from the screenshots i see most animals can't have armor, shields and pets. Is there a way the increase movement speed? because they are up to 7 points slower than a normal charachter later.
No there isn't a way outside of morale bonuses but perhaps I can look into some new options like animal only skills and training options from druids and beast masters. I'll look into it.
Played a few playthoughs with that mod, its really good, it adds a lot of content to the game.
What I could not understand is how do you transform into Dragon Bee Queen? I was Bee Queen chosen, finished the divine quest and when I got my first transformation offered, I had only Armored bear or keep my current form. I've chose to keep my current form and never seen a chance to transform again.
In my opinion, the beastmasters prices have to be higher and you shouldnt be able to buy the high-end creatures like Griffin. The griffin makes the game kinda easy.
The kobolds duo I believe is a bit too strong, given that they give birth often and you get to freely choose the class you get.
To transform into the dragon queen bee you're supposed to pass the first divine quest transformation event and a new one will trigger as soon as a free turn happens. I did put a limiter in the event to prevent people from transforming their animal character in the base games divine quest reward event and then again in mine to essentially get the level of their chosen halved twice. Looks like I may of buggered that so I'll check it out and see what went wrong.
Animals are too cheap? I'll change that ASAP. Also the more mythological animals such as the basilisk, unicorn and griffon will be getting removed as they don't fit the theme of just animals and are more so mythical creatures than regular animals.
Also the kobolds aren't added in this mod but in Monster Lairs of Thea. I recommend you update your version of the mod as the current version which came out recently added a fix to prevent kobolds from breeding like crazy.
Maybe the dragon bee quest was bugged yeah, please look into that.
If you remove the mytical creatures from the beastmaster I think it will be perfect. What I mean by prices being too low is the animal upgrades (100 units per upg.). Either make it higher or make the upgrades you could buy one after the another lower. I belive you can now freely upgrade 3-4 times before having to wait for the cooldown of the Beastmaster.
My reasoning behind this is that buying a few of the fighting animals (bear/goat/boar) is kinda cheap and upgrading them to lvl 4-5 for like 200-300 units of food is also very cheap and they give lots of advantage in red fights early game.
I found the cause of the second Divine Quest result not popping up and fixed. Since the mod isn't quite ready for release you can download the following fix: https://ufile.io/hvlbjj7m Extract it to your existing Animals of Thea mod folder and overwrite the existing file. If you still have your current game then the new Divine Quest reward event will trigger the very next turn after the fix and let your chosen bee turn into the new bee option.
When I tried to train a dog in the animal training camp I forgot to un-equip it from one of my characters first. After pressing cancel in the selection menu, the animal trainer asked me to train another animal and since I was having a few wolfs left I wanted to train them instead. First the game allowed me to proceed as always - choosing some trade goods in order to train the animal. But then when I pressed continue the game crashed telling me "there have been a problem" and not allowing me to continue anymore at all. I had to hard quit the game via task manager and now all progress is gone :( Maybe the animal trainer still needs a bit of work - especially when you need (or want) to cancel a transaction?
Ok I know what this issue is and it will be fixed and the mod updated ASAP.
In the mean time you don't need to unequip a pet. At the bottom of the trade screen where you select the pet to train there is a little button at the bottom middle of the trade inventory screen, clicking this will show your equipped pets that are a match for the pet needed.
Hm, I found that button but it seems not to be working. I cannot click on it for some reason.
Oh and I had another question: My dogs are procreating like rats, I have already about 5 or 6 starving dogs from them ^^ Will they ever grow up or is there a way to change their appearance? They all look similar and have the same name. It's becoming difficult to tell them apart.
A new version of the mod isn't quite ready for release but this should take care of the problems you've mentioned until then: https://ufile.io/mhevgn9n Just replace the original XenoAnimals.xml file in the mod folder.
Fixes the animal breeding events from activating once you have 4 or more animals. Fixes the trading error message at the Beast Keeper camp when going through multiple transactions. Fixes not being able to pick a pet to upgrade because it was equipped, now only unequipped pets can be trained.
"No you don't need to start a new game. Just load your saved game and everything will work fine."
I cannot confirm this. Once after installing and starting this mod it ruined my save-file. The issue was with my cooking recipees - at some point in my favorites a "HoneyComp" would pop up. From there, all my recipees would be bugged starting with the menu not being able to show recipes for which I still have ingredient up to completely crashing when going into the customize-menu and trying to build my recipes from scratch. This results in me not being able to leave that menu anymore at all and having to hard quit the game via task manager.
Please fix this. Until then I will sadly have to skip on this otherwise very cool mod.
Now this one my fault as at the time I had forgotten about the problem from adding new resources to existing games.
This mod has the same problem that Healing Kits of Thea has in that you need to start a new game since the mod adds a new resource. So you need to start a new game to use Animals of Thea. I will update the Q&A about the need to start a new game.
