Trawel cover
Trawel screenshot
Genre: Role-playing (RPG), Indie

Trawel

[Beta v0.8.b_16] Patch Notes

v0.8.b_16 has been released to 'beta', v0.8.b_15 (patch notes here) has been pushed to 'default', and v0.8.b_14 to the 'previous' beta branch.
Report issues and bugs in the Steam Forums.

Combat


Capacity


Capacity is determined by Level instead of Strength. Gear Weight is determined by Item Level and Material Tier instead of item type and material weight. The old system punished non-Strength builds by making certain materials and items (which were not inherently better) harder to use. The new system is intended to put a soft cap on wielding high-level gear while you are low-level: you can still use it, but you will receive a penalty to Health and Damage based on how far you exceed your capacity. The penalties are minimal if you do not exceed your capacity by much, as the system is meant to discourage cheesing to get and use high level gear while still low level while having minimal impact on normal play. It does not apply to NPCs.

Health Multiplier and Healing


All healing is now capped by Max HP, uses LHP rounded up, and is multiplied by the health multiplier of the heal target. All sources of additional HP and Max HP are also affected by Health multiplier.
These changes were implemented to make the capacity penalty more evenly effect different strategies as well as promote synergistic gear in healing builds.

Randomness Removal


The inherent chance to miss with low accuracy attacks has been removed. Every missed attack counts as a dodge, and even extremely low hit rolls will hit if the dodge roll is lower. Displacing armor was changed to add flat dodge roll instead of increasing miss threshold.
The inherent chance to not roll a wound for an attack was removed. Keen was changed to add a bonus wound on impactful attacks.

Rush


Rush is a new mechanic used in Skills. When you gain Rush stacks higher than your Rush Count (the first Rush triggers with one Rush stack), you Rush, which increases your Rush Count, making all further Rushes take more Rush stacks. A Rush applies a -10% discount to your next attack set. Skills often grant both a way to get Rush stacks and a benefit when you Rush.

Skills, Gear Traits, Wounds


Display of Skill, Gear Trait, and Wound triggers was greatly improved with standardization and color usage. Each trigger includes the exact effect numbers it applies, if applicable.

  • new: Adapt: On Suffer Wound: Gain Rush. On Rush: Gain Padded.
  • new: Swinger: On Miss: Gain Rush. When Rushing: +.1 accuracy roll.
  • new: Body Slam: On Take Impact: Gain Rush. When Rushing: On Impact: Inflict bonus damage equal to (rush count) percent of your MHP.
  • new: Armor Crunch: On Block: Gain Rush. When Rushing: On Impact: Damage Armor 2% x Rush count.
  • new: Sprint: On Dodge: Gain Rush. On Rush: Gain Advantage.
  • new: Blood Rush: On Impact Crit: Gain Rush. On Rush: Heal 5% LHP.
  • new: Stall: After Attacked: Slow 2 your attacker.
  • changed: Elementalist: On Inflict Elemental Wound: Gain Rush.
  • changed: Pyro, Cryo, and Aero-mantic: While Rushing: On Impact: 33% chance to inflict corresponding Elemental wound.
  • Misc small adjustments to Salvage, Counter, Deadly Aim, Destructive, Armor Heart, Refreshing Dodge, Vampiric Spirit, and more.

Archetypes and Feats


General Modifications:

  • FeatTypes received a minor overhaul and re-categorization to better distribute Feats across Archetypes.
  • Archetypes and Feats almost never increase a single attribute to discourage ignoring other attributes entirely.
  • Clarity is closely linked to "On Crit" triggers due to increasing hit chance, and thus crit chance.
Specific Changes:

  • new: Hedger: Grants Swing and Adapt
  • new: Runner: Grants Sprint and Reactive Dodge
  • new: Mettle: Grants Armor Crunch and Sterner Stuff
  • new: Junkie: Grants Blood Rush and Blood Drinker.
  • new: Vigilant: Grants Counter and Stall.
  • changed: Heavyweight: added Body Slam skill.
  • changed: Hedge Mage: Grants Elementalist instead of Life Mage.
  • changed: Archmage: No longer grants Elementalist.

