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Terra Randoma News

Development News: Item Upgrades

Hi everyone,
Development of the new update is almost finished. I am testing the new systems and adding some quality of life features here and there. As you know from the previous dev-log, I am adding item durability, salvaging and item upgrades.

Item upgrades will be possible in a new town facility called blacksmith. You will need to provide some materials and gold to upgrade your items. Items will have 6 levels. Damage of the weapons and defense of the armors will increase with each level.



Each level will require more materials and more gold from the previous level. Upgrading items will also increase the durability as well.



Blacksmith will also provide repairing services. There will be two buttons for convenience: “Repair all your items” and “Repair all your equipped items”. Hero will be able to repair individual items by right clicking on them.

Both these services, item upgrades and repairs will be cheaper at the towns where the hero has good reputation.

I am thinking maybe towns with at least 3 prosperity will have blacksmiths. Poor towns will not have them so hero will have more intention to help towns to prosper.

With the next update, prosperous towns will be more beneficial to our hero. Quest givers will give more gold for quests. Shops in prosperous town will buy valuable items like silver spoon or golden vase for a better price.

The new arms mastery skill is also completed. It provides lots of benefits for salvaging and repairing items. Highlander, Gladiator and Tempest backgrounds will start the game with this skill.



As usual this update became much bigger than I first anticipated but it is almost done now.

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

Version 0.96.08

Hi everyone,
Here are some bug fixes:
  • Fixed a bug when sometimes crafting a potion or food, game was spending more ingredients than it needs to spend.
  • Fixed a bug about calculating hero load. Fish bait load was not subtracted correctly from the hero load when used in fishing resulting excessive hero load.

Development News: Arms Mastery

Hi everyone,
These last few weeks I worked on a new feature related to weapons and armors. The plan is that weapons and armors will have durability and they will be upgradable. There will be a salvaging system too. I will also introduce a new skill that governs these systems called Arms Mastery.

Durability part is almost finished. All items will have a durability stat like a health for items. While fighting, this will degrade slowly (Some monsters like bronze golem will degrade melee weapons more). If item’s durability is below 25% it will loose some power. And if it reaches 0% it will be unusable.

There is this new item called Repair Tools. This represents the tools and supplies that is needed to repair various equipment. It is a stackable item that can be found all over the world. But it can also be salvaged from equipment too. Hero will use this item on repairable equipment to repair them. This item will repair certain amount of durability and may break while repairing. These will all be affected by arms mastery skill. The more skill hero has, the more efficient he will be.



I want this skill to be as rewarding as possible. For example there will be a perk that makes salvaging very lucrative. When hero has enough points in this skill, he will be able to salvage out gold from the items as well as ore and repair tools. Lorewise this represents that the hero can masterfully salvage parts without harming them so that they can be sold so easily like gold.

Also, at master level, this skill will make items more powerful. Armors will have more defense and weapons will have more damage.



Hero will not need a repair table or blacksmith for repairing items. He will be able to use his tools anywhere in the world as long as there are no enemies around. But on every attempt to repair, an hour will pass.

I know that equipment durability is not so popular among some gamers. Some players like it, some players say it is too much of an obstacle and micro management. But our game is more of a hero simulation than a narrative rpg so I thought this will suit. I will try my best to make it fun and easy to use.

Another new addition I am planning is a weapon/armor upgrade system. This will be made by blacksmiths in towns. And hero will need to provide ores and gold to upgrade. Blacksmith will be a new facility in towns. And poor towns will not have them. This part is in the planning phase so after implementing, things may change if it is not fun. But I know everybody wants to upgrade the precious weapon the hero finds. So I think it will be a nice addition.

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

Version 0.96.06

Hi everyone,
Here is small bugfix.
  • Corrected an issue where hero could not buy golden citadel maps if he bought and finished 5 ancient tomb maps before.

Update 29 Arrives! Call of the Wild

Hi everyone,
We are ready with a new update. The highlight of this update is addition of save slots. There is also some content. See below the details.

Version 0.96.05 Aditions
  • 10 save slots added.
  • Wolves added to the wilderness encounters. They have bleed ability as well as grudge and pack fury traits.
  • Beast hide added. A valuable loot for early game.
  • Wolf blood added. A valuable ingredient needed to craft Wolf's Call potion.
  • Wolf's Call talent stone added. A powerful talent stone to shapeshift into a wolf. It gives bonus melee attack, melee damage and bleed. May cause Scent of the Beast curse. It can be bought from the Adventurer's Guild every now and then.
  • Wolf's Call potion added.


Changes
  • Changed Lore Mastery skill perks. Perks now give additional damage to animals, undead, humans. Last perk gives attribute bonus.
  • Changed Bravery skill perks. They now give +2, +4, +6, +8 luck bonus.
  • Changed Alchemy skill's last perk as follows: You can poison the enemies even if they have poison immunity.
  • Changed Wilderness Survival skill's last perk as follows: Resting at camp gives well-rested effect for 2 days.
  • The altar at the last room of ancient tomb dungeon is now full of books.
  • Hyenas are now coward.
  • Grudge trait for the enemies scales better in high levels.
  • Bats don't attack the hero while hero is a bat.
  • Wolves don't attack the hero while hero is a wolf.
  • Increased the poisonous talent stones' poison duration.
  • Resting in towns now fully refills the health and stamina bars after giving well rested bonus.
Fixes
  • Game was not saving hero's bleeding condition.
  • Corrected tool tips of some alchemy and cooking recipes.
  • Some multi targeting talents stones were effective against the monsters although the monsters have immunity to that damage type. This was happenning if the monsters are positioned adjacent to the target monster.