week, another update. This time, we have a new combat magic skill - Cryomancy. Freeze your opponents with a new mechanic of stackable debuffs, cross the oceans without a ship, make it rain whenever, wherever, and never again be thirsty as long as you're wet!

Was that a good pitch? Let me know, I'm trying to improve my marketing skills. Here's the full changelog for this week's update:

[h3]Added[/h3]
- Cryomancy skill.
- Over 20 new recipes in Adventuring, Tailoring, Agriculture, Construction, and Carpentry.
- New tier 3 military building for player settlements and Reptilion civilization.

[h3]Changed[/h3]
- Sandstone Wall and Fountain are demolishable.
- Saw Hand and Bigger Drill moved to Construction 46.
- Ice structures moved from Construction to Cryomancy skill.
- Swapped Spider Silk and Velvet milestones in Tailoring.
- Pirate Shirt is salvageable.
- Herb Seedling can be planted in the forest.
- Spice Seekers Rasimi building set max to 2.

[h3]Fixed[/h3]
- Fixed caravans stuck at distance 0 when the distance between settlements was too far.
- Fixed weight calculation will include an alternative weapon set.
- Fixed an issue where NPC crafters would refuse to take orders if they were busy fulfilling orders.
- Fixed duplicated building entries when changing the existing building area in the settlement.
- Fixed building area size calculation.
- Disabled deconstruction of background tiles if there's no map below.
- Added missing anvils to some NPC crafter buildings.
- Updated the tooltip of Catch Animal to indicate only baby animals can be caught.
- Potatoes can be found in the Hills.
- Removed armor stats from Sugar Cane.
- Fixed some typos.

[h3]Modding[/h3]
- Added new configurable mechanic of Stackers, buffs, and debuffs that can stack and affect: Base Statistics, Movement Speed, Sight, Regeneration, Hit, Parry, Attack Speed, Critical Hit Chance, Resistance & Resistance Percent, Thorns, and Ability Damage Multiplier.
- New ability effects: Frostbite (DoT dealing frost damage), Effect Per Stack (consumes chosen stacks and applies certain effect which is stronger), Turn Damage To Stacks (all damage the ability does is turned into certain type of stacks).


From here, my focus will be on new mechanics for families and eventually war, while content-wise, we'll add some new civilizations and see if we can have more details on the biome regions. Maybe some new locations? We'll see.

I will take a week or two off at the beginning of August, so there will be a short hiatus in weekly updates, but I'll be back, hopefully reinvigorated to grind.

Have fun cracking the ice,
Artur