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Terra Randoma News

Development News: Reconfiguring Fictional Zodiacs

Hi everyone,
As we continue working on the new skill, cooking, another issue came up. As our players would remember, the starsigns at the character creation give a skill point to a certain skill. Minotaur sign gives +1 to two-handed weapons skill, Raven sign gives +1 to alchemy skill and so on. Since we are now adding a new skill (cooking), we needed a new starsign to give a bonus to this skill. But there are already 12 starsigns and this can get out of hand if we add a new starsign for every new skill. So we decided to change the bonuses of the starsigns.



We are making starsign bonuses more straight forward and a little bit more powerful. Here are the first draft of the changes. Note that these can change after we playtest more.
  • The Minotaur: +3 Melee Attack
  • The Cat: +3 Ranged Attack
  • The Lizard: +1 Elemental Damage
  • The Sea Serpent: +1 Poison Damage
  • The Bear: +10 Health
  • The Kraken: +10 Stamina
  • The Turtle: +3 Defense
  • The Raven: +5 All Resistances
  • The Queen: +1 Luck
  • The Fox: +10 Pick locks
  • The Lighthouse: +1 Skill Point (you can assign to any skill)
  • The Shark: +2 Speed

We believe these new bonuses are easier to understand for the new players and will make a more significant impact on the character. Apart from these changes, we worked on some new foods for the upcoming update. See below the cards of four of them.



That’s all for now. Thanks for reading. May the tides bring you triumph!

Development News: More Skill Points, More Fun!

Hi everyone,
As mentioned before, we are adding a new skill called cooking. Hero will learn new recipes as he gains new ranks in cooking skill. Alchemy skill also works this way. There are and will be great buffs to gain by investing in these two, and they are fun too, but we realize players do not want to sacrifice combat skills either. So it is obvious that hero needs more skill points.

So with the new update, hero will gain two skill points per level instead of one. But he can only allocate one skill point for a skill per level. For example after he puts one skill point to Ranged Combat, he must choose one of the other skills. He can not put another skill point to the same skill in that level. This ensures that hero will not out-level the game early on by putting all skill points to the same skill. This way heroes will have more diverse skills too.



Another advantage of this system is that the game can give skill points more freely without the fear of breaking the game balance dramatically. There is already a skill point potion called “Elixir of Forbidden Knowledge “. Hero can earn that by completing the Adventurer Guild quests. This rare potion may be found more in the next update. Nevertheless we may need to fine tune some skills after a thorough play test.

That’s all for now. Thanks for reading. May the tides bring you triumph!

Development News: Unlocking the Flavors of an Imaginary Island

Hi everyone,
Work on cooking update continues. Last week we made several new dishes and their major effects. There is also a new negative effect for eating raw meat.

We mentioned ”Well Fed” and “Keen Eye” effects last week. There are three new ones coming with the new dishes:
  • Grilled Red Fish gives “Mental Clarity” (+2 Intelligence for 3 days)
  • Gardener’s Salad gives “Nature’s Gift” (+5 Nature Resistance for 3 days)
  • Apple Pie gives “Vigorous Meal” (+0.2 Stamina Regeneration for 3 days)

Note that the effects may change after we playtest them more. Other new recipes include “Boar Stew”, “Fried Egg”, “Green Salad”, “Rabbit Stew”, “Honey Milk”.



Another new addition is a negative major effect. Eating raw meat will be dangerous because it will have 25% chance to give tapeworm disease. This disease will have an effect of increased food consumption and negative strength. So for several days, the hero will get more hungry. Eating raw fish will not make this effect.

We are aiming for 20-25 different recipes for now. Not all recipes will have major effects but all of them will be more powerful than the sum of their ingredients.

Cooking will not be hard. Hero may cook everywhere except when there are enemies around. To be able to cook new and diverse food recipes, we are also adding some new raw foods like lettuce and olive oil.

That’s all for now. Thanks for reading. May the tides bring you triumph!

Development News: Cooking Skill and How It will Benefit the Adventurer

Hi everyone,
After the Alchemy update we thought it would be a good time to add cooking to the game since they are related to each other. Our hero will finally be able to eat proper cooked meals.

There will be a new skill called cooking, governed by intelligence. Cooked food will have a lot better bonuses than uncooked food. Some of them will have ongoing major effects that lasts for several days. One low level example is “Well Fed: +2 Strength for 2 days” which will be granted by venison stew. Another one is for rangers: “Keen Eye: +2 Ranged Attack for 2 days” which will be granted by carrot soup.



It will be like potion crafting mechanics. Hero will learn new recipes with improving the cooking skill. If the hero has the necessary materials, the recipe will be available to cook. There will be a chance to cook excellent versions of the food as well.

We are thinking to add really powerful bonuses for the advanced food as the hero levels up his cooking skill. The idea is that investing in this skill will pay off at the battle and it will be economically viable as well. The hero will go hunting and then cook excellent food with what he hunts to earn significant riches and if a town is in need of food, that will be a cherry on top.

That’s all for now. Thanks for reading. May the tides bring you triumph!

Version 0.79.16

Here is a small bugfix update.
  • Corrected an issue where item weight was calculated wrongly when we split stacks of ingredients and gems.
  • Corrected an issue where item weight was calculated wrongly when we put stacks of items to another page of inventory by clicking on the page number while item is at hand.