Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'd like to strongly second that. Please consider adding randomization of resources, Thea I style (higher tier resources tend to be further away from the starting location, but with exceptions to spice things up!).
Indeed. Having them on one landmass (mostly) helps, but having the entire map visible at the start kind of defeats the point for the most part.
Tho atleast with the current Pangea its no longer just ''go straight for elven land, dont bother with the rest unless quest'' so it does add variation to exploration.
If the islands were not disclosed people that want to go straight to the elven island would still do it. They would just wander around aimlessly and frustrated because they have to guess.
Imo the whole reason you do explore is to find resource nodes, lightbringer spawns, faction villages and ruins. The resources being biome specific is to not make you stay in one place where you get everything, but travel to different locations to get what you want. Everything being available anywhere would actually reduce the need for exploration.
.
That being said it could be a difficulty setting to just play without a minimap
I suppose they could, but if they can't find it quickly, it can be ineffective (unless playing nomadic style where it does not matter).
One thing interesting in first Thea was, that my strategy was different depending on what resources I find in vicinity (will it be silk or wine, what kind of fur, wood, metal, which high tear resource etc.). Thea 2 diminishes this a lot (1st by being able to put village where we want, 2nd by knowing what resources are where and 3rd because pure nomadic play is possible). In fact I think this is why Thea2 is much easier, in Thea1 if I got bad start it was pretty difficult (I know some people would restart until they got something good but I played whatever hand was given to me).
I can just ignore the biomes and go for a random one or for one I didn't go for last time. I don't have to be forced to vary up my playstyle.
The people that suffer under the current system are those that do the same things over and over again and expect things to be different.
It's in my opinion the biggest strength of the game. You are free to do whatever you want without being forced to.
- MOD each artefact dug out from the ground have 33% chance to offer random T3 resource instead of fixed/per biome. This applies to Default biome as well.
would that help?
Would be great for gameplay and even make the "artefact digging" process a lot more interesting :)
Also while a lot of us are voicing wishes, I'd secretly love a "primordial chaos" mode where every single tile is randomized to a different biome. Just fully embrace the madness. (would probably be more appropriate as a mod)