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Conflict, Combat & Tension
Combat in Book of Travels has been something of a (ahem) divisive issue, with many wanting a damn good brawl while others would rather avoid confrontation altogether. There will indeed be avoidance tactics at your disposal - more on those later! For those in the former camp, heres a bit about the kind of conflict you can expect.
As you might imagine, theres no PVP combat in Book of Travels, instead youll face off against characters, creatures and mysterious beings, most of which youll find in the Wilds. Towns or villages are somewhat safer, where the main threat comes in the shape of bandits offering a duel, but off the beaten track packs of wolves or bandit gangs may present you with a heavy duty challenge. Supernatural adversaries may appear too, so stay watchful or you may just find yourself up against the might of a Maisu or the chaos of a Kettem. Fighting for survival is one thing, but acquiring exceptional items or bounty hunting may also find you baring arms.
Should you find yourself in a combat situation, the first thing youll need to do is prepare. This is a combat system designed around preparation, initiative and timing and there are three essential stages that build up to the decisive moment. Before you begin of course, youll first need to survey your surroundings for a worthy opponent. Putting your hand on your sword will cast a red circle about you, alerting you to anyone (or anything) within challengeable radius. Youll also be able to see their Force and Ward numbers, which will help you decide if you want to take them on.
Having selected a worthy opponent, youll need to make sure that youre ready for action: equip your gear, cast any knots or drink any teas that you think are fit for the occasion (such as the Warding Arc - a knot that protects you from one hit, or Lilit's Cinnabar Brew - a tea that increases your force). This is also a course of action that youll need to take as a preventative measure should you see a threat close by, so even if youre not looking for a fight, its a good idea to keep some spells close to hand. Some opponents are aggressive and will put their hands on their swords or enter combat preparation stances (e.g. wolves or Kettem) if you get too close!
Once the initiative has been taken its all about the timing! The longer you wait to strike your opponent, the more accurate your blow will be - so while your chance of hitting your target increases you will remain vulnerable to assault. Every second that passes between you and your opponent will be loaded with the tension of not knowing who will strike first... Dare you risk receiving a blow or will you deal your own, less accurate strike? The choice is yours! The stakes get higher still once youre hit, which will leave you dizzied and knocked off balance and with your chance to hit back diminished - a very strong blow can significantly reduce your chance of landing a return strike. Should you take a hit during battle, your Ward becomes depleted by the total count of the Force owned by the attacker. But once it's all over and should you survive, your Ward will return to its full value.
Weve often been asked, can you evade conflict altogether? Certainly! Just as in life there are ways to stay out of trouble! If youre a more peaceful player and you detect a threat from afar (red name tags are an indicator) you can choose to skirt around it, and if that doesnt work, then youll be able to evade it by equipping skills such as a Smoke Cylinder - a fast acting ability that grants temporary invisibility. This way you can choose to quietly pass trouble by, or hide, or become invisible. And if youre feeling cheeky and in need of supplies, you might be able to nip in and steal from a bandit without any conflict at all by using teleportation!
And what if you want to decline? Or if, once that circle is drawn an enemy takes initiative, you dont want to fight? You can simply walk away. If its bandits you face, then in this case your worst fate is usually robbery, and unless you refuse to hand over whats demanded you won't face an attack. Your final get-out option after initiative is taken is to flee - fleeing wont have any permanently adverse impact on your character, but it will mean that youll wake up somewhere completely new and for a while youll be slow and demoralised. ----------------------- We hope this sheds a little light on this much anticipated topic, and well get some answers to your questions so please do leave them below! In the meantime you can find out more about dangers in Braided Shore in our new video short with Artist Lotta tomorrow (follow our Youtube to get notified), or hear a game dev perspective on designing combat for a serene game from Lead Programmer Jens at his Nordic Games talk right here. Just 20 days to go! Thank you for being with us! Best Wishes, Helen & the Dev Team xx https://store.steampowered.com/app/1152340/Book_of_Travels/
[ 2021-08-10 18:03:50 CET ] [ Original post ]
Dear Traveller,
Combat in Book of Travels has been something of a (ahem) divisive issue, with many wanting a damn good brawl while others would rather avoid confrontation altogether. There will indeed be avoidance tactics at your disposal - more on those later! For those in the former camp, heres a bit about the kind of conflict you can expect.
