8b16
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. 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.
o7
Files
Get Trawel
Trawel
An old school open world text-adventure rpg where you fight to gain better equipment in a fantasy setting.
Status | In development |
Author | realDragon |
Genre | Role Playing |
Tags | command-line, Dark Fantasy, Exploration, Fantasy, Retro, text-adventure, Text based |
Languages | English |
Accessibility | Blind friendly |
More posts
- 8b158 days ago
- v0.6.1Apr 24, 2021
- Kickstarter 2: Electric BoogalooMay 21, 2019
- Kickstarter!Dec 05, 2018
- Trawel 2.0 updateJun 08, 2018
- Trawel Beta ReleaseJun 02, 2018
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