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Development News: Base Building

Hi everyone,
I continued the development of base building. There were lots of small decisions to be made. Like how many bases can the hero build? What will be the storage capacity? Is it possible to right click on the items while they are in the storage to consume them? But now most of them are answered with some trials and errors.

Hero will be able to build up to three bases on the island. He can build bases anywhere from forests to mountains. All three bases will be upgradable all the way up to five levels from cabin to castle. So theoretically, our hero will be able to own three castles if he wants to.

Of course, this will take a lot of time and coins. Actually, I don’t know if it is possible to upgrade all the bases to that level. But I am hoping the hero may earn coins more easily by owning his own garden, alchemy lab etc. So he will have the coins to expand if he wants to.



What I wanted to achieve with base building is to give players lots of options. Being able to build one, two or three bases to whereever you want opens posibilites for various different strategies.

One can build a cottage somewhere strategic to ease his adventures and a main base like a stronghold or castle somewhere else. Another hero may prefer to build just one small base close to Alchemy Tower to easily store ingredients and be done with base building. Some other hero may prefer to build three bases evenly distributed from east to west.

An industrious hero can perhaps make three bases close to each other to have a big base/profit center to produce lots of potions/food. But it may not be easy to look after the operation since bandits will make a note of this wealthy place.

A popular option may be to have just one castle as a base at the center of the map since castles are the most defensive bases and they will be attacked less likely.



I thought more than three bases might make the game easier so I didn’t want that. On the other hand, less than three bases will make it less fun with less choices. Having bases in variable levels in different places will require more strategic thinking. It will spark some fun role playing opportunities too. (I will make a summerhouse in this peninsula near this romantic lighthouse. Oh no! It is infested with coral spiders!)



Another effect of base building is about large maps. I think if base placements are correctly planned, it should be easier to play on large maps.

There will be some events happening to our base when we are not there, just like the towns. But I am thinking to diversify events according to the place of the base. For example, if the base is at the mountains, it will be attacked by giant mites which live in the mountainous areas. If it is near the sea, it will be more likely that aquathrians or coral spiders attack the base. On the other hand, there will be no restriction for bandits.

During these events, gardens or alchemy labs will not produce any goods and every day the event lasts, it will clear some goods from the gardens and labs. But our unique items and personal things will be safe in our storage. I think bandits stealing a unique item from the storage will be really annoying. So I ruled that out. Lorewise, it means we hide our secret stash really secretly and nobody can find it even if they search the house upside down.

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

Version 1.0.16 Time Stop

Hi everyone,
Here is a small update with a new character and a new talent stone with an interesting mechanism to play with.

I am still working on the base building update and have made good progress. It should be ready in a few weeks. In the meantime, this content was ready and I didn’t want to keep it on hold.

Hero will be able to stop time and damage enemies while they are helplessly frozen in time. What makes this talent stone powerful is that you can hit them multiple turns before time starts passing for them. Of course this is a powerful talent stone so there is a catch: A slim chance of getting a major negative effect called “Time Fragmentation Fatigue” which reduces strength of the hero. This chance can be reduced by leveling up the stone. See below the details:

ADDITIONS
  • Time stop talent stone added.
  • Time Fragmentation Fatigue major effect added.
  • New character background, Chronicler added who starts the game with time stop and lightning arrow talent stones.


CHANGES
  • Changed the Acrobat and Tempest character portraits on the character creation screen with more suitable ones.
  • Fried egg and Fish Stew give +2 melee dmg instead of 1.
  • Grilled Shark Meat gives +4 melee dmg instead of 2.
  • Venison Stew, Grilled Venison Steak give +2 ranged dmg instead of 1.
  • Fruit Skewers with Honey gives +4 ranged dmg instead of 2.
  • Fried Carrot Balls, Tomato Soup and Tomato Salad with Cheese give +2 elemental dmg instead of 1.
  • Lobster Stew gives +4 elemental dmg instead of 2.
FIXES
  • Fixed an issue about some salvaged silver ores.

Development News: My Cabin in the Woods

Hi everyone,
Development on the game continues with some long wanted feature. At last, our hero will be able to call a place his home!

Next big update will be about base construction. Our hero will be able to construct a base anywhere on the map where he can camp. Construction feature will be available through the camp menu. There will be 5 levels of the base. Hero needs to construct them one after the other.

It will start small with a wooden cabin at first level. Then it will be a cottage, a villa, a stronghold and at the fifth level, it will be a glorious castle. Every level of the building will have different facilities. Cabin will only have a small storage and a bed to rest. On the other hand, the castle will have everything from the kitchen that gives free cooked food to an alchemy lab that gives free potions! You can check out the construction menu below for details. Note that these initial plans are subject to change when we fully implement it and play it some for testing.



Hero will need wood, stone and loads of coins to contruct his base. Sometimes, the base may be occupied by bandits or vermin. Hero will need to take his base back. During these occupations, he may loose food from kitchen or ingredients from garden. Note that castles and strongholds will be less likely occupied due to their defensive abilities.

That’s all for now. Thanks for reading.

May the tides bring you triumph!

Update 31 Arrives! Pickaxes and Petrified Arms

Hi everyone,
Here comes a small update after the launch of the game. Thank you all for your support and feedback.

Since we are smashing rocks and mining ores in the game, lots of players wanted pickaxes. I thought there is no need to wait for a bigger update to implement these. So I made 6 pickaxes. Pickaxes has the “Earthshatter” trait, meaning they inflict 25% more damage to golems, gargoyles and rocks. They can be found everywhere in the world like normal weapons.



Another small addition is for the gorgons. Gorgon’s petrify ability now also curses the hero with a petrified arm. This curse lasts more than ten days. It reduces dexterity but improves melee damage. So it is actually not that bad. See below the details:

ADDITIONS
  • 6 Pickaxes added.
  • Petrified arm curse added.
  • Added minatour sound effect for the overworld minotaur ambush.
  • Added a mysterious sound effect for the forbidden ritual and lost mausoleum overworld incidents.
  • Added new suffixes for the melee weapons and boots that give them extra durability.
CHANGES
  • There won't be 5 enemy encounters in the tiles with less than 3 danger.
  • Slightly reduced the danger level of grasslands.
  • Keyboard shortcut "Q" opens crafting menu. It was always there but I forgot to write it on the options menu.
  • Updated lightning talents stones information page to tell that these spells do more damage to frozen or wet enemies.
FIXES
  • Fixed an issue where character always dies at the same day if played in adventure mode and saved at the last day of death curse in a town.
  • Snake nests were dropping vial of snake blood although there is no snake blood in the game.

Version 1.0.5

Hi everyone,
Here is another change/fix update.
  • Slightly reduced the boss defenses for higher levels. They were becoming a bit too powerful.
  • Fixed an issue about "to hit" indicator on the monster cards. It was showing smaller numbers than 5% although there is no smaller hit percentage than 5%.