Thea 2: The Shattering

Thea 2: The Shattering

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Steinaar Jul 3, 2019 @ 1:24pm
Mods
Have you tried one of the mods listed in the mod section yet? If so which one is your favorite thus far?

And and and but (hehe grammaar 101 best way to win over you English teacher) what are you interested in, for mods in Thea 2, to enhance your game the way you like to play?
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Showing 1-9 of 9 comments
PrinceRenais Jul 4, 2019 @ 11:13am 
I'm not going to promise anything, but if I like the ideas that are posted here, I might see about making them a reality! I've got a few mods up already. Obviously mine are my favorites, since I wanted them enough to make them myself, but I definitely want to hear from others!
Last edited by PrinceRenais; Jul 4, 2019 @ 11:14am
1. BuildingOverhaul: Makes villages more worthwhile.

2. More village adding mods (more buildings, mechanics or events).
Last edited by Nathan the Dwarven Shark; Jul 4, 2019 @ 11:41am
Lorska Jul 4, 2019 @ 2:41pm 
@Nathan the Legionnaire
Village events are iirc part of xeno's event collection which will most likely be up once event support is up.
I'm currently working on more village bound workers for your first city, like the demon just actual classes.
I was thinking about other buildings but I was a bit lost... What kind of effects are you thinking of? I was considering an xp building similar to the guard tower upgrade. But apart from that... no clue...
madrigal Jul 4, 2019 @ 3:43pm 
Can boys be witches, too?
qinlongfei Jul 4, 2019 @ 5:47pm 
Not sure if that'll be possible with modding, but would certainly like to be able to craft more 'building' for camp rather than village, sort of like the different ships. Thea 2 is the only game I played so far that makes nomad play style rather than bunker down style fun, so it feels a real missed opportunity there's no option to make end game permanent increase to a nomad camp. Also, more rituals would be nice since that mechanic feels like a complete afterthought.

I also can't wait for the developers to finish the custom artwork for the modding part. That would more or less make the sky is the limit to bring storytelling of different franchises into Thea.
metalvile Jul 4, 2019 @ 10:25pm 
This is probably too in depth of a concept for a mod, but I'd love to see the ability to reforge an item to change certain aspects of it. The idea would be to have a way to make certain items you find as loot drops across the world more usable/valuable by being able to adjust some of their properties.

Ever got a Stonewood/Armored Stone maul that was normal type, wasting all the essence of those high tier materials? With this, you could "reforge" it to be elemental or legendary to actually gain the benefits of all that essence. Or that set of Composite/Sandstone javelins? Replace the Sandstone with some Obsidian or Pure Stone and get an actual decent weapon.

In my mind, such a thing would allow the following:

- Change the "tier" of item, such as whether it's elemental or legendary, or what class of bonus a tool item provides.
- Change the secondary material being used. The original secondary materials would NOT be recovered.
- You would NOT be able to change the primary material or the overall type of item (e.g. battleaxe must stay a battleaxe)

The process would cost the same amount of hammers as normal for the item using whatever materials involved, but the "masterwork/trash quality" chance would be calculated with a small premium on top (maybe 15-25%). A successful "masterwork" outcome would upgrade the item 1 level (normal-> masterwork, or trash->normal) on top of changing the properties. But a "trash quality" outcome would lower the item's quality by TWO levels; a masterwork item would become trash quality, while a normal or trash item would be completely destroyed and ALL materials lost.


That's probably the biggest "full feature" addition I'd love to see, and as I said, probably not possibly with just modding. To echo some other things: better variety and actual useful rituals, as well as more buildings for villages like perhaps a Barn/Chicken Coop to provide meat/eggs per turn like the Crop Field. Or even just more useful/interesting effects or special events for having existing buildings. Things like:

- Increased child birth event chance if you have the Dwelling. Maybe increased cabbage patch kid chance if you have the Crop Field?
- Reduce/eliminate chances of certain negative events, such as the "Master Thieves" event if you have the Guard Tower built.
- Ability to reduce or maybe even remove Illness effect if you have the Herbalist's Hut. Actual effect can be executed under Rituals.
- Ability to remove ALL curses if you have the Witch's Hut built. The crappy "one random curse level per character" ritual currently in the game should be available from the start for free, imo.
- New events based on having various buildings constructed. Things like finding a rare mineral deposit if you have a Mine, or discovering a random nice item inside the Wishing Well.
- Increased chance that traders from various factions will visit you if have high loyalty with them on top of having the Trading Post.
XenoReaver Jul 4, 2019 @ 11:07pm 
Originally posted by metalvile:
- New events based on having various buildings constructed. Things like finding a rare mineral deposit if you have a Mine, or discovering a random nice item inside the Wishing Well.
I have a few events that do these sorts of things, they're available on the Thea 2 Nexus and will come to the Steam Workshop when the feature is added.
Steinaar Jul 18, 2019 @ 11:18pm 
How about the new modding support, I bet you're going to see a lot of new mods come out soon.

Anyone interested in new story arcs? (new events)
Is it all about game mechanics? (new spells/buildings/weapons/armor)
Or maybe you fancy just some new images? (new mod support)
I know you can't wait for a big total conversion overhaul? (GoT themed thea2)

Personally I like mods that add flavor and never replace vanilla assets. It is more difficult and takes a more experienced modder to copy pasta vanilla work and edit it to their own but much better overall. I like additional content that never takes away no matter what category type of mod it is.

For starters I think we have some really nice mods out on the workshop already, kudos to those modders. I've never been a favorite type of guy, I don't have favorite color/movie/icecream etc. so I can't comment on the favorite part of the current mods section. Can you?
Last edited by Steinaar; Jul 18, 2019 @ 11:24pm
Steinaar Jul 18, 2019 @ 11:39pm 
Not sure how difficult this would be but like Metavile was hinting around. I love the look of some of the items but their tier is too low. Maybe we can make a mod that allows us to use a primary material and it gives the look of the item and the secondary material that gives the value of the item. The entire essence system would need to be overhauled in this mod though and would replace any vanilla options in this setup. or maybe not... hmmm I got some ideas how I can get it to work but to me this would be very immersive.

Or like Metavile was saying add a tiered system to the items in crafting so we can keep our lower end gear that looks really cool and upgrade it for later game use.

Sorry I took some weeks away from Thea 2, my reply is a tad behind.
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Date Posted: Jul 3, 2019 @ 1:24pm
Posts: 9