Exploration


Loot



  • Gems can be looted from enemy persons. Harpies and Merchants have all types, Hunters have Amber.
  • Bandits, Graverobbers, Skeleton Knights, and (Skeleton) Pirates may be generated with additional skills but additional loot.
  • New LootTable loot: Merchant Cache, Transmutation Cache, Vampire Cache.
  • LootTable and Treasure Trove rewards adjusted for more consistent money rolls.

DrawBanes



  • Attraction to Meats extends to Sinew, Mimic Guts, and Bat Wings at half intensity.
  • Attraction to Precious includes Gold, Silver, Platinum, and Gems. Magic materials like Moonsilver and Solar Gold count as their base material.
  • Attraction to Magic includes Living Flames, Protective Wards, Unicorn Horns, and magic gear materials.
  • Attraction to Terror includes Beating Hearts, Cracked Eon Stones, Sinew, and Ectoplasm gear.
  • Attraction to Foods and Reagents created.

Town Features



  • Smiths can sharpen weapons to give them the Keen enchantment for Amber and money.
  • Smiths can tinker gear to add positive qualities, up to 3 total, for Amber and money.
  • Enchanters can upgrade the item level of gear for aether and money.
  • Graveyards allow recruiting a single ally, a Gravedigger or Hunter, which will aid you in Vampire and Bat Swarm battles.

Internal Changes


The spriteloader in the graphical now loads sprites externally on game start and uses a fallback system specified by the jar. Theoretically this opens the game up to modded visual resource packs, in practice this system merely lays the groundwork for future updates. This is labeled as the "Custom" Graphic Style in-game and includes a combination of old and new sprites.
o7

[Beta v0.8.b_15] Patch Notes

v0.8.b_15 has been released to beta, v0.8.b_14 (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.

Exploration


Loot


The chests in Dungeons, the locked chests found in Beaches, and the (new) locked coffins in Graveyards use a standardized loot table system. Each loot location has different chances for each possible type of loot. This increases the variety within each area, and consistency across multiple areas, of rewards given from exploration.

Misc


  • Harpies may be found with a variety of added DrawBanes. Those with additional DrawBanes get a free Feat (depending on the DrawBane) to make them more challenging.
    • Alpha Harpies have one added DrawBane.
    • Harpy nests added to Beaches- Harpies in nests accumulate DrawBanes over time. If the Harpy is killed without the nest being destroyed, a new Harpy will move in over time.
  • Skeleton Knights appear in graveyards.

    • Locked Coffins (which use the new loot system) may have a Skeleton in them, guarding the rewards.
    • Skeletons appear as Shadowy Figures.
  • Lootable statues and chests in dungeons regrow into new events.
  • Wandering randomly in roads and admiring ports passes a small amount of time.
  • Gravediggers in Graveyards have more fluff dialogue.

Building


  • Lots can build more Feature types, providing coverage of all Punishments. This includes: Appraisers, Oracles, Enchanters, Beaches, and Docks. (These Features don't offer free services, this may or may not be changed in a future update.)
  • Lot Features are mutually exclusive with all others of that Feature, not just the ones you own. (so no building a Garden in a town that already has a Garden.)
  • Some Features have requirements to be built- Mines can't be built in Pocket Dimensions, Groves require a Forest, while Docks and Beaches require a Port.
  • Building Features in Lots takes more time. (it was never increased after the update to increase travel time between towns.)
  • Built Gardens no longer scale by level- instead they adapt to the town's flavor tags. Towns with Farms have increased grow speed, while Desolate Towns have reduced grow speed. Some tags also result in the passive seeds being reagents instead of food.

Quality of Life

Options



  • AutoSip option automatically sips from your potion without asking at the start of each battle.
  • Display options include defaults for all the 'Auto-' options, new characters that are created will have each option set to the default you have selected.
  • Disabling Display Autobattle removes "AI chose X" in autobattles, which makes them occur instantly without waiting for input each attack choice.

