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[Beta v.8.b_10] Patch Notes

v0.8.b_10 has been released to beta, v0.8.b_9 (patch notes here) had been pushed to default a few day ago. Report issues and bugs in the steam forums or Audiogames.

Roll Punishments


Previously, the only Effects that lasted outside of battle were Curse and Bees. Now, Burnout, Damaged, and Tired join the party in an attempt to add meaning to Attribute Contests and other out of battle actions, such as the existing event in Mountains where you try to survive a rockslide. If you fail the event you attempt, you will suffer a punishment Effect and Burnout, which will make further attempts harder or block them entirely in some cases- until you cure Burnout by resting at an Inn or going to a Doctor. The actual punishment effects will hinder your combat potential- Burnout exists so you don't keep spamming the events now that you are already under the penalty for them. While this system applies to a few existing places, including the aforementioned rockslide, there have been Trapped Treasure Chambers added to Mines and Dungeons. These treasure chambers all have an attribute which is used to try to detect traps, and 2 to 4 traps. If you can beat all the traps in a row, you'll gain access to the loot within. If you fail, well, that counts as detecting the trap, but you'll have to recover from Burnout to try again. If you fail to detect a trap, you will be forced to try to complete a random trap, detecting it either way if you didn't already know about it. Completing traps doesn't turn them off- but detecting traps through any means makes them much much easier.

Display Improvements


  • new colors! Damage Types have their own colors.
  • new colors! Feature Service Usage have colors for free services, aether services, world currency services, both currencies, and special payment; to ease understanding menus. Quest Board areas also have a distinct color.
  • new colors! Inward/Outward have their own colors, and the already present colors for interacting options now use more prominent colors.
  • color usage! Results now use the Fail/Pass/Warn/Error colors more frequently.
  • usage tweak! In some cases interrupting colors will try to revert to the prior color instead of blank white. [olist]
  • Nodes revert to the visit indicator color instead of uncolored when their names include special colors, such as veins of ore/gems and plants.
  • Weapons and Armor revert to the prior color after displaying their material colors.[/olist]
  • bugfix! Time passing now correcting gives Background Color at night again.

Bumper/Reaction Rounding Out


Bumpers react to your Drawbanes, but are in a weird spot in that not every factor that would attract or repel creatures (such as the sunlight not being great for vampires) being an inventory item or trait of your character.
  • bugfix! Bumpers rolling code was formerly bugged which made them much rarer than they were intended to be under most circumstances.
  • new behavior! Daytime now discourages Vampires from showing up, and some other monsters to a much lesser extent.
  • new behavior! World Currencys now attracts bandits and pirates.
  • tweaked behavior! Removed most level requirements. These were intended to prevent farming bumpers at low levels, but it was meaningless since 'low level' is relative.
  • tweaked rewards! Hunters in more locations award Amber when beaten, to allow it to be collected outside of Quests.
  • new deathcheaters! While not standard bumpers, Deathcheaters got more primal types to complement mountain Oreads- there are now Forest, Grove, Breeze, Fountain, and Sea druids, named after various Nymphs of greek myth.

Quests


  • tweaked behavior! Cleanse quests now work almost universally on Persons independent of their location, with a few exceptions for units that respawn near a boss/higher level enemy. No matter where a bandit or Wolf is, you'll get credit for the kill now!
  • new targets! Drudger, Fell, Monster, and Animal have been added as Cleanse quest types. Animals include Bears, Wolves, Bats, Unicorns, etc; while Monsters are more intelligent creatures who are hostile to civilization, such as Harpies, Drudgers, and Vampires. Fell currently only includes Fell Reavers, which are also Monsters.
  • new targets! Witch Hut Collect Quests now target more Drawbanes.

Currency Usage


The game split World Currency and Aether a while back to try to make looting more interesting. The core concept of having different sources be better at different loot, and prevent the player from accumulating effectively infinite amounts of money from mass melting equipment, fell flat for a few reasons. Firstly, you could convert from Aether to World Currency anyway at the Enchanter. Secondly, since Aether was still so easy to get large amounts of, this moved the gameplay to just selling it through the Enchanter as an extra hoop. To attempt to fix this, World Currency and Aether have been fully decoupled, and you can't convert at stores anymore either. However, all equipment is now sold through Aether instead of convertible World Currency. This means that Aether, which you mostly get from looting equipment, can be used to buy and upgrade equipment, while World Currency, which you get in small amounts from fights and large amounts from world actions, is mostly used for world actions. The addition of Trapped Treasure Vaults is another way to get World Currency, which will make it more interesting to get in larger amounts normally.

Misc


  • fast-travel! With your Map you can take the route presented in the Compass to any town you've been to before. This is equivalent to doing the inputs listed on the Compass yourself, so any combat or social encounters on the roads/seas will remain.
  • tweaked behavior! The first node in a Node Exploration Feature will not start with forced combat, and the first few layers will have less/no chance for certain loot and 'obstacle' enemy groups.
  • tweaked behavior! Owning an Inn ensures you don't have to rent a room- you own the entire thing, after all.
  • bugfix! Mines didn't weight their contents properly. They weighted it and then randomly selected from a node between 1 and the content they rolled.
  • bugfix! Turning in Feat Fragments in a library will no longer destroy your other drawbanes as well.
  • bugfix! log.txt will include an error stacktrace, not just the error message.
  • tweaked behavior! Deadly Aim now is a damage multiplier instead of scaling on attack time, so it should stay viable at higher levels.
  • bugfix! Graveyard now behaves better when you have nightvision.
  • bugfix! Donating Lots to the town for Community Stalls no longer crashes the game next time time passes.
Sorry for the months-long wait for news, I got sick again, dragon out o7


[ 2024-03-10 00:32:36 CET ] [ Original post ]



Trawel
realDragon
  • Developer

  • realDragon
  • Publisher

  • 2019-06-19
  • Release

  • RPG Singleplayer EA
  • Tags

  • Game News Posts 27  
    🎹🖱️Keyboard + Mouse
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  • https://store.steampowered.com/app/992240 
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  • Trawel Linux Depot [494.48 M]

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  • Trawel is an open world text adventure. What does that mean? It means that it's a text adventure with a world filled with locations for you to explore, partly handmade, partly procedurally generated. It's not everyone's cup of tea, but if you're looking for a romanticized, modern version of classic text adventures, look no further!

    Explore a open world full of different locations, fighting various enemies while continuously looting them for better equipment.
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