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Wild Terra 2: New Lands News

Answers to community questions #1



[h3]Q: How big is your Team right now?[/h3]

A: There are 5 people directly involved in the development of the game. Also, our community helps a lot with translations, testing and support. We consider you all part of the team. Thank you!

[h3]Q: Can we get a smaller more refined realistic road map?[/h3]

A: We will try to introduce a new roadmap before the end of this year.

[h3]Q: Hello everyone, how soon can we expect pvp content? Some kind of arena for training, without loss of durability, skull and satiety) Guild content, declaration of war and fights without skulls) top pvp ratings, etc.)[/h3]

A: This is quite a priority task, but for proper implementation, you first need to improve the mechanics of guilds, introduce ratings, and the PvP content system itself (battle locations, rewards, mechanics, protection against cheating, etc.). We see that many players are interested in PvP content and consider it an important part of the game. Also, we divide PvP content into solo and group, and want to offer something interesting in each category.

[h3]Q: Hi! I'll get right to the point. When will you be releasing a PvE server?[/h3]

A: Our previous experience shows that a PvE server is a bad idea for this project. Most of the mechanics lose interest or stop working, the game becomes more bland and there is a decrease in players online due to the number of servers. Instead of opening a PvE server, we want to make the experience of peaceful players more comfortable in the game in general.

[h3]Q: Which monsters all count as Mops (Bosses too)?[/h3]

A: Mobs are all creatures (including bosses) that are not NPCs, players, and their pets. We will try to provide further clarification in the naturalist's journal so that players have a better understanding of the bestiary for how bonuses and weapon poisons work.

[h3]Q: What are the plans for end game light armor? Do you have any plans to make the light armor kit more complete with something like a really good exotic light shield?[/h3]

A: You are right, the potential of light armor is not yet fully realized. But the current light shields are in some ways a placeholder. We plan to add two-handed and dual-wielding weapons to provide more options for builds, including light armor. After this, we will reconsider the role of light shields.

[h3]Q: Do you have any plan to make changes to nightmare dungeons and how they work with stun/slow/bleed/poison/etc?[/h3]

A: There are no such plans at the moment, but we are always happy to hear interesting ideas, and this may influence the plans. Now this mechanic is not done in the most interesting way.


You can ask your question or suggest ideas on our Discord: https://discord.gg/62mqCkG94x

We plan to release news in this format once every two weeks. Write your new questions!

Major Update 2.2.357. The beginning of Christmas events!



Krampus is returning, but it's just a small part of the winter story you are about to unravel, along with Ragnara. Locals say that more and more often they begin to encounter the undead who call themselves dragon keepers. In this update, we have prepared substantial content for both beginners and experienced players.

[h2]Get Wild Terra 2 and rewards packs[/h2]

Thank you very much for your activity, feedback, and support. Thanks to you, the game gets better with every update!

[h2]Update 2.2.357. Changelog[/h2]

[h3]Winter Forest dungeon and new monsters[/h3]
- Portals to the Krampus Winter Forest and winter beasts appear throughout Iteria.
- Demented elves can be found in the Winter forest, as well as cutting down spruces, pines, and trees of the Plague Island.
- Dragon Keepers, undead beings, have been added and can be found in the Winter forest, on the Ittiria swamp, and on the Plague Island.
- When defeating the keepers on the swamps, there is a chance of encountering a stronger monster, and at the end of the chain, a showdown with the key boss, the Horned Dragon, awaits you.
- From the servant keepers in the winter dungeon, a Dragon Eye organ may drop, allowing you to summon a solo version of the Horned Dragon boss in the tavern's basement. The likelihood of obtaining the organ depends on the dungeon's difficulty.
- In Christmas gifts, and the remains of the defeated dragon there is a chance to find a dragon egg and raise your dragon offspring!

[h3]What's new:[/h3]
- New resource gathering categories, including Gathering, Mining, and Woodcutting, have been added to the naturalist's journal.
- Junk shop Ragnara now has a quest line and daily tasks to inform you about ongoing events.
- Grey squirrels can be found in forests and fields, while polar wolves appear in PvP zones. Skinning them may open a portal to the Winter Forest.
- Christmas items have been added to loot and corpse containers.
- The recipe for crafting Christmas items and Christmas tree decorations is available again.
- Christmas presents have been introduced, offering a chance to obtain themed rewards.
- New candies have been added, and recipes for crafting staves have been modified.
- The Christmas tree recipe has changed to require yellow Christmas balls, which can be guaranteed by looting from demented elves.
- A new weapon, the Spectral spear, has been added. It doesn't consume projectiles, has durability, and is compatible with weapon poisons. It can be found in the hidden part of the Plague Island, starting from Normal difficulty, in corpse containers of the Horned and Plague Dragons.
- Iron and steel spears now have a slight armor penetration, similar to other projectiles.
- A hidden pouch with one slot has been added as a reward for early Christmas event quests.
- Thematic illustrations have been added to loading screens and the game's main menu.

