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Project Thea News

Quick Fix for Update 3

Quick Fix for Update 3
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  • [p]We fixed an issue where recruiting units in the city could cause a crash.[/p]
[p][/p][p][/p][p]Image to make the news prettier :P[/p]

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
    [/p]
  • [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
    [/p]
  • [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
    [/p]
  • [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
    [/p]
  • [p]MOD Population-killing city events now kill fewer people due to population changes
    [/p]
  • [p]MOD changed the tooltip on camp actions screen for scavenging so that it shows the resource's rarity frame and value
    [/p]
  • [p]MOD Changes to Long Lasting ability - it now helps to recover from critical wounds, and reports it on the healing summary
    [/p]
  • [p]MOD Outpost cost changes to 200 Population, 4 STL and 2 Shards, and increases for each subsequent outpost

    [/p]
[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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Patch 2 Bug Fixes

Patch 2 Bug Fixes
[p][/p][p]FIX Crash when entering Settings with specific monitor setups[/p][p]FIX Soft lock when game ended via low population (note, we’re still missing a proper end game screen for this, but that will come in a later update, so for now the game ends and goes back to Main Menu)[/p][p]FIX Crash when exchanging STL’s while in Breakthrough window [/p][p]FIX Crash when during a night raid a garrison's main has been killed because of population loss[/p][p]FIX Science Building POI missing trader added[/p][p]FIX Localization display bug on some cards[/p][p]FIX Crash occurring sometimes outpost is built [/p][p]FIX Crash occurring sometimes while mouse is over turn summary notifications [/p][p]FIX Crash occurring sometimes while game settings are loaded from different version of the game[/p][p]FIX Crash occurring sometimes while Project population kills incorrect characters[/p][p][/p][p]ADD Alternative button to use for spending energy in combat (in case you have a mouse with no scroll wheel)[/p][p] [/p][p]Thanks for all your reports that help us track these problems![/p][p][/p][p]And just so there's a pretty picture in the news, here's the roadmap again ;)[/p][p][/p]

Update 2: Expanded Wastelands, New POIs & Outposts

UPDATE # 2 – OUT NOW
[p][/p][h3]PLEASE NOTE: OLD SAVES WILL BREAK![/h3][h3] You can finish your run on the previous version:[/h3][p]Right-click the game on Steam → PropertiesBetas → choose the top branch below none.[/p][p][/p][h2]The World Gets Bigger[/h2][p][/p][p]This update focuses on exploration, with two major additions.[/p][p]First, we have unlocked the final outer ring of the map, expanding the world with new POIs and tougher encounters.
Second, we are introducing Outposts, a new system that deepens exploration, resource flow, and travel across the Wastelands.[/p][p]Outposts allow you to extract resources from fully explored hexes and enable fast travel between the Project and distant locations. This is just one of many steps we are taking to improve the exploration experience.
[/p][hr][/hr][h3]New Features[/h3][p]Exploration[/p]
  • [p]ADD Ability to build Outposts and all related functionality (Outposts import gathered resources to the Project shop at the start of each season; Expeditions can now fast travel from the Project to an Outpost and back)[/p]
  • [p]ADD Map expanded to Ring 4, allowing tougher enemies and new POIs to spawn[/p]
  • [p]ADD Initial version of the Minimap, supporting Outposts and fast travel[/p]
[hr][/hr][p]UI[/p]
  • [p]ADD Continue button in the Main Menu, loading the latest save for the active profile[/p]
  • [p]ADD Edge-scrolling speed setting[/p]
  • [p]ADD Crafting costs and item values added to the Crafting screen[/p]
  • [p]ADD Material tooltips now display rarity frames[/p]
  • [p]ADD Rewards and penalties after events or battles are now grouped into clear categories[/p]
  • [p]ADD Ingredient icon displayed on ingredients in the inventory
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[hr][/hr][p]Game Customisation[/p]
  • [p]ADD Difficulty option - Starting party size (On the highest difficulty, you begin with only yourself and your Expert.)[/p]
  • [p]ADD Difficulty option - City market price modifier (Higher difficulties increase prices.)[/p]
  • [p]ADD Difficulty option - Research cost modifier (Higher difficulties increase research costs.[/p]
  • [p]ADD Difficulty option allowing significant scaling of enemy strength[/p]
  • [p]ADD Challenge difficulty option now has a new parameter: Easy and Normal difficulties increase reroll success chances and guarantee success after an initial 80%+ roll. Higher difficulties provide no bonus.[/p]
[hr][/hr][p]Story[/p]
  • [p]ADD 13 new POIs, each featuring new events on every floor[/p]
  • [p]ADD The Twin Alloy will now appear in the Bar and chat to you a little.  (Be patient with them. They will have more to say and do in the future, but they are only just getting their toes wet.)[/p]
  • [p]ADD Extra dialogue options scattered in some POI for the starting NPC’s (Like Leon, Mouselav and the lot)
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[hr][/hr][p]City[/p]
  • [p]ADD STL exchange system (You can now exchange one STL type for another at a 2:1 ratio )[/p]
[hr][/hr][p]Other[/p]
  • [p]ADD Additional 3D unit models for the map[/p]
  • [p]ADD Erros screen which pops up when game encounters an error, to inform the player about that and offer the option to send a report about it[/p]
  • [p]ADD Graphic to show dead enemies when they are eliminated in battle (instead of just their wounds)[/p]
[hr][/hr][h3]Modifications[/h3]
  • [p]MOD Resource rewards are now more appropriate to their map ring
    (High-tier resources no longer appear close to the Project.)[/p]
  • [p]MOD Eye on the Region indicator disappears once a region is fully explored[/p]
  • [p]MOD Logbook now selects the active adventure when opened, if possible[/p]
  • [p]MOD Logbook scrolls automatically to the most recent entry[/p]
  • [p]MOD Rarity frames adjusted. Rare and Divine items should now be easier to distinguish[/p]
  • [p]MOD Challenge roll results display faster when success chance is 100 percent[/p]
  • [p]MOD Victory and defeat screens tweaked (Skip animations and more space for score entries in the summary)[/p]
  • [p]MOD Unlocking building slots per tech level is spread more evenly[/p]
[hr][/hr][h3]Fixes[/h3]
  • [p]FIX Dr Bloodmaker appearing in the Bar [/p][p](Yes, the bit**chy doc is back. Although remember, she may still meet an unfortunate end via Project events before ever making it there.)[/p]
  • [p]FIX Pathfinder now correctly grants MP on the first turn[/p]
  • [p]FIX Items from the bottom row of the equipment grid appearing on the next page[/p]
  • [p]FIX Light flashes when moving between Main Menu, Load Game, and New Game screens[/p]
  • [p]FIX Combat Training Council bonus applying once as it should[/p]
  • [p]FIX Ability - Pain, functionality not trigering in some cases is fixed now[/p]
[hr][/hr][h3]Miscellaneous[/h3]
  • [p]Small fixes to spelling and localisation throughout the game[/p]
[p][/p][p]
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UPDATE 1: Meta Progression, new story events, fresh QoL features, and more.

