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  3. Update 3 Out Now

Update 3 Out Now

Update 3 – City Renovations
[p]This month’s update focuses heavily on city improvements. We redesigned some key elements to strengthen the connection between the city and the overall gameplay, after all, it’s all about saving the Project.[/p][p]With that in mind, we’ve been working to give city population more meaningful impact for the player, and to redesign buildings so they feel more intuitively linked to their Domains while also being more useful and interesting.[/p][p]Important note: We have not yet updated the Garrison and city defence mechanics,  those will follow in future updates.[/p][p][/p][p][/p][hr][/hr][p][/p]
List of Changes
[p][/p][h2]City[/h2]
  • [p]ADD Population now determines city garrison count (gain garrison slots as population grows)
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  • [p]ADD Low city population reduces expedition morale (morale system coming soon… not active yet)
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  • [p]ADD Emergency Supply cost now depends on population size
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  • [p]ADD Seasonal re-election of one council member from the Council Room
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  • [p]ADD New buildings with stronger Domain-based bonus categorisation
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  • [p]ADD New building construction screen showing all available buildings and allowing you to choose which to unlock
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  • [p]ADD New building abilities
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  • [p]ADD All recruits (City, Trade, Event) now match the MAIN’s level upon recruitment
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  • [p]MOD Recruits remain available for four seasons
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  • [p]MOD Building slots are unlocked via Tech Level
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  • [p]MOD Successful attack on the Project, which kills population, now kill 60+d100 population instead of 30+d100
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  • [p]MOD Successful attack on the Project, which destroys buildings, is half as likely to occur[/p]
[p][/p][hr][/hr][p][/p][h2]Expedition[/h2]
  • [p]ADD Characters with lethal wounds can now be sent back to the Project via emergency transport (they may still die on the way)
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  • [p]MOD New wound thresholds (1–10 minor wounds, 11–20 serious wounds)
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  • [p]MOD Critical wounds now lower attributes by 2 (minor wounds) and by 4 (serious wounds)
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[hr][/hr][p][/p][h2]Difficulty Settings[/h2]
  • [p]ADD Starting Population as a difficulty setting
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[hr][/hr][p][/p][h2]Skill Challenge[/h2]
  • [p]ADD Clicking an empty card slot now inserts the best card from your hand
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  • [p]MOD Reroll cost reduced to 15 Supplies
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[hr][/hr][p][/p][h2]Other[/h2]
  • [p]ADD Variant of defeat screen for colony death
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  • [p]ADD You can now rename your characters
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  • [p]ADD Sound effects for each POI
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  • [p]ADD Sound effect when moving the player group
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  • [p]ADD Various new 3D unit models on the map
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  • [p]ADD tooltip delay setting
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  • [p]ADD Quick sell of marked items (mark with RMB)
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  • [p]MOD Small layout tweaks to unit info and character creation screens
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  • [p]MOD Initiative winner now starts Turn 1 with 2 AP instead of 1 AP
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  • [p]MOD Some characters had their hand slots restored
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  • [p]MOD Population-killing city events now kill fewer people due to population changes
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  • [p]MOD changed the tooltip on camp actions screen for scavenging so that it shows the resource's rarity frame and value
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  • [p]MOD Changes to Long Lasting ability - it now helps to recover from critical wounds, and reports it on the healing summary
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  • [p]MOD Outpost cost changes to 200 Population, 4 STL and 2 Shards, and increases for each subsequent outpost

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[hr][/hr][p][/p][h2]Fixes[/h2]
  • [p]FIX Inventory rollovers on resources not showing rarity or value
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  • [p]FIX Rollover on Equip screen sometimes highlighting incorrect slots,
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  • [p]FIX STL exchange disabled during Breakthrough
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  • [p]FIX Crash during battle outcome simulation related to energy usage
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  • [p]FIX Crash related to killing population caused by important characters ending up in the killed pool
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  • [p]FIX Workers finishing their task not being reassigned to the next task
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  • [p]FIX Tooltips displayed off the screen, if too many tooltips were shown at once
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  • [p]FIX Pathfinding finding more expensive paths on cleared regions
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[hr][/hr][p][/p][h2]Call to Action[/h2][p]The city changes influence gameplay in many ways, and these modifications are still WIP. We’d really love more feedback on them.[/p][p]If you have thoughts on the new population mechanics, buildings, or anything else, please send an F8 report or comment on Steam or Discord so we can see what still needs tweaking.[/p][p]Thanks![/p][p][/p][p]This update is SAVE BREAKING - please follow these instructions if you wish to continue your old game:

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