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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Beta II Preview[/b]

    Found out about a Caves and Cliffs Backport for 1.7.10. The updated version is going to feature about 70+ mods.


    Added a couple new huts, farms etc along the the way. Many of these won't have much to offer yet. Expect for locked chests or npc loot. But they do add more life to the environment I guess.


    Fire Goblins in a dungeon on Amber Island.

    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]
    Quote from gtc2681705»

    This looks awesome! When will it be complete? If soon, would you mind if I did a LP of it on my YouTube? It's fine if not. Regardless, it looks great!


    I can't tell exactly, my time schedule is a bit tight at the moment. But like mentioned in my last post, most of it is completed. I am currently adding more detail, finishing new dungeons and working on improving gameplay balance. Yes go ahead, I am always happy to see new gameplay by people.

    You can also follow the progress of the project on our new discord channel if you like. https://discord.gg/wqzDNEuusk

    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Beta II Progress

    Took some extra time to overhaul a couple of dungeons from previous versions and tweak npc settings a bit more. I probably won't be able to release the update this month due to time constraints but it is already almost finished. There are going to be some things that are left to be finished in Beta III, but everything important is going to be in and can be played from start to end.


    Added a new cave troll type which trows explosive barrels at the player.

    Most of them do now also have less health points and a higher knockback resistance.

    Npc loot is now a more random than previously. So if someone attempts a second playthrough the experience can be quite different.

    Placed a bunch of locked chests around the map. Picklocks can be bought in special shops or can be dropped by bandits and such alike.

    Added about 7 or 8 new quests. A new one for the assassins guild, a couple of smuggler quests, another new questline in which one has to find parts to repair an airship and one that involves a slave that ran away from a plantation.

    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Beta II Preview

    Finetuned the ape bossfight added by the previous update. He is now a bit easier to kill and shoots dirt blocks at you if far away. You can also obtain a belt of jump with a chance of 26% if killed.


    Added a new mini dungeon near the Ashuma-Gra tavern.


    Added a few small smuggler hideouts.


    So called security robots are now much more common to find in bandit camps. You can also buy one of these from a scrap dealer during the course of the game. Also available in Beta I.

    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Beta II Preview

    I post weekly updates including screenshots on discord. If you have a question or want to see what's coming next don't hesitate and join us. https://discord.gg/wqzDNEuusk


    In Beta II heavy armored enemies do now have much more weight during combat. They do now have a much higher knockback resistance. I did also apply this change to various animals and so on. To balance things out most of these enemies do have a slower attack speed.


    Teramia Beta II is going to add more legendary weapons and armor to find.


    Added a few small - medium sized spider caves around the map to spice things up.


    Currently finishing all of the 8 new dungeons added in Beta II. Did also upgrade some of the old ones from previous versions.


    Started to add more details to the new dungeons.


    Antique Mining Robot in abandoned power plant dungeon.


    Working on the updated fortress near the first town. I did add campfire backport to the modpack. Now we can have fancy smoke effects. These can not only be used to cook food, but do also show you potential danger or points of interest from the distance. Maybe it is just a hunter camping out in the wild, but it could also be a camp filled with bandits or even something worse.

    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Beta II Preview

    Really liked the way the last mine turned out so I decided to add a bunch of them around the map. Hope you all like the new design of these dungeons.

    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Beta II Preview

    Found some time to work on new enemy types for Teramia Beta II. Spiders using the original model/textures are also going to make a comeback in Beta II. Of course they are a bit harder to defeat than in vanilla. They can also appear in smaller or bigger sizes.


    About to finish the new mountain area for Beta II. 2-3 new dungeons and new bandit camp can be found in this area.

    I placed this area alongside the Icelands region, so one can see the mammoths.


    An abandoned mine that can be found in this area.


    If you like the project, consider joining us on discord.

    https://discord.gg/wqzDNEuusk

    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Beta II Preview

    Almost finished with another bandit cave. It does link to one of the new smuggler quests added.

    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Beta II Preview

    One of the many new bandit hideouts added in Teramia Beta II.

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    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Beta II Preview

    Here is a list showing some of the new content that is going to be added in Beta II

    -20+ new mods

    -About 10 new quests

    -At least 6 new dungeons

    -Many new micro dungeons [includes natural caves, bandit caves, crypts etc.]

    -New dungeon types using chisel blocks

    -Improved dungeons from previous versions

    -Lockpicking

    -Updated terrain

    -Updated fort

    -Updated airships

    -Removed a large pirate ship. It will be replaced by various small ships

    -Improved combat/balance

    -About 15 new enemy types

    -New legendary/rare weapons and armor

    -More witchery related items can now be obtained from nature, dungeons and npcs

    -Improved performance by removing unnecessary objects and npcs

    -Bugfixes


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    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Mod Edition Beta II Preview
    This particular robot does already exist in the the current version Beta I. This new variant is golden in appearance and can be found in some of the new dungeons. It is a bit slower, but more lethal and resistant against long rang attacks. It is immune aigainst fire, poision and most magic.

    Can drop gold, iron, bronze and witchery related objects. For example. It has an 8% chance of dropping an attuned stone [charged].

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    Not the best quality, but should be enough to give one an overview of the updated map.

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    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Mod Edition Beta II Preview

    Did add another dungeon and one new type of robot. Machines do now drop metals, magic charges/scepters and witchery related items. I am currently working on a quest in which one has to retrieve an object from an ancient abandoned reactor located in one of these new dungeons.

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    Added a new series of smaller dungeons around the map.
    These include natural caves, bandit caves, ruins, crypts and ore mines.

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    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Mod Edition Beta II Preview
    New progress has been made. Added factory themed dungeons and another new enemy type. In these places one can sometimes find valuable magic artifacts or quest items. Robots can drop iron/bronze ingots, soul stones, magic charges and witchery related stuff.

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    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Mod Edition Beta II Preview
    New progress has been made. Added factory themed dungeons and new enemy types. In these places one can sometimes find magic artifacts.

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    Added more detail to the Highlands and Icelands regions. The Fighting Guild did also receive some updates.

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    Posted in: Maps
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    posted a message on Teramia [Open World Rpg] [40+ Mods] [6 Regions,100+Quests,35+Dungeons,300+Locations] [Beta II Preview]

    Teramia Mod Edition Beta II Update
    Added a new mountain area featuring ravines, a cave system and new types of enemies.

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    One of the new dungeons added in Beta II

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    Posted in: Maps
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