We have some exciting news for you - we've been working on another cool DLC for Thea 2 and we hope to get it finished for you later this year.
It is too early to disclose the full scope of this endeavour, but here are just a few things we've been working on so far:
a new human class based on the Destiny stat, as you've told us the stat seems unloved and there's never enough new human options, right?
a new and cool class for dwarven women - time for the men to let the world see why they keep their awesome women secret ;)
several new quest lines and events
rats have a new quest too, because there never are enough rat-centered stories in Thea...
some new pets, perhaps even a new race
tweaks and fixes in existing events
As we are a small team, this project may take us extra time as we fit it around our new commitments, but we hope to deliver something fun for you to enjoy when we're done.
P.S.
And on the subject of the 'other commitments' if you are a fan of our work and wish to know more about the game we're currently developing:
Join us on Discord or FB and keep up to date with all the MuHa gossip!
Thea 1&2 and Fort Triumph are now available in the Turn-Based Adventure Bundle!
Adventurers! The celebration of Fort Triumph’s birthday is still ongoing and we have yet another surprise for you:
The MuHa Games and All in! Games Turn-Based Adventure Bundle!
Venture forth and set off on an epic, turn-based adventure in a fantasy world. If you’ve been waiting for the best moment to start your next quest, now’s the time—save 20% on three great games with our Turn-Based Adventure Bundle.
The bundle consists of three great games: Thea: The Awakening, Thea 2: The Shattering, and Fort Triumph.
Thea: The Awakening is a turn-based strategy survival game inspired by Slavic mythology and set in a procedural dark fantasy world infused with a non-linear story and unique combat system based on a complex card battle game. The game combines the tension and grit of a rogue-like with a captivating story you can uncover through a series of in-game events.
"A genuinely novel blend of genres, including elements of strategy, RPG, roguelike, 4X, and card games without becoming a mess." Gamewatcher
Thea 2: The Shattering
Thea 2: The Shattering is a follow-up to the successful Thea: The Awakening, and is an innovative genre hybrid, that brings elements of turn-based, 4X strategy, survival, RPG, and card games, to an entirely new and thoroughly polished level.
“In the end what MuHa Games offers is a fun, immersive, interesting game that begs to be replayed.” Turn Based Lovers
Fort Triumph
A strategy game combining the turn-based combat of XCOM with the world exploration of HOMM. Lead a band of heroes with different skill sets through a witty, parody fantasy plot. Missions with various objectives are waiting for you on tiled procedural maps in story mode or skirmish. Build towns, collect artifacts, upgrade your heroes, and influence your tactical surroundings using physics!
“Fort Triumph deftly blends the genres of turn-based tactics and strategy, neatly wrapping them up in a masterfully deconstructed fantasy package.” 4.5/5 – ScreenRant
Will you accept this quest? Let us know in the comments or on our Discord.
Fix to the red cave, mental bandit challenge route (not all paths were taken into account in the previous fix),
Halloween dlc, Forefathers; added a clone of adv node 14 and an extra win condition to node 13 to avoid an exploit,
Added an option to change into the blue dragon as reward for Gosk,
Added the young sniezynka to the list when you advance your chosen, so that the young one can also become elder now,
Tweaked the light vs dark event (KS Events) to reduce its repeatability.
Build 0665 - 7th May 2020
Hi all,
Today's update is mostly a bug fixing one:
Fixed groups staying in the same hex getting events not linked to them,
Fixed the orc chosen advancement option where only male orcs could become warriors, also added a bloodtracker option for orcs (VOLH DLC; Chosen Advancement Id37; Node 9 &53),
Fixed KS Events; Sea Haven 4b; added log10 in start node so that the event will now be marked as done in the logbook,
Added a surrender dialogue option for the red cave bandit quest, so that you can avoid the challenge altogether, by accepting some mental damage (mChapter1;Id19;node109),
Fixed Alpha Occupation and Slav Occupation events, where the Gosk quest could become looped,
Fixed arena event where at one stage you could not invite other players/groups to join (Post Water DLC, id140),
Added missing character variants for Human Zerca and Young Zerca (HumanClericM4) and Orc Slugger and Elder Slugger (OrcWarriorM6),
Balancing changes to Net Shot skill,
Fixed a number of spelling mistakes.
As announced last week, this update will break games saved in the previous version. If you have a saved game you would like to continue, the previous build 0660 is available on Beta branch. Player profiles and god points are not affected.
Save Compatibility Warning
Please note that we are planning to drop a small update with bug fixes next week (likely Thursday 7th May) which will sadly be save-breaking.
As usual, we will put the current version on a beta branch so you can finish a game in progress if you wish.
Your player profiles and god progression will not be affected.
Apologies for any inconvenience.
Vagrus - The Riven Realms Open-World Release is now LIVE
Vagrus is a turn-based, open-world, dark fantasy RPG. The development team has been playing table-top RPGs (like DnD) on their home-brew setting, the Riven Realms, for over two decades, then based this game on it, so it has incredibly deep lore and immersive stories.
