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Hotfix v0.9.b_1h1

[p]v0.9.b_1h1 has been released to 'beta' and 'default', v0.8.b_16 has been moved to the 'previous' branch. Report issues and bugs in the Steam Forums.[/p][p]Saves from v9b1 should be compatible with this hotfix.[/p][h2]Fixes[/h2]
  • [p]Fix crash when examining Persons using the [c]Really Attack?[/c] screen.[/p]
  • [p]Fix health multiplier on armors with the Soothing quality. (It granted +100% health multiplier instead of +3% as intended.)[/p]
  • [p]Mangled wound deals 50% condition damage instead of 500%.[/p]
  • [p]Targeting on Mimics and Fell Reavers now correctly varies per-form again.[/p]
  • [p]You can donate Emeralds to Merchant Guilds even when you match the minimum donation amount.[/p]
  • [p]Gem laundering at Rogue Guild's properly selects target gem to convert to. Credits menu also improved and rep cost lowered.[/p]
  • [p]Minor text and graphical display fixes.[/p]
[h2]Changes[/h2]
  • [p]Reduce Doctor and Black Market Doctor Punishment removal price, so it doesn't scale for each Punishment you have.[/p]
  • [p]Significantly increased world currency rewards from sidequests. (By a factor ranging from 8x to 3x as profitable per giver and type.)[/p]
  • [p]NPCs no longer steal from the player on their death. (The Punishment system handles death penalties.)[/p]
  • [p]When gaining a new skill config option, it selects a starting configuration, even outside of QuickStart.[/p]
  • [p]Weapons will show their CRM damage multipliers if you have a skill config. This can be disabled in indicator options.[/p]
  • [p]Elementalist and Pyro/Cyro/Aero Boost now only trigger once per attack maximum. (It was both unbalanced and an excessive amount of note text.)[/p]
  • [p]Target Summary now appears for every attack in 1v1's, combines HP and TempHP, and doesn't show CRM (since CRM is factored into every attack and showing the average of all slot's defenses is misleading).[/p]
  • [p]Improve display of dodge/hit increases and decreases in battle.[/p]
  • [p]Shortened and colorized Wound and Effect descriptions.[/p]
  • [p]Abandoning Sidequests now prompts for confirmation.[/p]

