Wild Terra Online 2: New Lands - An Indie MMORPG in Development

Major Update 2.0.251

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We launched a test server to debug major changes, added the ability to assign residents, Hero rewards, new sounds and music, and many other improvements and fixes. The game is now also available in Polish and French.

Purchase a pack and start playing in closed testing

More details about test server: https://discord.gg/PF7Uc5xVr9
New high-level dungeon already available on the test server.

Changelog. Major Update 2.0.251
The game is now available in Polish and French! Many thanks to everyone who contributed to the translation of the game.

What's new:
- Added the ability to designate players as "residents" on your territory. A player can be a resident of only one dominium (his own, or another player). If you are a resident outside of your territory, you will also have access to a personal warehouse in the dominium, and a pointer to the house will be displayed.
We want to make it possible to live comfortably with a friend on the same territory. Later, a restriction on the number of residents will be added, it will be possible to use the help of a friend during construction and crafting. We will closely monitor post-implementation feedback to ensure that balances and limits are properly adjusted.
- Hero owners can now build unique towers and statues. Some time after the update, you will need to re-enter the reward key to unlock new recipes.
- Now, when leaving the dungeon, the player is invulnerable for 15 seconds, or until he starts to move or do something.
- Disabled flowers and other small decorative bushes. We'll add them later in the form of harvested herbs used in crafting items, consumables, and food.
- Slightly improved the visibility of harvested herbs and berries.
- Now, if the food has effects, then it can be eaten even if the satiety is full.
- Now slows from equipment (for example, from a backpack) do not apply when using mounts.
- Now, when interacting with an NPC, the character is automatically dismounted.
- Skeletons are now immune to bleeding and poisoning.
- Added the ability to sort items in closets.
- Added the ability to build stone walls 1 cell wide.
- Added city and bridges to the minimap.

Balance
- Significantly increased the upper tensile durability for most weapons, tools, shields, and armor made of bronze.
- Now the durability of the weapon from triggered parries is reduced by only 1 point, and the durability of armor and shield is reduced by 25% instead of 33% of the absorbed or blocked damage.
- Reduced skill requirements for crafting bronze and leather armor.
- It will now be possible to create improved versions of reward helmets and rings so that they lag less behind their counterparts created in the game.
- Now, if an ability is interrupted before using it with a stun, then you have to wait for the cooldown of this ability. - Affects both animals and monsters, as well as players and their pets.
- Significantly increased the throw time for all mountain warriors.
- Fixed a bug due to which the damage from some abilities was calculated incorrectly, ignoring protective effects and bonuses.
- The movement speed reduction when equipping backpacks is now 20% instead of 30%.

Quests
- Now the quest to build a structure will be considered completed if you have already built such a building in your dominium zone. Unpacking buildings also counts towards quests.
- Increased the chance of a root crop spawning on the starting island, now it also spawns in an abandoned village.
- Fixed a bug due to which the identification of several items in the same stack was not taken into account in the quest and the amount of experience gained.
- Fixed a bug due to which items received as a reward for quests were given with zero durability.

Sounds and Music:
- Added skeletons sound fx.
- Added dwarfs sound fx.
- Added music in the Church.
- Added music in the Cave.
- Improved the sounds of taking damage to the character.
- Decreased the volume for the sound effects of failure and chopping down a tree.

Other fixes:
- Fixed jerks in the movement of animals and monsters.
- Fixed a bug due to which rewards could be transferred through the trade window.
- Fixed a bug due to which the character turned downside if the abilities on the panel are clicked with the mouse.
- Fixed a bug due to which reward helmets were issued with zero durability.
- Fixed a bug due to which officers could not demote and increase the rank of other guild members.
- Fixed a bug due to which the character could remain on the mount when unpacking buildings from the dominium.
- Fixed errors that occurred when creating a new character, if the name is already taken. Character creation error messages are now localized.
- Fixed a bug due to which, after creating 5 characters, a situation could arise when the server began to disconnect when trying to connect to it.
- Fixed a bug due to which campfires and beds could be moved or unpacked outside the dominium so that their owner did not reset and the disappearance timer did not appear.
- Fixed a bug due to which the check for satiety on food only occurred after the timer expired.
- Fixed a bug due to which when repairing one item from the vendor, it did not disappear in the repair list.
- Fixed a localization error made by translators, due to which an error with quests appeared in the German version of the game.
- Improved visual display of iron ore.
- Reduced the darkening effect around the corners.
- Small animals no longer move the character.

Thanks so much for reading and comments! ^^
 

Major Update 2.0.251

4914a17477b9fc8970a7656a557311bf9d9ec081.jpg

We launched a test server to debug major changes, added the ability to assign residents, Hero rewards, new sounds and music, and many other improvements and fixes. The game is now also available in Polish and French.

Purchase a pack and start playing in closed testing

More details about test server: https://discord.gg/PF7Uc5xVr9
New high-level dungeon already available on the test server.

Changelog. Major Update 2.0.251
The game is now available in Polish and French! Many thanks to everyone who contributed to the translation of the game.