[h3]Fixes:[/h3]
- Fixed a resource and loot spawn error under the central tree on the cemetery.
- Corrected the issue of a low number of spawn points for Bay horses compared to Bay pinto horses; they will now appear evenly relative to each other.
- Resolved the display issue of the Transforming toxin tool in the equipment window.
- Fixed the display of the poison icon on weapons in the auction.
- Fixed mistakes in the recipes for decorative stone fences.
- Fixed a bug causing crafting speed bonuses for specific professions.
- Combined crafting speed bonuses from passive skills and dish effects.
- Adjusted the list of unlockable bonuses for the Vampire bat pet for witchcraft; the cumulative potential experience bonus chance is now +45% (previously was 30%).
- Removed mushroom identification and added the option to skip the mushroom identification quest if it is active.
- Strong Logs are now obtained from the trees on the Plague Island.
- Adjusted the attack speed of the mountain digger.
- The quest to build a Christmas tree can now be skipped (you can use a Christmas tree built during last year's events to craft items).
- Fixed icons for the pet loyalty skill and the mortar and pestle station effect.
- Corrected the incomplete display of restored pet health in the interface.
- A bug in calculating the chance for the Gathering profession bonus has been fixed.
- The bonus for the speed of applying Witchcraft abilities has been transferred from the Defensive section to the Attack.
- The problem areas with passage between houses in the city of Hartfurt have been fixed.
- The placement of the daily tasks board near the northern mountains has been a bit changed.
- We have disabled the option to create new peons, and now it is only possible to create one character. Old characters on legacy servers will remain, but you will no longer be able to create more than one character on your account.

Ask your questions about Wild Terra 2 or anything else



We have created a special channel for this questions ⁠in our Discord: https://discord.gg/JN2RQGyfUV
(Please write in question format. We also remind you that we have the channel for ideas and suggestions)

We will try to answer selected most popular and most interesting (in our opinion) questions once every couple of weeks, in the Q&A news format on a regular basis.
Please like interesting questions so we can understand what our community is really interested in.

End dates for Halloween event and holiday discounts



Thank you for your activity and support!
Hurry up to purchase themed goods and the Halloween pack at a special price only until November 5th!

The event in honor of this holiday will last in the game at least until November 14th! You will have time to get many more rewards.

Update 2.2.356. The end of Halloween, the balance of Witchcraft and new fences!



The Jack-monster spawn has been deactivated, and Witch's Eyes will no longer be found in discoveries and loot. Crafting of the broom mount and pumpkin lantern has been disabled. You can still cultivate pumpkins, prepare dishes, and summon the witch in the tavern basement. The blue and pink dust can now be transformed into a toxic reagent. Furthermore, we've introduced the capability to construct new varieties of walls, made substantial enhancements to the witchcraft skill upgrade system, and provided accurate details on the experience gained by pets.

Get Wild Terra 2 and rewards packs:
https://wildterra2.com/

Thank you very much for your activity, feedback, and support. Thanks to you, the game gets better with every update!

[h2]Update 2.2.356. Changelog[/h2]

[h3]Changes and improvements:[/h3]
- Construction of new types of walls made of marble and durable wood has been added.
- Castle walls with towers and stone walls have been added to the game shop.
- Jack-monster spawns have been disabled, and recipes for brooms and pumpkin lanterns have been removed.
- The witch can still be summoned in the tavern basement using the witch's eyes found during the event.
- Blue and purple dust drops and pumpkin faces for lantern creation have been removed from ominous sacks.
- Recipes for pumpkin pie and juice have been moved to the "events" subsection of cooking.
- The ability to transform blue and purple dust into a toxic reagent for witchcraft recipes has been added.
- The radius of the pumpkin lantern's effect has increased significantly.
- Basic experience for applying witchcraft combat skills has been removed; now, all skills will provide experience for targets with a 20-level difference, with an increased experience multiplier.
- Experience in skinning witchcraft organs and transforming them into a toxic reagent has been significantly increased.
- A bug that caused the attack block of witchcraft skills to give experience to light shields has been fixed. The additional experience level for successful mob blocks is now limited to level 26.
- Level requirements in recipes for crafting consumable witchcraft potions have been balanced, and increased experience in crafting potions.
- A mini-icon indicating items with quest objectives has been added.
- The placement of the "Add to blacklist" chat button has been corrected; it is now the second to last (next to the red "complain" button).
- The bug has been fixed, which allowed exploiting weaknesses, provocation, and medical skills through another target without distance verification.
- A bug with the non-pvp zone in the mountains has been fixed.
- Fixed an issue with the ability to build above the cupboard from grim wood.
- Fixed an issue with the cape clipping through the mount of the polar dragon.