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Thea 2: The Shattering News

Save Compatibility Warning

Please note that we are planning to drop a small update with bug fixes next week (likely Thursday 7th May) which will sadly be save-breaking.

As usual, we will put the current version on a beta branch so you can finish a game in progress if you wish.

Your player profiles and god progression will not be affected.

Apologies for any inconvenience.

Vagrus - The Riven Realms Open-World Release is now LIVE

[h3]Hey folks! Our fellow devs and Friends at Lost Pilgrims Studio have just released the Open-World main campaign for Vagrus - The Riven Realms. And so we decided to show some support and share the goodness with you. [/h3] Vagrus is a turn-based, open-world, dark fantasy RPG. The development team has been playing table-top RPGs (like DnD) on their home-brew setting, the Riven Realms, for over two decades, then based this game on it, so it has incredibly deep lore and immersive stories.

They have just posted a huge announcement on their Steam development blog about releasing the open-world main campaign of Vagrus to all their Crowdfunding Backers in preparation of bringing the game to Steam.

[previewyoutube][/previewyoutube]





Vagrus is an award-winning Roleplaying Game with strategy elements, where the player takes the role of a vagrus - a sort of a caravan leader who makes a living on a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.

[h2]Feature list[/h2]
  • A DARK CONTINENT
    A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with.


  • BRANCHING NARRATIVE
    A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you.


  • TURN-BASED COMBAT
    Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources.


  • RESOURCE MANAGEMENT
    Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities.


  • UNIQUE COMPANIONS
    The player can recruit fully-developed characters into the caravan to serve in versatile roles, such as scoutmaster, guard captain, spellweaver, or slavedriver. Each of them comes with their own background and personal quests lines.


[h3]Wishlist and follow Vagrus[/h3] for up-to-date information about its development milestones, upcoming features, and ultimately to get notified about its release when the time comes.

Build 0657 - 19th March

Hello all,

Today's update will be the last official update for Thea 2: The Shattering. We will, of course, continue supporting the game, so we will fix any critical bugs and maybe even tweak a thing or two, but we do not plan to add any additional features or content.

We cannot talk about our next steps, as it is too early for it, but rest assured we are hard at work to bring you yet another MuHa gem in the near future. But, since are a small team, we do have to jump onto the main project pretty full-on, to make sure we give it as much love and care as we have done with our previous two games.

We would like to take this opportunity to once again thank all of our fans and supporters, we love you guys so much and we hope to see you once we get the project 'X' underway!

And now for the changelog:

[h3]Additions and changes:[/h3]
  • Villages and Camps have a new ability to increase their hiding over time, reducing the frequency of enemy attacks (this is a difficulty setting),
  • Bows have acquired the ability to increase Delay of enemies hit and are faster to use,
  • Clubs an mallets got a secondary attack that can target single enemy,
  • Wand deal damage in all 3 forms of challenges and deal double damage to summons,
  • Added a quest for goblins to be able to advance into chieftains,
  • Added ice biome ruins,
  • Added new characters to trait cards,
  • Added a handful of ridiculously challenging end-game events for all of you OP players,
  • Added chosen advancement option for sniezynka and rusalka and befuddler (VOLH DLC; Chosen Advancement; nodes 49,50,52),
  • Added pet training for crab and parrot at spirit talkers (event id 73; nodes 35-42 and Woodlandkin; event 54; nodes 39- 46),
  • Reduced equipment crating time for items using Tier 1 (takes about 30% of time) and Tier 2 (takes about 75% of time). Tiers 3+ are unaffected,
  • Added Shift + Click functionality on event trade screen,
  • Gahering screen now sorts items placing terrain artefacts and food at the beginning of the list, and resources from rariest to the least rare later. Additionally resources are next to each other if they are the same type,
  • T2 resources craft from T1 no longer use coal,
  • Resources can be downgraded from higher resources using 1 ingredient resource + 1 coal to produce 3 lower tier resources if the ingredient is NOT researched, or 4 if the ingredient is researched,
  • Added turn notification when there are not enough resources for a task,
  • AI improvements to better estimate skill tactical value,
  • Increased the frequency of updates sent to all players in coop to ensure more up-to-date information is available about groups of other players,
  • Added function to heal mental and spirit wounds when a chosen is resurrected,
  • Sea ruins loot/reward tweaks and chance added so that you cannot choose the path available to explore.


[h3]Fixes:[/h3]
  • Fixed a bug where sometimes the guardian demon could leave the village,
  • Fixed difficulty now displays 100% at easy, 150% in medium and 200% on hard difficulty,
  • Text added to make it clear a weapon needs to be sacrificed and it may be an equipped weapon (Awakening; Id 34; node 3),
  • Switched/changed descriptions of boatswain and pirate, to reflect that boatswain is the superior. Also changed the growing up event accordingly (Generic; id 38 +47; nodes 23,24, 5, 38),
  • Fixed description for SUBSKILL-STRONG_INSPIRE_STANCE,
  • Fixed description for SUBSKILL_BLOODY_INSPIRE_STANCE,
  • Fixed a softlock when selecting a ranged target,
  • Fixed overlapping icons on crafting screen on certain resolutions where there were 5 job slots available,
  • Fixed target scripts to allow targeting hand if battlefield is empty, also added hand targetting option for a number of skills
  • Fixed incorrect algorithm for calculation of conquered settlements,
  • Fixed character's list on HUD not scrolling correctly,
  • Fixed a bug in main quest Mroki event, where not having an item to trade could cause a softlock,
  • Fixed secondary targets when a target is selected manually.


