Fixed a bug about hero mode. When hero dies, the game restarted at the last checkpoint with 50% of the gold. It should cut 25% instead of 50% as it was written at the game mode selection screen.
Removed the text message that appears above the hero when he escapes the non-quest battles which tells the town he lost reputation at. Now that town is told before hero escapes the battlemap when he is on the exit tile.
Version 0.74.18
Hi Everyone, Here is another small balance and bugfix update.
Slightly reduced the rain probability.
Fixed an issue where game was miscalculating negative reputations when leaving the battlefield.
Added a text message that appears above the hero when he escapes the non-quest battles. It tells which town he lost reputation at.
Version 0.74.16
Hi everyone, This is a small update about the floating barrel incident at sea.
Fixed the camera position at the encounter screen.
The encounter is now a disarm trap encounter. Sharkmen have put an alarm system to a floating barrel. If someone tries to get it, they ambush. Hero has an opportunity to disarm the trap and get the loot.
Version 0.74.09
Hi everyone, This is a small bugfix and balance update.
Fixed a bug about hero mode. If hero died before going to a town for a checkpoint at the start of the game, game saved town information wrongly which made that checkpoint save unusable. If you experienced this problem, starting a new game is needed to reset the checkpoint save.
When hero leaves the non-quest battlemaps, he will loose reputation from one town instead of every town.
Reduced Elderthorn Golem's stun ability from 25 to 20.
Update 17 Arrives! New Map Types and the New Game Mode Activated!
Hi everyone, We are ready with a new update. The highlights of this update are the new map types and a new game mode. Here are the details.
Update Notes for version 0.74.06
ADDITIONS - New map types added:
Land mass: One large mass of earth.
Moderate: This one has some peninsulas, lakes and bays, like most of the generated maps so far.
Fragmented: It has lots of lakes, peninsulas and bays. Mountains and forests are more scattered around.
Archipelago: This one usually has several islands and lots of water. It may be challenging for the beginners as sea travel costs coins.
Large maps: Every map can be played on normal and large sizes. Large maps are 36% bigger than normal maps.
- New Game Mode added: Hero. On death, hero wakes up at the last town he visited. He loses %25 gold, %10 reputation and progression.
- Create Random Character button added to the character creation screen.
- 4 Nautical incidents added:
Shipwreck Survivor
Message in a bottle
Shipwreck
Floating Barrel
- Added one more zoom level for the world map to show the new large map in full.
- Added a new battlemap for the Shipwreck incident.
CHANGES
Renamed the default game mode to Wayfarer.
Renamed the permadeath game mode to Ironman.
Active game mode now can be seen on the character sheet below the hero name.
Made random name button at the character creation screen more obvious.
Made the starting talents stones bigger at the character creation screen.
Changed the prices of wizard hats.
Lowered the probability of stone golems coming up in crowded groups.
Coral Spiders are now immune to ice instead of fire.
Phantom Sailors now come up at sea and they can be encountered on land only when it rains.
Lowered Marauder’s Stun ability from 35 to 25.
Lowered Stun abilities of Centipede Undergrowth, Deeproot Golem and Elderthorn Golem from 30 to 25.
Lowered Petrification abilities of Gorgon Assassin and Gorgon Dagger Thrower from 35 to 30.
FIXES
Fixed a quest log error for Artifact Retrieval mission.
Fixed an issue where using keypad for movement and mouse at the same time caused hero to try to look at mouse without success (because he wants to look at the direction he wants to go). Now when using keypad, hero will not try to look at mouse.
Fixed a bug where you can activate conflicting spells with the keyboard at the same time which should not be allowed.
Development News: Delicate Balance of Risk and Reward
Hi everyone, Here is the latest development news. Last week we continued working on the new game mode which will be the middleground between the default game mode and Permadeath mode.
We always felt that the default mode of the game where you can save and load whenever you like without any consequences, makes the game somewhat unrisky. And Permadeath, the traditional roguelike mode, which deletes your save file on death, makes the game a little too punishing.