[Beta v0.9.b_1] Patch Notes

[p]v0.9.b_1 has been released to 'beta', v0.8.b_16 (patch notes here) has been pushed to 'default', and v0.8.b_15 to the 'previous' beta branch.
Report issues and bugs in the Steam Forums.[/p][h2]Display Options[/h2][p]Armor Scales Up: Armor damage resistance and dodge multiplier values will display as increasing integers with the formula 100 divided by multiplier instead of decimals. Use this if you don't want to split hairs over multipliers and just equip armors with higher numbers.[/p][p]Hide Zero Damage: When a damage type is zero for an attack, hide it instead of displaying zero. Recommended to have this off when using the Classic attack display with Narrator, but on otherwise.[/p]
Damage Overhaul
[p]Damage has been heavily reworked. Old damage types are now used indirectly (for wounds, enchantments, etc), each corresponding to one or two of the new damage types: Cleave, Rend, and Magic.[/p]
  • [p]Sharp: Cleave damage[/p]
  • [p]Pierce: Cleave/Rend damage[/p]
  • [p]Blunt: Rend damage[/p]
  • [p]Ignite: Cleave/Magic damage[/p]
  • [p]Frost: Rend/Magic damage[/p]
  • [p]Elec: Magic damage[/p]
[p]Instead of random flat reduction values and blocking, each piece of Armor provides a multiplier damage resist to Cleave, Rend, and Magic. When an attack targets a body part, the multiplier of the armor covering that body part is used.[/p][p]This increases the importance of targeting weak armors, and getting full coverage on your character when going for heavy armor builds. When displaying attacks, the armor will be factored in to the damage displayed, so don't worry about checking every enemy armor piece's CRM multiplier![/p][p]This rework improves magic's parity with physical damage- materials have a magic damage multiplier, making a gold weapon a better 'casting weapon' than a steel one.[/p][p]It also increases defense consistency (no more random armor rolls) and smooths out leveled oddness (damage % reduction is the same for low damage attacks and high damage attacks now) from damage.[/p]
Attributes
[p]Strength: Increases HP Mult, Rend damage, and Rend Armor.
Dexterity: Increases Dodge Mult, Cleave damage, and Cleave Armor.
Clarity: Increases Aim Mult, Magic damage, and Magic Armor.[/p][h2]Skill Stances[/h2][p]Now use weapon level instead of scaling off of Attributes, in addition to the aforementioned material multipliers, further increasing magic's parity with normal attacks. Additionally, rider effects were removed and damage values were rebalanced to weapon attack amounts.[/p]
Gear
[h2]Materials[/h2][p]Materials have different values under the CRM system than they had under the SBP system. Expect different stats, although material tiering remains similar. These stats (especially the offensive ones) are likely to get changed further in the future.[/p][p]Added Slate, Granite, Marble, and Jade.[/p][h2]On-Hit Enchantments[/h2][p]Keen was combined with all other on-hit enchantments, which now add a bonus wound of their type, and their damage multiplier(s) corresponds to the one/two damage types of their wound type.[/p][h2]Weapons[/h2][p]Added Staff, a weapon with Rend (Blunt) attacks with skill stance choice conversions.[/p][p]The weapon glossary has been greatly improved, showing types, qualities, and materials.[/p][h3]Rare Qualities[/h3]
  • [p]Refined: On Impact: Deal 10% bonus Damage.[/p]
  • [p]Balanced: Attack: .9x time taken.[/p]
  • [p]Keen: On Impact: Bonus Wound.[/p]
[h3]All Qualities[/h3]
  • [p]Accurate: Attack: Flat +%.10 accuracy bonus to attacks after all modifiers.[/p]
  • [p]Flexible: Attack: +1 attack choice.[/p]
  • [p]Sudden: Attack 50% of warmup moved to cooldown.[/p]
  • [p]Ripping: Attack: 1.2x base BodyDam.[/p]
  • [p]Serrated: Attack: 1.25x Bleed applied.[/p]
  • [p]Conduit: Attack: +1 attack choice as a skill attack.[/p]
  • [p]Destructive: On Impact: 1/3rd of percent HP damage as Burn.[/p]
  • [p]Block: On Impact: Gain Parry.[/p]
  • [p]Combo: On Impact: Inflict Shaky.[/p]
  • [p]Reliable: On Miss: Deal 10% Damage. Does not activate on Fumble.[/p]
  • [p]Carrythrough: On Miss: Your next attack is 20% quicker.[/p]
  • [p]Rebound: On Miss: Gain Advantage.[/p]
  • [p]Pinpoint: On Impact Crit: Deal 10% bonus Damage.[/p]
  • [p]Penetrative: On Impact Crit: 5% Burn.[/p]
  • [p]Sharp: On Impact Crit: Bonus Sharp Wound.[/p]
  • [p]Heavy: On Impact Crit: Bonus Blunt Wound.[/p]
  • [p]Jagged: On Impact Crit: Bonus Pierce Wound.[/p]
[h2]Armor[/h2][p]Added Raw armor, representing unrefined metals and rocks in a rough armor shape.[/p][p]Armor dodge penalty is applied per armor instead of the average of all your armors. Individual penalties have been lowered to compensate.[/p][p]The armor glossary has been greatly improved, showing armor styles, traits, and materials.[/p][h3]All Traits[/h3]
