Soulash 2 v0.9.5 "Fertility"


Greetings fellow gods,

We're dabbling in smaller tweaks right now to address the feedback from you all before moving to work on the next major features, like multitile entities and v0.10 Events described in our Roadmap. This week brings improvements to Settlement Management and rebalancing of some recipes, as well as value and weight of multiple items.

Here's the full changelog:

Added

- Added a fertility icon and related tooltip information to female characters on the Settlement Management screen.
- Added an icon for families in the Settlement Management screen indicating low wealth (below 2,000 gold).
- Juniper, Acacia, and Candelabra Tree added to the Agriculture Skill

Changed

- Changed header background for families in the Settlement Management screen.
- Potatoes can now be baked.
- Exploding bomb, shock bomb, and improved exploding bomb damage have changed.
- Flash bomb and dust bomb range changed.
- Exploding bomb and shock bomb stamina cost changed.
- Changed crafting time for some bombs and potions.
- The improved bandage recipe has changed.
- Empty vial and some food crafting time changed.
- Some food values changed.
- Porridge now requires a cooking tool.
- Some foods' nutritional value has changed.
- Adamantine ore mining time changed.
- Chromium ingot smelting time changed.
- Some weapons, amulets, helmets, and belt weights changed.
- Prices changed for some head cloths, torso cloths, leg cloths, capes, and gloves.
- Elm, Linden, and Ebony log weights changed.
- Improved tooltip and weight icon appearance.
- Smoke Bomb now makes a square of Black Smoke.
- Bone Cauldron recipe changed.
- Potion of Fire Immunity recipe changed.

Fixed

- Fixed potential settlement collapse when player character dies as a Necrotyrant.
- Fixed immediate settlement leader reelection when the previous one dies.
- Fixed werewolf transformation duplicating and retaining werewolf abilities after it ended.
- Graphics for bone bracers, bone greaves, bone sabatons, bone shard armor, bone armor, and bone vambraces corrected.
- Blocked conversation option for aggressive humanoids.
- Fixed placement of tile right after selecting a resource in the building mode.
- Removed tax on settlements siphoned to state faction.
- Carve is no longer triggered with a hotkey.
- Minimap pixels for herbs made more visible.
- Summoning Undead or Bone Wraiths will immediately affect the population count.
- Typos fixed.


From other news, my master plan of annoying everyone's favorite modder, Draken, by not improving the modding tools quickly enough has paid off, as he joined our team part-time to do it himself. As he gets a hang of my codebase, we'll attempt to pursue a way for players to be able to mod new mechanics, GUI elements and other kinds of expansions for the game and hook them up to our custom ECS, preferably through a visual scripting interface, so even my 8-year-old can start doing something unique and fun with it. It will take some time, but I'm very excited about this prospect.

If you've missed it, we've also reactivated our daily short stories on our YouTube channel, thanks to Milosz, who also recently joined our team to help with marketing and community management responsibilities. He's been gathering your ideas and contributions as well, and opened a path for those of you who may wish to do so to contribute to the game more directly.


Last but not least, I wanted to use the opportunity of reaching 75,000 sales across both my games to thank you all for buying, playing, debating, making videos, sharing with your friends, offering your feedback, and bug reports. In just the last 3 years, I was able to turn my solo part-time dream project into a full-time pursuit with additional contributors, including my wife.

With the tech I've been developing for 8 years now, things are well-positioned to enter a very unique development path towards a living, continuously simulated world to explore and conquer. A world that continues to offer infinite possibilities for expansion and depth.

It's thanks to you all that I've been able to dedicate myself to my passion for so long despite difficult bumps on the road. I hope that as I continue to expand my universe and push beyond the bounds of what roguelikes can be, you'll continue to find lots of fun playing our games.


Thank you all, and have a fun weekend.

Artur

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