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Terra Randoma News

Save System, Rain and Other Developments

Hi everyone,

You know how everyone says last stretch of game development takes a LOT of time. Well, that’s very true. But we are making it count! Here is what we have been up to lately.

Most importantly, we made some improvements to the Save system so the game became more accessible for a more varied audience. This was a crucial matter, because Terra Randoma is not only a classical roguelike game, but also has strategy game elements. The overworld is not simply a place you travel from dungeon to dungeon but it is a dynamic place where cities prosper or decline and your actions have weight on their destiny. So allowing only a Permadeath Save wouldn’t work.

Our save system allows you to save anywhere you like, on the overworld or at the dungeon. At the beginning of the game you choose one of the three options:

Way of the Iron Man: This is permadeath mode where you get the classical roguelike experience. When you die, your save is deleted and you lose everything.

Way of the Adventurer: If you die, you wake up at the overworld but you lose coins, reputation and maybe some random item.

Way of the Explorer: This is more like classical RPGs. If you die, you can start from your last Save without any expense.



Another important development was the introduction of Rain. It’s all nice and green on Terra Randoma, and there had to be a reason for all that green, right? Rain comes with some mechanisms attached to it. It slows down travel speed on the overworld, and makes recovery at camps less effective due to lack of campfire. It also reduces effectiveness of the ranged weapons and disables any fire effects your weapons or talent stones have.

Speaking of talent stones, we added Invisibility Talent Stone which we decided the Thief may need. It is great fun to come out of nowhere and take the enemy for a surprise hit.



We added a short introduction at the beginning of the game with a few quick tips. Also placed indicators at the entrance of battlefields or dungeons that show difficulty level, to give players a clearer picture. We will now add a short introduction at the entrance of each dungeon about what to expect when you get in.

The quest log now updates when you finish a dungeon and reminds you to go back to the original town to collect your rewards.



We introduced a Map Key to explain all the icons that you may see when you travel on the overworld or look at the map. These include the icons of the Events and Crisis that happen in or to towns. You may read our earlier dev-blog on Settlements for more details on this.

With these last checks and a further week of in-house testing, we should be ready for our first closed Beta soon. (hopefully)




Do Rats Dream of Unlocking Doors?

Hi everyone,

Hope you are all well and safe. We are working on the last bits and pieces of the game before Early Access release later this summer.

The most important development is the introduction of locked chests and of course lock picking. Lock picking happens through a thievery skill check. You lose a precious lockpick with every failed attempt, so some might consider it is wise to gain thievery skill. But don't worry if you do not fancy building a thief character, you can always choose to bash the chests too, keeping in mind the risk of breaking what is inside.



You can buy lock picks from the Adventurer’s Guild, find them in bookcases, barrels, chests, or loot them from slain enemies.

We added wandering monsters to the dungeons. If you finish all the monsters of the explored dungeon and you walk around to regenerate stamina, there is a chance that a wandering monster may spawn and come after you.

Another important thing we changed is enemy behaviour with doors. Now some enemies like rats and snakes can't open doors. Before that, every enemy could open the doors and it was not logical that a bat could open a door and follow you. This was something that we meant to change eventually but lost in the mazes of game development. We are happy that it finally came through because it enables interesting tactics, like making a slime follow you into a room, sprint to the door and close it, trapping the slime inside.

We finished working on the UI for the skills and now doing lots of testing to see that all perks work as they are supposed to.



We also concluded work on the dungeon we mentioned last time, where you come to save the princess of a town. Her father will assign you this mission if you manage to reach 75 reputation points in a certain town. Amazing riches wait for you there in the last room where the princess is held captive, provided that you manage to make your way through the unfriendly stone golems throwing head size stones at you.

Golems, Bats and Skeletons (and some developments in user interface)

Hi everyone,

In the last dev-blog, we had announced that we were almost done with Tier 3 enemies. Well, we added more and reached a total number 58. The latest additions include the following:

Skeleton Knights: They usually come out at nights and may have a fire sword.

Deeproot Golems: They are slow but they wield a big wooden hammer which may stun you.



Daggertooth Bats: They have drain life ability and they move fast which make them hard to deal with.

We are currently working on the UI for the skills. We had the Skills table ready but now we added invisible buttons to each skill so that details come up when you hover over them. Here players will be able to see not only what each skill does but also the perks they bring when you reach 5, 10, 15 and 20 skill points.



We have done lots of testing and balancing. Especially how much gold you can earn from selling items or what is the fair price of a talent stone and such. We will add another dungeon marked on the journal now, where you will be assigned to a quest that every self respecting hero must accomplish at least once in his career: save the princess of a procedurally generated town. In this dungeon, you will meet rock throwing stone golems and unwelcoming minotaurs.

New Monsters, Stealth Ability and Your Journal

Hi everyone,

As is the case around the globe right now, last few weeks brought some drastic changes in our lives which in turn affected work hours, but the new order is getting established and we are back to dev-blogs with some news to share.

Most importantly, we are almost done with Tier 3 enemies bringing us to a total number of 46 so far (and counting). Add to that the enemy modifiers and you will see a considerable amount of diversity. The latest additions are the following: Bandit Crossbowman, Shadow Hyena, and Tornclaw Golem.



Some enemies now have Stealth ability, including Vipers and Shadow Hyenas. They are harder to hit when on Stealth Mode. However if you succeed to hit, they become visible again and cannot go back to stealth.

We also completed the planned phase of Talent Stones, adding Frost Arrow, Fire Arrow, Stunning Arrow, Stunning Strike and Lava Strike.

We enabled status effects for Ranged Weapons: For example, you can now find an ice bow with a fancy name like Wooden Shortbow of Arctic Punishment. If you are curious about status effects, please see our previous blogs about weapons and item generation.



Finally, the Journal has taken its (hopefully) final form. Here you can see your accomplishments and plan ahead accordingly or simply be proud.

Stay safe until next time!

The Adventurer’s Guide to Equipment and Speed

Hi everyone,

Spring has arrived and we are now very close to Early Access. Geared up for it, we made some major updates over the last two weeks.

Firstly, the skills have changed and we have three different skills for each armor class: Heavy Armor, Medium Armor and Light Armor.

As our followers may already know, using as well as carrying heavier equipment consumes more stamina and increases hunger faster. But if you distribute your skill points to, for example Heavy Armor, actually wearing a rusty chest-plate will tire you less than putting it in your backpack. Not to mention the extra defense points you will get.

At this point we need to tell more about speed and how it works. Let's say your speed is %100. This means you take one action per turn, which you use to move or attack. If your speed is %200, you take two actions per turn. The higher your speed, the more freequently you will get a free action. So if it is %150, then you will have a free action after your second turn. If it is %110, then you get a free action every ten turns and so on.



Speed changes depending on the load you carry, equipment you wear, your dexterity and a new skill called swiftness. So now thief will have all the reasons in the world to wear light armor and wield a small blade, for he will be able to hit the enemies twice, say, every 5 turns.

And to really show how much speed matters, we introduced the first member of the Golem faction: The Wood Golem. This creature moves slow. It may team up with Mushroom Men and ambush you, or may be dormant in form of a tree, only to wake up if you happen to chop that tree. Sometimes you do need to chop down trees for they may block your way in certain battlefields.

That’s not all the news though. We also enabled all the status effects (fire, ice, stun etc) for ranged weapons. So playing the hunter character became all the more interesting. Next task is to to finish the Talent Stones that affect range attacks.



Another thing we added is, now you can avoid certain creature encounters by using your wilderness survival skill. If you can pass the skill check, you will get your xp and carry on your way.