What's new:
- Added the ability to designate players as "residents" on your territory. A player can be a resident of only one dominium (his own, or another player). If you are a resident outside of your territory, you will also have access to a personal warehouse in the dominium, and a pointer to the house will be displayed.
We want to make it possible to live comfortably with a friend on the same territory. Later, a restriction on the number of residents will be added, it will be possible to use the help of a friend during construction and crafting. We will closely monitor post-implementation feedback to ensure that balances and limits are properly adjusted.
- Hero owners can now build unique towers and statues. Some time after the update, you will need to re-enter the reward key to unlock new recipes.
- Now, when leaving the dungeon, the player is invulnerable for 15 seconds, or until he starts to move or do something.
- Disabled flowers and other small decorative bushes. We'll add them later in the form of harvested herbs used in crafting items, consumables, and food.
- Slightly improved the visibility of harvested herbs and berries.
- Now, if the food has effects, then it can be eaten even if the satiety is full.
- Now slows from equipment (for example, from a backpack) do not apply when using mounts.
- Now, when interacting with an NPC, the character is automatically dismounted.
- Skeletons are now immune to bleeding and poisoning.
- Added the ability to sort items in closets.
- Added the ability to build stone walls 1 cell wide.
- Added city and bridges to the minimap.

Balance
- Significantly increased the upper tensile durability for most weapons, tools, shields, and armor made of bronze.
- Now the durability of the weapon from triggered parries is reduced by only 1 point, and the durability of armor and shield is reduced by 25% instead of 33% of the absorbed or blocked damage.
- Reduced skill requirements for crafting bronze and leather armor.
- It will now be possible to create improved versions of reward helmets and rings so that they lag less behind their counterparts created in the game.
- Now, if an ability is interrupted before using it with a stun, then you have to wait for the cooldown of this ability. - Affects both animals and monsters, as well as players and their pets.
- Significantly increased the throw time for all mountain warriors.
- Fixed a bug due to which the damage from some abilities was calculated incorrectly, ignoring protective effects and bonuses.
- The movement speed reduction when equipping backpacks is now 20% instead of 30%.

Quests
- Now the quest to build a structure will be considered completed if you have already built such a building in your dominium zone. Unpacking buildings also counts towards quests.
- Increased the chance of a root crop spawning on the starting island, now it also spawns in an abandoned village.
- Fixed a bug due to which the identification of several items in the same stack was not taken into account in the quest and the amount of experience gained.
- Fixed a bug due to which items received as a reward for quests were given with zero durability.

Sounds and Music:
- Added skeletons sound fx.
- Added dwarfs sound fx.
- Added music in the Church.
- Added music in the Cave.
- Improved the sounds of taking damage to the character.
- Decreased the volume for the sound effects of failure and chopping down a tree.

Other fixes:
- Fixed jerks in the movement of animals and monsters.
- Fixed a bug due to which rewards could be transferred through the trade window.
- Fixed a bug due to which the character turned downside if the abilities on the panel are clicked with the mouse.
- Fixed a bug due to which reward helmets were issued with zero durability.
- Fixed a bug due to which officers could not demote and increase the rank of other guild members.
- Fixed a bug due to which the character could remain on the mount when unpacking buildings from the dominium.
- Fixed errors that occurred when creating a new character, if the name is already taken. Character creation error messages are now localized.
- Fixed a bug due to which, after creating 5 characters, a situation could arise when the server began to disconnect when trying to connect to it.
- Fixed a bug due to which campfires and beds could be moved or unpacked outside the dominium so that their owner did not reset and the disappearance timer did not appear.
- Fixed a bug due to which the check for satiety on food only occurred after the timer expired.
- Fixed a bug due to which when repairing one item from the vendor, it did not disappear in the repair list.
- Fixed a localization error made by translators, due to which an error with quests appeared in the German version of the game.
- Improved visual display of iron ore.
- Reduced the darkening effect around the corners.
- Small animals no longer move the character.

Thanks so much for reading and comments! ^^
NICE!
 
Major Update 2.0.255. Winter, new dungeon and town halls!

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A new dungeon is already available! Now Dominiums occupy only 1 square, added Town Halls, villas and statues. Snow has fallen in the world of Wild Terra 2, many bugs have been fixed and some improvements have been added.

You have not lost items from the dominium warehouse, they are now in the storehouse of the Town Hall.

Purchase a pack and start playing on closed testing
Town Halls and Dominiums
- Now dominiums occupy only 1 square in the center of the territory and are used to manage the territory. You have not lost items from the dominium warehouse, they are now in the storehouse of the Town Hall.
- Added a new type of building the Town Hall. This building is used for access to the personal warehouse as well as the management of residents. The better the Town Hall, the more people can live on your territory, and more storage cells are available.

Rewards
To unlock new recipes, you must re-enter the reward key some time after the update.
- Added recipes for villas (town halls) for owners of the Hero and the Prosperous Merchant packs, as well as the Great Tower for Kings. The inner part of the Town Hall and the wine cellar will be added later.
- Added recipes for dragon statues for Heroes and Kings.

New dungeon
- Added a large dungeon with monsters, bosses, new rewards and mechanics. Please note that this dungeon is for high level players.
Many thanks to everyone who helped test the new dungeon!

