This is just a small one, mainly to address recently introduced bugs.
- Fixed paging on item crafting screen - Fixed resource tooltip overflowing text for Gold and Dark Wood - Added missing tooltip to recipe screen resource crafting - Changed presentation of additive damage on skill's short info - Changed order of sorting scripts to prioritize type over A to Z - Redesigned growing-up events - Tweaked elf stork event so that two elves 'mating' will have guaranteed elf child
- Revamp of crafting and resources (more info below) - Reworked resource crafting system - Added new God Traits - Added new buildings - Added Quests Logbook - Workers now automatically switch to other tasks once the task they were assigned to has been completed - Added "Transfer all" buttons on the Inventory screen - Added additional stats to crafting screens - Removed equipment restrictions on some character types - Unlocking Tier 3 resources now requires only a single Tier 2 resource to be unlocked - God Traits now have different costs - the max total cost of traits depends on the difficulty setting - Removed starting group from difficulty setting, all characters are now selected only by god traits - Increased the number of neutral trait slots by 1 for all gods - Luck now increases XP gained by characters by [3xLuck]% - Advanced and Expert technology for equipment improves essence bonuses by +10%/+10% respectively (instead of +5%/+15%) - Turn Summary notifications can now be dismissed with RMB - Added sorting to Recipe screen - Added filters and sorting for God Traits - Reduced Poison damage multipliers from 1.5x/2x to 1.25x/1.5x (though the description doesn't reflect that yet) - Balancing changes to Ghostly Axe skill - Increased penalties from Toxin, Sickness a Curse - Dwarves and Orc should no longer wear Robes - Increased variety of items for elven traders - Reworked dwarf growing up - Added option to attack friendly villages - Various fixes to events - The database should automatically revert to the latest one if it failed to load due to incompatibility with the current code - Fixed a crash occurring on Tutorial #3 - Fixed weapons that do not deal AOE damage will no longer get an upgrade to AOE multiplier - Fixed Life Leech/Shield Leech not working if the attack did not have any splash targets - Fixed man quest/domination victory unlocking an incorrect god - Fixed cooked food having resource tag - Fixed Lada bonus not being applied correctly - Fixed Foodie skill being available for improvement on level up - Fixed a problem where non-English glyphs would "glow" during event resolution
This update brings a significant revamp to essences and resources. The number of essences has been reduced and they are now closely linked to particular resource types. For example - Wood always contains Wood Essence, Gems - Gem Essence etc. Each essence provides a specific effect to equipment created from it, ie. Wood Essence will grant Poison Damage to weapons, Stone gives Shield Leech etc. Resources now belong to one of three categories - Core, Improved and Wild. Core are the easiest to use and provide no disadvantages but also no significant bonuses. Improved harder to use than Core, offer increased item stats but carry an additional small risk of failure. Wild are the most failure-prone but offer a different set of bonuses. Crafting can now result in Masterwork and Trash quality items - the chances for such results depend on the skill of the craftsman and resources used.
- Changed Idol to give +2 gathering range when built from tier 3 materials and +3 from tier 5. - Fixed a crash related to shuffling lists - Tweaks to Slavyan army and few others so you do not lose so much reputation when you win a fight, but also when you lose. Also added a bit extra gain for the 'friendly resolutions' - Move Away option is now available on 50 loyalty not only when you attack, but also when the other group attacks - Fixed subskill rollovers on Entity Info screen - Added localisation for hopefully all subskills - Fixed challenge type tooltip showing up even if there was no challenge type icon - Fixed group intercept range for neutral factions being too large - Added Domination Victory option and tracker screen - Added population control algorithm, so now you will find more children if your population is low and fewer children if population is high - Fixed display of seasonal effects and fuel usage to take season difficulty setting into account - Added the option to unlock Triglav by completing the main quest or winning by Domination - Fixed drop cargo/drop body editor node incorrectly targeting first group among players - Fixed loot splitting in coop games - Added colour markers to show which player dropped a particular item - Research Terrain now offers 30 Research progress instead of 20 - RP cost of the Advancement Point is now capped at 30 - Chosen one's death now results in Game Over - Balancing changes to Shields Up skill - Fixed recycle icon for ships suggesting that previous ship would get recycled if a new is built - Lowered medium and large ship weight - Removed the oddly nice limitation of one death per death event - Added coal resource to all biomes - Add optional faction Shadow Kin on Icy biome - Balancing changes to Retaliation skill - Improvements to map generation algorithm to reduce similarities between islands
