1. Terra Randoma
  2. News

Terra Randoma News

version 0.69.40

FIXES
  • Fixed a bug where statue gives blessing but doesn't take hero's gold.
  • Fixed a bug about dropping melee weapons.
  • Fixed a bug where wilderness survival check for Phantom Sailors was not working as intended.
  • Fixed a bug where wilderness survival check for Gorgons was not working as intended.
  • Fixed a bug where sometimes hero gets zero xp in wilderness survival checks.


version 0.69.37

FIXES
  • Fixed a small bug about dungeon generation.
  • Fixed a bug about disease effect on the towns.

New Update Arrives! How I Lost My Sanity and Found It Back

Hi everyone,
We are ready with a new update. As we mentioned earlier, we put some Sanity Loss effects and Diseases that our hero can get. These last for several days and give some negative stats to our hero. For example “Superstitious” gives -10 to mind resistance. More detailed explanations are below. These effects are not very powerful but they last long.



We also introduced some new potions. “Sanity Potion” cures sanity loss. “Vial of Anti-Corrosion Oil” protects equipment from the slimes and “Potion of Levitation” allows hero to fly over deep water and lava tiles.



A new overworld incident with great riches added. It is called “Lost Mausoleum”. It can be guarded by ghosts, snakes or spiders. There is a sarcophagus there with better treasure than most chests.

A new tavern personality is added too: The Bard. He plays a motivational song for our hero that boosts some stats as well as curing sanity loss effect, despair.



Here is the full list of the additions and changes for version 0.69.32;

ADDITIONS New sanity loss effects added:
  • Despair: -10% max stamina / -2 to melee and ranged attacks
  • Superstitious: -10% mind resistance
  • Delusional: -4 Intelligence
New diseases added:
  • Grim Plague: -10% max health
  • Tetanus: -50% to speechcraft checks
  • Wanderer's Flu: -4 Strength
  • Crawler's Itch: -4 Dexterity
  • Sanity Potion added
  • Potion of Levitation added
  • Vial of Anti-Corrosion Oil added
  • New overworld incident, Lost Mausoleum, added
  • New battlemap, Lost Mausoleum, added
  • New Tavern personality, Bard, added
  • New Major effect added: Motivated, it gives +2 Strength, +2 Dexterity, +2 Intelligence
  • Major effect roll overs added


CHANGES
  • Ghosts now have a chance to cause sanity loss effect, superstitious.
  • Phantom Sailors now have a chance to cause sanity loss effect, despair.
  • Mushroom men now have a chance to cause sanity loss effect, delusional.
  • Skeletons now have a chance to cause "tetanus" disease.
  • Rats, cockroaches, and boars may inflict the "grim plauge" disease.
  • Giant Centipedes now have a chance to inflict "crawler's itch" disease.
  • Well Rested now grants +10% stamina and +10% health instead of just health.
  • Warrior hero statue blesses hero with "Warrior Might". (+4 Strength, +5 Elemental res.)
  • Hunter hero statue blesses hero with "Hunter's Grace". (+4 Dex, +5 Nature res.)
  • Sage hero statue blesses hero with "Sage's Wisdom". (+4 Intelligence, +5 Mind res.)
  • Diseased hero can't enter town. He can bribe town guard or sneak pass him.
  • Towns get epidemic if hero enters tavern when he has "Grim Plague Disease".
  • Escort missions, including envoy missions, give more reward now.
  • Some of the Talent Stones are cheaper.


FIXES
  • Fixed a bug that occurs when there is a loot bag on the exit tile.


Development News: Beware of that Rusty Mace!

Hi everyone,
This week we continued working on major effects including new diseases and sanity loss effects. We are also adding a new overworld incident.

One of the diseases is tetanus. Hero may get this from the enemies who use rusty equipment. Skeleton Warriors have rusty swords and maces. Also some of the Sharkmen use rusty anchors.



Since this disease affects jaw muscles, our hero’s speaking ability suffers. He gets -10 to all speechcraft checks. He also gets %50 less nutrition from food because eating is hard for him. The shop prices are calculated taking speechcraft skill into account, so they become expensive too.

Another new disease is “Itchy Skin”. It comes from the Giant Centipede and causes -4 dexterity loss.

A new Sanity Loss effect is “Superstitous”. This comes from ghosts and cause our hero to lose 10 points of mind resistance. This is bad news for the hero because ghosts now can drain hero’s stamina more easily and can make him fatigue.

Hero can use a Sanity Potion to cure all sanity loss effects. Also talking with Elder Scholar and gaining Logical Thinking effect cures "Superstitious" condition. All disease effects are cured by Cure Disease Potions.



To make use of the sanity loss and disease effects, we worked on a new incident for the overworld: Lost Mausoleum. Hero may come up to this mysterious location and can investigate if he wishes. It has a randomly generated battlemap with a sarcophagus, broken pillars and otherworldy creatures. It will have better loot from normal incidents but will have more enemies too.



We tested The Grim Plague disease we mentioned last week. Now when the hero has Grim Plague, he is not allowed to go inside the town. Town guard stops him because of public health concerns. Hero can bribe the guard or sneak into the town. If he visits the tavern, he triggers “Epidemic” status at the town. This happens even if the town has different status before, like “Royal Marriage” or “Alchemy Festival”. Because of epidemic, all activites are postponed.

If the town already has epidemic, no one stops our hero. Also we put a small disease effect to the town model if it has epidemic. That’s all for this week. Thanks for reading.

May the tides bring you triumph!




Development News: Phantom Sailors are Coming after the Hero’s Sanity Now

Hi everyone,
Last week, we worked on some new major effects. As we mentioned before, major effects are effects that last for several days instead of minutes.

With the last update, we introduced some positive effects like “Logical Thinking”, “Inspired” or “Feeling Lucky”. There was only one negative major effect and that was “Diseased”. So we worked on some new negative ones.

One of them is “Despair” and the other is “Delusional”. These effects fall under the “Sanity Loss” category. All the “Sanity Loss” effects are cured by a new potion, conveniently named “Sanity Potion”.

“Despair” comes from otherworldly creatures like Phantom Sailors. It gives -10% to stamina and -2 to all attacks.

“Delusional” comes from Mushroom Men. It gives -4 to intelligence and -10 to all speechcraft checks. Shop prices are affected with this too.



Note that “Sanity Loss” effects last for 4-7 days and duration can add up. High mind resistance is needed to avoid these.

Acquaring “Logical thinking” effect from the Elder Scholar also cures these.

We are giving “Diseased” effect some details too. Our hero may catch different diseases. One of them is called “Grim Plague”. This is the same disease that is already in the game which is inflicted by rats, cockroaches etc. It gives -10% to health.

There is another one which is called “Wanderer’s Flu”. This is a disease our hero may have if he travels at rainy weather for too long. It is not very serious but it may last for 3-5 days and gives -2 to strength.

We are also thinking that if you have “Grim Plague” condition, you won’t be able to enter towns. A guard will come up and say "I can't let you in and put the town's health in danger". But maybe he will reconsider if you bribe him. What happens if the hero enters? Maybe he will trigger an epidemic crisis at the town. Note that these all need further testing before we can fully decide.



Another small but necessary improvement is the rollover cards for the major affects. Now when we roll over the major effect icons on the left, there comes a more detailed explanation about it. That’s all for this week. Thanks for reading.

May the tides bring you triumph!