General improvements
- Improved optimization when snow falls. The initial season on the server will be winter for some time.
- Added sound effects for the Master of the Mountains.
- Improved initial quests, taking into account the separation of the Town Hall and Dominium.
- More branches now fall from trees on the starting island and birches.
- Simplified fox taming so that the initial quest to tame it on the island does not take so long.
- Now the success rate for loot and recipes is displayed even if the tool is not yet equipped. The best tool in the inventory is taken into account, which will be used when automatically equipping.
- Slightly increased the distance at which objects of the world appear when the character moves, to avoid situations where they appear suddenly.
 
Update 2.0.260. Chat redesign, Feudal lords and Peons

The wipe before Early Access release will take place on January 26 at 9:00 am PST.

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Changelog. Update 2.0.260

Added Italian and Japanese languages. Thanks to everyone who helps translate the game!

Completely redesigned Chat

- Chat channels are now tabbed. You can choose to display all messages at once, or messages from a specific channel, for example, "Trade".
- Now in the drop-down list, you can choose which channel your message will be sent to.
- Now you can scale the chat window, move it, or completely hide it, leaving only the icon.
- Added display of notifications about new messages. For example, if the active tab is currently "Private", then when new messages appear in the "Group" or "Guild" channel, you will see a notification next to the tab icon.

We will continue to improve chat, with new features coming in the future, such as “Show Item in Chat”.

Feudal lords and Peons

- Now, when creating a character, you will be offered a choice of origin: create a Feudal lord, or a Peon. (All current characters will automatically become Feudal Lords).

Feudal Lord
- May have land for buildings (i.e. own the Dominium)...
- He starts on the Starting Island, after completing tutorial quests, he will go to the continent with a base set of resources, buildings, and money.
- You can have no more than 1 feudal lord on your account.

Peon
- Can not have their own land.
- Starts on a continent with no money or resources (skips starting quests).
- You will need to become a resident of the feudal lord (you can settle on your Feudal Lord land).

Other changes and improvements
- Added a helmet for the Builder pack. To receive it - enter your Builder rewards key.
- Now, as a reward for completing many quests, money is given, so after sailing from the Starting Island, a good initial capital is already being collected.
- Now you will see a pointer on the direction your ship (which is being built for sailing to the Continent).

Help us translate the game into your native language!

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We need your help! We are not looking for professional translators. If you want to help, understand English, and are a native speaker of any of the languages not yet added to the game - please write to us at [email protected] (Please indicate the language in the subject line.) You can see the current readiness of translations on the screenshot.
 
Wild Terra 2 is now available on Steam Early Access!



Many thanks to everyone who helps the development of the game and supports us! We are delighted that Wild Terra 2 has such a great community! Thanks to you, the game has been translated into 12 languages already at the launch of Early Access.

Currently running servers:
- NA-West NEW!
- NA-East
- Europe #1
- Europe #2
- South America
- Asia Pacific
- Australia

Nuestro sitio: Wild Terra 2: New Lands - Official site of the popular MMO sandbox RPG with survival, craft. 2020

Why Early Access?
In our game, you, together with other players, create your own medieval world: from the first tools to a full-fledged life, economy, and guilds. In a game with such mechanics, you are given a key role, and for the full development of the project, we need a dialogue with you. By providing early access, we hope to receive feedback and suggestions to adjust the development of the game early on. We consider all ideas and select from them the most suitable and liked ones.

How is the full version planned to differ from the Early Access version?While Wild Terra 2 will be in Early Access, we will be expanding the possibilities of the game with every update. It isn't easy to list everything that we have planned for the release, but the most important thing is worth noting:
- A new continent every season! With its own biomes, rules, inhabitants, dungeons, resources and rewards.
- Improvement and content for Farming. Many new cultures, weather and seasons influences.
- Livestock breeding and selection.
- Even more elements for building houses, creating furniture and decor.
- Special activities for solo players.
- Skills Cartography, Witchcraft, Bard.
- Improved combat system with even more variety of equipment, skills and roles.
- New types of weapons and skills for using them: Crossbows, Two-handed, Polearms, Weapons in both hands, Throwing bombs, Staffs and Musical instruments.
- Castle sieges and PvP tournaments.
- Development of guilds. Special dungeons with activities, bosses and rewards. Guild Wars.

In addition to everything planned, the game will be expanded with a considerable number of aspects proposed by the community. This is the goal of Early Access!

What is the current state of the Early Access version?Many of our plans and player suggestions have already been implemented in Wild Terra 2. Together with you, we will refine the game, make it better and more diverse with each update. Despite the team's small size, we plan to delight you with new updates 2-3 times a month. The game is continuously being filled with something new, improve, and the found shortcomings are eliminated.

A large number of essential features have already been added to Wild Terra 2, which will only increase over time:Survival in a huge world.

- Hunting, resource mining and finding godsends.
- Crafts: Blacksmithing, Mining, Leatherworking and Pottery, Carpentry, Farming, Cooking and many others.
- Lots of realistic production processes.
- Trade with other players and non-player characters.
- Taming animals and pumping pets.Free construction of multi-level buildings.
- Improvement of home and personal property.
- Completing various quests.
- Dungeon exploration for groups or lone players.
- Boss battles for valuable rewards.

How are you planning on involving the Community in your development process?
Our Discord channel contains the largest part of the active community of the game.Any of the players can suggest adding something new or, on the contrary, removing and reworking the existing one. You can discuss your ideas with other players on Discord and us.

Join the Wild Terra 2 Discord Server!

