Thea 2: The Shattering

Thea 2: The Shattering

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PostRobcore Dec 1, 2018 @ 11:14pm
Food Recipe
Hi guys!

First off - I'm really loving the game, great work!

The food recipe in the game seems unbalanced to me. Can you enable it to be "vegetable" and "meats" like in the first Thea game? I don't even know how to get Beetle Jelly..

Is it possible to unlock more cooking recipes? Otherwise it seems like foodstuffs that aren't in the initial recipe are only useful as raw foods for the rest of the game.
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Showing 1-10 of 10 comments
Glitch Dec 2, 2018 @ 6:33am 
i am finding that different games have different foods I can cook with. One game vegtables is an optiuon and the next it can[t be used to cook with
Suisight Dec 2, 2018 @ 7:43am 
Yeah, it is randomized. Not a bright decision, imo. Especially if you roll meat as important ingredient. But there is along way to go and I would assume this will be revised.
Cortec Dec 4, 2018 @ 8:41am 
Ah good... I thought I was being stupid and couldn't figure out how to unlock recipes or something. So the food recipes you roll in the start are fixed is my understanding then?
arcseed Dec 4, 2018 @ 8:50am 
On the other hand, suisight, without some of the food recipies behind tech, as in thea 1, it would be way too easy now to max out morale gain. And with current tech rates, that would not be a good solution at all. I could see an extra tier of recipies unlocked by cooking in the village, maybe?
Suisight Dec 4, 2018 @ 9:31am 
I guess it would be good to have basic recipes with common ingredients and advanced with rarer and/or a higher variety of them. But basic recipes should be craftable with any ingredients or at least the common ones.

Or alternatively, the game checkls the nearby resources on start and gives you the respective recipe. Would be plausible that the nomad group has a 'heritage' of using what they find.

Or, another option: Give no starting recipe but a voucher for a recipe of the own choosing, with several varities to choose from. THis way, one could pick the recipe based on what one finds nearby (or not if one wishes to).
PostRobcore Dec 5, 2018 @ 1:07am 
Thanks for your replies, guys! I appreciate the discussion. 😸

Suisight, your newest message has a lot of cool points. I hope the Thea developers have a chance to read them!
debs Dec 5, 2018 @ 4:32am 
I do think the current state of food is rather terrible. There is just no sane reason to be able to cook meat but not fish, or mushrooms but not vegetables. Or not to be able to add grains to a stew. Let the results vary in quality if you like, but to let players gather foodstuffs they are mysteriously unable to boil over a fire is just frustrating.
arcseed Dec 5, 2018 @ 5:51am 
Hmm. A possible idea is to have all recipies available to cook for more/lighter food, but randomize a selection of foods that are eligible for the morale bonus?
Cortec Dec 5, 2018 @ 6:41am 
Additionally

Originally posted by Suisight:
I guess it would be good to have basic recipes with common ingredients and advanced with rarer and/or a higher variety of them. But basic recipes should be craftable with any ingredients or at least the common ones.

Or alternatively, the game checkls the nearby resources on start and gives you the respective recipe. Would be plausible that the nomad group has a 'heritage' of using what they find.

Or, another option: Give no starting recipe but a voucher for a recipe of the own choosing, with several varities to choose from. THis way, one could pick the recipe based on what one finds nearby (or not if one wishes to).

Additionally basic food recipes are consumed quicker and provides less morale, no? maybe?
anger01 Dec 5, 2018 @ 7:59am 
or characters have favorite ingredients, which give morale. non favorites do not.
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Date Posted: Dec 1, 2018 @ 11:14pm
Posts: 10