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Soulmask FAST Q&A 05

[h3]Hello, chieftains![/h3]

We've got a ton of questions to answer this week! When I put out the call for questions on Discord, you all came out in full force (not that we're surprised).



Zima and Royce were overwhelmed by your enthusiasm...
(Check out this cute fanart by @Lanre Valari on Discord!)


Without further ado, let's dive into this week's Q&A!

[h3]Q: Can we get a new system for enhancing our main characters? Something like sacrificing/enhancing masks, adjusting stats, etc. That would solve a lot of our problems![/h3]

Ever since our last dev log about the initial character, your feedback has been pouring in – and we're truly grateful for all the amazing ideas!

We have been really inspired by your creativity. However, as we mentioned in our previous updates, implementing these suggestions requires developing an entirely new system. We need to carefully integrate everyone's feedback and design it thoughtfully. Our goal is to deliver a system that meets your expectations once it's complete.

[h3]Q: I really don't want to run your random dungeons. A bunch of bugs, and the monsters that spawn randomly turn out it's always wasting my time...[/h3]

Improving the random dungeons' reward-to-effort ratio is one of our top priorities in the short term. Bug fixes are also a big focus – here are some of the dungeon issues we addressed in this week's update:

  • Reduced the number of monsters near dungeon portals to make it safer to enter/exit
  • Fixed one-way doors and teleport locations to prevent players from getting stuck
  • Optimized level layouts to reduce repetition while exploring

These improvements were introduced in Thursday’s update. Random dungeons are a key part of our game, and if you had any less-than-ideal experiences with them in the past, now is an excellent time to give them another try!

[h3]Q: Can we fight while riding mounts? Or could mounts potentially fight alongside us?[/h3]

We understand that players are eager to have animals assist in battles. However, domestically raised animals tend not to be very aggressive. From a design perspective, adding mounts to the combat system means carefully balancing their survivability vs. damage output – and to be honest, nobody wants to see their loyal mount go down.

We've considered the idea of combat for mounts, and while it's an exciting concept, it would require extensive reworking of many combat actions. Therefore, we won't be able to implement it in the short term.

Currently, our primary focus is on the tribesmen and followers. Mounts will continue to serve as reliable transportation companions, allowing us to dedicate more attention to ensuring their survivability.

[h3]Q: Could we get more custom options for solo mode/private servers, like campfire/portal limits?[/h3]

Good suggestion! We will certainly consider it for future updates. The goal is to give you more freedom to adjust coefficients without compromising the core experience. This may take some time, but we are committed to providing greater flexibility.

[h3]Q: Is there any way to change a tribe member's appearance?[/h3]

Maybe we didn't clarify, but the basic body shape and appearance of tribesmen are inherent attributes, just like their abilities... Appearance is part of their strength, chieftains!

However, we will continue to add more custom options like hairstyles and tattoos...

[h3]Q: Why can't we reset followers' stats?[/h3]

There might be some confusion regarding item descriptions. There are two types of reset tisanes in the game. The Mysterious Tisane is specifically for resetting the stats of your initial character. For tribesmen, you will need to use the Mysterious Bodyshaping Pill to reset their stats.

[h3]Q: Your bears are just insta-killing me with no mercy![/h3]

The lethality of our adorable black bear was indeed too high. We've adjusted its instant kill mechanism and optimized its AI. While it remains a formidable challenge, you won't feel as desperate when facing it now.

[h3]Q: The efficiency of the granary is dropping, and the tribesmen there aren't working at all?[/h3]

This is a confirmed bug where granaries too close together can severely tank tribesmen productivity. We've issued a temporary fix in this Thursday's patch, but expect a proper overhaul of how multiple granaries interact in the near future. Stay tuned!

[h3]Q: Any chance of an official weekend PVP server? It would be great for those who are busy with work during workdays.[/h3]

While we currently have no plans to change the existing rules on our official servers, this indeed on our schedule - we would like to try more variations for official server rules. The possibilities are endless!
For now, quite a few community servers seem to be hosting weekend PVP events, so that could tide you over in the meantime.