Also, the community actively contributes to finding and fixing bugs in the game.Public board with a list of found and fixed bugs: Trello

The community of players fills the wiki with knowledge about Wild Terra 2, helping newcomers navigate the game more quickly, organizing all the information available, and making it easier to work with it.Wild Terra 2 official wiki

Wild Terra 2 Wiki
 
According to Steam users the servers are pretty unstable - will wait until news of that changes to hop in. Thanks for the updates rootstereo
 
Wild Terra 2,Roadmap 2021

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- Map added! Displays the world map and the map of the current continent, your position, party members, your dominium, ship and place of death. In the future, it will also be possible to put your mark.
- Increased the spawn rate of quest trees on the Swamp.
- The graveyard crypts have been improved and enlarged.
- Added visual effects for burning, bleeding, laceration, poisoning and infection.

Roadmap 2021

Spring
  • Improving Cooking. Long and effective buffs from high-level food. Limiting raw food and increasing the value of cooked food. Tools (pans, ladles, rolling pins). More secret recipes.
  • Improving Fishing. More interest and greater clarity. The division into different types of reservoirs with various inhabitants (including fishing in the dungeons). The size of the catch. More valuable catch.
  • Dungeon difficulty levels. Before entering the dungeon, you can choose the difficulty level. The harder it is, the more valuable the reward.
  • New content for farming. More crops and selection, the ability to grow trees, indoor plants. New tools and buildings.
  • Improving the combat system (in several stages). New abilities. Increase the power of the Knives. Improved balance. Slow bolas and traps. Development of cooperative interaction in PvP and PvE. The role of a pronounced Tank and Support will appear. The tank will take more incoming damage in battle, quickly rush into the center of the fight, and attract monsters' attention to itself. Support will remove negative effects from allies, bandage wounds, and impose various weakening on opponents.
  • Upgrade exotic items. Several levels of upgrade, the further, the better the characteristics and unique properties. Adding a valuable resource to the game is universal for the latest upgrade levels of all exotic items.

Summer
  • Seaport town. A place for trade and sailing to other lands. New NPCs.
  • New continent. Territories with unexplored places, inhabitants, and resources. Spaces for settlements.
  • Auction. Convenient sale and purchase, search and sorting.
  • Large individuals and large deposits. It will be possible to meet a larger representative of each type of animal and monster. He's more dangerous, but the reward is better. You'll also find large resources.
  • More passive bonuses for peaceful skills. Several passive bonuses for each peaceful skill.
  • Mini dungeons. Small dungeons with random generation for one player. The entrance will appear at a random location in the game world.
  • Half-timbered parts. Parts for the construction of classic medieval houses. The new parts will be fully compatible with the logs.

Autumn
  • First Season launch. More unexplored biomes. Territories with new rules, quests, and rewards.
  • New types of weapons and skills. Two-handed weapons, throwing bombs, crossbows, and more.
  • NPC quests and daily rewards. Daily quests with rewards. Mining resources and help NPCs.
  • More varied bosses. You will need unique tactics and quickly adapt to changing conditions.
  • Livestock. Breeding of farm animals. Cattle and small animals, birds, and insects.
  • Diseases and epidemics. Distributable diseases with negative effects. Treatment and consequences.
  • Alchemy. Craft unique ingredients for other production skills, as well as potions and decoctions.
 
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Update 2.0.275. Windmill, alcohol, combat system, coocking, and more!

This update adds a wooden windmill, the ability to brew alcoholic drinks, and other improvements and fixes.

New features:

- You can now craft alcohol. Brew different types of beer and other drinks! The more you drink, your drunkenness will increase,
this will affect your character with effects and messages of drunks.
- With the appearance of alcoholic beverages also comes the new buildings: Wooden mill, Fermentation barrel that they will allow you to process the needed materials.
- Added the ability to create Sugar from Sugar Syrup. And sugar syrup is now obtained by evaporating beets/honey in a cauldron.
- 1 sapling is now used for planting grapes, pears, apples,
- New crops for cultivation. Fruit trees, strawberries, beets, cabbage, onions, garlic, peas, grapes will become available

Improved cooking:

- Medium and high-level food will become more in demand and valuable, some of the recipes and effects been reworked, new ones will appear, including “hidden” recipes (dishes that can only be cooked by experimenting). New coocking tools: Butcher cleavers and wooden rolling pins added.

Improvement of the combat system
  • Stage 1. Adding the role of the Tank: skill “Heavy shields”, improvement aggro, and the effect “In battle” - which prohibits removing/putting on a heavy shield and armor during a battle.
  • Now, in addition to the Provocation ability, Heavy Shield Strike will also increase the desire to attack you. Ability descriptions now display the numerical value of threat points depending on the skill level.
  • Tanks now do slightly less damage.
  • Shields are now divided into light and heavy (both the items themselves and the skills for their possession). Added new active and passive abilities to both skills. Blocking melee and ranged attacks are now separate stats.
  • Reworked the aggression system for mobs. The "Provocation" active ability has been added to the Heavy Shields skill. Players can now provoke a target on themselves by acting as tanks. The effectiveness of the ability depends on the level of the Heavy Shields skill. Dealing high damage can also cause a mob to change its target.

