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Steam News11 June 202625d ago

Soulmask 1.0 Patch #13: Better Balance & Tribesman AI

Dear Chieftains, To provide a better gameplay experience, the servers will undergo maintenance a t 07:00 UTC on June 11, with an expected downtime of 30 minutes.

In this update1

Full notes

Full Soulmask update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

9 fixes2 additions8 changes1 removal
  • Server
  • Gameplay
  • Performance
  • Balance
  • Fixes
changedDear Chieftains,To provide a better gameplay experience, the servers will undergo maintenance a t 07:00 UTC on June 11, with an expected downtime of 30 minutes. This update includes a client update , so please make sure to update your game client in order to continue playing normally. Thank you for your understanding and support. The details of this maintenance are as follows:
changedDear Chieftains,【Gameplay Adjustments】
addedDear Chieftains,Enemy Optimization & Adjustments: Tested and partially balanced the attributes and behaviors of all BOSSes and other monsters Completed adjustments for humanoid BOSSes; all humanoid enemy combat AI has been fully reworked to better match the current game modes and AI levels At lower AI levels, humanoid enemies now have lower attack aggression, lower arrow accuracy, cannot precisely parry attacks, and will not dodge damage as flexibly Optimized Anubis Hound AI to better match the current game modes and AI levels Creatures now regenerate HP more slowly after disengaging from combat Extended the disengage timer for BOSSes Simplified the Observer’s AI and skills Reduced the rate at which the Destroyer’s Fury increases, and halved the duration of its enraged state
addedDear Chieftains,Camp, Stronghold, and Ballista Adjustments: Reduced the number of Ballista Towers and Sand Bandit Guards in large Flying Ship camps Removed the damage reduction effect while operating neutral Ballistas Adjusted Ballista range against players: Tribe Ballistas now have a range of 20/30/40 meters, and Camp Ballistas now have a range of 50 meters Neutral Ballistas no longer consume bolts when fired, can fire indefinitely, and will not automatically take ammo from nearby chests After an NPC leaves a Ballista, a 60-second cooldown is added; during this cooldown, the NPC will not immediately return to operate it After a Ballista operator dies, a 600-second timer will start; once the timer ends, the Ballista will look for the next operator When NPCs operate Ballistas to shoot at players, the crosshair will spread, giving shots a chance to miss
changedDear Chieftains,Tribesmen and Work System: In single-player mode, when the crafting list changes, tribesmen assigned to the corresponding position will now start working immediately, greatly reducing unnecessary waiting In all modes, tribesmen can remotely access items while working, effectively reducing pathfinding frequency Added the “Downed but Not Dead” function for tribesmen Added a “Hold F2” come-to-me function for deployed tribesmen, allowing them to quickly move near the player"
fixedDear Chieftains,Corrected the crafting proficiency type of Phase Anchor and reduced its crafting time

Soulmask changes

changedTo provide a better gameplay experience, the servers will undergo maintenance a t 07:00 UTC on June 11, with an expected downtime of 30 minutes. This update includes a client update , so please make sure to update your game client in order to continue playing normally. Thank you for your understanding and support. The details of this maintenance are as follows:
changed【Gameplay Adjustments】
addedEnemy Optimization & Adjustments: Tested and partially balanced the attributes and behaviors of all BOSSes and other monsters Completed adjustments for humanoid BOSSes; all humanoid enemy combat AI has been fully reworked to better match the current game modes and AI levels At lower AI levels, humanoid enemies now have lower attack aggression, lower arrow accuracy, cannot precisely parry attacks, and will not dodge damage as flexibly Optimized Anubis Hound AI to better match the current game modes and AI levels Creatures now regenerate HP more slowly after disengaging from combat Extended the disengage timer for BOSSes Simplified the Observer’s AI and skills Reduced the rate at which the Destroyer’s Fury increases, and halved the duration of its enraged state
addedCamp, Stronghold, and Ballista Adjustments: Reduced the number of Ballista Towers and Sand Bandit Guards in large Flying Ship camps Removed the damage reduction effect while operating neutral Ballistas Adjusted Ballista range against players: Tribe Ballistas now have a range of 20/30/40 meters, and Camp Ballistas now have a range of 50 meters Neutral Ballistas no longer consume bolts when fired, can fire indefinitely, and will not automatically take ammo from nearby chests After an NPC leaves a Ballista, a 60-second cooldown is added; during this cooldown, the NPC will not immediately return to operate it After a Ballista operator dies, a 600-second timer will start; once the timer ends, the Ballista will look for the next operator When NPCs operate Ballistas to shoot at players, the crosshair will spread, giving shots a chance to miss
changedTribesmen and Work System: In single-player mode, when the crafting list changes, tribesmen assigned to the corresponding position will now start working immediately, greatly reducing unnecessary waiting In all modes, tribesmen can remotely access items while working, effectively reducing pathfinding frequency Added the “Downed but Not Dead” function for tribesmen Added a “Hold F2” come-to-me function for deployed tribesmen, allowing them to quickly move near the player"

