Soulash 2 v0.7.9 "Loot Quality"
Greetings fellow gods,
While the work continues on the next major v0.8 update (lots of GUI work, my least favorite), I've decided to address your feedback regarding loot. You'll be pleased to know that the days of Black Knights sporting copper claymores are gone. Depending on the special location tier, the quality of items used by mobs and found in treasure chests will now be higher and more random.
I know many of you have been frustrated with crafters living their lives and not just waiting for you to show up for your order at their workstations like any good NPCs would. I've addressed that by adding a button to help locate the crafter with a minimap ping while we're at its region map.
Alongside these changes, several fixes from Discord are included. Here's the full changelog:
Added
- Added a button near the order to locate the crafter.
Changed
- Items used by enemies and dropped from treasure chests will now have better quality randomized materials used depending on the difficulty of the Special Location in the region.
- Companions now attempt to pick up a stack of items, excluding corpses, when ordered to.
- Added properties to Kangaroo Leather and Weasel's Tail.
- Grey Watchers can now train hunting.
- Flint is now stackable.
- Bleed, Burn, and Poison effects don't apply to the caster when using abilities with Target: Area Around Self.
- Reduced damage scaling on Blade Dance and buffed Whirlwind.
- Max salvaging resources recovery is set to 3.
Fixed
- Companions are no longer stuck with their actions after helping with building structures.
- Added an extra rule for generation to avoid map edges when placing enemies and treasures.
- Improved pathfinding NPCs avoid visible tiles that deal damage like Lava.
- NPCs stop to wait when choosing a conversation by double-left click.
- Fixed animation attack for Ranseur Spear and Spontoon.
- Gowns require Tailoring Workplace instead of Workbench.
- Fixed Bee Balm animating when it shouldn't.
- A Deer is no longer considered to be an Orc.
- Fixed dark pits on the swamps.
- Fixed Rage messages in the message log.
- Fixed an issue where an item on the floor in a region might change its statistics after returning.
Also, if you've missed it, here's our latest short story Adventurer's Life. You can find the rest on our playlist here.
May your treasures be bountiful,
Artur
Files
Get Soulash 2
Soulash 2
Sandbox RPG roguelike about world conquest.
Status | In development |
Author | Artur Smiarowski |
Genre | Role Playing |
Tags | Crafting, Fantasy, Open World, Pixel Art, Procedural Generation, Roguelike, Sandbox, Trading, Turn-based |
Languages | English |
Accessibility | Configurable controls |
More posts
- Hotfix v0.8.12.22 days ago
- Soulash 2 v0.8.12 "Map Filters"11 days ago
- Soulash 2 v0.8.11 "Chromium"25 days ago
- Hotfix v0.8.10.332 days ago
- Soulash 2 Hotfix v0.8.10.234 days ago
- Soulash v0.8.10 "Quivers"39 days ago
- Hotfix v0.8.9.244 days ago
- Soulash 2 v0.8.9 "Stormthrowing"45 days ago
- Soulash 2 v0.8.8 "Storkism"60 days ago
- Soulash 2 v0.8.7 "Legacy"74 days ago
Comments
Log in with itch.io to leave a comment.
How whiny are the people who complain because the blacksmith is not always in the same place. It seems that they don't really enjoy getting into the world, you could already ask villagers where that blacksmith is, for example. So, do they want everything mechanical or immersive and with the R for Roleplay in the RPG?
It's like complaining because in a videogame they have put signs in the world without implementing the convenient minimap or direction arrow or compass in a corner of the screen.
Although, well, I suppose it would make sense for NPCs to have a routine with which they are generally on a working schedule... with exceptions like when they have to go to sleep or buy bread and eat XD
And you go until you find them and choose the option "sell/trade" when you see them... and the man answers you: "friend, in case you haven't noticed, I'm eating now, if you don't mind..." XD
This change was important.
I think that high level enemies and especially town guards and military should have access to the same metals, woods and fabrics as the player. A knight or professional warrior fighting with copper weapons and armor is just stupid. They should have access to the best materials.
I think changing the colors of the materials on the sprite in the inventory and overwordld icons (eg. an adamantine hammer looks green in the inventory and on the overworld, white leather armor looks actually white, a spider silk tunic looks white) would be another good idea.
Settlements have simulated orders, so all NPCs are equipped with items constructed from available resources. It was different for special locations since they don't have crafters. :)
The colors would be problematic because they would require remaking all existing images and splitting them so only parts of them could be recolored programmatically depending on resources. I'm not sure it would be worth it.
Ok but we don't know when we should be starting a new game when you push out updates.
Unless there's a new race added and you want to play as it, there's no need to start a new world.