Menus and Mechanics



  • Brewing displays the type of Potion you attempted to make, as well as how many sips it has. This may not be the actual potion you ended up making- making any potion with Wood (to increase the number of sips) has a chance to fail and make Curse instead, for example.
  • 'Society' menu renamed to 'World', 'Map' moved from inventory to 'World'
  • Punishments inform you when you suffer them. (This was occasionally unclear in certain world events.)
  • Current Potion added to inventory menu, you can view what type and how many sips are remaining, as well as discard a potion you don't wish to use.
  • When looting armor/weapons, among other, smaller changes, excess line breaks have been removed, 'take' has been clarified to 'equip', and indentation has been increased to make it more obvious.
  • Display for elemental resist mult on armors has been removed- these stats aren't used anywhere in the game since several versions ago.
  • Effects that cannot overheal use clearer language to indicate this.
  • Added hint text for empty player menus.
  • One-off typo and wording fixes.

Misc

Balance



  • Living Armor grants Parry On Crit. Formerly granted +8% armor flat On Crit. (Change aimed at reducing long background fights.)
  • Toxic Brews adds one additional sip per Botch reagent (ie wood or any other that could potentially ruin your potion and make it Curse). Formerly added one more sip.
  • Potion Brewer doubles sip amount. Formerly added two more sips.

Known Issues


There was a crash with hiring an Ally to delve a dungeon with you, and then them leaving causing a crash later due to the game being unable to remove them after they get bored. It is unknown if the added safeguards prevent this crash, or what the (seemingly complex?) trigger conditions are- usually they leave without issue.

o7

[Beta v0.8.b_14] Patch Notes

v0.8.b_14 has been released to beta, v0.8.b_13 (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.

World Attribute Contests


World Attribute Contests have received several improvements, in rough order of importance:

  1. Your success chance is displayed alongside the amount of stat you have and the difficulty you are rolling against. Previously this just displayed the name of the stat.
  2. Locked objects (and potentially others in the future) have random modifiers that make certain stats easier or more difficult to use on that object, providing a tradeoff between putting all your stats in one attribute or spreading them out. Trapped Chambers already used a similar system.
  3. Scaling has been modified to be a % of the attribute you would be expected to have if you leveled only that stat, resulting in a smoother curve as you face higher level challenges. Overall, lower intensity challenges have less severe difficulty scaling than before while higher intensity challenges have higher base difficulty than before.
  4. Unknown Traps in Trapped Chambers are easier. Challenging Sky Cultist Leader's divinity is contested against their Clarity.

Records


Records are a prototype run recording option under Settings, Character Settings. They are enabled per-character. Once enabled for a character, they will log the options you pick and the things you see in the world to a local text file. They are intended as a text-based alternative to a video recording, either for personal use or to send feedback.
While Records should be fully functional, it is unknown how much size they will take up over the average player run (not that I know what the average player run is like, hence this feature being made). You can disable recording, and create a new record file from the same option used to enable them. They are stored in the install folder.

If you wish to contribute a saved Record as feedback, you can upload it to your preferred file host and share a link on the steam or audiogames forums. Records are plaintext and contain only what your character saw through your run- feel free to examine them yourself.

Display Improvements


  • You can disable line separators and startup ASCII as an indicator option.
  • You can disable the 'save complete' text along with the save file size message as an indicator option.
  • Node Features with a living Boss display the type of boss when viewed from town, until they are slain.
  • Treasure Beaches display the number of completed sections over the number of unlocked sections when viewed from town.

Misc Changes


  • Using the 'far flung' option in Docks bypasses encounter chances but costs money.
  • Statue enemies have a flat 1x damage mult on all parts, and the 'Crumble' CondWound that deals 10% of the Max HP.
  • Mimic enemies have the Bleedout CondWound on their tongue that deals 10% HP as bleeding damage.
  • Additional fluff text for ashore locked chests in beaches.
  • Various typo fixes.


Apologies for the delay, version 8 full release has had various internal pipeline issues, so posting the polish as a minor patch.

[Beta v0.8.b_13] Patch Notes

v0.8.b_13 has been released to beta, v0.8.b_12 (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.

Polishing for the full version 8 release is continuing. The tutorials in this update are a step towards that, as well as many small bugfixes.

Consequences


Punishments have been divided up into more resolution locations.
  • Wounded - Now sets body condition to half at start of battle. Cure at Doctor or District.
  • Damaged - Repair at Blacksmith or Appraiser.
  • Cursed - Lift at Enchanter, Oracle, Shaman (node event), or attuned Altar.
  • Tired - Rest off in Tavern or Library (rented rooms).
  • Burnout - Resolved at Wounded, Cursed, or Tired locations.
  • Bees - Wash off in exploration water or Bathe in Tavern (rented room).