[h3]Important note:[/h3]
As mentioned before, this update will break the saves of any game started prior to this update. However, we have added the previous version to beta branches, so you can switch and finish a game in progress if you'd like. To access v.0651, right click on Thea 2 in your Steam library and select Properties. A popup will appear on which you need to go to BETAS tab and from the dropdown select ver0651- and click Close. The game will now switch to the previous version allowing you to load an older save.

Save Compatibility Warning

Please note that we are planning to drop another update next week (likely Thursday 19th March) which will sadly be save-breaking.

As usual, we will put the current version on a beta branch so you can finish a game in progress if you wish.

Your player profiles and god progression will not be affected.

Apologies for any inconvenience.

Build 0647 - 10th February - Wrath of the Sea + Hotfix 0649



Wrath of the Sea is the latest content update which fills the rather empty seas with new and exciting content! New locations to visit, new events to encounter, new god Mokosh with her own divine quest to pursue and lots more!

HOTFIX 0649:
  • Added the option to pay with a cosmic seed for special class when chosen human child grows up
  • Modified pirate attack quests so that you may escape the encounter
  • Fixed a few cemetery events where the rewards were too high for the challenge level
  • Removed several unused events from Wrath of Sea DLC module (ones that were copies of events moved elsewhere)
  • Added the baby troll growing up events on sea
  • Added a 'leave' option to sea loot
  • Added voiceover which was missing in the Mokosh god quest
  • Fixed task slots when creating new tasks on water
  • Group info on HUD will show details instead of portraits by default


New Stuff:
  • Added several new sea-based events and land-based ones too
  • Several unique characters to be gained via the new questline
  • Added Orc Pirates race along with their race-specific skills
  • Added new god Mokosh along with her divine quest
  • Added new end-game questline (not for the faint-hearted)
  • Added enemy groups roaming on sea
  • Added Water Demon faction events (this faction is now guaranteed to appear on Ice Biome)
  • Added non-player water settlements and locations ("ruins")
  • Added two new pets - a parrot and a crab
  • Added new resource - Seaweed - along with food recipes that use it
  • Added two pirate ships which can be obtained from pirates
  • Added new trait cards
  • Players can now gather and craft while sailing (not possible on Raft/Stribog's Raft)
  • Added story summary for game-ending scenarios
  • Added group composition info on HUD
  • Added notification for resources given by wells etc
  • Added an additional end game event, for those who want to kill very hard enemies for fun
  • Production screens can now be closed using Esc
  • The level up system will now offer at least one skill to upgrade (if possible)
  • Baby trolls will now have a chance to grow up into teenage trolls
  • Pineconettes have a chance to become young leshy
  • Added more glyphs to the font atlas (Chinese, Korean, Czech)


Fixes:
  • Fixed a crash when doing rollover on group info screen during an event if another player has already started the card game
  • Fixed a bug with ranged weapons made from gem essence not working properly
  • Fixed god points awarded for the best character being calculated incorrectly, often resulting in 0 value)
  • Fixed a bug where a group missing a boat was unable to disembark
  • Increased the number of god points awarded for Advancement Points gained
  • Fixed network game ID to allow only games of the same version to communicate
  • Fixed difficulty "rogue spawn" parameter not working correctly
  • Fixed maxed out skills being offered on level up
  • Fixed RMB movement on sea
  • Fixed icy biome not covering trees with snow except winter
  • Fixed Sea Encounters:14 where gathering the same thing more than once could cause an error
  • Fixed Pikulik consequence event, so that it stops popping up endlessly.
  • Awakening DLC Inventor event fixed: the trading profile TRADER-BANDIT changed to TRADER-BANDIT_TWO
  • Reduced the number of deserts and increased the number of forests on Ancient Forest biome
  • Fixed incorrect damage icons for SUBSKILL-SELF_PROTECTION_M_S and SUBSKILL-PROTECTION_M_S
  • Added child growing up at sea clone (as the sea growing up event has not been updated for a while)
  • Show Equipped button is no longer is available on Trades screen if item-list provided for player to trade does not contain equipped items
  • Fixed an issue where sometimes a trash can icon would appear on characters in Inventory


Technical info
about event structure changes, mainly useful to those who work on localisation and mods:
  • Research screen (Advancement screen) layout logic has been moved into scripts


Modules that have added events:
  • Generic; Borc growing up added id
  • Slavyans, Occupation Slavyan, id; Capturing orc slaves, id; Nemoslav spwn 2, id;
  • Spirit Talkers, Occupation Gob, id; Capturing gob slaves, id; Nemoslav spwn 2, id;
  • Alphaclans, Occupation Orc, id; Nemoslav spwn 2, id;
  • Earthbound, Occupation Dwarf, id;
  • Woodlandkin, Occupation Elf, id;
  • Scavengers, Occupation Scav, id; Capturing pine id
  • Divine; Mokosh and __Mokosh
  • Generic; id 32;33;34;35


Added nodes with text:
  • Divine module; event id 2, node 50 (plus, last output of node 10 that leads to node 50)
  • Divine module; event id 2, node 51 (plus, last output of node 39 that leads to node 51)
  • Divine module; event id 10, node 60 (plus, last output of node 36 that leads to node 60)
  • Divine module; event id 11, node 67 (plus, last output of node 36 that leads to node 67)
  • Divine module; event id 8, node 50 (plus, last output of node 15 and 16 that leads to node 50)
  • Divine module; event id 9, node 58 (plus, last output of node 15 and 16 that leads to node 58)
  • Awakening DLC; event id 10; node 31; (plus, last output of node 19 that leads to node 31)
  • Awakening DLC; event id 23; node 22; (plus, last output of node 2 that leads to node 22)
  • Sea Encounters; event id 6; node 48; (plus, last output of node 2 that leads to node 48)
  • VOLH DLC; id 37; last two outputs of node 2


Added modules:
  • Wrath of the sea DLC
  • Water demons
  • Sea Ruins