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Terra Randoma News

Version 0.75.06

Hi everyone,
This is a small bugfix and change update.

FIXES
  • Fixed an issue where drinking stacked cure sanity potion was consuming two potions instead of one.
  • Fixed an issue where well-rested effect was not working as intended.
  • Fixed an issue where lotus potion was not curing delusion.
  • Sound was missing when stone golem is hit.
  • Fixed an issue where sometimes an enemy shows up at the town after hero fights with the infestations.
CHANGES
  • Changed the despair effect. It lowers resistances instead of stamina.

Development News: New Enemy Cards

Hi everyone,
This week we worked on an important user interface improvement: enemy cards. When we mouse over an enemy, a horizontal card was showing up at the top of the screen. One of the limiting things about it is that the card is small and only 3-4 enemy abilities can be written on it. And there isn’t a place to write enemy type, like undead or arachnid, which we need in order to develop some new game systems. For example, introducing some weapons which excel against certain enemy types.

We want to write a little bit more info and more abilities for some enemies. Maybe enemies may get, not only prefixes but suffixes too. So we needed a better system.



As a solution, we now moved enemy card to the right up corner. The new card is the same size as the item cards. So there is a unification there. We wrote enemy type and sub type under the name. Another info we wanted to communicate was the XP of the enemy. This way the player can estimate the power level of various enemies and make a more informed decision to which ones to go after first.



The enemy abilities are written in rows and there are some icons as well as a health bar of the enemy to ensure better readability at a glance during the heat of the battle.

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

Update 18 Arrives! Treasures of the Treacherous Caverns

Hi everyone,
We are ready with a new update. Highlights of this update are item stacking and a new settlement type for our hero to interact with.

Note that the older saves will not work with this update. The older version can be found under beta at the client.

See below the details.

Version 0.75.05 ADDITIONS
  • Potions, materials and gems are now stackable at the inventory. They can be stacked up to nine units.
  • A new settlement, Artisan's Keep added to the game. It's a castle-like place on a small island. Hero can get quests from there. Quests give reputation in all towns. Also this place buys gems for better price and sells accessories cheaper.
  • Improved the cave-like dungeons for the Artisan's Keep quests. Now there are 3 variations: Spider Dungeon, Lava Dungeon, Aquathrian Dungeon
  • A new trap-like terrain object added: Magma Fracture. It causes fire damage when stepped on.
  • A new trap-like terrain object added: Sea Urchins. They cause bleed damage when stepped on.
  • A new terrain object added: Shallow Water. It slows as well as increases lightning damage.
  • A new chest-like object added: Giant Sea Shell
  • 4 new golem types added: Copper Golem, Bronze Golem, Silver Golem, Iron Golem
  • 4 new destructable chest-like objects added: Green Crystals, Yellow Crystals, Red Crytals, Blue Crystals. They can be mined to get some valuable gemstones.
  • Aquathril Ore Rock added to mine aquathril ore.
  • 2 exploding mushroom types added: Fire Fungus and Toxic Fungus.
  • Added Satin Boots and Sharkhide Boots
  • New materials added: Vial of Fire Fungus Ash, Aquathril Ore
  • New room decorations added for the Cultist Dungeon.


CHANGES
  • Now creatures in the water tiles take more lightning damage.
  • Now there is a big question mark at the top of the chest where there is a quest item to take.
  • Now the game tells if you try to load older version of the game at the start screen.
  • Now there is a 25% chance that a ghost may come out of bookcases.
  • Improved the visual effects of poison spray, cone of frost and fire breath talent stones.
  • Increased width of the experience box at the bottom slightly. It was kind of small when hero gets 100,000 xp or more.
  • Reduced the slow ability of some spiders.
  • Changed the ring and amulet prices. Low effect items like +1 health etc. are cheaper now.
  • Changed some of the late game item prices. They were too expensive.
  • Lowered the health points of Ore Rocks. They are mined faster now.
  • Lowered the power level of Exploding Mites.
  • Lowered the health of some of the slimes.
  • Lowered the health and poison ability of some spiders.
  • Now spiders are weak to fire.
  • Heavy Strike and Eagle Eye talents stones now give minimum 3 damage instead of 2.
  • Improved graphics of the starstone gems.


