[Beta v0.8.b_12] Patch Notes
The new artstyle has made it in game! While currently the selection of armors, species, and weapons that have been implemented remains small, you can switch between the Legacy and modern art as a display option. Unicorns have their own sounds, and Harpies' sounds have been patched. The way which Music fades in and out has been changed. If you return to the old music track before it fully fades out, it will start to fade in again without switching. A tracker advances constantly which is determine where to start new tracks- this should spread out the listening time amongst all the different tracks
Dying applies a random Punishment effect, until you have all 4 Death Punishments. They are the same Punishments used in world attribute contests, so they can be cured using the existing systems. Fighting is still possible while under the effects of a Punishment, but each impairs your ability to survive, making on-level fights much more difficult. Current Punishments being suffered remains in the 6th slot of the Player Menu, which has changed to 'Status', also including some non-item DrawBanes (Daylight, Blood, Wealth). The Raw Stats display has been moved to the Inventory sub-menu. The following Punishments were used while dying:
Non-Defensive stats got removed from the Combat Summary to quickly allow the player to determine which attack is best given the state of the enemy. Examine received a major overhaul, allowing the player to separately display their own HP/Armor/Effects, Body Condition- as well as their Target's HP/Armor/Effects, Body Condition, and Stats/Attributes/Skills.
Debug Trawel joins Cheat Trawel in the new Extras set of gamemodes, which also contain the old prototype sidegames. To try to discourage further real cheating, Trawel's own cheats have been expanded with more options to add XP/Aether/Currency/Time. The Manual is accessible while Cheating, and you can turn any save into a Cheating save (as well as enable/disable the story Tutorial) from the Player Menu -> Settings -> Game Settings. Cheating saves do not submit Leaderboards scores, Stats, or Achievements.
Many Steam Achievements have been tweaked and added, as Trawel has evolved, certain behaviors have become more niche as there are more things to do, while other areas of the game were lacking. Effort has also been made to roughly categorize the achievements to make finding the ones you don't have easier, and the difficultly tiers have been updated to reflect how hard they are to complete in modern Trawel. This brings the total Achievement Count to 38.
Once more, the internals of Trawel have been shifted around. The most significant player-facing result of such is that Trawel now requires Java 21 instead of Java 8. The Eclipse Termium version bundled with the game should work with your OS. Another end result is that the first save/load each time you open Trawel is slightly longer, further saves/loads after Trawel 'warms up' should be the old speed, or faster.
[ 2024-07-10 05:19:16 CET ] [ Original post ]
v0.8.b_12 has been released to beta, v0.8.b_11 (patch notes here) has been pushed to default. Report issues and bugs in the Steam Forums or the Audiogames.net Thread. You can find a more detailed change manifest on Github. This is planned to be the last major Beta before version 8's official release. Trawel v8b12 will (hopefully) go into a polishing stage for a couple updates, before a final v8 is put out. After, normal updates will resume again with v9 betas.
Graphical Updates
The new artstyle has made it in game! While currently the selection of armors, species, and weapons that have been implemented remains small, you can switch between the Legacy and modern art as a display option. Unicorns have their own sounds, and Harpies' sounds have been patched. The way which Music fades in and out has been changed. If you return to the old music track before it fully fades out, it will start to fade in again without switching. A tracker advances constantly which is determine where to start new tracks- this should spread out the listening time amongst all the different tracks
Consequences
Dying applies a random Punishment effect, until you have all 4 Death Punishments. They are the same Punishments used in world attribute contests, so they can be cured using the existing systems. Fighting is still possible while under the effects of a Punishment, but each impairs your ability to survive, making on-level fights much more difficult. Current Punishments being suffered remains in the 6th slot of the Player Menu, which has changed to 'Status', also including some non-item DrawBanes (Daylight, Blood, Wealth). The Raw Stats display has been moved to the Inventory sub-menu. The following Punishments were used while dying:
- Wounded - Cure at Doctor. Suffer Bleed every Impactful attack taken.
