Release tomorrow! Plus, changelog for build 0477 - 12th May
In case you missed the big news, the 1.0 release is happening tomorrow @ 12 noon CET!
There are a couple more things we wanted to include before the floodgates open:
- Added more voiceovers
- Fixed coal count incorrectly displayed on crafting tasks
- Removed duplicate recipes to craft some resources
- Fixed filtering cosmic seed script in EditorScripts
- Normalised sfx, music and voiceover loudness (that's the 500 mb download in case you wondered)
And for all those people asking if we plan to wipe your profiles - no, you can keep your progress (unless of course you don't want to, then just create a new profile).
Build 0472 - 10th May
- Added new difficulty option - Autoresolve Proficiency. Autoresolve can now be set to be more or less forgiving
- Fixed incorrect god on loading and traits screen after another game has been started with a different god without restarting the application
- Fixed incorrect entity info for characters when levelling up right after loading or in the 1st turn
- Fixed sort dropdown on the recipe screen
- Fixed incorrect panels position on non-16:9 monitors on the settlement info screen
- Fixed being able to resurrect the Chosen using cosmic seed without having cosmic seed in the inventory
Build 0467 - 9th May
Build 0467 - 9th May
- Added more voiceovers
- New villages and groups should now receive a name
- Cosmic Seed can now be used to resurrect the chosen
- Added winter fuel use icon to Settlement Info screen
- Added character equipment tooltip to events' View Group screen
- Elf child trait now costs 3 to use (up from 2)
- Slightly nerfed Ancestors Voice skill
- Elf child will no longer start with Ancestors Voice Skill
- Reduced starting shielding on Dwarf child
- Balancing changes to rings carry skill
- Decreased the cost of improving resources from T1 to T2 to 8 per pack (down from 10)
- Fixed softlock on inventory screen
- Fixed softlock caused by using Skip to Resolution in co-op
- Fixed crash on group movement
- Fixed masterwork/trash icons being shown for buildings on entity info screen
- Fixed raft and pets being masterwork/trash quality
- Fixed text importing tool in Event Editor freezing the game if nodes didn't match
- Fixed importing text not allowing to save changes to module if no other changes were made
- Fixed weather range of view/movement loss effects not being applied correctly
- Fixed god info screen not showing 7th trait
- Fixed Area-of-effect bows to splash horizontally as they should
Build 0457 - 5th May
- Fixed 2h spears not getting first strike bonus correctly
- Fixed Building Too Close warning that kept showing after the problem was resolved
- Rebalanced values on difficulties to make Medium difficulty 150%
- Added difficulty value on Difficulty button for singleplayer
- Fixed a crash when closing various screens if a second game was started without restarting the app
Build 0446 + Hotfix 0450, 4th May
- Added info about unlocked gods on End Game screen
- Triglav can now ne unlocked
- Coal on starting island is now a difficulty setting
- Added more Logbook entries
- Added tooltips to Group Preview screen during events
- Added more filters and sorts to various screens
- Added skip to resolution button during challenges
- Balancing changes to loot from creatues
- Fixed VO triggering when the card game is still on
- Fixed balance estimation during trade
- Fixed Act_TrueDamageEssence script throwing error during challenges
- Fixed tooltip for recycled item not disappearing
- Fixed a bug with incorrect calculation of valid fuel
- Fixed a bug with quest tracker toggle on hud
- Swapped colors of essence in stone (red->yellow) and leather (yellow->red) following feedback from Ailwuful
- Fixed TAG-TERRAIN_SEASHORE, events that depended on it should now trigger correctly
- Fixed the 'no death on sea' exploit
- Fixed the 'no growing up on sea' exploit
- Fixed divine quest telling you to go to the wrong biome in some cases
- Fixed divine quest not checking for your choices properly
- Various other fixes to events
Hotfix:
- Fixed a crash when dropping loot from a striga
- Added adding/removing favourites directly from tasks on crafting/cooking/rituals screens
- Changes to god traits selection screen - characters now have a separate list
- Improved performance when navigating between task screens
- Fixed the game getting locked after exiting group screens
Build 0439 - 28th April
- Removed coal from the starting island to encourage travel to other islands
- Added divine quest
- Added character rename functionality to characters list on Equip screen
- Added voiceover for a number of events
- Added icons to tasks indicating that production is slower when the group has insufficient fuel
- Summoning skills should now be better handled by autoresolve algorithm
- Reduced the amount of food dropped by animals
- Balancing changes to summons
- Young Witch no longer has Rain of Frogs skill
- Decreased Thrown Spears damage
- Increased Polearms First Strike to 50%
- Jewellery will now give bonuses to personal carry limits instead of group carry limit
- Items should no longer be masterwork and trash quality at the same time
- Changed score calculation algorithm for best character
Build 0434 - 26th April
- Added Kickstarter quests
- Added food transfer panel to Inventory screen - you can now transfer a bunch of different types of food for a specific number of turns more easily
- Added new difficulty option - Manual Saves
- Added a banner to each big settlement, so they can be easier distinguished from small ones
- Added masterwork/trash icons and tooltips to entity info screen
- Added Logbook entries for a number of quests
- Added tooltips to god traits on God Selection screen
- Added new icons for some buildings
- Tasks now show the total number of turns to finish the whole task and number of turns to finish one item
- Loyalty screen will now only show factions with loyalty other than 0
- Cooking and composites screen now shows coal requirement when necessary
- Fixed the recruitment bug
- Fixed the Alchemist coming back to life in one of the main quest paths
- Fixed orc growing up orc witch path
- Fixed the upgrade Beast path in Stingers village
- Fixed growing up into bandit
- Fixed missing difficulty marker on roaming groups
- Fixed a bug in coop where the host would always get 4 Advancement Points from god trait instead of the player who picked it
- Fixed sorting by rarity on the crafting recipe panel
- Fixed minor faction armies not allowing nearby player groups to join
- Fixed a crash when trying to find a path to sea while sailing on a lake and vice versa
- Fixed a bug where Wind weather would not increase sea movement points
- Fixed issues with beast upgrade in the Stingers village
- Increased overall game difficulty curve. Hard is now quite hard.
