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

Terra Randoma

Update 28 Arrives! Forbidden Knowledge

Hi everyone,
We are ready with a new update. This is a major one with new content and lots of changes. The highlight of this update is a new resource called lore. Note that the older saves will not work with this update. The older version can be found under beta at the client.

Version 0.95.09
ADDITIONS


  • A new resource added: Lore. Its counter is located on the main hud near the gold counter.
  • Lore can be gained by reading books, inspecting statues, listening to bards and historians.
  • Lore Mastery Skill added. This skill improves lore collecting abilities of the hero. Arcanist and Sage background starts with 3 points in this skill.
  • Lore can be spent to purchase maps for treasure islands and dungeons or skill points.
  • Treasure Maps added. Hero can right click these to examine and locate the whereabouts of the treasure islands or dungeons.
  • Treasure Islands added.
  • Ancient Tomb Dungeon added.
  • Golden Citadel Dungeon added.
  • Lost Library Dungeon added.
  • Lore page added to do lore related things like purchasing treasure maps or keeping track of the books read, treasure islands visited etc. It can be accessed through a tab at the journal page or by clicking the lore counter near the gold counter on the main bottom hud.
  • Ancient Library added. This is a new type of settlement on the overworld, the home of the new faction: Lore Wardens. Hero can take lore related quests, earn reputation and rewards. There are two types of quests for now: Saving an archeologist from restless spirits and investigating a forsaken library/dungeon.
  • Arachne added.
  • Mummy added.
  • Mummy Lord added.
  • Gold Golem added.
  • Golden Sage added.
  • A new curse added: Death Curse. Mummies utilize this curse to make hero’s life harder. Death Curse kills hero after 10 days. Every other Death Curse after the first one, reduces countdown by one day. It can be removed by Remove Curse Potion.
  • 10 unique daggers added.
  • 4 new ambient music tracks added for overworld travel.



CHANGES

  • Elixir of Forbidden Knowledge is now a craftable potion at alchemy skill level 20. This potion gives a free skill point (perfect for power hungry alchemists).
  • Quest icons at the right of the screen change to green and show a tick sign once the hero succeeds the quest objective.
  • Hero can earn lore by examining the statues in the game.
  • Hero can earn lore by listening to bards or historians at the tavern.
  • Reduced the number of ingredient types to make potion crafting easier. This also reduced bloating of inventory and make it more managable.
  • There are now two armor types instead of three: light and heavy. Armors made of wool/leather are light armor, armors made of metal/stone are heavy armor.
  • Every point in light and heavy armor skills give 3% bonus defense instead of 2.5%.
  • Every point of meditation reduces the stamina cost of talent stones by 2.5% instead of 2%.
  • Reduced the stamina cost addition per rank from 20% to 15%. So talent stones will cost less stamina at higher ranks.
  • There is now a jade chest with a unique item at the last room of the spider dungeon.
  • Changed map opening sound with a more suitable one.
  • Pickpocketing NPCs at tavern now gives more coins.
  • Failing while pickpocketing an NPC at taverns now costs 2 reputation instead of 3.
  • Fishing difficulty for common fishing spots is increased by 10.
  • Increased the damage for explosive barrels.
  • Altars have at least a silver valuable item.
  • Load capacity is increased by 5 for all characters.
  • Added sky to the background of the prisoner cages and locked chests GUI at the battlemaps.

FIXES

  • Fixed some of the unique amulets' elemental damage calculations.
  • Fixed an issue about map button. Clicking the map button while camping was not working as intended.
  • Fixed an issue about saving unique items inside chests.
  • Fixed an issue about amulets’ burn and freeze powers. They were disappearing after a new weapon is wielded.
  • Fixed the sound of spider nest.
  • Tomato soup recipe was showing olive oil as a needed ingredient instead of red pepper.
  • Corrected typo in bottle of lavafall. It was saying poison damage instead of fire damage.

Development News: Restless Spirits Must Rest!

Hi everyone,
Happy new year to all. May the tides bring you triumph!

Development of the lore update is almost finished. We are now playing the game and making the last changes (hopefully) about balance and things. There have been many additions and changes since I last wrote a Development News.

First of all, Lore can be spent to find not only treasure islands, but some dungeons too. So two new dungeon types are added to the mix.

One of them is the “Ancient Tomb” dungeon which is home to mummies and a mummy lord. This dungeon has lots and lots of traps. Mummies are slow but they cast a strong curse called “death curse” which is conveniently named to emphasize its seriousness and strength. This curse kills the hero after ten days exactly at midnight. The only solution is to drink a remove curse potion before it is too late.