    Plan to release the next major update on April
    15thWhat will be included in this update?
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Dungeons for solo players. Small dungeons with randomly generated rooms, enemies and loot to make it more interesting to replay. You can only enter the dungeon alone.

We are planning to make two types of dungeons:
  • Resource mines. Dungeons of a few rooms, where in addition to not challenging mobs, you will be able to mine iron and other resources. The entrance to such dungeons will be in one place all the time.

    These are the dungeons we will add to the game earlier.

  • Dungeons to explore. The entrance will appear in a random place in the world of the game. Dungeons are sometimes large and sometimes small. With new opponents, bosses, diaries, stories, and random loot. These dungeons will be more varied - sometimes it will be a difficult challenge, and sometimes just a small basement with an interesting story.

    These dungeons will be added at a later date and maybe not included in this update.
  • Dungeon difficulty levels. Several difficulty levels for all dungeons, including solo ones. Before entering, you choose the difficulty yourself. The harder it is, the better the rewards and the higher the levels of enemies.​
  • A tool for reporting offenders. If you meet an offender in the game world or in the chat, you can easily inform us about him by selecting the appropriate category: “Cheats/Using bugs”, “Bot program”, “Real money trading”, “Insults, excessive abuse”. This will help to better counteract violators and apply penalties.​
Also, anvils and several other buildings and tools, dancing (woo-hoo!), bug fixes, additional packs rewards, sound effects and other changes will be added.

The auction will appear in the game in the next update (late April - early May). Development of the Auction will take a long time, so we decided to focus on adding new content first.

Thanks so much for the helps and support. We hope these changes will give you back the desire to play and enjoy more the game content, while adding much more than planned to be added to the game.
 
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¡Hello there geezers, lad & gentlemans, fellas and awesome people from all ages! Sadly the launch for the next mayor update has been delayed. :cry: But it is for a good cause, devs will need a bit more time for test and make best to guarantee a good experience on the next update

The next major update will be out on April 22nd.


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What's will be included in this update:

  • Improving dungeon balance. For example, "Cave of the Booming Echo" will become easier, and the reward for it will be increased. The balance of other dungeons will also be improved.
  • Difficulty selection. Before entering the dungeon, you can choose one of five difficulties, from Easy to Nightmare (the current difficulty corresponds to Normal, the third in a row). The difficulty will determine the rewards, the levels of mobs, as well as their vulnerability to effects.
  • Solo Dungeons - Mines. Randomly generated dungeons for mining iron and other resources. There will also be non-difficult opponents and blockages that will need to be removed with a pickaxe and mining skill. You can only enter the Mines alone.
  • New mobs. Infected Bat, Cave Spider, and Treacherous Kobold.
  • Pack rewards. It will be possible to enter the Hero's villa and the King's tower, as well as install buildings and furniture inside. Added fortress walls and towers of the King, and a wall decoration Shark (Home, Sweet Home pack).
  • A tool for reporting offenders. If you meet an offender in the game world or in the chat, you can easily inform us about him by selecting the appropriate category: “Cheats / Using bugs”, “Bot program”, “Real money trading”, “Insults, excessive abuse”. This will help to better counteract violators and apply penalties.
Also, the update will include several buildings and tools, dances, bug fixes, added sound effects and other changes.

Thanks for reading guys! Bless and take care. ?
 
Update 2.0.279. Dungeon minimaps and other improvements

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Changelog. Update 2.0.279

Improvements:


- Added minimap for dungeons: Fort, Mine, Secret Hideout.
- The final hideout room has been enlarged for a more comfortable boss fight.
- Added new pages of the traveler's diary.
- Now a successful request to trade and refusal to trade by another player is accompanied by messages, which makes the process more understandable.
- Now items in inventory that are placed for sale to a merchant or player are marked with a different color.
- Now an item that was displayed in the trade window with another player can be removed by clicking on it.
- Now items from the inventory can be added to the trade window with another player by Shift-clicking.
- Added a road to the abandoned mountain (which will also make it impossible to block the path there).
- Now exit from a random dungeon requires confirmation, so as not to leave it when you misclick on the exit.
- Hiding floors and roofs will now keep their shadow, which looks more realistic.
- Improved and optimized graphics in Secret Hideout.

Fixes:

- Fixed a bug due to which the cloak could lose shape when entering and exiting the dungeon.
- Fixed a bug due to which the pointers continued to indicate the direction, even if the target is on a different continent or in a dungeon. Now such pointers will disappear.
- Fixed a bug in the character animation controller that occurred when riding a mount.
- Fixed a bug that caused the skill abilities for ranged weapons to act at a far distance than the weapon itself.
- Fixed a bug due to which some types of bandages, antidote, and medicine could be applied while stunned.
- Fixed a bug due to which the trade window between players did not display the item quality frame.
- Fixed a bug due to which information about another player, when hovering over him with the cursor, remains on the screen when he is disconnected from the server.
- Fixed some territories with inaccessible spawn.


Major Update 2.0.277. Difficulty levels, new randomized dungeons, and more!

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Changelog. Update 2.0.277

Difficulty levels:


- Before entering any dungeon, you can now choose one of five difficulty levels. The harder it is, the higher the rewards and levels of opponents!

