Thea 2: The Shattering
Patch 2.1004.0599 (04 October 2019)
0599 Hotfix:
Fixed the issue with entering on water tiles.
0598 Pangea:
- Today's update introduces one of the most requested changes - a more varied, compact landmass.
- The world in Pangea consists mostly of large, multi-biome continents. Islands may also exist, but they will be much closer to other lands and will not be restricted to a single biome. Creatures can sometimes wander beyond their natural habitats, so be careful and not venture too far unprepared.
- 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 - read below:
Addtions:
- Added a new map generation mode called Pangea,
- 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. Blung 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.
Fixes:
- Fixed Movement Points being set to 0 when editing inventory on water,
- Fixed a bug where the enemy would sometimes play cards that have 0 hit points,
- Fixes to localization loading for mods,
- Fixed too early spawn of the stronger groups due to mix of world and local difficulty progression,
- Fixed the issue with fog disappearing on game load,
- Fixed ship cargo capacity not stacking,
- Fixed an issue with the advancement of lvl 5 skills resetting their level to 0,
- Fixed a number of demons having an incorrect name,
- Fixed Ivan (SUBRACE-IVAN_HUM_GUSLA) and Elder Volh (SUBRACE-HUM_ELDER_VOLH) not having their correct portraits,
- Fixed a rare multiplayer crash when entering cooperative challenge.
Events:
- Fixed an event (Volh module, event36, node 21 removed and replaced with a fresh one - spawn node - as the old one was causing an odd bug in the xml),
- Added an option to the bandits near village event (id3, village events) where if you have a guard tower and good fortune (chance), you can attack the bandits or simply chase them away (node 40 and 41 added),
- Added node 42 to the same event, where if you defeated the bandits previously 3 times, they will also run away from you now,
- Fixed a bug in mChapter 1, Alchemist2 and Alchemist2 Spare, tag 82 added (in adv node 1 as prerequisite and 2 as result), to make sure you do not get the quest twice,
- Fixed Volh Dlc event 31, adv node 52 (added wraith pet as a reward as it was missing),
- Fixed Alphaclan, event 56 adv node 43, where there was a potential loop after hitting cancel. Adventure node 66 was added,(clone of 45) to resolve this.
- Fixed Slavyan, event 23, trade node 31 - you can now access the node if you have only one curse, not all three,
- Fixed Earthbound event 83 adv node13, removed the 'node usable once' tick,
- Fixed Volh DLC event 36, replaced all span nodes in the event, as it was causing an odd group spawn and that then caused errors.
Balancing:
- Spawning of "Swarms" now triggers only when world difficulty is at 4+ to ensure some more grace period,
- Gray Robes now provide multi-type shields,
- Added MP bonus to Elemental Robes,
- Legendary Robes now give Wits,
- Normal armours and shields now give slightly more shielding,
- Legendary Medium and Heavy Armours gain % Armour bonus,
- Legendary Shields provide +2 MP instead of +1,
- Elemental and Legendary Medium and Heavy Armours got a boost to their attribute addons and multipliers to make them more significant (~ x1.5),
- Removed master-craft and failed-craft options for Cosmic Seed products.