Greetings fellow gods,
We're back after a short break with a substantial update to kick off February with style. Today a new civilization of humanoid lizards rises on the swamps of Soulash 2.
Reptilions are a playable race that doesn't need a fishing rod to catch tasty sardines. I hope you'll enjoy digging bog iron, sssmearing your weaponsss with frog toxinsss, and eating ssslug meat.
Here's the changelog for this patch:
Added
- New civilization rises on the swamps - Reptilions.
Changed
- Carrots, Onions, and Mushrooms are no longer harvestable, they may be salvaged for a chance at acquiring seeds instead.
- Changed prices of Spikehump Spike and Thorn.
- Harvesting Nettle Plants can now provide seeds.
- Magic Ingredient slot tooltip now indicates they are optional.
- Swapped Trail of Flame with Explosion ability on milestone unlocks in Pyromancy skill. Bumped damage scaling and added an extra offensive slot to the Explosion spell.
- Added a message about increased target effect, for example, when using a Double Stun amplifier.
- When opening Skills Screen the first ability is automatically selected to show the amplifier slots.
- Can't move while overweight.
- Reduced nutrition of Fish Meat and Cooked Fish Meat.
- Fishing is no longer a ranged action.
- Improved shades on portraits.
- Changed starting gold to 20.
Fixed
- Fixed displayed damage in ability tooltips.
- Fixed river generation when the river starts in the region.
- Fixed a rare issue that would cause a cave special location to not generate.
- Fixed an issue where fresh elven settlements without any rooms built would not have an exit carved out.
- Fixed issues with stairs not generating in special locations of some biomes.
- Fixed Monkey City z-level 2 -> 3 stairs.
- Fixed an issue that would reduce base magic ability damage by magic power scaling percentage.
- Fixed an issue with asking for trainers where current military units were not taken into consideration.
- Onion Seed can now be picked up.
- Onion Sprout and Nettle Plants require proper resources.
- Fixed an issue where not all resources were consumed when crafting or ordering a stack of items.
- Fixed scroll in Knowledge tab location events.
- Fixed Lunge activation with invalid target spamming error message.
- Crueboros Leather is now properly categorized as Leather.
- Fixed overlapping tooltips when comparing items by holding the left shift.
- Fixed Caravan traveling (road generation) to work with wrapping x-axis.
- Fixed Swift Woodcutting passive speed reduction.
- Fixed Alchemical Fire ability spawning Burning Flame entities.
- Fixed teleport cheat command.
- Changed max skill potential of NPC's agriculture skill growth to 30.
- Fixed production action progress times.
- Fixed salvage confirmation popup issues.
Modding
- Added full list of passive effects with descriptions and potential values to the modding documentation (thanks to Draken
for putting it together!).
- Added section about production actions in modding documentation.
- Added scroll wheel support for Ability Maker scrolling.
- Fixed an issue preventing mod skills from loading in the Ability Maker skill selection.
- Fixed an issue that would not scroll to show full ability effects in Ability Maker.
- Added Weapon Types to Ability Requirements selection: Bow, Unarmed, Crossbow, Improvised, Natural and Throwing
- Disabled the "Continue" button when not all mods are available.
- Fixed NPC names mod path to use Workshop path correctly.
- Exposed starting gold variable in character.json.
- Fixed crash related to changing selected entities in Procedural Map Maker.
As always, thank you all for your support, and if you've missed it, make sure to check out the Roadmap for the things to come.
Have fun,
Artur
Edit: v0.6.3.1 Resolves a crash related to new leatherworking recipes.