My apologies for this blunder I have made.
EDIT: I have updated descriptions, Q&A and Installing and Updating for all the mods that require the additional information.
Hold on a second, I might have found a way to make it work with an existing save file. Did you add any other items but the HoneyComp? Because I got rid of the bug by deleting all recipees from my favoites then saving, activating the mod and then making all recipees once again. It is now working flawless for more than 20 turns already and cooking as well as building recipees is unaffected.
So my assumption is that it might still be possible to add the mod to an existing game if you use this workaround :)
You're not wrong that this certainly can be a fix but since the mod adds a new food resource this could cause a problems else where depending on if players have other mods or not as it could affect gathered resources. It's not very high but it could happen so I will leave up the mention of starting a new game as a better safe than sorry option.
Jeah, I understand your reasoning. Still want to give you an update on my experiment. Am now more then 150 turns into that game I mentioned and still didn't encounter any issue. For me it seems the only issue is with the cooking recipees. If you avoid that by not having any recipees in your favorites before activating the mod, it seems to be safe to use :)
Hey Xeno, there seems to be an issue in the "nurturne the bear"-event. (Animals of Thea v.1.9)
The pet became a "Young Bear" without any growing-up counter or kinda things. But from this event on I got a "Hooray, your bear has grown up ..!" message (s.screen) at the beginning of EVERY turn. The only way to get rid of this message was to kick that beast completely off. (sold it to the beastmaster)
I'm not sure, if you perhaps use a growing-up thing for your bear-pups ('parentship-event'), because it was the first bear I ever got this way. I guess this could cause a(nother) Thea-hickup or so? ;)
I'm still using version 1.9 of your AoT-mod because I started this map before you released the latest update and I'm not sure, if I can update it to 2.1 without problems. (Could I?.. I'd really like to update because of the the new 'Level-10-anti-spam-feature'..)
Yeah the bear maturing triggering ever turn was a problem, they were meant to get it at level 10 but I muddled up the conditions thus it happens every turn you have the compatible animal. This has since been fixed in the current version.
As for updating your version... Not a good idea I'm afraid as the changes to the rats is too substantial. Like this means not only any rats you have but any rats in the game world that are already spawned so roaming wild groups will count. I'm also about to release another update and with that it will change from rats being the problem to EVERY animal being the problem.
HOWEVER... The only thing you need to fix your problem is the updated events which you can download below. https://ufile.io/813030st Unrar that into your existing Animals of Thea directory and that should be the end of your problem until you update the mod.
Say, what happens if an animal trains Thick Skin, then changes its class into a demon, for example? I have an animal chosen and want to use either night demons or the chosen advancement event to change the class into a non-beast. And it makes hell of a difference whether I simply lose all levels in the skill or get to keep it.
If the animal gets trained and gains Thick Skin then they will keep it once they transform into another character/race as the skill is given to them through an event rather then being gained as a natural skill.
When characters transform they lose all natural skills. This is a little different depending on what the race is when they transform. Here is a few examples... Racial Skills: Skills like Elf, Orc, Dwarf, Spider etc etc are lost when a character transforms into another unless said character they turn into is the same one. So if a Giant Spider were to turn into a Spider Queen it wouldn't lose its Spider skill while if it turned into a Human Warrior they would lose the skill. Other Natural skills: This is a bit more difficult for most people to know which is which but in this case I will use the Human Zerca. They start with Blunt Force, Inspire and 2 skills, Inspire this way could start above level 1. In the case of the Human Zerca they automatically start with Inspire so if you transform your Zerca into say a Striga, then they will lose Inspire as it was a natural Skill.
I'm working on a big transformation-themed event mod. The additional animal characters added by this mod are a great help! Good work! I hope you eventually add more animal characters and more pictures for the existing ones when you have time, and maybe find someone to make new models for them (Lynx could really use cat models instead of the wolf model it is using now, for example). I have no idea how to make models myself, unfortunately, or even whether it's possible to add new models. Not that the models really matter overall, considering the game barely lets us zoom in far enough to appreciate them.
Some suggestions for additional animal characters: foxes, badgers, and owls seem like they could be decent combat characters, though noticeably weaker than bears, wolves, and boars, of course. Maybe make 'dire' versions of them that are abnormally large, like the giant crows, bats, and rats from the vanilla game? Thea also suffers from a complete lack of gryphons, my second favorite fantasy creature after dragons and wyverns. If you aren't concerned about keeping things lore-friendly, you could even add D&D creatures like displacer beasts and thylacines, though those would probably best be reserved for a stand-alone mod. I'm just putting the ideas out there for anyone who reads this and feels inspired; obviously I don't expect you to be able to make time for all the ideas I just listed.
