In this update4
Full notes
Full Soulash 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings fellow gods,
What changed
- Events
- Gameplay
- Balance
- Performance
- Maps
- UI and audio
Soulash 2 changes
It's a time of great joy across the worlds of Soulash with the addition of the festival-type events. Every once in a while, towns set up temporary areas with vendors offering some interesting goods.
Here's the full changelog:
Added
New settlement type events: Festival.
Added skill level achievements to beings history events in the Knowledge Screen.
Added mentions of the killings of prominent figures in battles to be historical events.
Changed
Ability cast time now shows the actual value for abilities that scale with weapon speed.
All ability cast times are now color-coded. Red for abilities taking more than a turn, and green for abilities that take less than a turn.
The Divine Knuckles passive trigger will no longer grant Divine Fists XP.
Replaced character preset save/load icons.
Damage Reduction of 100% is now resolved during the immunity pass of a hit instead of the damage pass, so minimum damage mechanics will no longer affect it.
Minor changes to golems: they now hit harder without gear and have higher base Willpower to help with non-physical resistances.
- Updated multiple non-weapon golem itemsremoved non-functional damage bonuses, and most now provide either new abilities or stat boosts.
Added the missing alive tag to many races that previously lacked it.
Usable non-stackable items like goatskin now inherit some used resource statistics, like weight change.
Dune Throwers now train Stormthrowing.
Multitool now includes Tailoring Tool.
Fixed
Fixed a crash related to talking with attacked caravan survivors.
Fixed a crash related to battles.
Challenge skill message log now accurately describes its effect.
Fixed a crash related to crime check on items in equipment when outside the region map.
Fixed a crash on clicking 'Close Preset List'.
Challenge skill message log now accurately describes its effect.
Mage Tower no longer has treasures hidden all over the map.
Whispering Charm magic ingredient now correctly adds +3 nature damage when inserted into weapons.
Clarified the tooltip of Undeath amplifier.
Crafting item tooltip now appropriately limits weight to 0.1 at a minimum.
Fixed upgrade outcome scale on 2560x1440 resolution in Crafting Screen.
Fixed an issue where Rasimi players were unable to open or close doors after reloading.
Fixed all newly created characters being assigned human race tags before the first load/save.
Fixed an issue where items could not be transferred to a party member carrying the same item if their inventory was full.
In addition to gnolls, unemployed adult members of most races can now sabotage food if you have a specific passive unlocked.
Fixed Ursans having 'Ask for people' appear twice in their dialogue options.
Fixed 4th Sword Style bug.
When looking at different z-levels, the animations of entities on different z-levels won't play.
When using an ability that targets the exit arrow, the player will not leave the current region unless the ability physically transfers them (lunge/charge/rollback).
Fixed thorns display on crafted items tooltips in the crafting screen and when hovering over milestones.
Crafting items gated by thievery levels now correctly grants thievery exp.
When cancelling movement on world map (by left-clicking, then right-clicking) the camera will no longer move to a bottom-left corner.
Fixed default action for companions when they target a collidable entity (like a stone wall or a tree), so they will no longer bump and stop the ordered actions.
Fixed golems having incorrect 0.2 attack speed when equipped with Desecrated Torso Armor.
Fixed Gloomy Village generating wrong buildings.
Modding
The Procedural Maps screen now sorts special location select options alphabetically.
The work towards v0.10 continues on with the next step being the introduction of world events that can affect special locations.
There's one more thing I can share that should make those of you who like dabbling with modding very happy. I've managed to create a proof of concept for Lua scripting, successfully hooking it into my ECS, renderer, GOAP, and world simulators for extensions, meaning we'll be able to greatly expand modding capabilities to allow developing new mechanics, NPC behaviors, history simulations, or changing existing ones, so you can truly tweak the experience however you like. I'll share more info in the coming weeks.
Have fun,
Artur
Source
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