Pit your wits against bandits and beings
As you might imagine, theres no PVP combat in Book of Travels, instead youll face off against characters, creatures and mysterious beings, most of which youll find in the Wilds. Towns or villages are somewhat safer, where the main threat comes in the shape of bandits offering a duel, but off the beaten track packs of wolves or bandit gangs may present you with a heavy duty challenge. Supernatural adversaries may appear too, so stay watchful or you may just find yourself up against the might of a Maisu or the chaos of a Kettem. Fighting for survival is one thing, but acquiring exceptional items or bounty hunting may also find you baring arms.
Preparation, tension and targets
Should you find yourself in a combat situation, the first thing youll need to do is prepare. This is a combat system designed around preparation, initiative and timing and there are three essential stages that build up to the decisive moment. Before you begin of course, youll first need to survey your surroundings for a worthy opponent. Putting your hand on your sword will cast a red circle about you, alerting you to anyone (or anything) within challengeable radius. Youll also be able to see their Force and Ward numbers, which will help you decide if you want to take them on.
Having selected a worthy opponent, youll need to make sure that youre ready for action: equip your gear, cast any knots or drink any teas that you think are fit for the occasion (such as the Warding Arc - a knot that protects you from one hit, or Lilit's Cinnabar Brew - a tea that increases your force). This is also a course of action that youll need to take as a preventative measure should you see a threat close by, so even if youre not looking for a fight, its a good idea to keep some spells close to hand. Some opponents are aggressive and will put their hands on their swords or enter combat preparation stances (e.g. wolves or Kettem) if you get too close!
Once the initiative has been taken its all about the timing! The longer you wait to strike your opponent, the more accurate your blow will be - so while your chance of hitting your target increases you will remain vulnerable to assault. Every second that passes between you and your opponent will be loaded with the tension of not knowing who will strike first... Dare you risk receiving a blow or will you deal your own, less accurate strike? The choice is yours! The stakes get higher still once youre hit, which will leave you dizzied and knocked off balance and with your chance to hit back diminished - a very strong blow can significantly reduce your chance of landing a return strike. Should you take a hit during battle, your Ward becomes depleted by the total count of the Force owned by the attacker. But once it's all over and should you survive, your Ward will return to its full value.
Fight, flight or flee?
Weve often been asked, can you evade conflict altogether? Certainly! Just as in life there are ways to stay out of trouble! If youre a more peaceful player and you detect a threat from afar (red name tags are an indicator) you can choose to skirt around it, and if that doesnt work, then youll be able to evade it by equipping skills such as a Smoke Cylinder - a fast acting ability that grants temporary invisibility. This way you can choose to quietly pass trouble by, or hide, or become invisible. And if youre feeling cheeky and in need of supplies, you might be able to nip in and steal from a bandit without any conflict at all by using teleportation!
Oops, I changed my mind - get me out of here!
And what if you want to decline? Or if, once that circle is drawn an enemy takes initiative, you dont want to fight? You can simply walk away. If its bandits you face, then in this case your worst fate is usually robbery, and unless you refuse to hand over whats demanded you won't face an attack. Your final get-out option after initiative is taken is to flee - fleeing wont have any permanently adverse impact on your character, but it will mean that youll wake up somewhere completely new and for a while youll be slow and demoralised. ----------------------- We hope this sheds a little light on this much anticipated topic, and well get some answers to your questions so please do leave them below! In the meantime you can find out more about dangers in Braided Shore in our new video short with Artist Lotta tomorrow (follow our Youtube to get notified), or hear a game dev perspective on designing combat for a serene game from Lead Programmer Jens at his Nordic Games talk right here. Just 20 days to go! Thank you for being with us! Best Wishes, Helen & the Dev Team xx https://store.steampowered.com/app/1152340/Book_of_Travels/
Help us bring Braided Shore to life!