Evening Vaelrisian93, I'm always up for adding more new animal characters and pictures to this mod. Finding pictures of a fitting style and large enough to be worked with is without a doubt the hardest part but I'm always on the lookout for more images. Currently I have more than 1600 images of characters, creatures, animals and demons that I can use and I'm always finding more to grab.
One thing that can't be done I'm afraid is adding new character models into the game so unfortunately the Lynx and others will have to use another animals model instead.
As for suggestions, I'm always open to them. I'll jot them down and see if I can come up with any ideas on how to properly design them and acquiring artwork. As for lore, well the idea of lore friendly is kinda not a strict term for Thea 2. The game has some references to Celtic, Greek and Germanic mythologies and Slavic mythology itself, specifically Eastern Slavic mythology has connections with Hindu mythology so nothing is really out of the question. It just depends on how much we want to put into explaining it, but I'm willing to look into the griffin too.
I'm not very active here checking in usually once or twice a day at best. If you ever want to reach me I'd recommend Steam or the Thea 2 discord server where I'm logged in almost all the time.
31 comments
Is there a way the increase movement speed?
because they are up to 7 points slower than a normal charachter later.
maybe every monster race skill level?
What I could not understand is how do you transform into Dragon Bee Queen? I was Bee Queen chosen, finished the divine quest and when I got my first transformation offered, I had only Armored bear or keep my current form. I've chose to keep my current form and never seen a chance to transform again.
In my opinion, the beastmasters prices have to be higher and you shouldnt be able to buy the high-end creatures like Griffin. The griffin makes the game kinda easy.
The kobolds duo I believe is a bit too strong, given that they give birth often and you get to freely choose the class you get.
To transform into the dragon queen bee you're supposed to pass the first divine quest transformation event and a new one will trigger as soon as a free turn happens. I did put a limiter in the event to prevent people from transforming their animal character in the base games divine quest reward event and then again in mine to essentially get the level of their chosen halved twice. Looks like I may of buggered that so I'll check it out and see what went wrong.
Animals are too cheap? I'll change that ASAP.
Also the more mythological animals such as the basilisk, unicorn and griffon will be getting removed as they don't fit the theme of just animals and are more so mythical creatures than regular animals.
Also the kobolds aren't added in this mod but in Monster Lairs of Thea. I recommend you update your version of the mod as the current version which came out recently added a fix to prevent kobolds from breeding like crazy.
Maybe the dragon bee quest was bugged yeah, please look into that.
If you remove the mytical creatures from the beastmaster I think it will be perfect. What I mean by prices being too low is the animal upgrades (100 units per upg.). Either make it higher or make the upgrades you could buy one after the another lower. I belive you can now freely upgrade 3-4 times before having to wait for the cooldown of the Beastmaster.
My reasoning behind this is that buying a few of the fighting animals (bear/goat/boar) is kinda cheap and upgrading them to lvl 4-5 for like 200-300 units of food is also very cheap and they give lots of advantage in red fights early game.
https://ufile.io/hvlbjj7m
Extract it to your existing Animals of Thea mod folder and overwrite the existing file.
If you still have your current game then the new Divine Quest reward event will trigger the very next turn after the fix and let your chosen bee turn into the new bee option.
When I tried to train a dog in the animal training camp I forgot to un-equip it from one of my characters first. After pressing cancel in the selection menu, the animal trainer asked me to train another animal and since I was having a few wolfs left I wanted to train them instead. First the game allowed me to proceed as always - choosing some trade goods in order to train the animal. But then when I pressed continue the game crashed telling me "there have been a problem" and not allowing me to continue anymore at all. I had to hard quit the game via task manager and now all progress is gone :(
Maybe the animal trainer still needs a bit of work - especially when you need (or want) to cancel a transaction?
In the mean time you don't need to unequip a pet. At the bottom of the trade screen where you select the pet to train there is a little button at the bottom middle of the trade inventory screen, clicking this will show your equipped pets that are a match for the pet needed.
Oh and I had another question: My dogs are procreating like rats, I have already about 5 or 6 starving dogs from them ^^
Will they ever grow up or is there a way to change their appearance? They all look similar and have the same name. It's becoming difficult to tell them apart.
https://ufile.io/mhevgn9n
Just replace the original XenoAnimals.xml file in the mod folder.
Fixes the animal breeding events from activating once you have 4 or more animals.
Fixes the trading error message at the Beast Keeper camp when going through multiple transactions.
Fixes not being able to pick a pet to upgrade because it was equipped, now only unequipped pets can be trained.
I cannot confirm this. Once after installing and starting this mod it ruined my save-file. The issue was with my cooking recipees - at some point in my favorites a "HoneyComp" would pop up. From there, all my recipees would be bugged starting with the menu not being able to show recipes for which I still have ingredient up to completely crashing when going into the customize-menu and trying to build my recipes from scratch. This results in me not being able to leave that menu anymore at all and having to hard quit the game via task manager.