Graphical Settings


The Graphical UI Tray configures autoscroll (now with speed settings), fancy mode, and the new volume sliders. You can close/reopen the UI tray with the hamburger menu button in the top left. It starts every boot open to draw attention and encourage configuring- it's really unobtrusive once closed.

NPCs


  • Wolves, Bears, Bats, Drudgers, and Ents have unique name generators as opposed to a one-token list. Stock Drudgers that get promoted will receive an honorific, not a title.
  • Drudgers, Harpies, and other Sapient but non-personable creatures no longer have lootable meat.
  • Exceptional Honored Drudgers can have captives and better rewards to loot.
  • Dead NPCs seeking retribution have a wider range of intros, reducing the chance that they receive no power boost for their revenge.
  • Lumberjacks always carry Wood.
  • Dryads use a new armor type- Grown Wood. This is lootable.

Locations


  • As mentioned above, Oracles, Libraries, Districts, Appraisers, Altars, and Enchanters can resolve certain Punishments.
  • Districts have a Heat system. Player characters that poke around too much will have services (attacking Crime Lord, healing, etc) denied until the Heat cools down.
  • Altars accept more drawbanes. Monster organs (Bat Wings, Mimic Guts, Sinew) count as Meat. Sky accepts telescope, and non-Forest Forces accept Living Flames.
  • Features have a tutorial entry in the Glossary Manual.

Tutorials


The Combat Tutorial, starting Story Tutorial, and Feature Tutorials have been streamlined and colorized.
When playing from the Terminal, you can press 't' to get a tutorial of your current Feature, if it has one, or the Combat Tutorial while in battle. You can still access these from the Manual using the Graphical. In a future update you will be able to use the shortcut from it.

Misc


  • While playing a Cheating Save, you can disable out-of-battle Punishments by enabling it as a Game Setting in the Player Menu. Punishments will still be applied in battle (mostly Curse), but will not persist between battles.
  • When playing from the Terminal, input 'i' to see the player's display and 'o' to see the opponent's display- which is already displayed visually in a the Graphical, giving the two more parity.

writing tutorials is the absolute worst, glad that's mostly over

[Beta v0.8.b_12] Patch Notes

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.

[Beta v.8.b_11] Patch Notes

v0.8.b_11 has been released to beta, v0.8.b_10h3 (patch notes here) has been pushed to default.
Report issues and bugs in the steam forums or Audiogames.

Wound Adjustments


Wounds are the additional effects tied to attacks. Previously, wound effects displayed alongside the hit or miss text. In this update, they were moved to combat notes, and several (such as Bleed and all bonus damage wounds) had text added to them indicating how many stacks/damage was applied to that wound.
Wounds have also been buffed in intensity to give them more impact in fights, and some new ones were added in a reshuffling to try to tie damage types into stronger identities. Sharp had most of its debilitations removed, focusing on increased damage, damage over time, and empowering further attacks you make. Pierce had its (lackluster) increased damage wounds removed and the bleed chance reduced, but was given impairing wounds and the ability to damage armor. Blunt and the Elemental wounds remain mixed, as there wasn't an obvious strong identity to give them yet, but they benefit from the increased intensity as well.

Materials and Magic Stances


Magic Stances have been buffed to be around the strength of an Iron weapon, and several of their attacks have been given bonus on-hit effects. They are still worse than a normal weapon, since Iron isn't a very good material, so in the future it will be determined if they need more bonus add-on effects or more damage. For now, they are useful when you outlevel your weapons, but lackluster if you're keeping a leveled good material weapon on hand.

High end armor materials had nerfs to bring them more on par with each other:
  • Mythril had its base resist reduced from 15 to 14. It remains easily enchantable and with solid all around resists.
  • Adamantine had its base resist lowered from 20 to 16, but its sharp and pierce resist raised from 1.1x to 1.2x. The enchantment rating was also reduced, from 1.5x to 1x.
  • Sunsteel is now allowed to generate for armors. It is not enchantable (because it is steel), but has 16 base resist. This makes it better than Mythril without considering enchantments, as the other high end materials tend to not have full resistance to all physical damage types.
  • Solar Gold had its blunt resist increased from 1.2x to 1.3x. It still has poor resists in general but a very high 3x enchant.