- Curse - Cure at Doctor. Have 50% less MHP.
- Tired - Rest off at Inn. Halved dodge multiplier.
- Damaged - Repair at Blacksmith. Start battles with 50% armor condition.
Displays
Non-Defensive stats got removed from the Combat Summary to quickly allow the player to determine which attack is best given the state of the enemy. Examine received a major overhaul, allowing the player to separately display their own HP/Armor/Effects, Body Condition- as well as their Target's HP/Armor/Effects, Body Condition, and Stats/Attributes/Skills.
Freeplay
Debug Trawel joins Cheat Trawel in the new Extras set of gamemodes, which also contain the old prototype sidegames. To try to discourage further real cheating, Trawel's own cheats have been expanded with more options to add XP/Aether/Currency/Time. The Manual is accessible while Cheating, and you can turn any save into a Cheating save (as well as enable/disable the story Tutorial) from the Player Menu -> Settings -> Game Settings. Cheating saves do not submit Leaderboards scores, Stats, or Achievements.
Exploration
- new area! The Beach is a new Node Exploration set. Beaches have a large branching area that contains gated Dungeons and linear Caves. The Dungeons must be unlocked by slaying a randomly occurring encounter character, whose death will inform the player of which Beach has a new area for them to explore, intending to draw players in from across the map, or back afterwards so they witness the Beach Regrow (see the Regrowth fix).
- new behavior! Clarity can be used to unlock doors and chests, rounding out the usages of Attributes in exploration.
- new behavior! DrawBanes cap at 5 attraction/repelling for each type. Cloth hides Wealth, reducing the amount of Bandit ambushes when traveling. Wealth and Blood calculations have also been tweaked slightly to avoid scaling too quickly.
- fixed behavior! Node Features regrow their contents after being expended. Regrowth has received a larger balance pass as well this update. Now, what features are regrown into are fully weighted and more events are valid for both regrowth and to regrow into, and the time it takes to regrow has been made longer on average. Groves, Caves, and Beaches see the most change, Dungeons mostly see more guardposts, and Mines eventually dry up. Graveyards do not regrow at all, this has been intended.
- new behavior! The 'Casual' node event which is used in many Node types has been changed so that the Persons within can grow irritated with the player and attack them. Peaceful Persons were not affected.
NPCs and Rewards
- new behavior! Bosses and some minibosses now have tempered equipment, making them both more difficult but also more rewarding.
- new behavior! Many NPC Jobs now have starting Archetypes, which makes them prefer certain builds that go with their equipment. Creatures can no longer learn new Archetypes, causing non-Person enemies (Wolves, Bears, Bats, etc) to be restricted to Feats valid for their starting Feat Types, meaning they won't become potion brewers/armor specialists/etc.
- new behavior! NPCs that spawn with stronger abilities more consistently spawn with more World Currency and Bonus Drawbanes to loot.
Achievements
Many Steam Achievements have been tweaked and added, as Trawel has evolved, certain behaviors have become more niche as there are more things to do, while other areas of the game were lacking. Effort has also been made to roughly categorize the achievements to make finding the ones you don't have easier, and the difficultly tiers have been updated to reflect how hard they are to complete in modern Trawel. This brings the total Achievement Count to 38.
Backend Updates
Once more, the internals of Trawel have been shifted around. The most significant player-facing result of such is that Trawel now requires Java 21 instead of Java 8. The Eclipse Termium version bundled with the game should work with your OS. Another end result is that the first save/load each time you open Trawel is slightly longer, further saves/loads after Trawel 'warms up' should be the old speed, or faster.
Trawel
realDragon
realDragon
2019-06-19
RPG Singleplayer EA
Game News Posts 27
🎹🖱️Keyboard + Mouse
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https://store.steampowered.com/app/992240 
Trawel Linux Depot [494.48 M]
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.
Explore a open world full of different locations, fighting various enemies while continuously looting them for better equipment.
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