[h3]Q: Can our tribesmen hunt automatically?[/h3]

From a production standpoint, tribesmen are better at breeding and slaughtering. The risks associated with hunting are huge; I don't think you want to experience the feeling when your tribesmen are at risk under the stare of a horned eagle...

That said, you're more than capable of taking down high-level monsters, as for the the basic animal resources? Breading can fulfill your requirements! If you have a big appetite for the elevated resources of monsters, equip your weapon, my fellows!

[h3]Q: PLEASE make the jaguar look better![/h3]

What, you got something against our cute kitties??


I know, there are still plenty of improvements to make. But as long as we're not completely buried under an avalanche of feedback, you can count on us to keep chipping away at issues big and small. The next community Q&A isn't too far off, so stay tuned!

Community Manager Peter
Lead Producer ZIMA


Join discord: https://discord.com/invite/4G2K7FDbtp

https://store.steampowered.com/news/app/2646460/view/4150709171077410039
https://store.steampowered.com/news/app/2646460/view/4152961604365703736
https://store.steampowered.com/news/app/2646460/view/4152961604369532190
https://store.steampowered.com/news/app/2646460/view/6189715263306614009

Soulmask Early Access Hotfix 06

[h3]Dear Chieftains,[/h3]

Thank you for your consistant support of Soulmask! We will undergo maintenance. It will be temporarily unavailable starting from June 21, at 7:00 AM UTC, with an expected downtime of 30 minutes.

The maintenance details are as follows:


  • Fixed the occasional issue where the mount stamina can't recover after cross-server travel
In this update, we will enable the cross-server feature for the PVP servers that were released in the first week of Soulmask Early Access (before June 7, at 7:00 AM UTC) . Players on these servers can teleport to other servers in the same region or same war zone via the portal above Pyramid. More PVP cross-server features are on the way! We will enable the cross-server features for the remaining PVP servers in sebatches according to their releasing times.

Hope you have an enjoyable time in the world of Soulmask!

The list of servers with the cross-server feature enabled is as follows:

AS[Group02_1]PvPtest_6P Tribe_UTC12~16
AS[Group02_2]PvPtest_6P Tribe_UTC12~16
AS[Group02_3]PvPtest_6P Tribe_UTC12~16
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Soulmask Early Access Hotfix 05

Dear Chieftains,

To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 20, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.

The update details are as follows:

[h3][Map Optimizations][/h3]

Optimized the level structure of Random Maze Ruins
Optimized the triggering of the one-way door in dungeons to prevent players from getting stuck in the door
Optimized the dungeon's teleportations and its random range to prevent some anomalies
Added new Respawn Points in the advanced area that can be used upon exploration

[h3][Experience Optimizations][/h3]

For tribesmen: enhanced their survival capabilities regardless of the deployed states. Upon Feign Death, auto-recover of deployed tribesmen will be much faster
The disease's duration has changed from Permanent to 300 seconds. VFX displays when catching a disease. Antidotes' Intros are added to the disease buff description
Optimized bear's combat skills and AI
While playing the cutscene — the death of “Central Core”, players obtain a Damage Immunity effect
The random chance for some of the Non-Golden Masteries has increased
Invulnerability has been added while repairing nodes in Pyramid to prevent interruption
Attack Speed is now displayed on the stats interface
Optimized bow's mastery "Shooting Technique". The target is easier to hit when locked on
Optimized VFX for the damage reflection of the talent affix "Fight Back"
Granary and Breeding Farm are now unlocked at Lv.10
Damage derement by Sticky Explosive Can to different constructions becomes smoother
Steel Battering Ram and Steel Cannonball deal more damage to Blackstone Constructions
Corrected action and sound effect of drinking from Water Bottle
Added description for Repair Times and Loss Ratio of Max Durability to gear tips

[h3][PVP Cross-server Test is On][/h3]

After this update, the cross-server feature of PVP servers in Group01 on Asia Server, North America Server, and Europe Server will unlock at 07:00, 6/20 (UTC). Players on these servers can travel to other servers in Group01 of the same region via the cross-server portal above the pyramid. Other PVP cross-server features are on the way.