Dear Chieftains,

To provide a better gameplay experience, the servers will undergo maintenance a t 07:00 UTC on June 11, with an expected downtime of 30 minutes. This update includes a client update, so please make sure to update your game client in order to continue playing normally. Thank you for your understanding and support. The details of this maintenance are as follows:

【Gameplay Adjustments】

  1. Enemy Optimization & Adjustments:

    • Tested and partially balanced the attributes and behaviors of all BOSSes and other monsters

    • Completed adjustments for humanoid BOSSes; all humanoid enemy combat AI has been fully reworked to better match the current game modes and AI levels

    • At lower AI levels, humanoid enemies now have lower attack aggression, lower arrow accuracy, cannot precisely parry attacks, and will not dodge damage as flexibly

    • Optimized Anubis Hound AI to better match the current game modes and AI levels

    • Creatures now regenerate HP more slowly after disengaging from combat

    • Extended the disengage timer for BOSSes

    • Simplified the Observer’s AI and skills

    • Reduced the rate at which the Destroyer’s Fury increases, and halved the duration of its enraged state

  2. Camp, Stronghold, and Ballista Adjustments:

    • Reduced the number of Ballista Towers and Sand Bandit Guards in large Flying Ship camps

    • Removed the damage reduction effect while operating neutral Ballistas

    • Adjusted Ballista range against players: Tribe Ballistas now have a range of 20/30/40 meters, and Camp Ballistas now have a range of 50 meters

    • Neutral Ballistas no longer consume bolts when fired, can fire indefinitely, and will not automatically take ammo from nearby chests

    • After an NPC leaves a Ballista, a 60-second cooldown is added; during this cooldown, the NPC will not immediately return to operate it

    • After a Ballista operator dies, a 600-second timer will start; once the timer ends, the Ballista will look for the next operator

    • When NPCs operate Ballistas to shoot at players, the crosshair will spread, giving shots a chance to miss

  3. Tribesmen and Work System:

    • In single-player mode, when the crafting list changes, tribesmen assigned to the corresponding position will now start working immediately, greatly reducing unnecessary waiting

    • In all modes, tribesmen can remotely access items while working, effectively reducing pathfinding frequency

    • Added the “Downed but Not Dead” function for tribesmen

    • Added a “Hold F2” come-to-me function for deployed tribesmen, allowing them to quickly move near the player"

  4. Corrected the crafting proficiency type of Phase Anchor and reduced its crafting time

  5. Mysterious Tisane crafting output is now affected by output bonus effects

  6. Removed weapon damage attributes from gathering tools

  7. Greatly reduced Portal crafting time

  8. Reduced the overall item weight of Portals, Anti-Radiation Towers, Hibernation Pods, Mysterious Stone Tables, and related parts produced in Ruins

  9. Reduced the EXP required to level up after Lv.40 in Survival Mode and Tribe Mode

  10. In single-player Survival Mode, Tribe Mode, and Casual Mode, the default Awareness EXP multiplier is now at least 3x

  11. Increased the crafting speed coefficient cap to 100x

  12. Optimized Flying Ship Fleets so they automatically reset back to their flight route after deviating more than 50 meters

  13. Protective Field building Tips now display the current durability of the field

【Bug Fixes】

  1. Fixed an issue where bolts did not drop properly from Camp Ballista inventories

  2. Fixed an issue where Camp Ballista range limits against players did not take effect

  3. Fixed an issue where NPC-operated neutral cannons could damage non-hostile neutral units

  4. Fixed an issue where shield surfing could be used to collide with and move ships

  5. Fixed an issue where a single Tribe could own multiple Shark-class Flying Ships

  6. Fixed an issue where ships could be used to carry away other players’ ships

  7. Fixed an issue where Beer duration did not match its description

  8. Fixed an issue where Corrosion Arrows could not be carried through player-built PVP Portals

Source

Steam News / 11 June 2026

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