Thea 2: The Weight System Is Terrible (2024)

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Thea 2: The Weight System Is Terrible

Thea 2: the Shattering is the sequel to Thea: the Awakening. The original was better IMO. The sequel is interesting for a while if you want More Thea, it has more content, but it’s bad in a lot of ways, most of which are linked to the weight system. I have vague plans of doing a proper Thea 1 review in the future, but today I feel more like ranting/dissecting a bunch of things Thea 2 did wrong. Long post, image-heavy.

A brief summary of both games for context: You play a small band of survivors in a post-apocalyptic Slavic fantasy setting, seeking to found a village, not starve to death, gather materials, have children, rebuild society, forge mythic weapons, slay zmey, and solve the mystery of the apocalypse. It’s a “2X” game, Explore and Exploit. You can’t Expand because you can’t build settlers to create more villages, and you can’t Exterminate because the world generates wandering creatures forever, though you can kill a lot of them.

Thea 2: The Weight System Is Terrible (2)

Here is one of my characters shown equipping bow, armor, gathering tools, magic ring, and pet crow. She’s carrying 141 “pounds” of 275 capacity. The weight unit is not named ingame, but the fact an adult can carry 275 of them while a log of wood weighs 3.5 of this unit, suggests “pounds” is at least vaguely in the right unit ballpark.

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Her bow makes up seventy-five pounds of that weight. This suggests that “pounds” is very much the wrong unit. A real bow weighs around 7 pounds.

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Her armor weighs 16… blintz. Mechanically it’s made with diamond and other gems (the green and blue icons at high left), despite the fluff text saying cloth and leather. The unit is absurd, also the internal relations are another kind of absurd with the bow weighing five times what the armor weighs.

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The ring (diadem?) that Hania is wearing is 24 blintz, however much a blintz may be, weighing more than some body armors, and this is a lightweight jewelry. A ring can weigh 57 blintz. OTOH, a suit of armor can weigh 250 blintz if you deliberately make it out of the heaviest materials: clay and wood. (Don’t do this, it’ll be too heavy to equip.) And finally, the party’s shared inventory has a boat:

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It weighs 756 blintz, or about 15-30 rings. It is large enough to carry a dozen humans and their gear in its 8600 blintz capacity. There is no unit that can make this consistent. I don’t expect designers to be autistically obsessed with exact realistic weights in a fantasy game, but I do expect them to be within an order of magnitude of sanity. This? This inconsistency is at least two orders of magnitude off.

They would have done better to not draw attention to it, perhaps make it very abstract like “once you have built a boat you can travel on water”.

Instead, we get a Boat-Crafting Subsystem where boats come in three sizes (Raft, Sailboat, Ship), and can be built from Wood, Bone, Gem, Leather, or some combination thereof, and boats have different speeds and weights and carrying capacity based on which material you use in their construction, and how much of it you use, because a Raft lets you choose to build it out of 31 Wood or 38 Wood, and the 38-Wood raft is heavier but carries more stuff, and the numbers on how much stuff it can carry are nonsense.

Boat weight capacity is also dumb and makes no sense for another reason: Pets have no weight. This is fine and sensible in the context of overland travel, which was the only movement mode in Thea 1, and will be most of your time in Thea 2. It’s nonsense on a boat. Especially when trying to bring horses on a boat and they don’t take up boat carrying capacity. I appreciate the convenient abstraction, but it only makes the overly complicated Boat Stats more jarring when they can be bypassed like that.

Some of the other postapocalyptic survivors you’ll meet have carts in the fluff. Your player characters can’t have carts. There are no cart mechanics. Carts seem to me like they could have been an easy expansion of of boat mechanics: make them out of wood, they alter your overland travel speed and carry capacity. And if you have horses, why not carts? But no, no cart for you!

I bring up carts also because there’s some kind of “implicit cart” in the fact that characters have two carrying capacities in this game. The first capacity is derived from character Strength, and is usually a number in the 100 to 400 range for non-fighters, can hit 1000 for fighters. It’s the one shown in the screenshot up top, 275 for Hania. The second carrying capacity (“loot capacity”) is equal to spare equipment capacity + 200/400/600 depending on game difficulty level. After equipment is subtracted, loot capacity is where you keep bread, meat, herbs, gems, gold, wood, other resources you’ve acquired, boats, spare gear and other objects you’re bringing overland but you don’t have immediately at hand for use in random encounters. Stuff that is being transported, but not in your backpack. Its vaguely “cartlike” nature is emphasised by the fact that equipping a Goat in the pet slot increases the loot capacity.

