Hey everyone!
Here are the patch notes for Patch 0.1.005, which will be released later today.
NEW CONTENT & FEATURES
- Added the buildable End Boss Statue, unlocked after constructing the Great Hall.
- The final boss must now be summoned through the completed statue.
- Added up to 80 synchronized End Boss combat dialogue lines.
- Added the Player Longbow with charge-based damage and accuracy.
- Added six tiers of hostile Wolves to the Dark Forest.
- Added five tiers of passive Rabbit herds to the Grasslands.
- Added redesigned settlement and player HUDs.
- Added new voices for Goblins, Warriors, Archers, Trolls, Bojar and the End Boss.
- Added Villager footsteps, conversations, work sounds, humorous remarks and world stories.
- Added heavier Troll sounds and impact effects.
- Added expanded forest ambience with wind, birds, Ravens and Crows.
- Added an unread notification effect for new Developer News.
STABILITY & BUG FIXES
- Building construction, upgrades, repairs and resource refunds are now more reliable.
- Building Scrolls are preserved when buildings are upgraded, replaced, saved or loaded.
- Villagers and Workers recover more reliably from blocked routes and interrupted tasks.
- Defense Towers, arrows and enemy projectiles received targeting and collision fixes.
- Dropped items, chest loot and resource pickups are better protected against loss and duplication.
- Roads, wildlife, boss sequences, Temple rewards and leaderboards received additional reliability fixes.
PERFORMANCE IMPROVEMENTS
- Added optimized models for several enemies, Villagers, Warriors, weapons and the End Boss.
- Large siege waves are now distributed across multiple frames to reduce sudden performance drops.
- Enemy deaths, projectiles, drops and combat effects have been further optimized.
- Reduced unnecessary physics checks, object searches, memory allocations and network traffic.
- Improved overall performance in larger settlements and longer sessions.
MULTIPLAYER IMPROVEMENTS
- Improved synchronization for the End Boss, enemies, wildlife, buildings, projectiles and visual effects.
- Late-joining players now receive world and gameplay states more reliably.
- Building construction, upgrades, repairs and refunds are synchronized more consistently.
- Improved protection against duplicated pickups, rewards, building materials and dropped items.
- Reduced desynchronization during sieges, boss encounters, reconnects and world loading.
CONSTRUCTION, MATERIALS & BUILDING UPGRADES
- Construction materials are handled more reliably when placing, upgrading, replacing or repairing buildings.
- Resource costs and refunds are validated more consistently.
- Building Scrolls and important building data are preserved during upgrades.
- Building previews, placement checks and construction feedback have been improved.
GAMEPLAY IMPROVEMENTS
- Improved enemy targeting, projectile behavior, hit detection and combat feedback.
- Villagers and Workers handle blocked paths, pauses and interrupted work more reliably.
- Improved wildlife movement, roaming and combat reactions.
- Improved End Boss sequences, dialogue, combat behavior and visual synchronization.
- Improved item pickups, chest rewards, Temple rewards and leaderboard behavior.
SAVE & LOAD IMPROVEMENTS
- Buildings, upgrades, construction materials and Building Scrolls are restored more reliably.
- Villagers and Workers resume their previous tasks more consistently after loading.
- Improved restoration of enemies, wildlife, projectiles, roads and world objects.
- Added additional compatibility and recovery handling for existing save files.
ROADMAP
- Tier 2–5 bows with reworked models will be added soon.
- New level-up options and Scrolls will improve bow handling and enable more specialized playstyles.
- More Player Scrolls will grant players unique abilities.
- The game world will receive significantly more content, activities and discoveries.
Have ideas or feedback? Feel free to share them in the Discussions. I look forward to hearing all your suggestions!
Thank you for playing SoulScroll!
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.