Soulash 2 v0.9.16 "Walking Forest"
Greetings fellow gods,
We're back on the treadmill from the cold, grey outside, with updates rolling in for this new year. Here's the changelog for this week's update:
Added
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New Impossible tier location: Walking Forest (forest)
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New Impossible tier location: Hatching Place (grasslands)
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4 new passive skill effects.
Changed
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Military Companies and Settlements without a state will no longer render banners.
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Black Ice Block added to Stonemason's potential resource production.
Fixed
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Fixed a crash related to companion available actions.
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Fixed crash when changing the font type.
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Fixed the Dispatch to Location dialog not blocking input, allowing for the stacking of other dialogs (like attack settlement).
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Fixed a situation where the town could end up without a company during an offensive battle with a player present, when all members of the player's army were killed.
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Army members who are added as occupation army members are properly removed from the military buildings in their hometown.
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Fixed instant movement of armies onthe world map.
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Fixed settlers not rendering on the world map when going to re-settle ruins
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Battles will no longer count time to start the simulated battle while the offensive army is still traveling to it
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Fixed not being able to join battles as either attacker or defender
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Traveling groups are now serialized and de-serialized as part of the save, and will no longer teleport to the destination when exiting to the menu and back.
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Hotkeys now display properly when swapping to companion equipment.
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Elder Tree Sapling is correctly categorized under the Agriculture filter.
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Fixed Mosaic Wall graphic.
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Aatorogs no longer generate with names.
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Whispering Talisman is no longer missing stats.
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Fixed repeating caravan selection when controlling multiple towns.
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Rot ability gives Necromancy experience and has a sound effect.
In the coming weeks, possibly a few months, expect the focus to remain on additional Impossible locations, with artifact-tier resources that offer completely new powers and tweaks to existing features from state management (managing state-wide caravans and resource production) to skill balancing, before we begin working on the final major pre-1.0 Early Access update, v0.10 World Events, as outlined in our Roadmap that is meant to make the world feel more alive.
Have fun,
Artur
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