Scaling with difficulty level instead of Strength, this second capacity is another weird nonsensical abstraction, where on the middle difficulty level your “implicit cart” can carry 5 Bows or 15 Jewelry, and limits how much loot you can carry with you. With two carrying capacities, weight is a major influence on gameplay.

🤪

Thea 2 has multiple “tech trees”: a mostly irrelevant one for village buildings, a mostly irrelevant one for magic rituals, an important one for gearcrafting where you unlock [Swords -> +1 Swords -> +2 Swords], and a very important one for materials, where you gradually unlock [Iron -> Steel -> Mithril -> Unobtainum -> Unobtainium-Vibranium Combined Alloys].

There’s six groups of crafting materials: Metal, Stone, Wood, Gem, Bone, Leather, each with its own symmetrical branching part of the materials tech tree.

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Each material has a different weight. Stone is the heaviest, Gem is the lightest. Because of the strict weight limitations, Gem is the best resource to make everything out of, and Stone is utter trash. Most gear can be made with 3-4 of the 6 resources, so you’ll want something other than Gem, but you never have any use for Stone. Never ever. One-sixth of the biggest tech tree is a useless waste of time. There is no reason to use stone.

Commonsense material suitedness, like “swords should be made out of metal”, does not enter into it. Crafted sword quality is dependent on three things: 1) the tier of material used, 2) the amount of material used, 3) the amount of research points spent in Sword branch of gear tree. Crafting skill does not enter into it. Crafting skill determines the speed at which an item is made. Better items take longer to make.

Here is a sword design made with Elfwood (Tier 2) and Combat Leather (Tier 4):

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It weighs fifty-seven blintz, and gets Strength * 2.4 as its damage rating.

Here’s a design with Sandstone (T1) and Monsterbone (T2):

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Much heavier, as you might expect from stone, and less effective at Str*1.6 damage.

Now compare a plain sensible Iron (T1) sword:

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It’s even heavier. Because I used more material. More iron bars than stone blocks are needed to make a sword, somehow. And the same Str*1.6 damage, as it’s using more material but lower tier than the previous.

But what if we made it out of steel (T2)?

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Steel, in Thea, is marginally heavier than iron, and produces better swords than iron at *2.1, but produces worse swords than wood-and-leather. Because the leather in this case was Tier 4 superleather. Material Tier trumps material type for item quality, and material type is mostly relevant to weight. So I end up running an adventuring party that’s clad in Diamond Robes, the mages wielding Diamond Codices, the rogues with Diamond Crossbows, the fighters with Crystalwood Spears. (Crystalwood being a Gem-Wood alloy.)

🤪

I mentioned that pets have 0 weight. There’s several locations in Thea 2 where you can trade with other settlements of postapocalyptic survivors. It works on barter: there’s no coin, instead there’s lists of available goods on both sides where drag them into the middle to communicate “I’ll give you this fine pike, a leather armor, twelve iron bars and twenty loaves of bread for that horse, twenty blintz of herbs and a levity jewel.”

Due to the constraints of the weight system, I found myself trading spare loot for pets frequently, with my adventuring party looking like a series of overworked dogwalkers, each one equipping a ‘personal’ dog, and having another five dogs in inventory, as well as a gaggle of cats, ravens, horses, goats, boars, cmuch, and in one case a pet ghost. It was quite funny, but made a sort of sense - herds of horses and cattle used to be movable wealth. :^)

Where it starts to get silly is that a trained dog is worth much more than a bar of gold. More than ten bars of gold. Because “gold” in this fantasy setting is just the name for a Tier-2 Metal resource (volatile variety) that your characters can dig out of an infinite Gold Mine the same way they can dig Elfwood out of the Elfwood Mine Forest forever. Also, gold is better than iron for crafting with, because this is Fantasy Gold. Also, a well trained dog is worth more than ten bars of mithril. Because ten bars of mithril isn’t even enough to make a one-handed sword. Also, the settlement traders are cast from the usual mold of Abstract CRPG Merchant and they can absorb arbitrary quantities of gold in exchange for however many dogs, never worrying about needing to give the bitches some time between litters, valuing the thousandth bar of gold just as much as the first. Thea 2 has made some very questionable decisions on which things to abstract and which things to detail.

🤪

Let’s talk about conservation of mass. Thea has it in places where it shouldn’t, and doesn’t have it in places where it should.