Please fix this. Until then I will sadly have to skip on this otherwise very cool mod.
This mod has the same problem that Healing Kits of Thea has in that you need to start a new game since the mod adds a new resource.
So you need to start a new game to use Animals of Thea.
I will update the Q&A about the need to start a new game.
My apologies for this blunder I have made.
EDIT:
I have updated descriptions, Q&A and Installing and Updating for all the mods that require the additional information.
Did you add any other items but the HoneyComp?
Because I got rid of the bug by deleting all recipees from my favoites then saving, activating the mod and then making all recipees once again. It is now working flawless for more than 20 turns already and cooking as well as building recipees is unaffected.
So my assumption is that it might still be possible to add the mod to an existing game if you use this workaround :)
For me it seems the only issue is with the cooking recipees. If you avoid that by not having any recipees in your favorites before activating the mod, it seems to be safe to use :)
there seems to be an issue in the "nurturne the bear"-event. (Animals of Thea v.1.9)
The pet became a "Young Bear" without any growing-up counter or kinda things.
But from this event on I got a "Hooray, your bear has grown up ..!" message (s.screen) at the beginning of EVERY turn. The only way to get rid of this message was to kick that beast completely off. (sold it to the beastmaster)
I'm not sure, if you perhaps use a growing-up thing for your bear-pups ('parentship-event'), because it was the first bear I ever got this way. I guess this could cause a(nother) Thea-hickup or so? ;)
I'm still using version 1.9 of your AoT-mod because I started this map before you released the latest update and I'm not sure, if I can update it to 2.1 without problems. (Could I?.. I'd really like to update because of the the new 'Level-10-anti-spam-feature'..)
As for updating your version... Not a good idea I'm afraid as the changes to the rats is too substantial. Like this means not only any rats you have but any rats in the game world that are already spawned so roaming wild groups will count.
I'm also about to release another update and with that it will change from rats being the problem to EVERY animal being the problem.
HOWEVER... The only thing you need to fix your problem is the updated events which you can download below.
https://ufile.io/813030st
Unrar that into your existing Animals of Thea directory and that should be the end of your problem until you update the mod.
If it works like intended, this would greatly decrease animal's child-'spamming'-chance. This is really! appreciated. Thanks again! =)
When characters transform they lose all natural skills. This is a little different depending on what the race is when they transform. Here is a few examples...
Racial Skills: Skills like Elf, Orc, Dwarf, Spider etc etc are lost when a character transforms into another unless said character they turn into is the same one. So if a Giant Spider were to turn into a Spider Queen it wouldn't lose its Spider skill while if it turned into a Human Warrior they would lose the skill.
Other Natural skills: This is a bit more difficult for most people to know which is which but in this case I will use the Human Zerca. They start with Blunt Force, Inspire and 2 skills, Inspire this way could start above level 1.
In the case of the Human Zerca they automatically start with Inspire so if you transform your Zerca into say a Striga, then they will lose Inspire as it was a natural Skill.
Some suggestions for additional animal characters: foxes, badgers, and owls seem like they could be decent combat characters, though noticeably weaker than bears, wolves, and boars, of course. Maybe make 'dire' versions of them that are abnormally large, like the giant crows, bats, and rats from the vanilla game? Thea also suffers from a complete lack of gryphons, my second favorite fantasy creature after dragons and wyverns. If you aren't concerned about keeping things lore-friendly, you could even add D&D creatures like displacer beasts and thylacines, though those would probably best be reserved for a stand-alone mod. I'm just putting the ideas out there for anyone who reads this and feels inspired; obviously I don't expect you to be able to make time for all the ideas I just listed.
I'm always up for adding more new animal characters and pictures to this mod. Finding pictures of a fitting style and large enough to be worked with is without a doubt the hardest part but I'm always on the lookout for more images. Currently I have more than 1600 images of characters, creatures, animals and demons that I can use and I'm always finding more to grab.
One thing that can't be done I'm afraid is adding new character models into the game so unfortunately the Lynx and others will have to use another animals model instead.
As for suggestions, I'm always open to them. I'll jot them down and see if I can come up with any ideas on how to properly design them and acquiring artwork.
As for lore, well the idea of lore friendly is kinda not a strict term for Thea 2. The game has some references to Celtic, Greek and Germanic mythologies and Slavic mythology itself, specifically Eastern Slavic mythology has connections with Hindu mythology so nothing is really out of the question. It just depends on how much we want to put into explaining it, but I'm willing to look into the griffin too.
I'm not very active here checking in usually once or twice a day at best. If you ever want to reach me I'd recommend Steam or the Thea 2 discord server where I'm logged in almost all the time.