Thea 2: The Shattering - Pangea, Halloween and What Comes Next
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In order to celebrate Halloween, the developers over at MuHa Games have put together a special seasonal update for their curious 4X/RPG/CCG hybrid Thea 2: The Shattering that introduces an assortment of Halloween-themed events, special enemies, and new pets. This update will remain live until November 4, 2019, and once it's over, you'll be left with the more permanent Pangea update. This developer update outlines the features of these updates and then talks about Thea 2's upcoming water-based DLC. Check it out:
All Souls Night seasonal event
For the first time in the history of all Thea, we will have a seasonal event. From 28.10.2019 till 4.11.2019 you will have the chance to experience the All Souls Night celebrations and the odd coming of the foreign celebrations of the so called Hallows Eve. How will the small community of Bear Village handle the clash of the old and new, will you embrace the pumpkin madness or fight for tradition?
The event includes some seasonal content, a pack of Halloween/Zaduszki themed events, special enemies and new pets. You will have only two weeks to explore the event. After that time, all new games will no longer have the content available to them.*
*unless you’re a modder, than you can cheat your way out of it 😉
Pangea
Our latest new feature is out now.
The Pangea update brought to you the new map mode where the biomes are generated as larger land masses, with multiple biomes often sharing the same island. Pangea, despite its name, does not create one continent, and this is because it was vital to remain true to the main theme of the Shattering. But it does offer a new way to play Thea, so we hope it is something you will enjoy.
Along with this new map mode, the minimap got an upgrade too – both visually and functionally. There are also many smaller additions and fixes, for the full list check our steam forum or discord channel. The new mode can be selected from the main menu in game.
Here’s a list of some changes that came with it:
AdditionsWIP
- Added names to quest markers on the main map,
- Minimap now shows quest locations (for tracked quests),
- Minimap now shows locations of other players’ groups in co-op,
- Minimap now shows locations of visible monster groups,
- Minimap – visual improvements,
- Food trader in villages will now accept items other than food as payment, – Added Crafting Resources filter to inventory, – Big arrows on the Inventory screen will now only move items that are displayed (filtered),
- Added tabs to the building research popup which allows having multi-building research (modders requested),
- When levelling up, the game now will avoid offering Fallback skills (i.e. Blunt Attack) if other skills are available, – Characters which have no skills to choose from will get an attribute increase instead,
- Added another option for Maximum Total Cost of Traits difficulty setting, allowing 8 trait points and 2 free starting characters,
- Each artefact dug out from the ground have 33% chance to offer a random tier 3 resource (with some biome-specific restrictions) instead of the fixed one (biome-specific). This applies to the starting biome as well.
Unnamed water DLC
After the seasonal event, we will press on with our next feature update, or DLC. This one will be focused on the sea and enrich this final biome. On top of some general improvements and fixes, you can expect things like:
- gathering on water
- new food type
- spawning locations on water
- being able to interact/visit locations on water
- pirates!
- roaming sea creatures
- brand new story line
- more events
- advanced new enemies