UPDATE # 1 – OUT NOW
[p][/p][h3]PLEASE NOTE: OLD SAVES WILL BREAK![/h3][h3] You can finish your run on the previous version:[/h3][p]Right-click the game on Steam → PropertiesBetas → choose the top branch below none.[/p]
META PROGRESSION
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  • [p]ADD Meta Progression system is now implemenetd.
    With each playthrough you now earn Destiny Points, which can be spent to customise your next run. Even lost games award some points (so long as you've managed to achieve something before you died), so you always make progress towards your next attempt.[/p]
[p][/p][h2]NEW STORY CONTENT[/h2]
  • [p]ADD New events to the main questline exploring more of your past (trigger after regaining your first memory in the Server Room). [/p]
  • [p]ADD New event in the main quest path connected to Mercy.[/p]
  • [p]ADD New late-game POI (full story foor those POI not added yet, so for now it's a chance to beat up strong enemies and gain shards). [/p]
  • [p]ADD Several new city events. [/p]
  • [p]ADD Additional flirt options for barman Heller, Mercy, Windrunner[/p][p][/p]
[h2]GENERAL ADDITIONS[/h2]
  • [p]ADD New night-time music tracks. [/p]
  • [p]ADD Slot icons on equipped items. [/p]
  • [p]ADD Ability counters displayed on the Equip screen. [/p]
  • [p]ADD Equip screen now remembers your Single/List view preference.[/p]
  • [p]ADD Conjurer and Infusion abilities.[/p]
  • [p]ADD Button to hide equipped items on equip screen [/p]
[h2]BALANCING & MODIFICATIONS[/h2]
  • [p]MOD Improved database system to handle a larger number of records (loading time reduced from ~5s to ~1.4s at startup; future language additions should no longer slow it down).[/p]
  • [p]MOD Updated character item slots to be more domain/class consistent.[/p]
  • [p]MOD Tactic/Healer/Coil abilities now target the lowest-value ally rather than all allies.[/p]
  • [p]MOD Regeneration now additionally heals its owner on entering battle.[/p]
  • [p]MOD Researching Card Boosters now grants one free booster (available in the Colony Shop for 0 value).[/p]
  • [p]MOD Researching Items now grants one free item of matching rarity/slot (available in the Colony Shop for 0 value).[/p]
  • [p]MOD Recruits gained from events now remain in the Project for 2 seasons.[/p]
  • [p]MOD Tweaked crafting material values for research progress.[/p]
  • [p]MOD Overall research cost reduction.[/p]
  • [p]MOD Minions and Experts gained more equipment slots, to improve their usability.[/p]
[h2]FIXES[/h2]
  • [p]FIX Challenge card bonus overflowing into a new line for 3-digit values.[/p]
  • [p]FIX Crash on trade screen.[/p]
  • [p]FIX Blocked ability to change equipment during an event.[/p]
  • [p]FIX Dynamic values now correctly displayed in texts referencing tech level.[/p]
  • [p]FIX ESC now closes notification pop-ups.[/p]
  • [p]FIX Expanded ability space on Level Up screen.[/p]
  • [p]FIX TooltipUnit now displays ‘…’ when a character has more abilities than the grid can show.[/p]
  • [p]FIX Corrected item skills on several equipment pieces.[/p]
  • [p]FIX Numerous translation issues.[/p]
  • [p]FIX Summons were incorrectly created at level 1 regardless of ability settings.[/p]
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