[h3][Bug Fixes][/h3]

Fixed the special effect remnant issue of Common Mammoth's skills
Fixed the display errors of Quality, Level, and other info under details in Hunting Gallery
Fixed the issue where Tempest Griffin's Wind Projectile wouldn't disappear after being unlashed
Fixed the issue of invisible friend units that couldn't be seen when Rendering Quality under Game Settings - Graphics is set as Low or Ultra-low
Fixed the issue where the display of “Mysterious Stone Table” wasn't refreshed after switching masks with mask hidden
Fixed the mask decor display issue on tribesmen after remodel
Fixed the display anomaly of Upper Limit for Tribesmen on the I interface after the adjustment of Recruitable Tribesmen Coefficient
Fixed the issue of occasional anomaly skin color after the hairstyle was changed
Fix the issue where when the bow was drawn, some feather accessories and Mimicry models would block the view
Fixed the issue where characters could stand on Anti-climb Thorns
Fixed Piranha's growth speed issue
Fixed the teleportation drift issue of animals after being carried through Portal
Fixed the issue where the NPC's action of using bandages still went on after being interrupted
Fixed the issue where the talent affix “Multiple Shooting” could only take effect in the Solo mode
Optimized the clipping issue of Vajra Ape's animation and its attack sound effect
Fixed the model inconsistency of throwable weapons when gripped and not gripped
Fixed the issue where “Mind-Heart Unison”, “Bloodbath Recovery”, and some other talent affixes couldn't be triggered when facing animals or machines
Fixed the issue where barbarians with the “Likes defecation” affix could trigger the continuous effect when entering Outhouse, but the effect would be removed the instant they left Outhouse
Fixed the issue where barbarians with the “Likes dancing” affix could trigger the continuous effect when dancing, but the effect would be removed the instant they stopped dancing
Fixed the action play anomaly of the executed when a barbarian was executed with Backstab
Fixed the issue where players might get stuck in models after being caught and thrown by the boss's Grab skill
Fixed the absence of the footstep's sound effect when riding an ostrich
Fixed the inconsistency between the displayed number and actual number of Turkeys in Turkey Coop
Fixed the issue where "Lighting Module" would reactivate when getting on and off the mount.
Fixed the vibration issue of Sprint while auto-advancing
Optimized the issue where player gets stuck in the air with the Leap Slash skill
Fixed the issue where after the tribesmen on patrol were deployed, the patrol mode was still on
Fixed the occasional display error of buff's time
Fixed the occasional issue where the skill gets stuck or first dry shoot would be released when using the bow’s mastery “Running Fire”
Fixed the occasional animation issue of character execution
Fixed the issue where players could enter the interior of mountains by climbing
Optimized the monster quantity in the dungeon ruins

Soulmask Early Access Hotfix 04

Dear Chieftains,

To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from June 18, at 7:00 AM UTC, with an expected downtime of 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.

The update details are as follows:

  • Adjusted the strength of the invading leader monsters. These leaders aren't that hard to deal with now when invading the tribe guarded by many players
  • Fixed the issue that the boss may disappear in Official and Private Servers
  • Fixed the error that occurred in dissecting vultures with Steel and Enhanced Butcher's Knives
  • Fixed the occasional disconnection when shooting with Rapid Bow's Divine Power Possession switched on
  • Fixed the issue that players failed to exit the Building Mode after the construction item was discarded
  • Fixed the issue that the ostrich nest wouldn't refresh anymore if the ostrich egg in your hands was broken
  • Fixed the issue that Refined Feed couldn't be crafted caused by recipe reminder that fuels were needed
  • Fixed the occasional crashing issue of the server

Of course, we won't stop here! This week, there will be another update for Soulmask, with more adjustments and improvements. Stay tuned!

Soulmask FAST Q&A 04

Hello, chieftains!
It's Peter here. With the game now released, how's your journey in Soulmask going? If you want to review the first three episodes, you can click here:

https://store.steampowered.com/news/app/2646460/view/4150709171077410039
https://store.steampowered.com/news/app/2646460/view/4152961604365703736
https://store.steampowered.com/news/app/2646460/view/4152961604369532190

This week, we've received a lot of questions about the later stage content, so ZIMA and I are here to address some of them!