- Added minimap, which can be toggled between current island and whole world - Added the last part of Theopedia's terrain arts - Added 3d models for ElfMageF2, ElfMageM3, OrcWarriorF4, HumanClericF2 - Added a new skill to Jewellery
- Aggression range for enemies increased, groups will no longer happily walk around players as much as before - Increased penalties for surrendering a challenge - Surrender results are now affected by researched creature bonus (-15% to researched enemies' power) - Tweaks to autoresolve and character power calculation algorithms - Changed Idol's gathering range on lvl 4 to +2 and on lvl 5 to +3 - Balancing changes to increase difficulty of final boss fight - Artifacts now add shielding instead decreasing it - Changes to Summon Skeleton and Skeleton Archer - skeleton got more shielding and archer got more damage - Skill Protecting Others now gives less shielding but number of targets is increased by 1 - Tweaked island generation algorithm to produce more interesting island shapes - Balancing changes to drop rates - Nerfed Internal Armor Grow skill - Reduced numbers of boars dropped from scavengers - Changed Scorch icon to better show it's not related to summer heat - Add names for pets and summons
- Fixed optional factions on all factions not appearing - Fixed a crash happening when joining event and trying to view group before event groups were confirmed - Fixed a crash when navigating away from Inventory screen with filters dropdown opened - Fixed Goblin Skirmisher 3d models behaving odd - Fixed sliders on Factions and Loyalty screen - Fixed small faction towns not being limited to 1 per faction - Fixed overflowing dropdowns on a number of a screens
Today's update fixes a number of issues identified since posting the seasons update.
- Fixed a crash when playing a coop game - Fixed Dzievanna's trait skill causing a crash on EntityInfo screen - Fixed a crash caused by fuel calculation error when no forbidden resources list was created due to no changes in fuel/food management - Fixed rituals tasks screen showing crafting stat values - Fixed season icons not showing up correctly on gathering tasks tooltip - Fixed missing skill icons and descriptions for weather effects - Fixed fuel per turn counter not taking winter season into account - Fixed filters and sorters for equipment screen character list not working
- Added winter icon near fuel per turn display on HUD, Inventory and Group Info screens - Added season countdown to HUD - Added tutorial popup to event screen - Added the ability to sort characters on the equipment screen list by gathering skill - Children from trait card now start with an amber ranged weapon - Changes to Idol skills - Lowered the chance to trigger group/village events - Fruit resource can now appear on Darkness biome - Eggs resource can now appear on Ancient Forest biome - Lowered weight of 1h and 2h artifacts (by 10% and 20% respectively) - Lowered production cost for gathering food by 10% - Defeating roaming groups should now yield more drops - Horz trait summon is now based on Perception
This update introduces seasons and weather. The changes are both visual and in gameplay. Each season lasts 36 turns (2 days and 2 nights) and has its own set of bonuses and penalties. Additionally, there are season-specific weather effects such as rain, wind or snow which also affect gameplay for a couple of turns. Since these changes are likely to increase the overall difficulty of the game, you will be able to switch them off in the difficulty settings. Below is a full list of new features, changes and fixes brought by this update:
- Added seasons and weather mechanics - Changed god-specific traits - Changes to selectable traits - Added tooltips on Advancement screen - Added tech previews on Advancement screen - Added Factions and Loyalty screen to track faction loyalty status - Added God Info screen allowing to check domains and selected traits - Added Stingers faction to the game - Added some more Theopedia terrain arts - Added two human child portraits - Chosen tag is now visible on tags list - Chance filter is now tested ahead of other filters to speed up processing entry requirements for many events - Added tooltips for subskills on RMB Info window (a number of localisation strings is still missing, we'll be adding them soon) - Added fuel requirement for tasks (otherwise characters produce at 50% efficiency) - Theopedia now shows status of each entry on Index pages - Researching creatures gives a 15% advantage bonus against that type of creature when autoresolving - Building bonus is now applied to all groups (own or your coop friends) camping around own or another player's settlements - Building a settlement within 3 tiles range of another allied settlement is not possible (or will be halted if such settlement appeared after building has started) - Added bar and colour indicators to resource icons on both world map and gathering tasks to show gathering efficiency in different seasons - Equipment screen now shows previous and new weight when trying to equip items instead of previous and offset weight - Space bar can now be used to close Resolve Events screen