Dungeons for solo players:

- Mines

. Randomly generated dungeons for iron mining. Here you can meet new opponents: Infected Bat, Cave Spider, Insidious Kobold. The entrance is always located in one place.
- Mysterious hideout
. A randomly generated dungeon, the entrance to which can be found at random locations on the Continent. Godsends, scraps, bosses and treasures are a real adventure!

Reporting system:

- If you meet an offender in the game world or in the chat, you can inform us about him by selecting the appropriate category: “Cheats / Using bugs”, “Bot program”, “Real money trading”, “Insults, excessive abuse”. This will help to better counteract violators and apply penalties.

Changing bows and sling:

- Added modifiers for armor penetration by projectiles.
- Reduced the cost of crafting arrows, now it have become more affordable and are a good alternative in many aspects of the game.
- Reduced the requirement to craft a composite bow by 5 levels.
- Rebalanced hunting and composite bow, bow parameters are now in line with cost expectations.
- A leather sling has been added to the craft.
- Added new types of sling projectiles, including Spiked - with a chance to cause bleeding.

Other changes and improvements:

- Improved the balance of the Echo Cave. Dangerous opponents have become weaker, and the rewards have been significantly increased.
- Improved the balance of godsends and rewards in the Fort.
- Crypts and the Necromancer's Laboratory are now considered as solo dungeons, you can only enter them alone.
- Now dangerous enemies and bosses have a corresponding postscript to understand their hardcore and the consequences of attacking them.
- Added Iron and Steel Anvils, which are required to craft high tier metal items.
- Improved action window interface, now actions are divided into categories.
- Added six dances.
- Added sound effects for Fort insects' actions and attacks
- Added Cultist sound effects.
- Long timers for production buildings have been reduced from 24 hours to 22 hours.
- Production building timers are now saved even if the server is restarted.
- Improved and optimized terrain surface graphics.
- Updated graphics for a pile of stones and branches, an iron vein.
- There are now fewer unlit areas in the Booming Echo Cave.

Additional Pack Rewards:

(to get it, you must re-enter your key in the main menu of the game):
- It is now possible to enter the King's Tower and the Hero's Villa, as well as build constructions, furniture and decor inside.
The villa of a successful winemaker will be available later.

- Added wall decoration Shark.
- Added walls and towers of the King.

Fixes:

- Equipping rings from inventory by double clicking now works correctly.
- Fixed a bug due to which the player's grave did not appear if the number of dropped items exceeded the size of the grave container.
- Fixed a bug due to which the mobs in the dungeons did not restore health, being away from the players.
- Fixed bugs with recipes in the Fermentation Barrel.
- Fixed a bug due to which heavy shields could use effects from weapons or traps.
- Fixed a bug due to which it was possible to move the dominium so that parts of the buildings remained outside of it.
- Fixed a bug due to which mobs in the church could be killed with impunity from under the stairs.
- Fixed a bug due to which in some situations it was possible to remain on a mount when exiting a dungeon.
- Fixed a bug due to which death from bleeding caused by crafting was incorrectly credited to the last player who dealt damage to the deceased.
- Fixed a bug due to which the trading state of one of the players could persist, interfering with other actions, if another player disconnected from the server at the time of trading, died or was stunned
- Fixed a bug with sound settings in the game interface. The volume sliders now set the volume from 0 to 100%.
 
The next content update is scheduled for release on May 27th. The main innovation will be the Cross-Server Auction.
 
Major Update 2.0.281. Auction, levels of exotic items, improvement of Crypts

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Added Auction - send goods for sale, place bids, buy items even from other servers! Exotic items now have upgrade levels instead of quality. Crypts on the graveyard are now created by randomly generating rooms, a new boss has been added, as well as godsends that require the Identification skill. A new farmer trader, increased convenience when crafting a large number of items and its division into stacks, and much more awaits you!

Changelog. Update 2.0.281

- Added Korean, but translation is not complete. We remind you that the game is translated by our community. If you would like to help translate the game into your native language, please email us at [email protected].

Auction

To ensure that the Auction does not completely replace ordinary trade, communication, competition on one server remains - we have set a time limit on bids, as well as commissions: 10% from the seller when selling any item, as well as an additional 10% from the
buyer
when trading overseas (buying from another server).

- Auction has been added to the game. To access it, you need to build the Auction House. List goods for sale, place bids, buy things even from other servers!
- Available search and sorting by various filters (quality, item type, etc.).
- We will continue to improve the usability, functionality, and interface of the Auction in the next updates.

Exotic item levels

Through your testing, we realized that exotic items were giving too much of an advantage over the difficulty of creating them. We decided to make its creation difficult and interesting, and the characteristics more controllable, removing the quality. It will be much more difficult to get the maximum level, but the characteristics of such an item will exceed the previous 160 quality exotics. We had to make a difficult decision regarding the already created items in the game - they will all get level 1. We are sincerely sorry for the effort the players put in to achieve maximum quality, but this is the best option to keep developing and testing. The game is in early access, evolving, and many things cannot remain unchanged, and changes sometimes require losses.


- Exotic items now have 4 upgrade levels and have no quality. As the level increases, characteristics increase, visual effects are added.
- All current exotic items will get 1st level.
- Items of levels 3 and 4 cannot be transferred or lost, but its creation does not have level requirements.
- Added more than 20 new recipes and materials that will be required to upgrade levels 3 and 4.