FIXES
  • Fixed an issue when there is Royal Marriage tavern keeper says hero has worse prices for food and resting although it is not true.
  • Corrected the food number mismatch on the main screen and character sheet. At the main screen it was rounding the number down and the character sheet it was rounding the number up.
  • Weapon's bleed power was calculating wrongly and they were stronger than intented.
  • Game was saving weapon's bleed power wrongly.
  • Corrected crystal dagger and beast claw dagger’s graphics. They were showing wrong daggers.
  • Fixed an issue where persuading gorgons at the overworld map was not giving xp.
  • Fixed an issue about traps not saving properly when we go out of dungeon and come back.
  • Athletics at 20 points was giving 8 stamina instead of 0.8.

Development News: Lair of the Wrathful Tentacles

Hi everyone,
Last week we worked on another quest for the Artisan’s Keep. This quest takes place at the sea cave dungeon of the Aquathrians. There was a sea cave dungeon of the Sharkmen in the late game. We improved that with new terrain types and objects.

One of the new additions is Sea Urchins. These are dangerous trap-like objects that bleed the unlucky creatures that step on them. Hero can kite the enemies towards them to take advantage. Since they are assumably hidden and small, creatures can't avoid them like they can avoid activated spiked traps. Only flying enemies and Coral Spiders are safe from their bleed damage.



Another addition is shallow water terrain which slows the hero and the enemy but not the aquatic or flying creatures. Shallow water increases lightning damage too.

We also changed the pool model for the cave like dungeons. It seems more like a natural pool now.

Aquathril Ore Rock is also added to be mined in this dungeon. Aquathril is a metal unique to Terra Randoma. It is used in quality medium armors and numerous weapons. Alchemist’s Tower also pays good price for it.



Artisan Master wants us to deliver him a very precious gem that can only be found in a cave on an uncharted island somewhere at the sea. Our hero must deal with the monsters and traps, then find the precious gemstone. It is a challenging dungeon but full of crystals and ores to mine. Also like all other Artisan's Keep quests, it increases the hero's reputation in all towns.

After leaving the dungeon, cultists or bandits may come after our hero (like most of the time when we have something valuable in our backpack). They want that precious gemstone too. Hero can give it to them to avoid unnecessary combat or be loyal to his word and fight for it.

In addition to these, we worked on two new boot types: Satin boots and Sharkhide Boots. Like all equipment, these boots will also have prefix and suffixes and be visible on the hero avatar when equipped.

With the introduction of item stacking in the inventory, the new settlement and its quests, the new update is shaping up nicely. We are in the testing phase and doing the final touches.

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

Development News: The Bronze Golem at the Heart of the Mountain

Hi everyone,
Last week we worked on a new dungeon type for the Artisan’s Keep quest pool. This is a lava/fire themed dungeon which is always located at the mountains.

Artisan Master tells our hero that there is a volcanic activity at a certain mountain area. Gemstone experts want to go there for an expedition. They suspect this volcanic activity may unearth valuable stones. But there is this problem of monsters. They want the hero to deal with the matter and make the caves safe for the scientists.



There are some new cave dressings for this dungeon. One of them is Magma Fracture which is a trap-like terrain type. If anyone steps on it, he takes fire damage. Flying monsters or monsters with fire immunity are not affected.

Another object is Toxic Fungus which is an exploding mushroom. When attacked, it explodes and poisons adjacent areas.

The unpassable lava tiles (unless you fly), as well as minable ores and crystals can be found here.

New golem types are also added. These are metal golems including copper, bronze, silver and iron golems for now. They move slowly but have lots of defense. They are immune to poison and bleed but vulnerable to lightning. They drop metal ores according to their type. Giant mites and metal golems along with the bats are the usual inhabitants of this dungeon.



There are some new dungeon room layouts to increase variation for the cave like dungeons. We tried to make it more natural and chaotic like real caves while avoiding choke points to encourage use of interesting tactics.

We also added bunch of new items including Sharktooth Ring, Ruby Ring, Jade Ring to enrich the shop at the Artisan’s Keep.



On the polishing front, we improved the visual effects of poison spray, cone of frost and fire breath talent stones so they look more cone-like.

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