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Thea 2: The Shattering News

Build 0665 - 7th May 2020

Hi all,

Today's update is mostly a bug fixing one:
  • Fixed groups staying in the same hex getting events not linked to them,
  • Fixed the orc chosen advancement option where only male orcs could become warriors, also added a bloodtracker option for orcs (VOLH DLC; Chosen Advancement Id37; Node 9 &53),
  • Fixed KS Events; Sea Haven 4b; added log10 in start node so that the event will now be marked as done in the logbook,
  • Added a surrender dialogue option for the red cave bandit quest, so that you can avoid the challenge altogether, by accepting some mental damage (mChapter1;Id19;node109),
  • Fixed Alpha Occupation and Slav Occupation events, where the Gosk quest could become looped,
  • Fixed arena event where at one stage you could not invite other players/groups to join (Post Water DLC, id140),
  • Added missing character variants for Human Zerca and Young Zerca (HumanClericM4) and Orc Slugger and Elder Slugger (OrcWarriorM6),
  • Balancing changes to Net Shot skill,
  • Fixed a number of spelling mistakes.


As announced last week, this update will break games saved in the previous version. If you have a saved game you would like to continue, the previous build 0660 is available on Beta branch. Player profiles and god points are not affected.

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.