Thea 2: The Shattering

Thea 2: The Shattering

BuildingOverhaul
Lorska  [developer] 26 Jan, 2020 @ 3:48pm
Suggestions
If you have any suggestions for stuff you want to see added or changed, please post here.
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Showing 1-6 of 6 comments
Mental Motel 11 May, 2021 @ 4:06am 
I dunno if you are still active here but I wanted to ask if it is intended that when you board a ship the mountain buff for inventory capacity gets removed. As soon as I land the buff is there again. So yeah is this a feature? Or am I missing something? Anyhow thanks for making this great mod!
Lorska  [developer] 29 May, 2021 @ 2:48pm 
Yes it is intended. If you want to move quickly with a ton of items you'll have to build a better ship or just accept the reduced speed.
This is mainly because land and water carrying capacities are different things to begin with.
Pandarandrist 26 Jun, 2024 @ 8:06am 
First of all, @Lorska, you are the absolute GOAT. Your work in this game has improved my experience so much, and I'm so impressed with every mod you put out, this one included.

My one piece of early feedback is that I'm not yet sold on the resource restriction aspect of the mod. To have an effective base, you really need access to every resource, which going with a village playthrough makes rather difficult relative to the nomadic playstyle. As a result, I'm finding moving mountain MUCH better than a static village. You *must* get every resource, and a static village makes that challenging. Static villages stay way weaker than vanilla for way longer, in my experience so far.

One thing I would have possibly considered, rather than having MM upgrades cost more resources, is to instead make them more restrictive on resource types. So Static village upgrades can use multiple resources, but MM upgrades require specific resources. This fits naturally to the playstyle of the nomad vs. the village.

I expect you did this for a reason, and I can easily expect your reason is better than my suggestion!
Last edited by Pandarandrist; 26 Jun, 2024 @ 8:07am
Lorska  [developer] 26 Jun, 2024 @ 11:31am 
The idea was to both require varied resources without being forced into a specific type, so you can always substitute out something you have completely no access to.
The village is a lot stronger, sitting inside your village with a measured amount of expeditions is an actual possibility without going above hundreds of turns grinding out materials. This was actually the main issue with the base game and very much a noob trap, people would just sit and refine for ages.
It is now a lot faster to actually progress, but you also gain power a lot more efficiently by just going around and collecting stuff. That means both play styles are possible, but a more active one is clearly more effective.

The vanilla perception is also a bit skewed because people tended to circumvent a lot of progression by having a high quality idol early on, any other form of progression however fell off a cliff afterwards.

MM has been noted as more powerful (especially by people who know what they are doing) but you also lose out on the majority of content going for that route. It also mostly exists because I got a lot of people wanting a non-stationary variant. MM simply makes your playthrough easier, while the village version offers a lot more different ways to play and make things more viable, notably also due to the late game power compared to MM.

I should also mention that I added ways to circumvent the issues with resource availability. The grey (resource) line offers buildings that allow you to access otherwise inaccessible materials.
Pandarandrist 26 Jun, 2024 @ 9:02pm 
Overall, I think this approach is much more engaging. From a design perspective, it motivates a playstyle that has players engage with the game more fully, and avoid the noob trap (and fun trap, honestly) of sitting in one place until you have god equipment, and then clearing the map.

Overall, awesome work, excited for my second playthrough.
-NLG-Bancheis 19 Sep, 2024 @ 11:21pm 
Not sure if it is possible, but one massive improvement this game needs is the ability to tear down a village to get the seed back and move elsewhere. The moving mountain is awesome, but if you made the mistake of starting a village elsewhere there is really no way to undo that. I always found it limiting that they only ever give you two seeds, and as the game progresses, there are much better areas to build in.
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