- Fixed drag & drop not always registering correctly - Fixed missing tooltips of selected traits assigned to slots - Fixed not being able to remove traits assigned to slots - Fixed group markers sometimes being displaced from the group they represent - Fixed Resolve Event not showing loyalty change or research drops unless XP/RP was awarded (thanks Lumina!) - Fixed info errors on some skills - Fixed Children not receiving Creepy/Attractive/Beautiful tags when growing up - Fixed dropdowns going off the bottom screen edge on a number of screens - Fixed smaller faction towns not spawning - Fixed a crash on Credits screen - Fixed Replace Idol ritual - Fixed missing task update in some group information propagations which could lead to a crash - Fixed gender tag sometimes being applied incorrectly - Fixed creature artifact drop showing full portrait instead of face portrait - Fixed adventure data crash when changing skills after tags - When a character's subrace changes, innate skills will keep their levels if the new subrace has the same innate skill - Hopefully fixed a glitch where AI would not play any cards
- Balancing changes to Strength of the Swarm, Speed of the Swarm, Hunter's Mark and Ground Shaking skills - Balancing changes to starting cargo of Tainted Shaman, Young Zerca and hunters - Balancing changes to food prices - Balancing changes to Tainted Shaman's attributes - Balancing changes to The Other Ring - Balancing changes to food gathering costs and pack sizes - Balancing changes to tools - they mostly now give % bonus rather than point bonus, also Perception bonus was replaced with bonus to Rituals or Research - Changes to pricing for faction traders/exchange options - Crow Pet has a chance to give +1 visibility instead its normal bonuses - Items left on the ground will automatically disappear after 9 turns - Removed "Heal After Movement" difficulty setting - Changed "Limit Gathering Packs to 1 per turn" difficulty setting to "Overflow Gathering Halved" (half of the overflow gathering production points is kept towards gathering of the next pack) - A number of changes to better communicate how to obtain composite materials
- Added biome introduction events - Tweaked warrior growing up chances, so it is more likely to get a warrior now even without increased strength - Fixed Nai-Ysir skill description to show their name properly - Added a witch hut event to remove curses on higher difficulty - Tweaks to child growing up events, loyalty now gives the race path and that path is guaranteed, not a chance - Separated gatherer and crafter choices for dwarf and elf, so you can choose which one, not leave it to chance - Fixed a witch event where trading with her for a blessing would cause problems - Fixed a robbers event in ruins spawn, where following the turmoil path and then leaving gave too strong punishment for the level - Added recruitment options and healing curses to ice demon faction - Fixed cat event causing a soft lock and issue that was making it pop up all the time - Added several new descriptions of terrains for Theopedia
- Changed ships' capacities and production costs - Fixed a bug where having more than 1 Terrain Artifact on the research stack would block research progress - Added Research Artifact tutorial on turn 6 - Fixed a problem with starting the game if the game's path would contain special characters - Fixed Item Info to not show on cooked food items - Added a couple missing skill icons - Fixed human child not becoming a warrior if the child did not have enough strength - Fixed a visual glitch, where RPs from school building would not show up on HUD until clicking Open Advancement screen button
- Added Research (see more info below the changelog) - Added right click info for items, characters and skills - Loyalty is now shown during events, if an action changed it - Added character names on inventory/trade screens, to easier connect equipped items with characters - Added a couple more skills - Added 4 new Human Child portraits - Card Game screen - animation speed slider now saves its state between plays - Introduced more strict penalties for overburdening your groups - group movement is reduced by 1MP for every 10% of weight they carry above their limit.