They have just posted a huge announcement on their Steam development blog about releasing the open-world main campaign of Vagrus to all their Crowdfunding Backers in preparation of bringing the game to Steam.
Vagrus is an award-winning Roleplaying Game with strategy elements, where the player takes the role of a vagrus - a sort of a caravan leader who makes a living on a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.
Feature list
A DARK CONTINENT A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with.
BRANCHING NARRATIVE A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you.
TURN-BASED COMBAT Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources.
RESOURCE MANAGEMENT Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities.
UNIQUE COMPANIONS The player can recruit fully-developed characters into the caravan to serve in versatile roles, such as scoutmaster, guard captain, spellweaver, or slavedriver. Each of them comes with their own background and personal quests lines.
Today's update will be the last official update for Thea 2: The Shattering. We will, of course, continue supporting the game, so we will fix any critical bugs and maybe even tweak a thing or two, but we do not plan to add any additional features or content.
We cannot talk about our next steps, as it is too early for it, but rest assured we are hard at work to bring you yet another MuHa gem in the near future. But, since are a small team, we do have to jump onto the main project pretty full-on, to make sure we give it as much love and care as we have done with our previous two games.
We would like to take this opportunity to once again thank all of our fans and supporters, we love you guys so much and we hope to see you once we get the project 'X' underway!
And now for the changelog:
Additions and changes:
Villages and Camps have a new ability to increase their hiding over time, reducing the frequency of enemy attacks (this is a difficulty setting),
Bows have acquired the ability to increase Delay of enemies hit and are faster to use,
Clubs an mallets got a secondary attack that can target single enemy,
Wand deal damage in all 3 forms of challenges and deal double damage to summons,
Added a quest for goblins to be able to advance into chieftains,
Added ice biome ruins,
Added new characters to trait cards,
Added a handful of ridiculously challenging end-game events for all of you OP players,
Added chosen advancement option for sniezynka and rusalka and befuddler (VOLH DLC; Chosen Advancement; nodes 49,50,52),
Added pet training for crab and parrot at spirit talkers (event id 73; nodes 35-42 and Woodlandkin; event 54; nodes 39- 46),
Reduced equipment crating time for items using Tier 1 (takes about 30% of time) and Tier 2 (takes about 75% of time). Tiers 3+ are unaffected,
Added Shift + Click functionality on event trade screen,
Gahering screen now sorts items placing terrain artefacts and food at the beginning of the list, and resources from rariest to the least rare later. Additionally resources are next to each other if they are the same type,
T2 resources craft from T1 no longer use coal,
Resources can be downgraded from higher resources using 1 ingredient resource + 1 coal to produce 3 lower tier resources if the ingredient is NOT researched, or 4 if the ingredient is researched,
Added turn notification when there are not enough resources for a task,
AI improvements to better estimate skill tactical value,
Increased the frequency of updates sent to all players in coop to ensure more up-to-date information is available about groups of other players,
Added function to heal mental and spirit wounds when a chosen is resurrected,
Sea ruins loot/reward tweaks and chance added so that you cannot choose the path available to explore.
Fixes:
Fixed a bug where sometimes the guardian demon could leave the village,
Fixed difficulty now displays 100% at easy, 150% in medium and 200% on hard difficulty,
Text added to make it clear a weapon needs to be sacrificed and it may be an equipped weapon (Awakening; Id 34; node 3),
Switched/changed descriptions of boatswain and pirate, to reflect that boatswain is the superior. Also changed the growing up event accordingly (Generic; id 38 +47; nodes 23,24, 5, 38),
Fixed description for SUBSKILL-STRONG_INSPIRE_STANCE,
Fixed description for SUBSKILL_BLOODY_INSPIRE_STANCE,
Fixed a softlock when selecting a ranged target,
Fixed overlapping icons on crafting screen on certain resolutions where there were 5 job slots available,
Fixed target scripts to allow targeting hand if battlefield is empty, also added hand targetting option for a number of skills
Fixed incorrect algorithm for calculation of conquered settlements,
Fixed character's list on HUD not scrolling correctly,
Fixed a bug in main quest Mroki event, where not having an item to trade could cause a softlock,
Fixed secondary targets when a target is selected manually.
Important note:
As mentioned before, this update will break the saves of any game started prior to this update. However, we have added the previous version to beta branches, so you can switch and finish a game in progress if you'd like. To access v.0651, right click on Thea 2 in your Steam library and select Properties. A popup will appear on which you need to go to BETAS tab and from the dropdown select ver0651- and click Close. The game will now switch to the previous version allowing you to load an older save.
Save Compatibility Warning
Please note that we are planning to drop another update next week (likely Thursday 19th March) which will sadly be save-breaking.
As usual, we will put the current version on a beta branch so you can finish a game in progress if you wish.