World QoL


Curse has been removed from the skills most Person can obtain. This should reduce trips to the Doctor, which previously were excessive since killing or getting killed by random NPCs could result in a Curse. Some bosses still have the ability to Curse you.
Feat Fragments no longer take up DrawBane space, and the default DrawBane bag size has been increased from 3 to 5, with the Big Bag skill increasing it further to 8.

Skills, Feats, Archetypes


This list only includes new Skills, Feats, and Archetypes, but existing Archetypes, Feats, and Perks had their skills shuffled around to accommodate the new additions and provide more coherent flavor where applicable using the new Skills.

Archetypes


  • Rune Blade: Grants Runesmith and Runic Blast.
  • Cut Throat: Grants Open Vein, Deadly Aim, and Quick Start.
  • Comestible Critic: Grants Chef, Big Bag, Bulk, and Potion Brewer.

Feats


  • Heavyweight: Grants Big Bag and Bulk.
  • Swift: Grants Aggress Parry and Blitz.
  • Cocooned: Grants Salvage and Living Armor.

Skills


A few new skill groupings were created. Crit Skills have been expanded from just Deadly Aim to a set of skills that reward high accuracy attacks. The trigger for crit-ing has been increased from 2x roll to 3x roll. Miasma replaces most of the skill gaps caused by Curse being removed from the default skillset. It focuses on Clarity contests to apply Miasma, which each skill has a trigger for applying and a boost against enemies already inflicting with it. Some skills that repair/boost Armor have also been added, which can put your armor over 100% just like the Armor Tuning skill has always been able to. Elemental Effect Skills have been expanded. The 'mantic' series now has a 90% combined chance (up from 75% combined) to replace a failed wound roll with the elemental wound type they correspond with, which combos with the Boost line that causes a bonus effect whenever you apply an Elemental wound, from dealing Elemental damage or aforementioned 'mantic' skills.
  • Fetid Fumes: When Attacked: Force a contested Clarity check at half Clarity to apply Miasma. Attackers already inflicted with Miasma suffer a -10% hit roll.
  • Fever Strike: On Attack: Force a contested Clarity check to apply two stacks of Miasma. When targeting opponents already suffering from Miasma with physical attacks, deal +10% damage as Decay damage.
  • No Quarter: Combines Twinned Takedown and old Press Advantage. On Kill: Gain Takedown effect and two stacks of Advantage. Takedown applies Knockout on hit once.
  • Bulk: +5% Strength as MHP.
  • Big Bag: Gain 3 Drawbane slots, for a total of 8.
  • Press Advantage: On Any Crit: Gain one stack of advantage.
  • Runic Blast: On Impact Crit: Apply a wound of the elemental on-hit enchantment.
  • Open Vein: On Impact Crit: Apply Hemorrhage to prevent Bleed stacks from healing, if already Hemorrhage, apply Bleed.
  • Aggress Parry: On Any Crit: Grants a compounding 1.2x dodge roll against one attack.
  • Living Armor: On Armor Block: Boost your armor by +8% flat.
  • Salvage: On Impactful Crit: Boost your armor by +12% flat.
  • Chef: Hearty potions have double sips and apply a Padded stack on Sip.
  • Ignite Boost: On Elemental Wound: Gain a compounding 1.2x dodge roll against one attack.
  • Frost Boost: On Elemental Wound: Boost armor by +10% flat.
  • Elec Boost: On Elemental Wound: Add 4 instants to target's action.

Misc World Additions


  • Locked Doors are now an attribute contest that applies Burnout on fail instead of always succeeding. You can use Dexterity or Strength.
  • Sky Cults were added to Mountains.
  • Bumpers (random encounters) can steal currency from you, so Bandits on the road are still a threat even if Curse has been removed from their ability set.
  • Rubies are more common from chests while Emeralds are more common from veins.
    You get free Rubies after leaving a Node Exploration Feature, after killing a boss.

Graphical Only


Total Deaths, Total Duel Wins, and Total Levelups have been added as leaderboards.
Trying to input an invalid number will now restore the previous prompt instead of forcing you to use the number keys to input a correct number.
Pressing Escape or Y/Triangle on controller will attempt to back out of 10 menus, as with the terminal input that does the same.

[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.

