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Terra Randoma News

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!

New Update Arrives! A Night at the Tavern

Hi everyone,

We are ready with a new update. 5 new tavern personalities are added to the game. We plan to add more with the upcoming updates.

When the hero visits the tavern, there is a chance that, along with the quest giving patron, there may be another person that the hero can interact. Hero can buy this person a meal to gain some kind of major effect that lasts five days. Except Tavern Brawler, he just wants to pick a fight.

All of them can be pickpocketted. There is also a new tavern battlemap with lots of variations.



Here are the tavern personalities in detail:
  • Historian: He tells a two sentence epic story. Our hero gains “Inspired!” effect. This gives +2 to all attacks.
  • Elder Scholar: He tells a wisdom quote. The hero gains “Logical Thinking!” effect. This gives +10 mind resistance.
  • Retired Captain: This character gives hero “Captain’s Friend!” effect. Sea travel becomes 50% cheaper for 5 days.
  • Oracle: Oracle tells a prophecy. Hero gains “Feeling Lucky!” effect. This gives +2 to all rolls of the hero including attacks, skill checks, even loot quantity.
  • Tavern Brawler: This character wants to pick a fight with the hero. Hero can fight him or intimidate him. If successful, hero gains 2 reputation at the town.


Historian’s tale, Oracle’s prophecy and Scholar’s wisdom quotes are all generated procedurally. They don’t always make 100% sense but they are amusing to read. Here are some examples:
  • Prophecy: “When a howling is heard from the swamps, a mystical minstrel will solve the secret of immortality.”
  • Epic tale: “Once there was a dishonest traitor who made a plan to steal from the lord. At the end he was successful but unhappy.”
  • Wisdom quote: “If you want to know the secrets of the universe, be prepared to be awake at long winter nights.”


Update Notes for 0.69.25:
ADDITIONS:
  • Added Oracle.
  • Added Retired Captain.
  • Added Elder Scholar.
  • Added Historian.
  • Added Tavern Brawler.
  • Added “Captain’s Friend!” effect.
  • Added “Inspired!” effect.
  • Added “Feeling Lucky!” effect.
  • Added “Logical Thinking!” effect.
  • Added a tavern battlemap type.
CHANGES:
Reduced the penalty for ranged attack when raining.

Development News: The Historian and His Two-Sentence Epic Tales!

Hi everyone,

This week we continued working on tavern personalities. Two more characters added to the pool of tavern patrons. One is Historian, the other is Retired Captain.

If you buy a meal to Historian, he tells a two sentence epic tale(!) about a long forgotten hero. This gives our hero “Inspired!” major effect for 5 days. “Inspired!” gives +2 to melee and ranged attacks.



These two sentence tales are procedurally generated. Here is an example: “Once there was a supersitious silversmith who has gone to the far end of the world to fight a giant. At the end he was victorious but poor.”

The other character our hero can meet at the tavern is Retired Captain. He wants our hero to buy him a meal. If our hero buys a luxurious meal for 100 coins, he gains “Captain’s Friend” major effect. This effect lasts for 5 days and grants our hero a 50% sea travel discount.



With the Oracle and the Elder Scholar we mentioned last week, there are now 4 new characters at the tavern. We are working on some more for the next update to make the taverns more populated and varied. Thanks for reading :)



May the tides bring you triumph!

Development News: The White Haired Oracle and Her Procedural Prophecies

Hi everyone,

This week we worked on some new features regarding towns. The main development is new people at the tavern. Until now there were two kinds of people at the taverns; tavern keeper who you can buy food or rent room and the tavern patron who gives quests. We are adding some more people there. They will appear randomly in the taverns across the land. Hero can pickpocket them, like most other NPCs.

One of them is an Elder Scholar who gives Logical Thinking effect to the hero if you buy him a meal. Logical Thinking is a major effect that lasts for several days. It gives +10 mind resistance. The scholar also tells a life lesson every time you buy him a meal. We intended to make these life lessons procedural but it didn’t generate well enough so for now they are hand written (we may try again in the future).



Another personality is an Oracle who gives procedurally generated prophecies for a small fee. This gives our hero another major effect which is called Luck Charm. This effect also lasts for several days and basically affects all your dice rolls positively.



Here is a few examples of procedural prophecy:
“ In the afternoon when the storm gathers above the sea, a jealous silversmith will come out of abyss.”
“After two knights betray each other, a mysterious stranger will tell lies that everyone believes.”

We plan to add more personalities to the tavern. They will enrich the towns and help the hero with his quest.

May the tides bring you triumph!