Since the main quest of the game takes about 15-20 hours on the normal map and it will be longer with the new large map, it may become too stressful to play in Permadeath mode. We certainly needed a new game mode.
As mentioned before, this new game mode will be called "Adventurer" for now. We tried several versions of it and decided on the following. It will be like Permadeath where you can save anywhere anytime and also saves on exit. But if hero dies, instead of losing the save permanently, there is an option to restart from the last town he visited. But he loses half of his gold, some reputation and the progression he made since then. So when the hero enters a town, game autosaves a spawnpoint / checkpoint which is a separate save file from your regular save.
It brings nice push your luck tactics. You need to calculate risks and rewards, for example choose between going to one more dungeon nearby or to a town far away to rest and establish a new spawn point.
First we made this mode without a separate spawnpoint save and you could only manually save at towns. But there was an inconvenience with that version: you can’t exit the game to do some real world stuff. First you have to go to a town to save your progress. Towns are not hard to come by, but still it may be frustrating for some players. It was still enjoyable though, so we may offer this or another version of it as an additional mode later on.
We hope that you will find the new mode a nice middle ground between the two modes, bringing new strategies to the game.
With the new map types (large maps, archipelago etc.) and the new game mode, it has become somewhat a bigger update than we initially thought. But now we are in testing phase and finish line is in sight for the update.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Development News: Message in a Bottle
Hi everyone, Here is the latest development news. As we mentioned in the last dev-blog, we have new map types coming to the game and one of them has more sea tiles than others: Archipelago. So we added some much needed sea incidents to the game. Three of them are being added for now but there will be more.
One of them is a shipwreck survivor that the hero finds on a raft. Hero can stop and help him if he wants or just leave him be. Shipwreck survivor is a wounded man on a raft and he wants to go to a spesific town. He has no coins to give but hero will get 5 reputation points from town when they arrive. There is a small possibility that the shipwreck survivor is not who he says he is and it is just a trap to ambush our hero. Another possibility is that he is really an important person and some shady people are after him.
The other incident is a bottle floating at the sea. Hero will find a message in this bottle. It turns out that this is an important message that needs to be delivered to a certain town. As usually is the case in Terra Randoma, somehow cultists and bandits are also after this document and they may come after the hero. But who informed them that our hero has found a message in a bottle in the middle of the sea? Captain maybe? That is somewhat a mystery.
Third incident is a shipwreck which our hero can explore. There is a new battlemap type with this incident: a battlemap of a ship boarding a drifting shipwreck. There may be dangerous monsters like Sharkmen or Phantom Sailors but there will always be a valuable chest like copper, bronze or iron which will make the exploring worthwhile.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Development News: New Map Types and a New Game Mode
Hi everyone, Here is the latest development news. We worked on some overworld map generation options for the game. After you choose your character and starsign, another screen will come up to choose map size and map type.
There are 4 map types for now. First is “Landmass”, this is one large mass of earth. The mountains and forests are not scattered around very much. There is sometimes one big bay and not many lakes. Second one is “Moderate”, this one has some peninsulas, lakes and bays, like most of the generated maps with the current game.
Third one is “Fragmented”, this one is the most fragmented island hence the name. It has lots of lakes, peninsulas and bays. Mountains and forests are more scattered around. This type of map was rarely generated in the current game, but now we will be able to choose it.
The last one is “Archipelago”. This one usually has several islands and lots of water. It may be challenging for the beginners but fun for the veterans of the game. For those who prefer surprise can choose “Random” option as well. We are thinking to add more map types in the future, maybe with more forests or rocky areas etc.
We also added an option to play the game in a bigger map. It adds another challenge for the players who like wilderness crawling and logistics planning.