Let's dive right in!


[h3]Q: Solo play gets really tough in the later stages![/h3]

A: We understand the frustration of struggling after investing so much time and effort. We admit that the mid-to-late game experience in Soulmask needs improvement. After extensive discussions, we plan to make the following changes:

  • Rebalancing certain stats after level 40 for a smoother mid-to-late game flow.
  • Increasing the cooldown for Stamina Recovery initiation to improve combat fluidity.
  • Introducing respawn points in some large Ruins.
  • Optimizing late-game enemy HP (without altering ATK stats) for faster-paced, thrilling battles akin to a "game of the brave," rather than a sluggish grind.
  • Optimizing enemy camp aggro mechanics to limit the number of foes Chiefains encounter simultaneously.
  • Adjusting the number of certain enemies (e.g., Plunderer, creatures) in some Ruins for a more manageable solo combat experience.
  • Enhancing Followers' HP, ATK, and DEF.
  • Decreasing the chance of enemy archers rolling/dodging after firing arrows.
  • Shrinking random dungeon sizes to reduce the time needed to find the BOSS location.


These changes are planned to roll out in the next 2 to 3 weeks. We believe these updates will make the late-game adventure smoother while keeping the challenge intact. If you have any suggestions, drop a comment; we’re all ears!

[h3]Q: My Followers are too weak and only get in the way![/h3]

In addition to boosting Follower stats, we’ve upgraded the AI. Now, in Assist mode, Followers will actively attack targets you’re fighting! This update was implemented in last Friday’s updates.

Upgrading AI is an ongoing process, but we know clearly how important Followers are, especially for solo players. We’ll keep enhancing their combat and survival abilities to ensure they are your best allies from exploration to BOSS fights.

[h3]Q: My Tribesmen are getting dumber as the game progresses!
[/h3]
We've noticed that as your tribe expands and the number of tribesmen increases, your AIs become less reliable. This may result in behaviors such as idling, getting stuck, or clustering together...

Our next focus will be optimizing the AI for tribesmen. In last Friday's update, we've addressed the issue of tribesmen clustering together without any apparent reason. Moving forward, we'll prioritize addressing various pathfinding-related problems that are hindering their work efficiency. Our goal is to ensure that each member of the tribe can contribute effectively.

[h3]Q: Can I fast travel during exploration? It’d be great if my tribesmen could come too.[/h3]

Originally, we introduced alpacas at various Outcast Camps to make travel easier. However, we encountered an unexpected issue: obtaining materials for alpaca saddles turned out to be quite difficult, preventing chieftains from riding these delightful creatures. We'll adjust the alpaca saddle materials to make them more accessible, so you can embark on joyful alpaca-riding adventures!

More importantly, we plan to introduce portals at key travel points. For example, after defeating the Saber-toothed Predator, you'll unlock a portal at that location, saving you from long treks.

Oh, and the portals won't just benefit you – your accompanying tribesmen can use them too!

[h3]Q: So, as a player from Central/South America or Oceania, will we ever gain access to the smooth, official servers?[/h3]

We sincerely apologize to our players in these regions. We truly appreciate your support and enthusiasm! Unfortunately, due to technical limitations, we are currently unable to provide official servers there. However, we are actively collaborating with server providers to offer free servers support for these areas, ensuring you can enjoy online play. Please stay tuned for further updates!

[h3]Q: The BOSS suddenly disappeared![/h3]

A disappearing BOSS, especially in the final battle, is unacceptable. This bug was fixed in last Friday's update. Rest assured, it won't happen again.

[h3]Q: Will we have any special Easter eggs hidden in the game?[/h3]

Absolutely! While a few chieftains have already uncovered some of our well-hidden Easter eggs and shared their findings on social media, it's clear that some secrets remain undiscovered. I encourage you to interact more with the animals—there might be some peculiar surprises waiting to be found.

We know there are more issues! If your concerns weren't covered here, don't worry. We're collecting feedback weekly and will keep you updated. Feel free to leave your thoughts in the comments. See you next time!

Community Manager Peter
Lead Producer ZIMA


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