Updated Crypts

- Crypts on the graveyard now have a random generation of rooms, enemies, and rewards.
- Added godsends requiring the Identification skill.
- Added a new boss!
- The entrance to the crypts is now highlighted.
- Added crypt minimap.

Other changes and improvements

- Some city merchants are now in houses. Added interiors of such rooms.
- Added new trader Farmer Jack.
- Added a button in the crafting window to create the maximum number of items until the resources run out.
- Added division by exact amount when dragging items while holding down Ctrl.
- Added the ability to go to the recipe in the repair window.
- Selling ready meals and alcohol to the Chef is now more profitable.
- Added gatherable stumps, snags, and bushes. There are no more non-removable snags and other similar obstacles.
- It is no longer possible to commit suicide in the safe zone in front of the mountain fortress.
- Added new sounds: windmill, Taunt ability, swamp creatures.
 
What we are working on?

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The next major update will be out on July 29th! We'll be adding a new support role, buff the daggers, adding a few pets and horses, balancing stamina costs, and many other changes and fixes.

What's in the next update:

- Healing skill.

You can apply bandages, ointments, and medicines to pets and other players (from a short distance), remove negative effects and sacrifice your health to save others. 6 abilities and new skill bonuses await you.
- New pets and Horses.
When gathering some materials and fishing, there is a chance of spawning a small angry animal (the type depends on material), which can be tamed. Also, we have added horses - you can hunt for rare horse colors and new bonuses.
- Daggers and light armor.
The knives will have 3 new abilities at once, which will better reveal the role of these deadly assassins. And light armor will have a passive ability to reduce stamina costs.
- Stamina cost balance.
All abilities, some simple hits, and defensive mechanics cost almost nothing (stamina). We want to increase the cost to make the choice of using abilities and replenishing stamina more important.
- Bolases.
Will be used to slow down the target and also help knock the player off the mount.
- A bit about other improvements.
Auto run function, the ability to equip a pet in a mount slot, a winemaker's villa, and other changes.

We are also continuing to work on a new continent and more related content, but these changes will appear in the game at a later date.
 
Plague Island. First details about new continents

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We are launching a series of articles about seasonal continents in general, and about the first of them, Plague Island.
Remember that this is currently only a concept that may change in the future.

What are Seasonal Continents?

We plan to add new seasonal continents every 3-4 months. Uncharted territories with new inhabitants, changes in the rules of the game (for example, loss of items upon death, new types of damage, etc.), a campaign with a number of quests, a dungeon, as well as new resources, items, and rewards await you! We plan to keep these continents in the game forever.

Access to seasonal continents will be free! You will be able to complete the main quests and pick up rewards for this, get new resources and items. If you wish, you can purchase a Battle Pass - you will unlock additional quests and the opportunity to receive unique cosmetic rewards (mounts, pets, home and territory decor, cloaks, frames, titles, etc.). The Battle Pass is only available for a limited time and will change with the launch of a new continent (regular quests and rewards can be received without time limits).

First season. Plague Island
The first season starts this fall! Travelers will sail to the island, where they will face a long-raging plague epidemic, explore gloomy forests, swamps, abandoned villages, and will know a story of the island.

Stay tuned for more information about Plague Island, ships, and other details about Seasonal Continents.

See more about the game here:


 
Master Brand, New CIty Saports, Ships and music controller

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– By crafting high-quality armor, weapons, and tools (which have an attack), you can endow an item with the Master Brand, which will give it an additional stat bonus and the signature of the creator's name.
– Bonuses of the Master Brand are random, but depend on the type of item (i.e. different for light armor, heavy armor, type of weapon, etc.).

New music controller
– Now music depends not only on the area, but also on situations (battle, home music, night, etc.)
– Several new music tracks have been added.

Seaport
Port city In the northeast of the main continent - the starting point for all travelers to new lands. Here you can buy or build your own ship, find merchants, repairmen, and captains of various ships.

Ships
There are three ways to travel to a new continent:
- build or buy your own ship,
- find a place on a ship of other players (negotiate or buy),
- purchase a ticket for the ship from one of the captains (NPC).

The ships will be of different tiers - this will determine the number of seats on board, as well as the carrying capacity. The maximum number of seats on a ship is limited by the size of the group. You will be able to climb aboard and walk around the ship, adjust the color of the sails, and do other customization.

Loot transportation
It is better to get a ship with the maximum carrying capacity, as this will determine the number of supplies that you can take with you, as well as the amount of loot that you can bring from a new land for use or sale on the main continent.

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Join discord to chat with Devs and other playes. Can find me there as Aszedia (Mod).

See more details of the development on the game and be part of our great community who is always willing to help.
https://discord.gg/eSDTANT

More details for all these updates an more on Steam group.

Steam Community :: Wild Terra 2: New Lands

Thanks so much for reading guys!
 
Plague Island. Release date

Hey friends! A BIG and important update is coming. The Plague Island will be added on October 14th!

This next big update will bring many changes and new content, more minerals, new objects, resources and new zones to explore.


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In this territory you will find a new mineral: Morbium, with which you can create new weapons and, in addition to this a lot of new minerals will be added.
Use new materials to create improved production buildings, storages, and gloomy decorations for your territory. Craft new ingredients, medicines, and equipment. Get unique pets and mounts!

