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Terra Randoma News

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.

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.