The other dungeon our hero can find is the “Golden Citadel”. The map to this dungeon is the most expensive map. Hero needs 1000 lore points to unluck this dungeon which is full of gold. The residents of this dungeon is mostly gold golems.



I also worked on the quests for Lore Wardens. One of them is called “Restless Spirits Must Rest!”. A famous historian unearthed a long lost crypt but disturbed some Restless Spirits in the process. He locked himself in a silver cage to be safe from the undead and we need to save him.

The other quest allows us to find lots of books. A lost library from the second age of cataclysm has been found. The Wardens sent an archeologist to investigate it but he didn't return. There is a new enemy boss in this dungeon too: Arachne!

By reading books and finding statues or listening bards, hero can collect lore and unlock maps to these places. There are 10 treasure island maps, 5 ancient tomb maps and 3 golden citadel maps. All of these places have unique items and other riches. Hero can unlock these places in any order he likes.



Hero can also buy skill points with lore. Lore mastery skill enhances the ability to collect lore, so we are testing the game to be sure this new skill is profitable and fun to play with.

That’s all for now. Thanks for reading. May the tides bring you triumph!

Development News: Three Years in Early Access

Hi everyone,
Last week marked the third anniversary of Terra Randoma’s release in Early Access, so we wanted to do a roundup of developments over the last year.

At the end of 2022, we released a major update that introduced Potion Crafting. The first major update of 2023 somewhat built on that and introduced Cooking. They both have been celebrated by our players as game-changing mechanics. We introduced a highly accessible and easy way to cook more than 30 delicious recipes that not only feed you but also give amazing bonuses like Mental Clarity or Euphoria as major effects that last for several days.



Some say no ambitious RPG is complete without fishing. Well, our hero can now fish in Terra Randoma as a camping activity. With the Fishing update, we introduced several new marine animals and cooked seafood too. We also changed the main screen indicator at the top of the screen so it now includes small icons that show the activities the hero can take if he camps on that location, like “Foraging”, "Hunting" or “Fishing”. Hope this makes the game more informative, especially for the new players.

More than 60 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 they are great fun to collect! Most of these can be found as a reward for all the quests, while rings may sometimes be found randomly while fishing.



One very important change had to do with Talent Stones. They now earn experience points as the hero uses them. To enhance the clarity and convenience of tracking talent levels, small indicators were added to the icons of Talent Stones, allowing players to easily gauge their current level.



We also made some important changes regarding game balance. The hero now earns two skill points per level up instead of one. This enhances diversity of character builds.

Four types of nests were added to the game which unleashed snake, rat, giant mite and spider hordes to dungeons and battle maps. They can be challenging but equally rewarding.

“Investigate Cautiously” skill check was enabled for certain overworld incidents and quests with battle maps. Successful skill checks reveal the number and type of enemies while also granting a surprise attack bonus to the hero.

Four new overworld incidents were added, which made traveling all the more interesting: Sword in the Stone, Forbidden Ritual, Garden of Cocoons, Hole in the Ground.

Another long-requested feature added was a local scoreboard for Ironman runs.



New ambiance music tracks were added and some more will be added with the upcoming update.

Now in the pipeline:
A detailed lore system that will earn lore points as the hero reads books or travels to ancient places. The upcoming update will also bring treasure maps, treasure islands, a new skill called “Lore Mastery” and a new settlement called “The Ancient Library” with its own quests.



1.0 when?
Truth be told, we weren’t exactly planning to stay in Early Access for so long. But we are doing our best to make it count! And we should be safe to say that version 1.0 can now be seen at the end of the long long development tunnel. Hopefully sometime during the first half of 2024.

However, graduating from Early Access will not mean end of development. Terra Randoma is endlessly open for further development, and we have lots of ideas.

We’d like to thank everyone who has been with us so far. We will continue developing the game and keeping our community at the heart of it.

May the tides bring you triumph!
Deniz K. & Oz


Development News: Ancient Library

Hi everyone,
Work on the new update continues. As usual, unplanned features creeped so update became bigger than anticipated. No surprise there :) As I told in the previous dev-blogs, this update was about reading books to accumulate lore and purchasing treasure maps with this lore. Treasure maps will lead the hero to a treasure island which he can find a chest with a unique item in it. All is done and I played for a while. Then it occurred to me that there needs to be some kind of a hub for lore collectors.