  • [p]Qual: Displace: Defend: +0.02 flat Dodge roll.[/p]
  • [p]Qual: Sturdy: Burn: 1/2th taken.[/p]
  • [p]Flaw: Stiff: Defend: -0.02 flat Dodge roll.[/p]
  • [p]Flaw: Fragile: Burn: 2x taken.[/p]
  • [p]Qual: Protect: On BodyDam: 0.8x taken on covered body part.[/p]
  • [p]Flaw: Fragment: On BodyDam: 1.25x taken on covered body part.[/p]
  • [p]Qual: Soothe: +3% health multiplier.[/p]
  • [p]Qual: Deflect: +3% additive chance to resist Wounds.[/p]
  • [p]Qual: Reliable: Minimum Repair: 50%.[/p]
  • [p]Qual: Padded: Battle Start: Gain Padded.[/p]
  • [p]Qual: Refined: Battle Start: +10% Repair.[/p]
  • [p]Qual: Regrowing: Turn End: +4% Repair, up to 100%.[/p]
  • [p]Qual: Block: On Take Impact: Gain Parry.[/p]
  • [p]Qual: Harden: On Take Impact: +10% Repair.[/p]
  • [p]Flaw: Tearable: On Take Impact: 10% Burn.[/p]
  • [p]Qual: Sticky: On Take Impact: 2 Slow to attacker.[/p]
  • [p]Qual: Jam: On Take Impact: Inflict Disarmed to attacker.[/p]
[h2]Potions[/h2]
  • [p]Haste, Hearty (buffed): 5% -> 10%.[/p]
  • [p]Forged (changed): +10% armor condition at battle start. On defend: repair 10% of damaged armor.[/p]
  • [p]Reactive Eyes (formerly Reactive Aim): On Miss or Dodge: Gain Advantage.[/p]
  • [p]Telescopic (changed): Flat +0.2 accuracy bonus.[/p]
Classless Changes
[h2]Mechanics[/h2][h3]Feat Rerolls (formerly Feat Picks)[/h3][p]Feat choices are saved each level, allowing you to back out and decide later after viewing them. All Feat Picks are now Feat Rerolls, allowing you to get a new set of Feat choices. Rerolling also loosens the restrictions on what Archetypes can be offered.[/p][h3]Temp HP (New)[/h3][p]Temp HP is a new defensive mechanic that takes damage in place of your permanent HP. When applied, it is multiplied by your Health Multiplier. It decays by half after each action the character takes.[/p][h3]Bloodied (New)[/h3][p]Bloodied is a new tie-in mechanic. When dropping to or below 50% Max HP for the first time each battle, after defending against an attack, a character gains the Bloodied Effect. Some abilities activate when you gain this effect, and other abilities activate only on characters with the effect active, but it does nothing on it's own other than indicate a character has been reduced to half HP. Healing above 50% Max HP does not remove the Bloodied Effect.[/p][h3]Miasma (Changed)[/h3][p]Miasma is now a buff applied to the user instead of a debuff applied to the opponents. It enables skills and has no base effect. One stack is removed after every completed action.[/p][h2]Skills[/h2]
  • [p]Rune Smith: Removed, made base feature.[/p]
  • [p]Big Bag: Removed, made base feature.[/p]
  • [p]Armor Mage: Removed.[/p]
  • [p]Toxic Brews: Buffed to negate Curse penalty when active instead of only halving it.[/p]
  • [p]Living Armor: On Take Impact: +4% Repair.[/p]
  • [p]Armor Crunch: On Take Impact: Gain Rush. When Rushing: On Impact: Burn 2% multiplied by your Rush count.[/p]
  • [p]Sterner Stuff: On Death from above 25% MHP: Survive at 5% MHP.[/p]
  • [p]Raw Guts: 50% of healing over cap is converted into TempHP.[/p]
  • [p]Battle Rally (formerly Glancing Blow): On Bloodied: Haste 30.[/p]
  • [p]Resurgent Blood (formerly Life Mage): While Bloodied: +20% Heal received.[/p]
  • [p]Call of Glory (formerly Armor Heart): On Bloodied: +10% LHP as TempHP, +10% Repair.[/p]
  • [p]Meat Shield (formerly Bulk): Battle Start: +10% LHP as TempHP.[/p]
  • [p]Weapon Tuning (new): +20% damage on first attack set in battle.[/p]
  • [p]Desperation (new): While Bloodied: On Take Impact: Gain Advantage.[/p]
  • [p]Sucker Punch: On Impact: Slow target's next action by 2% of your attack's total time.[/p]
  • [p]Blood For Blood (new): On Bloodied: +10% and +1 choice on your next attack set.[/p]
  • [p]Weeping Wounds (new): While Blooded: On Take Impact: Bleed to attacker.[/p]
  • [p]Fever Strike: While Miasma: 1.5x Attack Body Condition Damage. Grants the Imbue Fever tactic. (Tactic: On use: +3 Miasma. Next Attack: +30% damage as Magic damage, 1.2x Hit Mult.)[/p]
  • [p]Putrid Armor (split from Mesmer Armor): While Miasma: On Take Impact: gain Padded. Grants the Putrid Armor tactic. (Tactic: On Use: +3 Miasma, +50% Repair.)[/p]
  • [p]Fetid Fumes: On Bloodied: +2 Miasma. While Miasma: Attackers suffer a -10% hit roll.[/p]
  • [p]Foul Aroma (split from Mesmer Armor): Battle Start: +1 Miasma. While Miasma: On Dodge: Apply Confused to attacker.[/p]
  • [p]Spell Parry (new): On Miss with Skill Attack: +1 Parry.[/p]
  • [p]Weave Shield (new): On alternating Skill and Normal Attacks: +3% LHP as TempHP.[/p]
