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Terra Randoma News

Development News: Light at the end of the tunnel

Hi everyone,
This week we played some characters with the upgradeable talent stones and see how they are balanced. As we mentioned earlier, with the upcoming update, the talent stones will earn experience as hero uses them and can be upgraded for five levels. Although the talent stone stamina costs raise with the level of the stones, the game became a little too easy because of the increasing power of the stones. So we powered up the tier 2, 3 and 4 monsters a little to compensate the more powerful hero.

Another balancing we made is about the 3 or 4 skull dungeons. According to feedback, they were somewhat not hard enough to earn the title 4 skull dungeon or 3 for that matter. Now in these dungeons, monsters will come up more crowded than before. It means the probability of spawning 3-4 monsters in a room is raised. There may be still 1-2 monster rooms but they will be rarer. Champions of these dungeons will also be more powerful so the hero needs to be prepared.

All these balancing efforts are an ongoing process and there may be more with the new feedback we get.

We are also adding unique items to the game. Unique items will come up only once and their stats will be generated when they are found according to the hero level. For example “Lotus Eye” ring will have +20 stamina if hero finds it at level 5, +30 stamina if hero finds it at level 10. They will have base/minimum stats but in every game they will have different stats.

These unique rings will be available with the upcoming fishing activity. Sometimes our hero may catch ancient rings instead of fishes. We worked on fishing some more and added new fishes, rings and cooked food too.



With talent stone leveling, unique items and fishing, this update is one of the biggest updates in our early access period so it took some time. But we are almost finished and there is light at the end of the tunnel.

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

Development News: Teleportation Sickness and Other Curiosities

Hi everyone,
Last week, work on Talent Stones continued. As you know, with the next update, Talent Stones will earn experience points as they are used and level up (5 levels max). There are 51 of them and we tried to balance the new levels for each of them as much as we could.

Initially, we were not going to increase stamina cost with each level of the stone but after some iterations and testing, we decided that with every new level, the stamina cost for the talent stone should increase along with its power. This way, stones became a lot more balanced.

But sometimes players may not want to upgrade the stone to a new level because of the stamina cost. Maybe they want to keep a cheap offensive spell for low level enemies. So we made upgrading optional. After the talent stone earns enough experience, there will be a notice card informing the player that this talent stone can now be leveled up.



Then the player can right click on the talent stone to open the Talent Stone info page and click on the highlighted upgrade button to level up the stone. If hero doesn’t upgrade the stone, it will stop gaining xp.



This opens up new strategies for the players. Players now can have a fireball 2 spell, and a fire ball 5 spell in their arsenal and use which ever is suitable.

We made the Talent Stone info page bigger so we have more space to write all the information necessary and even managed to add a small lore piece from a fictional book of the realm.

The experience gaining of the stones usually consist of using them in battle and damaging an enemy. Every damage to an enemy gives one xp. So “area of effect” talent stones may earn more xp in one use. But they usually need more stamina.

Defensive spells like Astral Resistance or Iron Skin needs fighting and damaging an enemy too. Because othervise, one can spam these in an empty room and get free xp.

Teleport talent stone was kind of tricky. It is not an offensive or defensive spell and it is instantenous. It can be spammed to gain xp faster than usual. So now there is a “Teleportation Sickness” which is a kind of nausea. It lowers the dexterity of the hero. Like all diseases, this can be cured by cure disease potion.

Hero can still teleport with this disease but the talent stone can’t get any xp. Further teleportation sickness can happen and the effects stack on each other prolonging the disease time. As the stone levels up, the probability of this sickness decrease and teleportation range will increase.

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

Version 0.82.11

Hi everyone,
Here is small bugfix and changes update.

FIXES & CHANGES
  • Fixed an issue where hero may be trapped at the lighthouse if he spends all his gold in the facility.
  • The engravings at the ancient cave entrance now glow.
  • Improved the background skies for the overworld incident screens.
  • Changed the Fire Blade talent stone icon with a more suitable one.
  • Changed the Bleeding Strike talent stone icon with a more suitable one.
  • Increased some of the ingredients' possibility of coming up in the bushes to make it easier to mix some early level potions.

Development News: How Talent Stone Leveling Will Shape Heroic Journeys

Hi everyone,
Last week we started developing a long planned feature: Talent Stone leveling. Actually, our original focus was on creating unique weapons for the upcoming fishing update, where we aim to introduce unique loot as rewards alongside the fishes. However, this endeavor led us to reevaluate the elemental damage systems within the game, requiring some necessary rebalancing. It was during this process that we realized the perfect opportunity to also delve into the development of Talent Stone levels, as they too would require rebalancing. Consequently, our next update has evolved into a more substantial undertaking than originally anticipated.

Talent Stones will gain experience points as you use them at battles and it is not connected to hero level. Gaining xp does not require killing the enemies; damaging them while using the stones will be enough.
Talent Stones will start at level 1 and gain maximum 5 levels. Every level will improve damage or duration. Leveling up will need increasingly more xp.

The price of Talent Stones will be more expensive with every level too. So hero can level up some talent stones and sell them for profit if he wants.

To prevent experience spamming for the Teleport Talent Stone, we are thinking to add some kind of limitation to this power. Maybe hero will get a teleportation sickness if he uses this too often.

Another improvement is about user interface. Because of the Talent Stone levels, we needed to communicate more information. Current cards don’t have the space to show the next level of the Talent Stones or other required information. So we are adding a right click info page. If users right click the Talent Stone, a bigger page with more details will come up. Tips like “fireball doesn’t work when it is raining”, or “next level upgrades” will be written here as well.



To enhance the clarity and convenience of tracking talent levels, small indicators will be added to the icons of Talent Stones, allowing players to easily gauge their current level. The progression of Talent Stones not only adds diversity to character development but also enriches the overall experience, offering more rewarding gameplay.

During our playthroughs, we have observed that the presence of Maximized Talent Stones in one's inventory brings a small but unique sense of joy.

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

Development News: Fishing at the Bountiful Waters

Hi everyone,
We started working on a new feature for the next update: fishing. Since this is an island, it was more than necessary as a fun survival element.

Fishing will be governed by intelligence and wilderness survival skill. Whenever the hero camps near a water tile, he can choose to search for a fishing spot. He needs a bait to start fishing. There will be several kinds of baits with different qualities. The baits will vary from common and cheap to very rare and expensive. Also, it will be easier to fish while it is raining.



There will be three kinds of fishing spots in the world: a common fishing spot, an excellent fishing spot and a legendary fishing spot. They will be increasingly difficult to exploit but will have increasingly rewarding loot.

A fishing spot will grant numerous loots before it dries up. But one successful skill check doesn’t open the fishing spot and rewards all the loot like a locked treasure chest. Hero needs to choose a bait and overcome a skill check for each loot the fishing spot offers. Hero can be attacked by sea creatures while engaging in this activity.



Although we made new fishes to be caught, loot from fishing will not always be a fish. Hero will be able to fish magical rings or legendary amulets with different powers that are not sold in the shops.

We are also working on a small improvement to the UI. As our players know, while traveling on the overworld, there are exclamation marks at the top showing the danger level of each tile. Now there will be small icons near them which show the activities hero can take if he camps on that location, like “Foraging”, "Hunting" or “Fishing”. Hope this will make the game more informative, especially for the new players.



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