Hotfix v0.8.4.2
Greetings fellow gods,
Another batch of small tweaks and fixes today.
Added
- 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.
Changed
- 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.
Fixed
- 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
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
- Soulash 2 v0.8.14 "Battle Reports"1 day ago
- Soulash 2 v0.8.13 "New Weapons"16 days ago
- Hotfix v0.8.12.221 days ago
- Soulash 2 v0.8.12 "Map Filters"30 days ago
- Soulash 2 v0.8.11 "Chromium"44 days ago
- Hotfix v0.8.10.351 days ago
- Soulash 2 Hotfix v0.8.10.253 days ago
- Soulash v0.8.10 "Quivers"58 days ago
- Hotfix v0.8.9.263 days ago
- Soulash 2 v0.8.9 "Stormthrowing"64 days ago
Comments
Log in with itch.io to leave a comment.
What does the change to enemy multiple attacks mean? Will it randomly happen that they hit twice?
It means they may attack multiple times if they have a few turns to process. For example, if your action has pushed the time by 3 turns, they may fit in 2 attacks at that time. Until now, that timer was set up to 1.5 turns, so typically, 1 attack at most.
Oh, that makes sense. Quick is a pretty valuable modifier!