- Fixed Replace Idol ritual - Fixed incorrect display of group carry limit while on boat - Fixed True Damage (essence and ancient versions) - Fixed Item Cargo on a number of subraces - Event Editor: DropCargo is now called BodyCargo to avoid confusion - Split orc worker portraits to gatherers and crafters - Fixed issues related to camping and group being overburdened - Fixed Long Travel god trait - Fixed item tooltip, passive skills should no longer overlay active skills if there are more than one active skills
- Balancing changes to 1- and 2-Handed scrolls and Artifacts - Balancing changes to traders buy/sell prices - Scavengers village now spawn on the starting biome - Added a Sell People event to Scavengers Village - Children no longer start with a jewellery item - Reduced Idol's resource cost - Reduced ships' resource costs and rebalanced their skills - Changes boats' subskills icons and names to better convey what they actually do - Changed description on regular damage to say that it is a damage multiplier unless there's a + next to it
- Removed %chance from all faction quests, so it will not seem like there aren't any available until they really do run out - Tweaked how much loyalty points you get in some of those faction quests - Tweaks to Cemetery module to ensure diff lvl is appropriate for biome, and also xp, rewards etc. - Fixed Alpha Clans Village where all people got damage from the sexy orc time, now only the 'lucky one' gets damage - Attached the elf recruitment event to the village, so you will be able to recruit Elves now - Fixed the scavenger path of the main quest, where you did not get Monia when you stole the child, you now get her as the text suggests you should - Added restriction to orc recruitment, so you can recruit no more than 3 orcs in a game and also a turn counter for how often you can visit the pits - Fixed Wraith event where you were supposed to sacrifice a pet - Fixed an event with an avalanche that said one of your people died, but they did not - Fixed unliving stork event, so that children cannot 'have babies' with the unliving - Fixed an event in the ruins spawn, where after siphoning energy the game could crash - Fixed child growing up events where sometimes the wrong child was displayed as the one growing up - Changes in loot for Whisp Mist events - Fix to main quest where attacking the elf mage would not progress the quest correctly - Fixed the main quest where you could get unlimited supply of the necromancer - Added a leave option in the Treasurer's Cave event - Added 'parents' to mixed orc stork event
This update introduces Research tasks and a lot of things related to them. You will no longer need to rely only on events to get those blue Research Points. When travelling on the world map, you will find ancient artifacts. Elders say these strange stones were sent by the gods to share some of their knowledge with their followers. If your group camps near such artifact, they will be able to assign people to gather it. Once the artifact has been gathered, a resource will appear in its place. On the default biome it will be a Tier 2 resource, on other islands - a biome-specific Tier 3 one. At the same time, your research panel will show a new task - Research Terrain, which grants some RPs upon completion. But not only terrains are a valuable source of knowledge. Each time you defeat a creature, you have a small chance of obtaining a similar artifact from it. These can also be researched for RPs. Each terrain type or creature you research will appear in Theopedia - a lore book accessible from the top right section of the HUD. Please note, that the artworks and descriptions are not all finished, so you may see placeholder texts and arts. These will, of course, be added in further updates as they get done.
We hope you enjoy this update, as always we would love to hear your feedback (and bug reports too :D)
While work continues internally on Research-related stuff, here's a small patch with other things we've done recently.
- Added system to event editor to add and remove resources to/from world - Choosing Scoundrel character from God Traits now also gives another character - Rat - Added cemetery location to Starting biome - Added tooltips on materials placed on Workbench panel on Recipe screen - Added Tags tab tooltips on Equip screen - Increased damage done by basic attack above lvl 1 - Further changes to event triggering system to not draw events which were recently used - Change to Ruins difficulty setting - previously this setting controlled the number of ruins spawned, now it affects their difficulty - Paperdoll/Characters List view preference on Equip screen now keeps its state between games - Show Equipped toggle on Equip screen now keeps its state between games
- All active shielding skills now give the same amount of shielding in each challenge - Hunter's base Perception is increased by 1
- Fixed info for Quick, Cover! and Blessed Armour skills - Fixed carry limit warning when equal to maximum - Fixed incorrect morale mechanics on buildings - Fixed missing icons on recently added skills
- Fixed a 'Rusalka' event that could cause a lock - Fixed a spawned house that did not disappear and gave xp - Fixed several events where missing groups could cause a lock (Leshy and Leshy 2 for example, also the Quarry event) - Fixed missing trader in bear snake and cat quest, also added a tag to this quest so that it will not trigger again unless you completed its second part - Tweaked a goblin encounter where having an orc would block any 'nice' options - Tweaks to orc growing up, now there is a chance to get a full warrior and bloodtracker, not just the 'scarred' ones - Increased the price for a cat in the first Slavyan village, but also added a chance for a better cat - Minor fixes to various other events
So, some Thea 1 news for a change, for those who may be interested.
Today marks a newest chapter in the expansion of Thea universe. Thea: The Awakening becomes available on Nintendo Switch and you will be able to play on February 1st.
If you like the sound of it, check out the Nintendo store HERE.
And if you're interested, we also have a Thea Discord channel, so come join us to chat about all things Thea. https://discord.gg/cXXhFkm.