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Soulash 2 v0.7.3 "Stability"

Soulash 2 EP 38 03/28/24
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Greetings fellow gods,

This week, I worked hard to solve some technical issues I've been putting off forever: x64 architecture migration and UTF-8 character rendering.

The x64 migration solves our lack of memory to build bigger worlds and regions. It improves the game's stability and will unlock more z-levels to play around with, going up and down.

The UTF-8 support is limited to European and Russian alphabets for now, as these were the most commonly requested. This is a major step forward in creating a modding system for translations. However, it will take more time to do it properly - we still need at least a partial entity update to override only the text fields while keeping the mechanical properties unaffected.

There have been some additional major improvements to the generation, mainly dwarven and elven settlements, to make it easier to traverse and find specific buildings we need. The dwarven rooms will now be closer together and expand below the ground instead of to the nearby mountains.

And something that has been requested for some time now, we can filter known beings by skill name to find the desired trainers!

Here's the full changelog:

Added

- Added support for searching by skill name in the Knowledge Beings tab, which will find all known beings with the searched skill above 10. 
- Added support for European and Russian special characters rendering.
- Added auto rest action when performing a basic attack without stamina.
- A few new natural resources were added to the grasslands, forests, and mountains.

Changed

- Updated the engine and game architecture to x64, fixing the out of memory issues related to big maps.
- Improved text sharpness.
- Improved road generation to make the world less cluttered.
- Changed dwarven settlement generation to generate rooms closer together and go deeper underground rather than spread over multiple hills on z-level 0.
- Dwarven and Elven settlements now generate multiple flights of stairs connecting z-levels.
- Z-level position of buildings is shown when asking for directions in settlements.
- Mushrooms changed to be gatherable to unlock as resouces found in the region.
- Gathering is now a forbidden action at human, dwarven and mushmen settlements.
- Removed the debug console window when starting the game.
- Added info to Bedroll and Pillow that they are used from backpack.

Fixed

- Fixed rare crash on region map generation.
- Fixed crash related to Hunter's Stew and other foods, giving special bonuses.
- Fixed rare crash related to exiting regions.
- Fixed rare crash related to escaping AI characters.
- Fixed rare crash on character creation.
- Fixed human settlements falling into ruin during the early generation phase.
- Fixed bonus max potential from age being provided too soon for older races.
- Fixed skills from mods not unloading once the mods were disabled.
- Walls of rooms are no longer carved out in Dwarven settlements.
- Fixed missing corridors connecting some buildings in Dwarven settlements.
- Fixed elven Grey Watchers and War Dancers building name generation.
- Removed the "Tree Background" option from ask for direction conversation options in eleven settlements.
- Items with negative food value are no longer consumed automatically.
- Swapped the tooltip descriptions of Analyze Speed and Analyze Weakness.

Modding

- Added producers list in datatable of resources.
- Crafting recipes can once again be assigned to races.

I hoped to introduce the new civilization today, but unfortunately, we had to postpone it due to technical difficulties (laptop broke down). We've also begun working on port special locations to allow for a way to pass the oceans, so hopefully, we'll be able to bring in both next week.

Thank you to everyone who helped test the beta branch of x64! Please swap back to the main one now, as I'll remove the beta branch in the next few days.

Have fun,
Artur