Another addition is about the game modes. There are now three of them; Explorer, Adventurer and Permadeath. Explorer is the default mode we have now in the game which the hero can save anywhere anytime. We just named it for better communication. Adventurer is the new game mode. In this mode, the player can only save at the towns. Permadeath is the same as before. You can save anywhere anytime but save is deleted when hero dies.
So adventurer mode is somewhere in the middle. It doesn’t have the harsh consequences of permadeath but it doesn’t allow saving just before the boss to try again later. So it has some thrill but not as much as permadeath. Hope everyone will find a mode for his/her liking.
That’s all for now. Thanks for reading. May the tides bring you triumph!
Update 16 Arrives! Way of the Tempest
Hi everyone, We are ready with another update. We added a bunch of new content as well as made some fixes and changes.
A nice visual improvement comes with this update. As mentioned last week, the hero avatar now shows the weapon types he equips. (with all the poison, fire, ice, lightning effects.)
We also migrated the game to a newer version of unity which optimizes things.
Another new thing is a new character background. This was somewhat a missing archetype in the game. A heavy armor and heavy weapon user who can at the same time cast elemental spells. This character is Tempest, a tank/mage hybrid if you will. He uses a new talent stone called Stunning Shout which stuns enemies in a cone shape area and the good old Lightning Strike with a two handed heavy hammer for starters. This combination of Talent Stones makes interesting crowd control tactics. He has two handed weapons, heavy armor, athletics skills as well as meditation and speechcraft.
See below for other curiosities.
Version 0.72.08: ADDITIONS
Hammer, mace, dagger and club 3d models added for the hero avatar.
9 types of daggers added.
Stone Club added.
Stunning Shout Talent Stone added.
Berserk Potion added (+25% damage and +10 speed for 20 turns).
Dying man's wish overworld incident added: Hero meets a heavily wounded man who asks the hero to deliver some important documents.
New Travelling Merchant added: Hero meets a suspicious fisherman.
Tempest Character background added.
Added a screen resolution adjustment section to the options. (Before, it was selectable at the begining of the game)
CHANGES
Reduced Wood Golem's stun ability.
Changed the warcry sound with a better one.
Reduced the prices of some of the potions
Changed starting skill of Brigand from medium armor to heavy armor.
FIXES
Stone golems could be poisoned although they were immune to poison.
Poison Blade Talent Stone was not showing any screen message when used.
When closing the inventory screen with keyboard, if mouse cursor is holding an item, the item would dissappear. It is fixed. Now the player can't press shortcuts to close inventory when there is an item at the mouse cursor.
When holding an item with the mouse cursor in the inventory pressing f5 would save the game without the item in the mouse cursor. The item was getting lost. Now game can't be saved while holding an item with the mouse cursor.
When using Teleport Talent Stone if we save with teleport target on the screen it was saving wrong variables.
Fixed visual issue about poisoned effect for the hero.
From the Edge of the Deep Blue Sea
Hi everyone, Last two weeks we worked on some fixes reported by the players, and also some new content with visual improvements.
As you know, our hero shows the equipment he uses on his avatar. But it was mostly for armors. Some melee weapons were not showing. If he uses hammer, mace or dagger it was still showing short sword. After we added daggers to the game, this became a priority. Now the hero's avatar uses the correct melee weapon type. It was more complicated than it seems, since there must be effects for all poison, ice, fire, lightning for the different weapon types. But it works nicely now.
One neat quality of life improvement is that hero won’t use fire based talent stones accidentally when it is raining. There is now a warning that fire talent stones do not work under rain. And unused stamina will return to the hero. This is actually live with the latest small patch.
Another thing we added is a fisherman as a travelling merchant. He will come up at overworld normally. Hero can buy valuable sea food cheaper, haggle or pickpocket him. But when it is raining this fisherman has a chance to shapeshift into an aquathrian and become a dangerous encounter for our hero.
Thematically these creatures have a secret agenda to make the world ready for their master. And the fishermen are easy targets to turn into minions of Aquathra.
That’s all for now. Thanks for reading. May the tides bring you triumph!