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Terra Randoma News

Development News: Lore Mastery and Treasure Maps

Hi Everyone,
This week I worked on a new gameplay element: Lore. Lore is actually a new currency/resource that our hero can accumulate from various objects or people. Reading books, meeting historians, listening bard songs give lore. Hero can also earn lore by discovering altars, statues and sarcophagi.

Lore will be used to purchase treasure maps, skill points and attribute points. There will be a new lore page within the journal to make these actions. You can also see here the titles of the books hero has read.

There will also be a new skill called lore mastery. Intelligence attribute and lore mastery skill will both govern the lore collecting process. It will be a lot easier to collect lore with higher lore mastery skill.

Another new game play element is the treasure map. Treasure maps will be purchased with lore points. The logic behind is that the hero finds lots of clues in the books, statues, songs etc. and connects them to find a long lost treasure. He may also get lucky and find treasure maps in various places while adventuring. Shady character may sell them too.

Treasure maps are items in the inventory which can be viewed by right clicking on them. They will show a somewhat vague drawing of the overworld map with a red mark indicating where the treasure is. This place will not be marked on the hero’s overworld map like quest locations. Hero will have to go near to it to make it visible and find the treasure.

I decided that the treasure map should be on an old paper with a hand drawn look. But since the map is procedurally generated, it became obvious that it is challenging to make it look like a person has drawn it. I tried some things and came up with this version which is still work in progress. I plan to add the settlements and may also increase the variety of the trees and mountains if it looks good.



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

Update 27 - Part 2 Arrives! Hunter’s Reckoning

Hi everyone,
This is a small update that adds more content to last week's update. As you know, last week we added lots of unique items but there was one kind of items missing: bows. Like other uniques, these bows are powerful items that scale to the level of the hero at the time they are found. You may find these unique bows at the boss rooms and iron chests.

Version 0.90.02
ADDITIONS
  • 12 unique shortbows added.


CHANGES
  • Iron chests have 35% chance to contain a unique item instead of 25%.


FIXES
  • Fixed silver shortbows undead bane buff.
  • Fixed an issue about shortbow bleed damage. It was not working as intended.

Update 27 Arrives! Fang of the Thing that Lurks Beneath

Hi Everyone,
We are ready with a new update with lots of new unique items making the game so much more rewarding. These are powerful items that can usually be found after the boss fights. Unique rings can also be found while fishing. A few of them are rewards at the Artisan's treasure vault. Save files are compatible with this update, but in order to see the new items in the treasure vault, starting a new game is required.

Some of these items have interesting effects like starting/stopping rain or giving the hero more chance to find a treasure while fishing. Some rings can even amplify talent stone damages.

Version 0.90.01 ADDITIONS:
  • 48 new unique items added:
    8 rings
    11 amulets
    12 shortswords
    5 greatswords
    6 warhammers
    6 staves
  • A new weapon trait, "Undead Bane" added. Now all Silver weapons have this trait and they inflict 25% more damage to undeads.
  • "Scent of Beast" curse added. This may happen when the hero shapeshifts to bear or bat. Speechcraft decreases but intimidation increases. Hero also can not enter towns easily.
  • Remove Curse potion added.


CHANGES
  • Every dungeon's last room chest contains a unique item.
  • Iron chests have 25% chance to contain a unique item.
  • Sword in the stone incident drops a unique sword. There are more ghosts that protect sword in the stone.
  • Tomb at the mausoleum always has a unique item. There are more monsters that protect the tomb.
  • Trees drop loot bags. They used to drop only wood, but now drop different materials.
  • Changed some of the drop rates of certain ingredients so that the hero can make health and stamina potions more easily.
  • "Nigthmares" is a curse instead of a "Sanity loss".
  • Undeads are now immune to drain life.
  • There are crystals at the last room of lava dungeon for more loot.
  • Hyena encounters are more crowded now.
  • Improved the roll over card on melee damage and ranged damage on the character sheet. Now you can read fire, ice, poison, lightning and bleed damage on the cards.

Version 0.85.14

Hi everyone,
Here is a small bugfix update.
  • Exiled Prince's starting weapon damage was miscalculated, making him really hard to play.
  • Sea serpent starsign poison bonus was not added correctly to the poison damage total.

Development News: Watcher of Things

Hi Everyone,
This week I worked on unique items and some improvements here and there.

I made lootbags for trees. Before this, they were dropping only wood. With a loot bag, they can now drop all sorts of items: apple, butterfly, moss, moth larva, to name a few. Since trees may also spawn wood golems when cut, farming loot from trees has its own risks.

Few weeks earlier, I made a magic ring that starts rain. When hero wears it, it had 5% chance to strike the hero with lightning. We tested it for some time and it felt too powerful. Since rain enhances the damage of lightning spells, %5 chance of something bad happening seemed low. Now instead, when hero wears the ring, there is a 15% chance of strike by lightning.

I made some new unique rings that enhance elemental damages and attributes at the same time. My thought is that if the hero finds a ring that gives +4 fire damage and +4 intelligence, even he doesn't have any fire talent, he may buy a sword of fire to utilize this ring. What I wanted to achieve with these items is that the game suggests new and meaningful ways of building the character.

One of the the new amulets is Watcher of Things. This item enhances search stat which effects the quality of the items hero finds. It gives defense too. Another special power of this amulet is that enemies with stealth ability can not use their ability when hero wears this amulet.



With this update, every chest at the boss rooms will have a unique item. Some of them will also have a talent stone. So the game became a lot more rewarding.

A new addition is a negative major effect: Scent of the Beast. If hero shapeshifts into bear or bat too frequently, he may acquire "Scent of the Beast". This is a longer type of ongoing effect, practically a curse. Hero's speechcraft drops significantly and town guards don't let the hero in. They sense something is wrong with the hero. For this to work properly, I need to make a remove curse potion before the update.

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