Thea 2: The Shattering

Thea 2: The Shattering

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Krysmphoenix Sep 29, 2019 @ 3:20pm
Pangea - looking good!
https://steamcommunity.com/sharedfiles/filedetails/?id=1876466755
https://steamcommunity.com/sharedfiles/filedetails/?id=1876466789
https://steamcommunity.com/sharedfiles/filedetails/?id=1876466802

Pangea is the current Alpha branch, but keep in mind the worldgen algorithms/options here may not match the release versions. (Also I'm not a dev, just a curious player)

Wanted to show off some of the worlds I've created, in Small, Medium, and Large sizes. I tried to specifically get land areas that show off the transitions between biomes. There's still the options for the original scattered islands if you want to stick with that.

I really like how there's still a lot of water to make building a sea vessel worthwhile. If anything, it can save you from having to circumnavigate the entire world on foot when you can just take a small hop across.

Still a little tricky to tell the Temperate and Volcano biomes apart on the minimap, same with the Frozen and Metal biomes. Most interesting is that it spawns extra Temperate biomes away from where you start. So if you don't want to expand into too dangerous areas but don't like your start, you got options. And of course, if you want to play as an island hermit, it seems like most maps can accommodate that in one way or another.

I'm loving everything I'm seeing so far, this is a lot more fun. You've really done a fantastic job with this overhaul.
Last edited by Krysmphoenix; Sep 29, 2019 @ 3:22pm
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Showing 1-15 of 29 comments
was_fired Sep 29, 2019 @ 3:47pm 
I just finished my first Pangea game and I love it so far. It's really nice to be able to place a village near the border of various biomes so you can get a wider variety of resources and see more types of enemies.
DNLH Sep 30, 2019 @ 3:03am 
Well, I was quite skeptical about it at first, but it does look like a fun setting to play in. I can imagine it not being exactly what some people wanted, though, with clearly set biomes still being a thing.
AkumulatoR Sep 30, 2019 @ 3:34am 
Are resources more random or is it the same just in one landmass, like diamonds on ice etc.?
XenoReaver Sep 30, 2019 @ 4:08am 
Originally posted by AkumulatoR:
Are resources more random or is it the same just in one landmass, like diamonds on ice etc.?
Resources are still set to their respective biomes.
Aurian Sep 30, 2019 @ 5:27am 
That's a shame. More resource randomness would greatly increase replayability imo. When something is 100% predictable, it becomes tedious.
DNLH Sep 30, 2019 @ 6:04am 
IMO, they should keep the biome info off the minimap until you actually been to the area.
Palinchron Sep 30, 2019 @ 7:10am 
Originally posted by Aurian:
That's a shame. More resource randomness would greatly increase replayability imo. When something is 100% predictable, it becomes tedious.

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!).
AkumulatoR Sep 30, 2019 @ 8:01am 
Just do it as an option at new game world creation. I would also prefer more randomness like in Thea 1.
Tiasmoon Sep 30, 2019 @ 3:06pm 
Originally posted by DNLH:
IMO, they should keep the biome info off the minimap until you actually been to the area.

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.
Lorska Oct 1, 2019 @ 12:01am 
I actually do wonder about this argument that it would add more 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
Mc Oct 1, 2019 @ 4:16am 
Originally posted by Lorska:
If the islands were not disclosed people that want to go straight to the elven island would still do it.

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).
Lorska Oct 1, 2019 @ 4:31am 
I personally find the choice good too. I can choose which resources I want to go for before starting (unless things happen that make other options more attractive) or which factions I wanna focus on.

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.
KhashFirestorm  [developer] Oct 1, 2019 @ 5:56am 
this thursday:
- 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?
Hugo Oct 1, 2019 @ 6:07am 
Originally posted by KhashFirestorm:
this thursday:
- 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 :)
Krysmphoenix Oct 1, 2019 @ 2:30pm 
Woah, yeah, that would be a huge change. I think for the better, because it is really too easy to run to Elven lands because it's got two T3s. Probably with reasonable exceptions that match the resource scarcity of the biome, so no Ancient Wood in volcano land.

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)
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Date Posted: Sep 29, 2019 @ 3:20pm
Posts: 29