Thea 2: The Shattering

Thea 2: The Shattering

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Dart Oct 8, 2018 @ 1:20am
Level-up choices always deterministic?
Looks like that for every class set of choices you've got on level up is always the same. Is it by design? I would love some randomisation here. In thea1 that was completely random, but now it is fully deterministic.
I would love to have 3 random options to choose from (with probabilities different for different classes)
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Showing 1-13 of 13 comments
BlackSheep811 Oct 8, 2018 @ 2:44am 
Originally posted by Dart:
I would love to have 3 random options to choose from (with probabilities different for different classes)

+1
Gaelden Oct 9, 2018 @ 9:46am 
Originally posted by Dart:
Looks like that for every class set of choices you've got on level up is always the same. Is it by design? I would love some randomisation here. In thea1 that was completely random, but now it is fully deterministic.
I would love to have 3 random options to choose from (with probabilities different for different classes)
It is a bit random. A warrior can develop mysticism for example. He has strength or perception most of the time, but not always.
Yuuki  [developer] Oct 9, 2018 @ 10:54am 
There are skills and stats that are more likely for a given class, like a pack of warrior skills and preferred stats, then there is a small chance for randoms. And so with each lvl up the system draws from the choices with the favourites having the biggest chance of coming up. So the idea is that every class/race has their preferred attributes but you can still get the Thea style random ones and because you choose one of 2/3, you still get some control over it.
*unless I am totally wrong and Khash will tell me off for not paying attention in class :D
Last edited by Yuuki; Oct 9, 2018 @ 10:55am
A Cat Oct 9, 2018 @ 5:17pm 
Its definitly deterministic for the demo characters, or at least I've gotten the same set of choices for each specific level on each play thru of the demo.

However, if you use the extra shaman god card you'll get different choices on that shaman.


P.S. Being able to put take the extra shaman card required using Notepad++
Zenavathar Oct 9, 2018 @ 6:07pm 
I’ve had different options multiple times. Last night I had kid turn to warrior, and they had different options on level 2 than first warrior did.
Dart Oct 10, 2018 @ 12:39am 
Yes, it looks like that only 3 starting characters have same level up choices on every walkthrough.
A'vee  [developer] Oct 10, 2018 @ 4:08am 
Yuuki is generally right in how level ups work. Additionally to what she said, the skill/stat choices are affected by map seed, by current character level and by ID. The seed doesn't change in the demo, we've set it to a certain value to make sure the map always looks the same. The ID is a hidden technical parameter not relevant to gameplay - each item in the game is assigned a number that allows the game to track changes in Inventories etc., but if you always get the same amount of equippable items at start, your characters will always receive the same ID. This, combined with a static map seed, results in the impression that level up choices are deterministic.
A Cat Oct 10, 2018 @ 11:23am 
I figured it was something like that.
Dart Oct 11, 2018 @ 4:16am 
Thanks A'vee for an update. From what you said, even for the same map seed (demo) we are getting different Ids for the starting characters (I have different images / equipment every time). So level up options should be random right?
But in every playthrough, Warrior leveling to level 2 has following options: 2 wisdom, 1 destiny, 1 strength; Goblin gets 2 destiny, 1 mysticism, 1 wits and Gatherer gets 2 intelligence, 1 wisdom, 1 mysticism. I tried multiple playthroughts - this set of choices is always the same for first level-up.
Looks like it is all about map seed?
A'vee  [developer] Oct 12, 2018 @ 2:26am 
If, at the start of the game, character IDs are assigned before item IDs then it would make sense that character IDs don't change and so the resulting rolls on lvl ups stay the same.

When I added another warrior to the starting party (by editting DATABASE_GROUP.xml file - <GROUP-TUT_PLAYER_PARTY> - for those curious), the choices have changed.
Demitrious Nov 17, 2018 @ 4:52pm 
If say you have a warrior that you want to learn magic or traps at level up, and you put those types of skill+ gear on them to use... would it be possible to increase the chance to get that unrealated (to warrior default template) skill as one of the three level up choices, since that is what the character is currently using and practicing with while out adventuring?

Meaning the level up skill choices are based on each character's unique adventuring style and prefered learning advancement. Example - A Stealth/ Fainter has a better chance to get those skills as a choice to improve...
Lelouch Nov 17, 2018 @ 7:20pm 
Originally posted by Demitrious:
would it be possible to increase the chance to get that unrealated (to warrior default template) skill as one of the three level up choices, since that is what the character is currently using and practicing with while out adventuring?

Meaning the level up skill choices are based on each character's unique adventuring style and prefered learning advancement. Example - A Stealth/ Fainter has a better chance to get those skills as a choice to improve...

sounds like a sweet idea. like if you consistently use a slow character to act first and/or more often, then on level up their chances of having wits as a choice is increased for both options of +1 and +2 points
A'vee  [developer] Nov 18, 2018 @ 9:23am 
I think we take the final stat values rather than base when presenting level up choices, that would mean equipment could affect the chance of a certain stat being available for level up. The number of times skills are used is not taken into account.
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Date Posted: Oct 8, 2018 @ 1:20am
Posts: 13