We find books and statues randomly in dungeons and in battlemaps but what if we want to search for them specifically and make a lore collector career? We are in the mercy of the random gods. We have to find a town folk that wants us to bring back an artifact from the cultist dungeon. And inside the cultist dungeon we have to find a room full of bookcases. Or we may find an altar at the shrine of the forgotten god. But finding that shrine is also random. So hero should play the game normally and along the way he may find books and statues to collect lore. That is fine but what if I want to search for lore? There should be something besides playing the game normaly. So I decided to add “Ancient Library” to the game.

Ancient Library is a new type of building that will spawn on the overworld map at the beginning of the game. It is ruled by a new faction called “Lore Wardens”. Their power animal and trademark is an owl, representing wisdom and knowledge.



These people are actually very dedicated historians. They travel all around the world to collect lore and they always need help. So they give missions about lore collecting. Our hero can take quests from them to find newly unearthed tombs, lost libraries and ancient statues. So he can make a lore collector career if he chooses to.



There will be a treasure vault in this building so hero can earn rewards as he gains reputation. Rewards will be mostly valuable books. Elixir of Forbidden Knowledge may be a nice reward too.

That’s all for now. Thanks for reading. May the tides bring you triumph!

Development News: In Search of a Hidden Treasure

Hi everyone,
Last two weeks I continued working on the “Lore Update”. As I explained before, after we acquire the treasure map, we will be able to check the map with a right click for whereabouts of the treasure. As the game creates the treasure map, it also creates a small 1x1 treasure island at the open seas. But this island is hidden. It doesn’t show on the world so hero needs to come to one square near it with the help of the treasure map.



As our hero goes near the island, it becomes visible and stays visible even after the hero lives its vicinity. After that, the treasure map in the inventory is marked with a check mark showing that this map location is found. Hero can delete or sell it. He can still go to the treasure island since it is already found. Note that vendors don’t give much gold for treasure maps, because they can’t be sure if there is any treasure there.



These small treasure islands are dangerous places. There is a treasure chest with lots of gold and a valuable unique item in there, but they are heavily guarded.

Treasure island battlemaps are somewhat tricky. The treasure is at the center of the map and there are impassable deep water tiles everywhere to slow down the hero. But hero can use levitation, teleportation or invisibility to take the treasure and run. He doesn’t need to kill any enemy to open the chest.

I also changed the Lore page design to show the read books better. It now can show the book cover and the writer of the book too.



Another improvement is something I was thinking to do for some time. It is about potion crafting and ingredients. There are simply a lot of ingredients and it makes potion crafting somewhat hard. Some of them also look similiar. For example, there is a bat blood and a snake blood. There are lots of vials like vial of pearl dust, vial of gold dust etc.

There are 79 ingredients for potion crafting. And this number was even bigger before. I already simplified some of them. For example there were different insect legs for all insects, like giant cockroach legs, centipede legs and giant mite legs. Now they are all insect legs. And there is still a bat wing and an albino bat wing.

In the older versions of the game, there was no potion crafting and these ingredients were used as a loot to be sold to the Alchemist Tower. So, for years, I added and added these things without being able to estimate what will happen once I add the potion crafting mechanism.

This inflation of ingredients diminishes the value of ingredients and makes potion crafting more complicated than it should be. It is also hard for inventory management.

In the current version of the game, every ingredient is used for one or two recipes. I want to change that so every ingredient is used for 3-4 recipes. So I needed to cut out some similar or less interesting ingredients. Some of them I didn’t want to cut out but I did it anyway.

Less ingredients mean gathering the necessary ingredients easier and smoother inventory management which is always a plus. Long story short, I came to the shocking realization that the game might be better off without Rat Whiskers.

That’s all for now. Thanks for reading. May the tides bring you triumph!

Version 0.90.05

Hi everyone,
Another bugfix.

  • Tomato Salad with Goat Cheese was not working properly.

Version 0.90.04

Hi everyone,
Here is a bug fix update.

  • Some unknown food recipes were shown as known recipes.
  • If we save inside a dungeon or battlemap with a unique item in one of the chests there, unique item was not saving properly.
  • Some unique items in some chests were spawning a different unique item everytime we load the game.

Books and Daggers

Hi everyone,
This week I worked on the books. Books and reading them are important elements of the upcoming “Lore Update”. Hero will be able to read books and gain that precious “Lore”. Here is how it works: If there are no enemies around, we can right click on a book, and an opened book GUI comes up.