A spamwood ring or similar jewelry item can weigh 42 blintz because a ring is made from 12 spamwood logs, each of which weighs 3.5 blintz. This is of course bloody stupid. One might justify consuming 12 logs to make a ring by multiple discarded attempts and practice pieces, but not preserving their weight. It gets even sillier when you “salvage” an item to get some of its materials back, breaking apart a ring and suddenly it turns into five logs.

Within each material category there’s also a sort of alchemical refinement available, using Coal as a reagent at each step. Eight plain wood logs (3.5 blintz each) can be refined into 1-2 elfwood logs (2.1 blintz). Twelve elfwood logs can be refined into 1-2 ancientwood logs (3.5 blintz). Twelve ancientwood logs can be refined into 1-2 sacredwood logs (3.5 blintz each).

The process is lossily reversible. Using 3.5 blintz of Coal, an elfwood log can be turned into four plain wood logs - somehow converting 5.7 blintz of matter into 14.

This would only be ordinarily silly if I could file the whole system into “inventory” and ignore it when not actively crafting, but the weight limit and carrying capacity rules - the developers evidently worked hard to make carrying capacity a constantly pressing issue - drive me to actively convert materials into their lighter, more concentrated forms whenever possible, banking them against downconversion later if I ever want the lower grade for something. For example, fuel during winter. If I have 1 unit of elfwood, 1 unit of coal, and it’s snowing, the game’s incentive structure is to perform Reverse Alchemy to get 4 units of plain wood so I can burn the result for 4 turns instead of 2.

🤪

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@shieldfoss in the annals of randomly generated nonsense, this one from murdermaze game Thea 2,

Thea 2: The Weight System Is Terrible (12)

This is an impressively useless magic item made from fur and sandstone that weighs 57 [weight unit] and increases the wearer’s carry capacity by 66 [unit]. It eats up almost all of its own benefit while taking up the jewelry slot. Characters’ ordinary carry capacity in this game is three-digit, strong warriors can hit four digits. +9 capacity is an utter waste of a gear slot, in addition to the base weight being absurd. This item is not only bad, it should never have been made, it should not have been possible to generate, as it crotch-kicks suspension of disbelief and draws attention to the computer RNG.

Further ranting and boring details below the cut.

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Thea 1 has an entertaining sidequest where a male dwarf has fallen in love with a female rusalka (~naiad) and asks your protagonists to please help him press his suit in exchange for a set of dwarf-made armor and weapons. There’s complications involving kidnapped children, advice orcs, and red string.

Thea 2 has a follow-up quest set an unspecified time later, now the dwarf asks your new protagonists to please find his runaway granddaughters and bring them back. The party finds them about to drown a child in an attempt to reconnect with their rusalka heritage. Possible resolutions include capturing them by force, diplomatically persuading them to return because their grandpa is very worried, or pointing out that it’s very dangerous for them to be wandering the wilderness - look, that’s a Rock Troll right there. Run!

Today I was able to play through the quest with a friendly rusalka in my party, which unlocked extra dialogue options both when talking to the granddaughters and talking to the grandfather at the end:

Thea 2: The Weight System Is Terrible (13)ALT

dude, what

How much “I can fix her” are you even on? 😂 Or is this more a case of “oh he HORNY horny” ?

Tangentially, I appreciate the game’s occasional Mythological Creatures Be Like That moments, rather than rubber forehead humans. Especially when letting them be party members, which makes it easy for the player to treat them as skewed stat humans.

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Thea: The Awakening guide to the Piece of Cake achievement and AAR, part ½ (turns 1-99)

As this is written on my personal blog and not GameFAQs, I’m going to indulge in some rambling alongside the guide, for the benefit of followers who have no idea about this game but might be vidya-curious.

(Continued in Part 2.)

Thea:TA is a pretty good Slavic-fantasy post-apocalyptic game about gathering survivors to build your village, hunt monsters, raise children, collect resources, craft gear, do quests, and save the world. It’s somewhere between CRPG and 4X – maybe a 3x, there’s no “Expand”, you just have the one village and perhaps explorer parties. Difficulty is adjustable. Today I’m going to talk about turning the difficulty almost all the way up.

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“Every Decision Counts” is the hardest achievement shown by default. “Piece of Cake” is a hidden achievement that I’m going to describe how I get here as I play along and explain. I had it already; this is a repeat for demonstration.

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The maximum difficulty rating with everything turned up is 350%, so the first question is what you most want to turn down to 300%.