- Drastically reduced the chance to get children from destroying villages, as it caused potential issues with population design
- Removed xp from lost/surrendered fights for roaming enemies as it led to exploits
- Changed prices for recruitment
- Changes to starting equipment of various races
- Tweaks to drops from creatures
- Balancing changes to bonuses from tools
- Items obtained as loot can now be masterwork or trash quality
- Increased Idol building cost
- Increased life and shield leech amounts
- Events can now trigger for empty villages as well
- Changes in localization xmls will no longer result in marking a saved game as incompatible
Release date set to 13th May
After 5 months in Early Access, we can now officially confirm, that the release date for 1.0 has been set to Monday 13th May!
We won't even try to list all the additions and changes introduced during EA, but surely, we would not be able to get where we are without the support of our Kickstarter backers and Early Access players, who tirelessly reported each bug and suggested ways to improve.
The 1.0 release is not the end of the development process and we plan to support the game with new, free content, tweaks and improvements.
If you haven't already, add Thea 2 to your wishlist to make sure you won't miss the date!
Build 0420 - 12th April
This is just a small one, mainly to address recently introduced bugs.
- Fixed paging on item crafting screen
- Fixed resource tooltip overflowing text for Gold and Dark Wood
- Added missing tooltip to recipe screen resource crafting
- Changed presentation of additive damage on skill's short info
- Changed order of sorting scripts to prioritize type over A to Z
- Redesigned growing-up events
- Tweaked elf stork event so that two elves 'mating' will have guaranteed elf child
Build 0417 - 7th April
- Revamp of crafting and resources (more info below)
- Reworked resource crafting system
- Added new God Traits
- Added new buildings
- Added Quests Logbook
- Workers now automatically switch to other tasks once the task they were assigned to has been completed
- Added "Transfer all" buttons on the Inventory screen
- Added additional stats to crafting screens
- Removed equipment restrictions on some character types
- Unlocking Tier 3 resources now requires only a single Tier 2 resource to be unlocked
- God Traits now have different costs - the max total cost of traits depends on the difficulty setting
- Removed starting group from difficulty setting, all characters are now selected only by god traits
- Increased the number of neutral trait slots by 1 for all gods
- Luck now increases XP gained by characters by [3xLuck]%
- Advanced and Expert technology for equipment improves essence bonuses by +10%/+10% respectively (instead of +5%/+15%)
- Turn Summary notifications can now be dismissed with RMB
- Added sorting to Recipe screen
- Added filters and sorting for God Traits
- Reduced Poison damage multipliers from 1.5x/2x to 1.25x/1.5x (though the description doesn't reflect that yet)
- Balancing changes to Ghostly Axe skill
- Increased penalties from Toxin, Sickness a Curse
- Dwarves and Orc should no longer wear Robes
- Increased variety of items for elven traders
- Reworked dwarf growing up
- Added option to attack friendly villages
- Various fixes to events
- The database should automatically revert to the latest one if it failed to load due to incompatibility with the current code
- Fixed a crash occurring on Tutorial #3
- Fixed weapons that do not deal AOE damage will no longer get an upgrade to AOE multiplier
- Fixed Life Leech/Shield Leech not working if the attack did not have any splash targets
- Fixed man quest/domination victory unlocking an incorrect god
- Fixed cooked food having resource tag
- Fixed Lada bonus not being applied correctly
- Fixed Foodie skill being available for improvement on level up
- Fixed a problem where non-English glyphs would "glow" during event resolution
This update brings a significant revamp to essences and resources. The number of essences has been reduced and they are now closely linked to particular resource types.
For example - Wood always contains Wood Essence, Gems - Gem Essence etc. Each essence provides a specific effect to equipment created from it, ie. Wood Essence will grant Poison Damage to weapons, Stone gives Shield Leech etc.
Resources now belong to one of three categories - Core, Improved and Wild.
Core are the easiest to use and provide no disadvantages but also no significant bonuses.
Improved harder to use than Core, offer increased item stats but carry an additional small risk of failure.
Wild are the most failure-prone but offer a different set of bonuses.
Crafting can now result in Masterwork and Trash quality items - the chances for such results depend on the skill of the craftsman and resources used.