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%.
Version 1.0.4
Hi everyone,
The Queen starsign gives +1000 gold instead of +500 at the beginning.
Now there is a 25% chance that hero may catch grim plague disease if he enters a tavern of a town with epidemic. Nature resistance reduces the chance. But there is always at least 5% chance.
Corrected a typo in defense roll over.
Corrected the info on the rollover card of Sanity Potion.
Version 1.0.3
Hi everyone, Here is a small but significant balance update. These changes will make it easier to upgrade armors.
Scorpions now drop Insect Shell.
Centipedes now drop Insect Shell.
Mites now drop Insect Shell.
Aquathrians now drop Aquathril Ore.
Sharkmen now drop Aquathril Ore.
Aquathril Ore can also be found while fishing.
Version 1.0.2
Hi everyone, Here is a small patch.
Reduced the effect of inventory load on hunger.
Made level up frame around the character button more eye catching.
Added a tool tip on heavy weapons to remind the players that heavy weapons use more stamina.
Corrected a typo in town saved message.
Weapon racks were giving more repair tools than they should.
Tried an experimental fix for the "500 potions" bug I couldn't reproduce.
Fixed an issue where level up frame around character button wasn't showing when we load a game with unused skill or attribute points.
Version 0.99.28
Hi everyone, Here is another small patch.
Made an experimental fix to a rare spell casting bug I couldn't reproduce. Spell was not casting properly.
Some of the lightning spells were dealing damage to enemies with lightning immunity.
Captain at the tavern now says that coast lines are safer than land and open sea, to encourage hero to buy him a drink for free sea travel.
Some spell cards were showing wrong damage information after activating the spell but before casting it.
Corrected a typo in one of the unique items.
Leaving Early Access on May 23, 2024
Hi everyone, Terra Randoma is finally going into full release on May 23, 2024, after 3.5 years in Early Access.
It started as a hobby project back in 2011. The idea was to make a game where Daggerfall meets Sid Meier’s Pirates! meets wilderness hex crawling tabletop adventures of the 80s meets traditional roguelikes. The game would be as much procedural as possible. It should be more like simulation than a linear story telling game. Small stories should emerge as the game plays. At the time it didn’t seem so ambitious :) Nobody told us to start with a small project.
As passion projects go, it was attended on-and-off, sometimes with long intervals, until the end of 2018. Then Deniz K. decided to dedicate full time to it and since then has been partnered by his wife Oz on the communication side.
The game was released in Early Access in December 2020, which initiated a whole new level involving community feedback and input from our players! It wouldn’t be an overstatement if we said the game has since been iteratively developed. We introduced many features that we did not plan before, and we postponed some features that seemed of less priority. We continuously updated the game so we can share every inch of development with our community: 30 updates to this day, 9 of them being “major updates” that brought crucial features that today we cannot think of the game without!
We’d like to take this opportunity to round up what we have achieved during Early Access:
One of the most important features has been the introduction of new map types and a new game mode. After this update back in March 2022, the players can choose between Wayfarer, Hero, and Ironman modes. Permadeath was already optional in Terra Randoma but we realized that the little tick button went unnoticed sometimes, so we worked on a brand new UI to show all the options the player can have at the start of a game. Map options on the other hand added greatly to the replayability aspect because planning your travel is an integral part of the game.
We started with six character backgrounds and brought it up to 12. We have made several balance updates to make each character equally interesting.
Terra Randoma has no class restriction to Skills and Talents. The players have complete freedom to develop the hero the way they choose. Adding unique and meaningful talent stones to the game has been an ongoing part of development. The Early Access version had 12 Talent Stones. Now, we have more than 50, including Push, Fire Breath and Thunder Kick. Also, with an update in 2023, Talent Stones became upgradable, further increasing their power.
We already had a high variety of enemies on release but kept adding which summed up to more than 40 unique enemy types, majority of them with 3-4 Tiers. We also introduced enemy traits and abilities which made all tiers within an enemy type also different from each other, like Rage, which gives extra damage when the enemy’s health is low, or Vermin that means the enemy can steal your food. We also designed new enemy cards to be able to cite all the traits and abilities so the players can make well-informed decisions.
Since Terra Randoma is not just a dungeon-crawler, but also a wilderness-crawler, what happens “on the road” is very important in terms of gameplay experience. We added many Overworld Incidents, including Giant Collapsed Golem, Thug Leader’s Hidden Stash, and a Cave Entrance with Ancient Symbols.
Several dungeons were added as we introduced new quest lines to the factions. Also many new battle maps were added, including Town Square, Beach with a Ship Wreck and an Ancient Battlefield. Dungeons and battle maps have been continuously updated introducing new terrain types, traps, explosive barrels, enemy spawning nests.
We added two new settlements: Artisan’s Keep and Ancient Library. We also added quests for these and the Adventurer’s Guild. Completing these quests give access to each settlement’s treasure vault with unique treasures, potions and talent stones.
We added new NPCs at Towns you can interact with, including an Elder Scholar who grants you logical thinking, an Oracle who tells you procedural prophecies and increases your luck and a Historian who inspires you with his two-sentence epic tales.
We added new Town Events and Crisis including Vermin Infestation, Royal Marriage and Haunting. Towns' prosperity levels now affect the facility levels and availability of items and services.
We introduced Major Effects that last for several days, including positive effects like “Blessed”, “Well-rested” or negative effects like “Delusional”, “Wanderer’s Flu”. And later on, we added Curses that won’t go away unless the hero cures it.
We introduced somewhat game changing mechanics that are fun to play with and bring many interesting choices, all praised by the players: Alchemy, Cooking and Fishing. The players can now cook their own potions, and cook meals that are not just nutritious (and assumably delicious) but also granting major effects like mental clarity or euphoria that will boost them in combat or skill checks. They can fish several marine animals and every once in a while a unique ring that has been laying at the bottom of the sea, waiting to be retrieved.
Speaking of unique rings, we need to mention that 80 unique items were added to the game. As our players know, there is an item generation system in Terra Randoma with suffixes and prefixes that generate hundreds of thousands of items, but unique items have special abilities and higher bonuses, and are good fun to collect! Most of these can be found as a reward for quests, or in sarcophagi the hero can find in some overworld incidents. Some of them even have world altering abilities like Rainbringer Ring which starts rain to enhance the lightning spells.
We introduced Lore as a resource. There were books in Terra Randoma with procedurally generated (sometime very funny) titles. But the only way to interact with them was to sell them. This changed early 2024, the hero can now read the books and gain lore points which open up a whole new quest line! The idea is, by gaining lore, the hero figures out the whereabouts of ancient treasures and “buys” treasure maps of hidden locations by spending those lore points.
The latest version introduced equipment durability and upgrades. Now weapons and armors wear off. But the players can fight entropy! There are now blacksmiths in more prosperous towns and Arms Mastery skill enables the hero to do that on his own! The weapons and armors can also now be upgraded, which means that precious unique Warhammer won’t feel unworthy anymore, as you level up.
These are just the main features. Many little things were added here and there. Many balance updates based on community feedback. But we finally call it “Yes, we are ready for full release” with a full heart. But it’s not the end of the line here. We are planning more features after 1.0 release that will further enhance gameplay.
We’d like to thank everyone who has beta-tested, shared thoughts on the Steam forums, shared screenshots, wrote reviews, told their friends about Terra Randoma, broadcasted or streamed on their channels, followed us on Steam and Twitter, joined our Discord, or merely played the game. Your support means the world to us!