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shieldfoss

shieldfoss

i have a longpost brewing about rpg design and why video game rpgs are often bad that has almost nothing to do with “they use a script instead of a DM”

the bullet points (subject to revision)

  • exploration
  • choice
  • fallout.wikia.com
  • bugs
  • loot
  • stat/char gen
  • the experience of playing
  • content
  • content gating
  • quest design
  • real world experience/“gating factor” puzzle design

Inspirations for the post: CP2077, real world RPGs, Shadowrun: Dragonfall, fallout/skyrim, Casey Muratori’s talk with Jonathan Blow on 2020-DEC-03

and by “long post” i honestly think i might mean “full on game design essay.”

shieldfoss

& of course my own old tumblr posts on loot and what it means for a game to be an rpg, so also an additional bullet point:

  • game mechanics

but the thesis, in short, is going to be something like “Almost all computer RPG game designers are fundamentally confused about what it is they are developing.”

shieldfoss

Because they are doing cargo cult game development, copying things without understanding why their source material does things that way.

(But seriously, it’s an hour past midnight, i should stop)

samueldays

I look forward to this essay.

Also I feel like a lot of regular RPGs are cargo cult too. 3e D&D is verycargo cult in particular. A more polite term might be“transitional” or “legacy content” as there’s random stuff like the portable hole-bag of holding interaction and the Apparatus of Kwalish and so many f*cking special cases in the spell interactions left in from previous editions, which do not at all fit with the other side of 3e trying to be a generic universal modular system.

(Still, we got M&M out of it. M&M is best system.)

So I’m inclined to cut CRPG devs a bit of slack when so much of their foundation is already a cargo cult genre.

And then there’s Exalted 3e, which feels at times like it learned some of the worst lessons from CRPGs. Not that it is unique in this. CRPGs have a computer to track all the different currencies for you, so computer devs get lazy about having too many currencies, which I’m guessing contributed to creating an environmentwhere the Ex3 devs thought it would be fine having five kinds of experience points(regular, Solar, white, gold, silver) to track on tabletop and various other character currencies besides. But not money-currency, oh no.

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@bambamramfan I cannot reblog your post directly because the OP of your post blocked me, but you wrote:

You’re honestly telling me that modern videogames, the best of the hundreds released every year, give you the same emotional intense you got from playing Super Mario Brothers 3? (Or whatever came out when you were 8.) They definitely don’t feel the same way to me.

Or are you arguing that all these modern games, even all the indy 8-bit darlings, are technically worse than Super Mario Brothers 3?

Why not both? I feel like it’s yes to both. (related post on being worse, not sure which sense you’re using “technically” in.)

About once every other year, a great video game gives adult me the same emotional intensity that I recall from playing when I was 8-10 and the world was full of novelty and wonder. Some are PC releases like Avernum and Thea, some are semi-lost Flash games on Kongregate.

The rest, which is nearly all of them, are worse to me, even the indy 8-bit darlings. The ‘best’ of the videogame industry is still making a lot of bad decisions. As I regularly harp on at this blog, Master of Orion 1 is a game good enough for me to still play it, because it made a lot of good and clever design decisions, and later strategy games in its general genre just keep not making those decisions when MOO1 is right there to learn from.

Master of Orion, 1993: The controls for a planet fit in the sidepanel of a 320x200 resolution view.

Endless Space, 2012: there’s a full-screen planets view packed with buttons buttons buttons buttons buttons buttons buttons BUTTONS

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Thea 2: The Weight System Is Terrible (22)ALT

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Thea: The Awakening guide to the Piece of Cake achievement and AAR, part 2/2 (turns 100-197)

(Continued from part 1.)

Disaster strikes while my away team is far from the village. A 3-skull pack of undead giant spiders attacks the home team, leaving everyone in the village badly injured after I lose the fight. And this happens in the 99-100 interturn, so I can’t savescum to avoid it. What do?

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Load up everyone with food and wood, run to the herbalist to buy instant healing! Here I was saved by having enough food types to get 6 movement. (It’s 5 tiles, but one of them is difficult terrain.)

Then I beat the spiders in the rematch now that they’re wounded and fewer in number. Thank you, devs, for tracking internal state of wandering encounter groups, rather than resetting them for each fight.

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onemvg

samueldays

I am once again reminded of the simplified nonsensemechanic that is“equipment” in nü-XCOM

In original XCOM, equipment is sensible items. If your medic gets shot (unconscious or dead), his medkit exists as an item in the world and can be picked up by another soldier to do some patching up.

in Remake-COM, equipment is more like Vancian spells. The interface shows an equipped medkit, but the behavior is “this soldier prepared a Spell of Healing today and can cast it” as a character ability. If he goes down, the spell is lost with him.

siryouarebeingmocked

If I wanted to fluff it, I’d claim the medkit just happens to be critically damaged in whatever attack killed the soldier.