    1. Nodes revert to the visit indicator color instead of uncolored when their names include special colors, such as veins of ore/gems and plants.
    2. Weapons and Armor revert to the prior color after displaying their material colors.
  • 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

[Beta v.8.b_9] 2023 Sprint Patch Notes

v0.8.b_9 has been released to beta, v0.8.b_8 pushed to default.
Report issues and bugs in the steam forums.

Pictured: Slice of Greap Debug Map. Greap has a more vertical layout versus Eoano, and lacks teleporters. The upper grouping of towns is mostly barren at the moment.

This update has been cooking for a while now! While it lacks a centralized theme, it can be grouped into a few categories.

Worldgen



  • new towns! Greap now is filled with towns. Half of them are not yet featured, but you can still travel between them, and build your own Lots.
  • notable towns:

    1. Lunek, a creepy port city home to the Hunter's Guild and Witch Hut.
    2. Gopuo, with a Rigged Tower Lighthouse.
    3. Reahe, a merchant stall town with a Blacksmith and Enchanter.
    4. Mikol, a palace town with a Dungeon, Hero Guild, and Merchant Guild.
    5. Beola, a bustling city with a Doctor and Library.
    6. Xeyn, a farming town beset by unseen forces.
    7. Eaqu, a partially complete small town with a Graveyard.
  • new connection types! In addition to normal Roads, you can travel on small Paths or hitch a ride in a Caravan. These have different travel times, and Caravans require loading, just like how Ships require loading and unloading, and Teleports need a ritual to be completed.
  • World distances increased to make travel more meaningful and progress the world state a bit quicker when moving about. Remember that you can turn off realtime displays if watching the sunlight proves annoying!

Town Features


  • new feature! The Enchanter: Can enchant weapons and armor for world currency and Aether. Can also convert Aether into world currency at prices better than what Stores will offer normally.
  • new feature! Hunter's Guild: The additions here will be gone into more depth in the 'quests' section, but this Guild's gem of choice is the Amber, and they focus on Cleanse quests, primarily against vampires and harpies.
  • new service! Forest variant of Altar, with its own offering behavior and blessings.
  • new service! Blacksmiths can Temper Armor to remove negative qualities for a price of world currency and Amber.
  • new service! Inns can now have their rooms rented out, which comes with Bathing and Waiting.
  • misc! Witch Hut has tweaked potion recipes, Corpsebloom fungus is a new plant.
  • new node shape! Rigged Tower implements a Lighthouse.
  • changed services! Traveling Features no longer just copy other features: Celebrations let you get free drinks by scavenging and watch duels, Fights give you a breadth of opponents to choose from, Oracles ramble for free, and Stores still act like stores.

Quests


  • new venues! Hero Guilds, Rogue Guilds, and Hunter Guilds now offer quests, with different chances of different types of quests! Notably, their Fetch quests differ in both the legality and rewards. This also applies to existing quest board locations like the District, Inn, and Merchant Guild!
  • rewards! All Quests now grant larger amounts of currency. Amber is offered as a reward for Hunter quests, and Reputation rewards got increased overall.
  • new target! Cleanse quests now offered for Unicorns.
  • new reactions! You can now get stopped by bandits wanting to ruin hero's movements, competition that seeks to take your ill-gotten gains for themselves, and vampires who wish to slay those who might slay them. These all count for Cleanse quests, which should make it slightly easier to complete those by doing other quests in the meantime!
  • Quest Reactions grace period was lengthened to avoid besieging you with events back-to-back. Reactions are now weighted, lowering the chances of getting told directions over and over.
  • Quest Targets now prefer certain Features over others (Districts, Inns, etc)- and more importantly are less likely to be in the same room as the person who gave you the quest. They can appear 0 to 5 towns away, preferring the middle range band.
  • reputation! Reputation for killing world entities has generally been increased, especially positive reputation. This should feel more accurate to how much presence you are exerting in the world, with higher level enemies giving smoother scaling than before.

