Terra Randoma cover
Terra Randoma screenshot
Genre: Role-playing (RPG), Indie

Terra Randoma

Development News: Explosive Barrels

Hi everyone,
This week we worked on a fun new addition for the next update, Explosive Barrels!

These barrels can be found mostly in dungeons. They will also be in the castle ruins and lost mausoleum at the overworld. When the hero shoots them, they explode and give damage to the enemies adjacent to it. Enemies may catch up fire and burn for several turns. Hero can also attack them with melee weapons but then he will get fire damage too.



Explosive barrels can also explode each other. So they must be handled carefully taking this chain reaction effect into consideration.



We will be adding different kinds of barrels too. One of them is Poison Barrel, which poisons adjacent squares when shot at. Another one we think to add is Arctic Barrel. This will freeze all around itself when the hero shoots it. Last but not least, we are considering Barrel of Nails which bleeds adjacent enemies -if they can bleed, that is.

They will bring interesting and fun tactical choices to the game. That’s all for this week. Thanks for reading.

May the tides bring you triumph!

version 0.69.40

FIXES

  • Fixed a bug where statue gives blessing but doesn't take hero's gold.
  • Fixed a bug about dropping melee weapons.
  • Fixed a bug where wilderness survival check for Phantom Sailors was not working as intended.
  • Fixed a bug where wilderness survival check for Gorgons was not working as intended.
  • Fixed a bug where sometimes hero gets zero xp in wilderness survival checks.


version 0.69.37

FIXES

  • Fixed a small bug about dungeon generation.
  • Fixed a bug about disease effect on the towns.

New Update Arrives! How I Lost My Sanity and Found It Back

Hi everyone,
We are ready with a new update. As we mentioned earlier, we put some Sanity Loss effects and Diseases that our hero can get. These last for several days and give some negative stats to our hero. For example “Superstitious” gives -10 to mind resistance. More detailed explanations are below. These effects are not very powerful but they last long.



We also introduced some new potions. “Sanity Potion” cures sanity loss. “Vial of Anti-Corrosion Oil” protects equipment from the slimes and “Potion of Levitation” allows hero to fly over deep water and lava tiles.



A new overworld incident with great riches added. It is called “Lost Mausoleum”. It can be guarded by ghosts, snakes or spiders. There is a sarcophagus there with better treasure than most chests.

A new tavern personality is added too: The Bard. He plays a motivational song for our hero that boosts some stats as well as curing sanity loss effect, despair.



Here is the full list of the additions and changes for version 0.69.32;

ADDITIONS
New sanity loss effects added:

  • Despair: -10% max stamina / -2 to melee and ranged attacks
  • Superstitious: -10% mind resistance
  • Delusional: -4 Intelligence

New diseases added:

  • Grim Plague: -10% max health
  • Tetanus: -50% to speechcraft checks
  • Wanderer's Flu: -4 Strength
  • Crawler's Itch: -4 Dexterity


  • Sanity Potion added
  • Potion of Levitation added
  • Vial of Anti-Corrosion Oil added
  • New overworld incident, Lost Mausoleum, added
  • New battlemap, Lost Mausoleum, added
  • New Tavern personality, Bard, added
  • New Major effect added: Motivated, it gives +2 Strength, +2 Dexterity, +2 Intelligence
  • Major effect roll overs added


CHANGES

  • Ghosts now have a chance to cause sanity loss effect, superstitious.
  • Phantom Sailors now have a chance to cause sanity loss effect, despair.
  • Mushroom men now have a chance to cause sanity loss effect, delusional.
  • Skeletons now have a chance to cause "tetanus" disease.
  • Rats, cockroaches, and boars may inflict the "grim plauge" disease.
  • Giant Centipedes now have a chance to inflict "crawler's itch" disease.
  • Well Rested now grants +10% stamina and +10% health instead of just health.
  • Warrior hero statue blesses hero with "Warrior Might". (+4 Strength, +5 Elemental res.)
  • Hunter hero statue blesses hero with "Hunter's Grace". (+4 Dex, +5 Nature res.)
  • Sage hero statue blesses hero with "Sage's Wisdom". (+4 Intelligence, +5 Mind res.)
  • Diseased hero can't enter town. He can bribe town guard or sneak pass him.
  • Towns get epidemic if hero enters tavern when he has "Grim Plague Disease".
  • Escort missions, including envoy missions, give more reward now.
  • Some of the Talent Stones are cheaper.


FIXES

  • Fixed a bug that occurs when there is a loot bag on the exit tile.


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!

Circle of Daggers & Other Curiosities

Hi everyone,

We are ready with a new update. This version introduces new content and a variety of changes. First of all, we added 4 new Talent Stones so there are now 35 in the game.



There is a new statue with trap mechanism. Hero can attempt to steal a necklace from a trapped statue with thievery skill check. As planned, we will further develop traps and introduce new ones.



We added well-rested condition that lasts for two days. The hero will be well-rested if he rests at the tavern instead of camping at the wilderness, sleeping on some hard and perhaps wet soil. This condition gives a little boost to melee attack and ranged attack.



Also with this update, disease condition effect is reduced but now lasts longer. This creates some interesting emergent stories like seeking for remedy after a hard earned battle, only to find the town is also suffering from the same issue.

We added some new items as well as new suffixes to inflict bleeding effect.

See below full details for version 0.69.15

ADDITIONS

  • Dreadful Strike Talent Stone: It gives 100% to hit for melee attacks and fears the enemy.
  • Dreadful Shot Talent Stone: It gives 100% to hit for ranged attacks and fears the enemy.
  • Circle of Daggers Talent Stone: Hero conjures a circle of daggers around him. There is a 30% chance that enemies who hit hero may bleed.
  • Tornado Kick Talent Stone: Hero turns around 360 degrees and makes a lightning attack to all enemies around him.
  • Queen statue: This is a trapped statue. There is a valuable necklace on it. Hero can steal it with a successful thievery check. It can be found at the dungeons or while travelling at wilderness.
  • Well rested condition: This is a new condition that lasts for two days. It is only gained when hero rests at the taverns. It gives a small boost to melee and ranged attacks.
  • Mercurial Helmet added
  • Warlord's Helmet added
  • Added new suffixes that give bleed power to melee and ranged weapons.


CHANGES

  • Diseased condition changed. Its effect is reduced but it now lasts for 4-7 days. While hero is diseased, hero's maximum health is reduced by 10%.
  • Starting talent stones are now placed at the action bar instead of backpack.
  • Added some information about talent stones at the introduction text.
  • Changed loot drop chances of locked chests. They drop better loot now.
  • Made Amulets and Rings a little cheaper.
  • Made Stone Golems, Marble Golems and Volcanic Golems immune to bleeding.


FIXES

  • Fixed a bug where sometimes hero can chop trees while moving.
  • Fixed a bug where sometimes fearless monsters fear from weapon's fear ability.
  • Fixed a bug where circle of poison, fire and ice talent stones affect the monsters which were immune to them.
  • Fixed a bug when saving and loading while at the ancient shrine, game loads wrong props.
  • Fixed a visual bug at the options menu.
  • Fixed a visual bug at the character sheet rollover cards.