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Terra Randoma News

Development News: The Best Way to Deal with Phantoms Holding Grudge

Hi everyone,
This week we worked on a new Talent Stone, some more enemy traits and a nice quality of life improvement. New Talent Stone is “Toxic Blast”. It is like fireball but with poison. When used, it poisons 3x3 area.

Quality of life improvement is kind of simple but a needed thing. Pressing spacebar continiously now passes turns with the speed of 1 turn/0.5 second. It is now much more convenient to wait for several turns if needed. This may need more testing but hopefully will be ready in the next update.

One of the new enemy traits is “Greasy”. This is for Slimes. Now they move faster when it rains.

“Grudge Holder” is a new offensive trait which makes the enemies more dangerous. Grudge holder enemies have more damage if their allies die. Every dead ally gives them +1 damage. Of course, there is a cap on that to prevent it go out of control. Some phantoms and aquathrians have it. One way to deal with them is taking them out first so that they don’t see their allies fall and get angry.

“Toxic Death” is another dangerous trait for poisonous enemies like spiders. When killed, it explodes and poisons adjacent squares.



Another change is about “Aquatic” trait. Now creatures with “Aquatic” trait move faster on the water tiles and slower on land tiles or on the boat.

With all the new traits and changes introduced, we needed to rearrange the enemy traits and abilities to balance things out. It takes time to revisit all the enemies, but we are getting close.

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

Version 0.75.09

Hi everyone,
This is a small bugfix update.

  • Fixed an issue where some stackable items disappear under certain chain of actions.
  • Fixed a visual bug about the item that Kraken Starsign gives at the beginning of the game.
  • Fixed an issue about gem stacks. The load of the items were miscalculated when splitting them.

Frenzied Sharkmen and How to Avoid Them

Hi everyone,
This week working on the new enemy traits continued. One of the new ones is “Blood Frenzy”. This is for the Sharkmen. When our hero bleeds, Sharkmen gain +2 damage and become red to remind that. They have the bleeding attack ability too which makes them all the more dangerous. So when bleeding, it is wise to keep distance. That sprint button may come handy.



“Ambush Master” is another trait for the Bandit Archers and Crossbowmen that ambush our hero in the wilderness. Their first attack is always a hit. This is not a big threat if there is one enemy but might be something to consider at the beginning of the combat if the numbers are high.

Another one is called “Light Wings”. This is for Giant Bees. They have rather fragile and light wings so when it is raining their speed drops 25%. Therefore, it will be advantageous to fight them when it is raining.



These small traits help giving more character to the enemies and make them more distinctive from each other.

We iterated the card design some more and decided to put the ranges of the enemy attacks too. Web Shooting Spiders and the Crossbowmen now have range of 4 instead of 5. This includes the bandits and skeletons.

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

Development News: Rage of the Vengeful Minotaur

Hi everyone,
We have continued working on the new enemy cards. We also worked on some new enemy traits since we have more space to write on the new cards now.

One of the new enemy traits is “Vermin”. This is for cockroaches and rats. Enemies with Vermin trait will steal food from hero’s inventory during battle.



“Pack Fury” is for enemies who travel in packs like Hyenas, Rats or Ratmen. Enemies with “Pack Fury” get bonus attack per ally in their pack. So the more crowded they are, the more dangerous they become.

Another new trait is “Rageful”. This is for Minotaurs. Minotaur gets angry when his health is low. So he enrages and gets a significant attack bonus.



We are also introducing “Coward” and “Brave” traits. There were already enemies with “Fearless” trait which gave them immunity to fear and they never ran away from the battle. So introducing “Coward” and “Brave” traits was logical since there was already a system at the background tracking these “bravery/cowardice” values of enemies.

When enemies are low on health, coward enemies have higher chance to run away from battle while brave enemies have much lower chance to run away from battle. Normal enemies without any traits always have 50% chance to run away when they are low on health. (Though they usually comeback after their initial panic wears off.)

Note that enemies with “Brave” trait, as much as we call them brave, are not immune to fear, like enemies with “Fearless” trait are. So fear causing Talent Stones will work on them 100%.

We also wrote the enemy’s minimum and maximum damage to the new enemy cards to let the players calculate risks more accurately hence make more informed tactical decisions.

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

Version 0.75.07

Hi everyone,
This is a small bugfix update.

FIXES
  • Fixed an issue where monsters with bleed ability had higher chance to inflict bleed damage than intented.
  • Fixed an issue where some of the skill perk medals were not showing correctly at the skill screen.