Misc


  • 'Really Fight' and 'Really Attack' let you view a preview of the opponent's equipment, so you can choose to back out with this information.
  • Wounds reworded for clarity.
  • new wounds! Blackened, Jolted, Shivering.
  • Added new Skills: Life Mage, Armor Mage, Belly, Deadly Aim, Potion Chugger.
  • Added new Feats: Glutton, Shaman.
  • Combat attack notes are now a separate option from combat debug, and on by default.
  • The Expanded Bag now lets you melt items within it into Aether, either from the Player Menu or when looting if your Expanded Bag is full.
  • Added Simplified attack display type that displays hit roll, total delay, and total damage.

Sorry for the wait, had a few irl ailments- dragon out! o7

[Beta v.8.b_8] 2023 Sprint Patch Notes

v0.8.b_8 has been released to beta, v0.8.b_7 pushed to default.
Report issues and bugs in the steam forums.

On Announcement Naming:


It occurs to me that it isn't Summer everywhere*, but also more significantly the seasonal boundary was crossed. There isn't much 2023 left overall, so I've changed it from 'Summer 2023' to just 2023.
Somewhat unrelated I regret numbering the versions and sprints in different indexing schemes, hence dropping that as well. They were both only one off anyway, and I don't foresee that changing anytime soon, even if I do hotfixes.
*citation needed

Notes


Now, on with the Patch Notes:

  • Arenas received updates, the menu is modern, and there has been a major behavioral change around time. You can no longer take part in fights that are super far off, preventing accidentally advancing time. Instead, you can wait 24 hours at a time, even when there is a fight soon. The new rematches include NPCs that fought without you being there (which now happens if you don't make a bout), and they will leave after they train and level up enough.
  • Furthermore, multi-round arenas now once again simulate all the rounds, even the ones you don't see. This used to be a mechanic before Trawel was even a game, but it was simplified into faking it at some point. They can take rematchers as contestants, but never in the first round against a player, to force the game to give the player a chance if they have (probably unwittingly) fed an NPC.
  • Lot menu has been updated as well, and the behavior of collecting money from owned features has been standardized and the values have been tweaked.
  • All features can now support fluff intro/outro text. Right now this is mostly used for named Inns and Stores, but some Doctors, Libraries, and other features use it as well. This can be disabled as a display setting.
  • Saves no longer display sub-second values, and display day of week and timezone instead.
  • Autosaves now occur within node exploration features. They do not occur in any other feature, and like with normal autosaves, it will only check once you enter a scene. In this case, this is having the node menu display.
  • Lances, Drudger fishing spears, and Drudger anchors updated to have their own attack stances. This means that only Shovels and fists (for flesh golems) need migration to the new attack system. Unicorn horns will likely use lances as their base forever.
  • Tactics have been broadened to allow for attack effects outside of skill usage. No attacks are set to currently do this due to AI balance concerns, but Takedown was added as another effect.
  • A few new skills such as Twinned Takedown and updated Counter.
  • Two new archetypes, Hired Hatchet and Fighting Fury.
  • Archetypes now come with 2 skills + tactics/skill stance/3rd skill, as well as stats. Previous player-capable archetypes adjusted. Archmage archetype remains distinct.
  • More fluff insults added to the species of Trawel to try to give the world a sense of history.
  • As always major but unnoticeable bugs like materials that didn't have weapons never being rolled for armors; as well as more impactful niche bugs like deleting but not replacing skill configurations leading to oddness.

dragon out o7

[Beta v.8.b_7] 2023 Summer Sprint 6 Patch Notes

v0.8.b_7 has been released to beta, v0.8.b_6 pushed to default.
Report issues and bugs in the steam forums.

Unfortunately, this sprint saw several developmental blockers, like the wiring in the main PC falling apart and Java 17 resisting (very successfully).

The pace of updates has also been slowing down overall, so unless something changes, expect them to be closer to two weeks instead of one week.

The former has been dealt with but Trawel is still stuck on Java 8, for now.

Sad Patch Notes:

  • Changed the way the game saves. This may have been a downgrade, the main intention was to allow updating to Java 17+, and that is still out of reach, so this might need to be reverted if saving has new issues.
  • Node Features display 'inward and outward' to show if you are moving away from or toward the entrance in most cases- this is technically just displaying the 'floor', but in all current Node Shapes besides Tower, that is just how far away from the entrance you are.
  • All Eoano towns (besides one intentionally left out town) have town lore snippets now. Hemo and Beal had their map location moved a bit to make more thematic sense.


Hopefully next sprint will be more fruitful, dragon out o7