New zones:
- Explore the Dark Forest
- Marshlands,
- The Plague City, with its maze of streets and large abandoned houses, many decayed corpses, and dangerous inhabitants.
- Infected Bog and a new dungeon.

Join us and be part of this great game in development with amazing features and things to discover.
 
Plague Island
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Plague Isle is available for exploration. Build your ship or buy a ticket from the captain in the Port city, go to explore new territories, get valuable resources, fighting a lot of new monsters, but be careful - these lands are saturated with death, danger, and disease!

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Expeditions:
- Added a Port City to the northeast of the Continent.
- For an expedition to the Plague Isle, you need to build your ship or use the services of other players and NPC captains.
(For owners of the Prosperous Merchant pack, the Merchant Ship is available for building, you must re-enter the rewards key in the game menu).

- Added recipes for building ships of three tiers. Ships differ in cargo and player capacity. The resources needed to create the boat and supplies for the journey are consumed at the first construction. Upon subsequent placement of the ship, only supplies for the expedition will be consumed.
- To load/unload things on the ship, you need to contact the NPC Quartermaster.

Plague Isle:
This is the first part of the Plague Isle update. We plan to make two more parts containing new territories, a dungeon, a quest chain, more monsters and rewards, pets and mounts, different decor, and other content. Much of the above is almost ready, so the second part of the update will be available in 1-2 weeks.

- Explore a new territory - Plague Isle. Doomed Village, Dark Forest, Viscous marshlands, and Plague City await you.
- Across the island, the effect of Acrid Air is active: you cannot use mounts from other continents, and the corpses of players and thrown objects quickly decompose. In some territories, there are other effects, we recommend paying attention to it, the island is very dangerous.
- Added disease and infection mechanics.
- Added a new type of damage and protection from it.
- More than 15 new monsters.
- Production chains, new materials obtained by mining and crafting for most professions.
- New sets of armor from Morbium metal and Leprous skin, as well as weapons of all types.
- Improved versions of warehouses and other buildings you can build from the materials of the Plague Isle.

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What's new:
- Added a solo randomly-generated dungeon. The entrance to it can be found in the Dark Forest and Swamp Marsh.
- Added new tameable pets: black wolf, bat (can be found chopping down trees on Plague Island), as well as three types of spiders.
- Godsends can now be found in locations on Plague Island.
- Large trees, deposits and monsters can be found in the Dark Forest and Swamp Marsh. They differ from general ones in their rarity, increased chance and amount of loot, as well as characteristics.
- Merchant Barney can now be found in the starting village of the island.
- Added new food and meals that can be cooked around the campfire.

Improvements:
- Reworked resource gathering timers. Now a high level of skills and the use of food will significantly affect the speed of collection.
- Increased spawn zones sizes in the Dark Forest and Swamp Marsh.
- Improved visuals of the Plague Island locations.
- Increased the visibility of ore veins on Plague Islan
- Now books give a temporary effect of increasing the gained experience of skills. The percentage of the experience and the duration of the effect depend on the level of the book. Quality affects the final time.
- Improved display of actions in NPC windows.
- Snow removed (we plan to add it later when we finally set it up).
- Reconfigured the frequency of weather chances by seasons (there will be more sunny days).
- Added a tanner's tool for the active skill "Save tools", instead of a knife.
- Guardian animals were removed from the starting island when mining resources.
- Lowered the level for crafting a Build Set of hides for building a ship on the starting island.
- Updated some icons, added explanatory texts.
- Added one more musical composition for the battle.
- Added more sounds to animals and monsters.
- Fixed ending of some attack animations.
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Plague Island:
- The ability to bring plague to the Main Continent has been enabled.
- Added quests on Plague Island. The main chain of these quests starts at the port.
- Added the last area - Infected Bog (we plan to add a dungeon here later).
- Added a world boss and new monsters.
- A final reward chest has been added to the forest dungeon.
- Added several new items of equipment that can only be obtained from loot.
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- Daily Quest Board.
On every continent, a daily quest board will appear in the city - with various requests and assignments of residents, which players can complete to receive a reward. This board will first appear on Plague Isle but later on the Main Continent.
- Expansion of the territory of Main Continent
. One of two planned territories will be added. This is a large southern PvP zone with canyons located near the entrance to the Cave. Part of the territory will be given for construction for players, the other will be inhabited by coyotes, scorpions, and harpies, as well as new types of godsends - harpy nests and graves. The nest contains armor, weapons, and tools up to 180 quality (exclude exotic and Plague Isle items).
- New constructions.
Improvements for the table, giving a bonus to the upper and lower quality limits of crafted items. Ominous Plague Isle decor and storage box.
- New pets
The basement of the survivors in the Plague City.
- A small safe area of this place.
- Reworked sounds of animal footsteps.
- Updated graphics for armor and weapons from Sangium.
- Improved the reward in the Plague Isle godsends.
- The listing of the lot at the auction is increased to 96 hours.

We will be glad if in the comments you write about what, in your opinion, should be added to the game or fixed.
 
I really wish I had the time to play because this is my kinda of game. I will have to make time in a few months and report back my experience :) looks great from all the info and screenshots!
 
Gameplay from Wild Terra 2 Online: New Lands. Our dream game in development. House buildings and floors. This is how its looks like!
 

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