  • [p]Wizard Ward (new): On Crit with Skill Attack: +1 Insulate. Grants the Wizard Ward tactic. (+3 Insulate, use Magic damage multiplier to make TempHp.) \[Insulate blocks one Wound per stack, and a stack is lost at the start of every attack they make.][/p]
[h2]Archetypes[/h2]
  • [p]Rune Blade: Removed Rune Smith (deleted), added Weapon Tuning, Elementalist.[/p]
  • [p]Fighting Fury: Lost Bulk (changed), gained Desperation.[/p]
  • [p]Comestible Critic: Removed Big Bag (deleted).[/p]
[h2]Feats[/h2]
  • [p]Heavyweight: Removed Big Bag (deleted).[/p]
  • [p]Fleshwearer (formerly Armorpainter): Lost Armor Mage (deleted) and Mesmer Armor (split), gained Meat Shield and Putrid Armor.[/p]
  • [p]Unbreakable: Lost Indomitable Spirit (deleted), gained Battle Rally.[/p]
  • [p]Witchy: Lost Potion Chugger, gained Foul Aroma.[/p]
  • [p]Vengeful (new): Grants Blood for Blood, Battle Rally, and Desperation.[/p]
  • [p]Effigy (new): Grants Weeping Wounds, Fetid Fumes, and Stall.[/p]
  • [p]Warder (new): Grants Spell Parry and Wizard Ward.[/p]
  • [p]Dancer (new): Grants Spell Parry, Speed Dodge, and Plot Armor.[/p]
  • [p]Spellblade (new): Grants Weave Shield.[/p]
[h2]Perks[/h2]
  • [p]Pulsing Veins (new): Grants Resurgent Blood and Blood Rush.[/p]
  • [p]Crimson Contact (new): Grants Open Vein and Blood Drinker.[/p]
  • [p]Forest Cultist (new): Grants Potion Chugger.[/p]
Exploration
[h2]Shrines and Forces[/h2][p]Formerly known as Altar, Shrines have all the same functions in addition to serving as a quest board. Quests from Shrines give Force Relations instead of material rewards. Forces and Cults have been unified, adding a Blood Force and a Forest Cult. The Forest Cultist perk is obtainable from the Dryad quest in Forests. A Blood Shrine is present at the very end of Greap as a placeholder.[/p][h2]New Persons[/h2]
  • [p]Gem Golems are equipped with Gem Armor and drop the Gems they are made of.[/p]
  • [p]Stone Golems are equipped with Raw metal/stone Armor and drop Eon Cores.[/p]
  • [p]Wood Golems are equipped with Grown Wood Armor and drop Heartwood.[/p]
[h2]Nodes[/h2]
  • [p]Added disguised Gem Golems to Dungeons, Beaches, Caves, and Mines.[/p]
  • [p]Added Stone Golems to Caves. They also appear in Caves and Mines, disguised.[/p]
  • [p]Added Shallow Grave with skeleton to Groves.[/p]
  • [p]Mines and Hellevators can spawn Caves.[/p]
[h2]Witch Huts[/h2]
  • [p]Stone and Wooden Golems join Flesh Golems as transmutations.[/p]
  • [p]Telescopic potions require Sinews instead of Bat Wings.[/p]
  • [p]Potions with no randomness are known to you upon creation. [/p]
[h2]Quests and Bumpers[/h2]
  • [p]Added Undead (vampires, skeletons), Fell (fell reavers, flesh golems), and Primal (ents, gem/stone/wood golems) cleanse quests.[/p]
  • [p]Added Wood Golem road events.[/p]
  • [p]Added Nymph and Cultist quest events.[/p]
  • [p]Shrines have their own Fetch quest flavor.[/p]
Graphical
  • [p]Improved the colors used for cat-kin and material recoloring and added placeholder sprites for gem boots, gem helmet, broadsword, spear, staff, and dagger. (Windows only for now due to tech issues.)[/p]
  • [p]More nodes that may lead to instant combat on visit or interact are colorized as such.[/p]
  • [p]Armor slots now have colors, notably improving the indicator for attack targets.[/p]
  • [p]Each combat note is on a new line, fixing spacing oddness around combat notes. Other longer paragraphs still have issues.[/p]

[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

[h2]Capacity[/h2]
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.
[h2]Health Multiplier and Healing[/h2]
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.
[h2]Randomness Removal[/h2]
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.
[h2]Rush[/h2]
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.
[h2]Skills, Gear Traits, Wounds[/h2]
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.
[h2]Archetypes and Feats[/h2]
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

[h2]Loot[/h2]
  • 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.
[h2]DrawBanes[/h2]
  • 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.
[h2]Town Features[/h2]
  • 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

[h2]Loot[/h2]
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.
[h2]Misc[/h2]
  • 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
[h2]Options[/h2]
  • 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.
[h2]Menus and Mechanics[/h2]
  • 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
[h2]Balance[/h2]
  • 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.
[h2]Known Issues[/h2]
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.