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Terra Randoma News

Development News: A Brief Look at the Pastoral Life of Cyclops

Hi Everyone,
This week we worked on improving the new encounters. Since we made cyclops, and cyclops are known to like sheeps and herd them, we needed sheeps naturally. So we worked on this new animal. Cyclops usually travel with half a dozen of sheeps. So every encounter with them will involve sheeps as well.



Sheeps will have the trait “Fearful” which makes them feared all the time. They are not smart like deers and can’t run away to the exit via the shortest route. Instead they run away from the hero in panic all the time. They don’t calm down ever. One good thing about them is they always drop loot, specifically wool and mutton.

We made some new loots for cyclops too. One of them is the Giant’s Toe, the other is the more rare but precious Cyclop Tear. Cyclops are not the easiest enemy but since they always travel with sheeps, it will always be profitable for the hero to fight with them.



Another development is with the overworld gargoyle incident. The incident takes place at the ruins of a mausoleum. There are at least 6 sleeping gargoyles and there is a tomb in the middle of them. Gargoyles wake up when hero goes near them, so hero needs all his wisdom to minimize the damage and take the precious loot.



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


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.