[ 2021-08-10 18:03:50 CET ] [ Original post ]
Book of Travels
Might and Delight
Developer
Might and Delight
Publisher
2021-10-11
Release
Game News Posts:
136
🎹🖱️Keyboard + Mouse
Very Positive
(1422 reviews)
Public Linux Depots:
- Book of Travels Linux 64bit [5.82 G]
Join The Book of Travels and become a part of a unique social roleplaying experience that doesn’t hold your hand. Inspired by genre classics, this is a serene adventure that sets you adrift in a fairytale world... but it’s also an invitation to roleplay without the restraints of linear missions and plotlines. Feel at liberty to travel the free wilds and vivid cities of the Braided Shore peninsula. Wander deep into the layers of this hand-drawn world, stumble upon its hidden places or unravel one of its many mysteries. There is no overarching goal, no real beginning or end, but for mortal characters the stakes can be high.
Braided Shore is a vast and intricate world, but meetings with other players are few and far between so your chance encounters will be something special. Choose to collaborate together or to survive alone, either way, you’ll be part of the birth of an exciting new online community, one where many stories will be told.
But take note: This is a game for wayfinders and wanderers and it won’t plan out your route. Instead it will trust you to to play in your own style and to shape your own journey. Whichever way you choose to travel, you’ll soon be adding your own chapters to the Book of Travels.
- Authentic roleplaying and individual playstyles
Pick one of 20+ Forms in a detailed character creation sheet that focuses on personality and identity rather than stats and classes. The game allows you to play in a style that matches your character and to set your own personal goals. Are you a danger-seeking adventurer, a stoic practitioner of magic binding, or a carefree tea drinking gambler? - Boundless narrative that won’t hold your hand
Your travels will present you with countless randomly occurring events making your story unique, and each session different from the last. Peel back the layers of diverse plotlines and discover an immensely deep fairytale world. - TMO - Tiny Multiplayer Online
Other players are few, but your paths will cross - it’s up to you to choose to travel together or go it alone. Find vehicles to reach far flung places or just amble through woods together. The absence of guilds and social structures makes your temporary fellowships unique and memorable. - A beautiful world of uncertainty
An intricate and unique world that draws inspiration from old-world fairytales, Eastern mythologies and early industrial eras. Tons of intricate events chains that unlock items, characters, deep world secrets, and hidden gameplay features and tricks. - Communicate using symbols
Learn to use a unique set of symbols to communicate with other players. Unlock new symbols as you encounter new features and places (e.g. you’ll gain the symbol for “city” only after you’ve visited a city). The limitation in communication lays the foundation for a rich and friendly multiplayer experience. - Innovative RPG systems
Define your character by unlocking and mastering 300+ abilities, magical skills and passive feats that will have a huge impact on your character and open up different experiences of the game. Gain experience in numerous ways: by exploring, being courteous, gathering and trading. Battles can be rewarding, but you will learn more in defeat than in victory. - The world is a hand painted diorama
Experience a unique game view perspective ‘painted’ in a richly detailed artstyle. Click to walk like old school RPGs but in scenes with 3-dimensional depth. - Commiting to the world - together
Might and Delight studio is fully committed to making this online world grow and live for a long long time - together with you. Much like a dungeon master we will hint about new mysterious scenarios, but it will be up to you, the players, to let us know what we should explore next. Additionally, we’ll add new levels, constantly making the vast world even bigger, adding new playable characters and of course thousands of storylines and events. Stories will change and evolve and eras of new narratives will follow.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: Intel Core 2 Duo 2.4 GHz. AMD Athlon X2 2.8 GHz or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA Geforce GTX 660. ATI Radeon HD 2xxxNetwork: Broadband Internet connection
- Storage: 2 GB available space
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