If he died to poison, he just happened to fall and crush it, whoops.

Jokes aside, if the trade off is less fiddly inventory management and an actual class based system that creates Interesting Gameplay Decisions™ and actual player attachment to the troops, some might argue that it’s better.

Especially after they got done crying over their lost Sharpshooter on Ironman.

onemvg

I’d probably just go along the lines of the other soldier just can’t make proper life saving use of it. He can’t tie an effective tourniquet, he doesn’t know how to use smelling salts, he doesn’t know which items are for an allergic reaction, and which is a coagulant to stop bleeding.

Band aids, he can use a band aid, but it’s really not helping that bullet wound.

samueldays

Interesting idea, but once again an excuse for one dumb part of the abstraction makes a different part of the abstraction look dumb instead.

To wit, if I have one medkit in the overall campaign supplies, I can give the medkit to soldier Alice on mission 1, and have Alice use that medkit to patch up a wounded soldier. Then for mission 2 I decide that soldier Bob should carry the medkit, and Bob gets shot unconscious. Now Alice is“untrained” despite the fact she demonstrably used literally the same medkittwo days ago.

-

And to @siryouarebeingmocked, theless fiddly inventory management for New XCOM was nice right up until it got more fiddly again with the introduction of weapon upgrades, and even dumber somehow.

In the grim darkness of the near future (2035 AD), getting a“Stock” for a rifle is a rare event, and while the shipboard workshop can manufacture plasma weapons, it somehow cannot manufacture“Stocks” or"Expanded Magazines”. They drop as rare loot, and come in several grades of +1 Stock to +3 Stock. A Stock in New-COM is a quasi-magical attachment that causes your weapon to do damage on a missed shot.

A weapon can only have two weapon upgrades, for example a Stock and a Laser Sight, or a Hair Trigger and a Laser Sight, but it cannot have three, despite the fact that they go on different parts of the gun and any two of them are compatible. (Exception: if at world generation the secret lore of three weapon upgrades was generated as a mystic secret, making contact with the resistance movement in the right continent will teach you the mystic ability of Attaching Three Weapon Upgrades To One Rifle. Four is right out in that case.)

Weapon upgrades make rifles unique on attachment. Rather than the generic interchangeable “Plasma Rifle” of original XCOM, there’s now separate tracking of“The Plasma Rifle With A +2 Repeater” and“The Plasma Rifle With A +3 Repeater” and “The Plasma Rifle With A +3 Expanded Magazine”. (If at world generation the right secret lore was generated to exist in one particular campaign world, making contact with the resistance movement in the right continent will teach you the mystic ability of Taking A Scope Off A Rifle, so you can move weapon upgrades between weapons. In some campaign worlds, weapon upgrades are impossible to remove!)

Finally, an“Expanded Magazine” or other weapon upgrade loot is sufficiently modular that it can be freely applied to a sniper rifle or a shotgun or a LMG with the same effect.

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Shout-out done right

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This event is a reference to the plot of Fallout, set in Southern California, which starts with the water chip of Vault 13 having broken and the protagonist needs to go adventuring for a new one.

It’s also an event which stands on its own if you are completely unfamiliar with Fallout, which is how references should work. Too many other games have references which strike me as “look at me I’m a reference to a better game” and don’t add anything to the game they’re in.

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My intermittent Factorio Space Exploration multiplayer game has reached one of the high points of cursing the modmaker:

Thea 2: The Weight System Is Terrible (29)

Arcospheres.

After much looking at the arcosphere folding and inversion recipes, I tried drawing up a helpful arcosphere transformation diagram to get the other players up to speed. They looked at it and made jokes about understanding even less than before. :D So now it has been agreed I should handle the arcospheres, while the others handle the naq supply and the interplanetary logistics and stuff.

I plan to do a longer retrospective once the game is done, but a TL;DR warning: Space Exploration is padded and obstructionist and has false advertising, “not a scale challenge” my ass. Regular Factorio caps out at 1000 sets of science packs to research the victory tech (rocket), and its prerequisites cost 300. Space Exploration hits 6400 on the path to victory, with multiple 5000s. This extra factor of 10ish sure feels like a scale challenge to me.

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Thea 2: The Weight System Is Terrible (2024)

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