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Terra Randoma News

Development News: I am Nobody

Hi Everyone,
This week we worked on a new monster type: Cyclops. We needed new monsters for the Adventurer’s Guild quests. Since we have minotaurs, gorgons and sirens, cyclops seemed to be the natural choice.

There will be 4 different types of cyclops. They will have different powers but all of them will have a common trait which is a new enemy trait called “Savage”. Savage monsters deal more damage when their health is low.



These creatures are brave but weak to poison. They will have their own dungeon and quest from the Adventurer's Guild. They can be found at some small caves at the overworld too. First tier’s name is “Cyclop the Cave Dweller” and he has lightning power.



Cyclops will also have their own incident at the overworld. As a brief reference to the 3000 years old story, a Cyclop will stop the hero and ask his name. If the hero answers “I am nobody” with a successful speechcraft check, he will gain XP and avoid a brutal fight.

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

Version 0.77.04

Hi Everone,
Here is a small update with fixes and changes.

  • Fixed a visual bug about the screen messages. On rare occasions it was showing negative turn counts like "You are invisible for -3000" turns instead of dissappearing.
  • Fixed the sarcaphogus opening and closing sound. It was making a page turning sound.
  • Changed wording of Talent Stones causing fear.
  • Lowered the food prices in Tavern during Royal Marriage.
  • Changed the title screen with a similar new logo.

Development News: In the Heart of Madness

Hi Everyone,
This week work on the dungeon of the Skeleton Sage continued. As mentioned before, our hero needs to destroy Skeleton Sage’s crystal sphere and stop his mad plans of undead apocalypse.

Skeleton Sage is a formidable adversary. He has drain life and fire attack. He has a new ability too: Cause Nightmare. This is a sanity loss major effect for our hero and lasts for at least 5 days. When affected, the hero won’t be able to fully rest when he sleeps. He will only have 75% of his maximum health when he wakes up from rest, instead of usual 100%. So cure sanity potions are much needed for this quest.

Last week, we mentioned about gargoyles and how they can be found sleeping sometimes. We playtested a bit and found that it is more fun to play if they always spawn sleeping. They spawn near the doors and entrances and trying to find an optimal route to navigate the dungeon without waking all of them up at the same time is a small puzzle itself. Invisibility and teleport comes really handy in tight situations.



So this is now a new trait called “Sleeping Warden” which all gargoyles will have. Monsters with this trait will always spawn with sleeping condition. They will sleep until attacked or hero comes to its adjacent square.

Note that sleeping Gargoyles sometimes wake up 100-150 turns later. Which is a long time but spices things up a bit. When you think you finished the boss, one or two gargoyles may come over from the next room.

We also decided the drops of the Gargoyles too: gargoyle head, gargoyle tail, gargoyle horn and some gemstones like topaz and sapphire.

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

Version 0.77.03

Hi everyone,
Here is small bugfix patch.
  • Fixed an issue about some spells not casting over exit sign.
  • Fixed a visual bug that sometimes comes up at the shrine battlemap.

Development News: Gargoyles Protecting an Unearthed Tomb

Hi Everyone,
This week we worked on the dungeon for the Skeleton Sage. As mentioned last week, he wants to raise an undead army to cleanse the world from the living. He takes his power from a wicked device, a crystal sphere. Our hero needs to find and destroy this device to stop him.

He is a sage corrupted by power and dark arts. He even animated himself and returned from dead with the help of this crystal sphere. He likes animating other things too. Like statues. So his dungeon is full of gargoyles alongside with the skeletons.

There are four types of Gargoyles we are working on. Stone Gargoyle, Granite Gargoyle, Marble Gargoyle, Lava Gargoyle. They have the power to petrify the hero except Lava Gargoyle. He has fire attack instead. Marble Gargoyle will have significantly more defense. Granite Gargoyle will have sharper claws which can bleed our hero. All of them also fly and are immune to bleed and poison.

A new mechanic that will be introduced to the game with the Gargoyles is “sleep”. Gargoyles sometimes may be found sleeping and if the hero doesn’t attack them or go near them, they won’t wake up. Invisible heroes may go near without awakening them.



Gargoyles will drop gems as well as unique materials. We are not decided yet but gargoyle head may be one of them. Since they are stone, materials will be heavy but valuable.

There will also be an overworld incident with gargoyles that our hero comes by. The explanation text goes like this: "There is an unearthed tomb and a treasure hunter's dead body near by. Several gargoyles stand still. They seem to be frozen in the midst of a battle." Our hero can investigate and discover great riches while he must use all his skills to avoid an untimely demise.

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