On the right side, you see how much lore you will gain from this book, how many hours it will take to read it and how much food you will consume while you are reading it. This may be crucial information while you try to read the book at the wilderness. Note that hero can catch cold while reading book at the wilderness.

On the left page, you can see the book’s name, writer, publish date and the town it was published in. There is also a sub-header that gives a hint about the content of the book. These are all procedurally generated so the logic may be questionable sometimes. But it suits the name of the game after all.







Books may be read in 5-15 hours and grand Lore accordingly. First, I thought that the books may be read in 30-50 hours in several sessions. But then there will be lots of different books like half read books, full read books etc. So for the sake of simplicity, I decided that the books should be read in one go.

After reading the book, there will be a tick sign on the book icon to show that it has been read so that hero can see which books he can sell to shops.

Another thing I worked on is related to the last update. Daggers were missing from the unique items pool, so I worked on those. They will have a default critical hit modifier and another modifier like burn or freeze, that can scale from 15% to 25% percent. They will also be very light and will use really low stamina while attacking.



That’s all for now. Thanks for reading. May the tides bring you triumph!

Version 0.90.03

Hi everyone,
Here is a small update.

  • Raised the level cap from 40 to 50.
  • Corrected a typo within the hunting the rabbit incident.

Development News: A New Journal, a New Skill and Other Curiosities

Hi everyone,
This week work on “Lore” update continued. As I mentioned last week, lore is a new type of resource that hero can collect in various ways: like listening to bards or finding altars. He can then spend this resource to purchase treasure maps or skill points etc.

One of the main ways to collect lore is by reading books. Hero can read books anywhere as long as there are no enemies around. But it takes some time according to book’s lore potential. It may last between 1 to 8 hours. Hero can not a read book when he is hungry. After reading the book, the book will no longer have any lore to give, so hero can sell it.

I also rearranged the journal to have two pages navigated with tabs. One is named “Overview” which is the same as the journal in current game. The other page is called “Lore”. In this page, hero can see the total lore he accumulated, from which sources and how much lore he has left to spend. He can also purchase two different kinds of treasure maps, skill points or attribute points.



Treasure map can be a common “Treasure Map” or a “Legendary Treasure Map”. Legendary treasure map’s rewards will be roughly double the common treasure map’s rewards but their purchase price will not be double. So they will be profitable nonetheless.

A new skill will be introduced which is called “Lore Mastery”. This skill will make lore accumulation easier. Every point in this skill will increase the lore gained from books by 5%. So if the hero maxes out this skill up to 20, he will gain 100% more lore from books. Along the way, he will gain some perks for gaining more lore from bards, historians, statutes etc.

I put the lore counter near the gold counter at the bottom hud. There is a tool tip for it that explains briefly what it is. I also make the arrow and lockpick icons bigger in their counters so they are hopefuly easier to recognize for the new comers.

Another new addition is a small but a neat one. As we know, there are quest icons at the right edge of the screen. Now, completed quest’s icon will have a different icon. It will turn green and a tick sign will be on it reminding that this quest is finished and hero needs to go back to quest giver to claim his reward.



As I was working on the new skill, I reconstructed the armor skills. Medium armors were too similiar to light armors and some of them had almost overlapping stats with each other. So I combined them for the sake of clarity. It was something I intended to do for some time but have postponed, thinking if I delete medium armor skill, there will be less dexterity skills than the strength and intelligence skills. For some reason, I wanted each attribute to govern exactly five skills each. This is kind of an OCD which requires to pursue symmetry at all times. But then I made the cooking skill and number of intelligent skills became six. It broke the symmetry. But to my surprise, it didn't bother me as I thought it would. I got used to it immediately. So I quit wanting things to be symmetrical.

There are now two armor types instead of three: light and heavy. Armors made of cloth or leather are light armor, armors made of metal or stone are heavy armor. Most of the medium armors were leathers so they are now light armor. Note that this is just a classification change, I didn't delete the medium armor items.

I empowered these armor skills as well. They contribute more to the hero’s defense. Now the new heavy and light armors feel really different from each other. I will add some additional features like stamina regeneration to the light armors to differentiate them even more. It is also a lot easier to find and suit up same kind of armor to get the bonuses.

I worked on the treasure maps a little and made the edges of the lands more visible. There are some works to be done regarding the maps but I feel it is getting there.



That’s all for now. Thanks for reading. May the tides bring you triumph!