Your player profiles and god progression will not be affected.
Apologies for any inconvenience.
Build 0647 - 10th February - Wrath of the Sea + Hotfix 0649
Wrath of the Sea is the latest content update which fills the rather empty seas with new and exciting content! New locations to visit, new events to encounter, new god Mokosh with her own divine quest to pursue and lots more!
HOTFIX 0649:
Added the option to pay with a cosmic seed for special class when chosen human child grows up
Modified pirate attack quests so that you may escape the encounter
Fixed a few cemetery events where the rewards were too high for the challenge level
Removed several unused events from Wrath of Sea DLC module (ones that were copies of events moved elsewhere)
Added the baby troll growing up events on sea
Added a 'leave' option to sea loot
Added voiceover which was missing in the Mokosh god quest
Fixed task slots when creating new tasks on water
Group info on HUD will show details instead of portraits by default
New Stuff:
Added several new sea-based events and land-based ones too
Several unique characters to be gained via the new questline
Added Orc Pirates race along with their race-specific skills
Added new god Mokosh along with her divine quest
Added new end-game questline (not for the faint-hearted)
Added enemy groups roaming on sea
Added Water Demon faction events (this faction is now guaranteed to appear on Ice Biome)
Added non-player water settlements and locations ("ruins")
Added two new pets - a parrot and a crab
Added new resource - Seaweed - along with food recipes that use it
Added two pirate ships which can be obtained from pirates
Added new trait cards
Players can now gather and craft while sailing (not possible on Raft/Stribog's Raft)
Added story summary for game-ending scenarios
Added group composition info on HUD
Added notification for resources given by wells etc
Added an additional end game event, for those who want to kill very hard enemies for fun
Production screens can now be closed using Esc
The level up system will now offer at least one skill to upgrade (if possible)
Baby trolls will now have a chance to grow up into teenage trolls
Pineconettes have a chance to become young leshy
Added more glyphs to the font atlas (Chinese, Korean, Czech)
Fixes:
Fixed a crash when doing rollover on group info screen during an event if another player has already started the card game
Fixed a bug with ranged weapons made from gem essence not working properly
Fixed god points awarded for the best character being calculated incorrectly, often resulting in 0 value)
Fixed a bug where a group missing a boat was unable to disembark
Increased the number of god points awarded for Advancement Points gained
Fixed network game ID to allow only games of the same version to communicate
Fixed difficulty "rogue spawn" parameter not working correctly
Fixed maxed out skills being offered on level up
Fixed RMB movement on sea
Fixed icy biome not covering trees with snow except winter
Fixed Sea Encounters:14 where gathering the same thing more than once could cause an error
Fixed Pikulik consequence event, so that it stops popping up endlessly.
Awakening DLC Inventor event fixed: the trading profile TRADER-BANDIT changed to TRADER-BANDIT_TWO
Reduced the number of deserts and increased the number of forests on Ancient Forest biome
Fixed incorrect damage icons for SUBSKILL-SELF_PROTECTION_M_S and SUBSKILL-PROTECTION_M_S
Added child growing up at sea clone (as the sea growing up event has not been updated for a while)
Show Equipped button is no longer is available on Trades screen if item-list provided for player to trade does not contain equipped items
Fixed an issue where sometimes a trash can icon would appear on characters in Inventory
Technical info
about event structure changes, mainly useful to those who work on localisation and mods:
Research screen (Advancement screen) layout logic has been moved into scripts
Scavengers, Occupation Scav, id; Capturing pine id
Divine; Mokosh and __Mokosh
Generic; id 32;33;34;35
Added nodes with text:
Divine module; event id 2, node 50 (plus, last output of node 10 that leads to node 50)
Divine module; event id 2, node 51 (plus, last output of node 39 that leads to node 51)
Divine module; event id 10, node 60 (plus, last output of node 36 that leads to node 60)
Divine module; event id 11, node 67 (plus, last output of node 36 that leads to node 67)
Divine module; event id 8, node 50 (plus, last output of node 15 and 16 that leads to node 50)
Divine module; event id 9, node 58 (plus, last output of node 15 and 16 that leads to node 58)
Awakening DLC; event id 10; node 31; (plus, last output of node 19 that leads to node 31)
Awakening DLC; event id 23; node 22; (plus, last output of node 2 that leads to node 22)
Sea Encounters; event id 6; node 48; (plus, last output of node 2 that leads to node 48)
VOLH DLC; id 37; last two outputs of node 2
Added modules:
Wrath of the sea DLC
Water demons
Sea Ruins
Save Compatibility Warning
Just a small heads up - the Wrath of the Sea update, which will hopefully drop on the upcoming Monday 10th Feb, will not be compatible with the current database - this means saves created with the current version 0.624 will likely not load correctly after Wrath of the Seaupdate.
As usual, we will put the current version on a beta branch so you can finish a game in progress if you wish.
Your player profiles and god progression will not be affected.