Fixed an issue of player trying to stand up when interacting with fireplaces/teas when resting
Fixed audio loop bug when interacting & finishing endeavours
Fix to reduce endeavour interaction distance to from 50 to 15 meters
Fixed an issue when interacting with endeavours the image wouldn't disappear when leaving it
Fixed an issue where player couldn't navigate towards a target when the interaction markers was up
Fixed issues when interacting with endeavours the player would interrupt and walk/slide away
Fixed an issue of endeavour icons when interacting with NPCs would sometime not appear
Fixed where creating a new character the intro screen wouldn't appear for a while and showed the level instead.
Fixed an issue that could occasionally cause a new character to not save.
Fixed a bug that caused the knowledge meter in the Character Sheet display incorrect amounts of knowledge.
Fixed rotation and movement bugs with the sheep in the 'Travelling on Land' start scenario.
Fixed a crash that occurred when returning items to a players or traders inventory.
Fixed missing icon for various types of headgear
Fixed issue where using a skill so you will no longer try walk to the old mouse position if you left-click during cast time.
Fixed null reference regarding prop fade when switching levels
Fixed a bug that caused revealed ghost characters to not be interactable (for example, Sayida the Seafury).
Fixed a bug that enabled the player to run while nauseous by clicking an NPC or interactable.
Fixed a bug that caused the player to not be able to view items cards while trading.
Fixed some water missing issues.
Fix a Cross river near bridge movement bug
Fixed ping display (including your ping in bug reports will help!)
Changes
More tweaks to character customization interface
Evolved new intro starting conditions
Winds are more “present” during gameplay. Players will be given a hint at login.
Added a unique description for every "Offhand Cane Equipment" item.
Added a unique description for every "Neck Equipment" item.
Added a unique description for every "Ring Equipment" item.
Add edibles to starting scenarios
Added a child to the "I can't remember, North" start who gives the player a small gift.
Added a Peculiar Sheep to the west "Travel by land" start who gives the player a gift.
Added a bartering opportunity to the Journey at Sea start event.
Added a fisher to the "Journey at sea" start who gives the player a small gift.
The Shepard in the Siram Fields starting event now gives the player a gift.
Reduced distance of how far you could click outside unreachable ground, this changes how players walk up stairs which would make it quite hard to navigate.
One of the frustrations often expressed is “new content when?”. As our community knows, we have spent several months looking at the tech in use in the game, rebuilding systems etc to hopefully improve the general stability and performance of the game (we are aware some people still have an FPS drop). As we have been doing this we have continued to work on new content but we have not yet shown that new Content. To this end we feel its worth taking a look at exactly what is meant by “Content” and what we have been doing.
The DLC Plan:
During our Kickstarter we released a Roadmap which included different Downloadable Content packs and the order they would be released in. With this map you now get some ideas of what areas of the game world we will release in each DLC pack. This takes us to what is meant by Content, as for a large number of players content = maps, and this is a very misleading way of looking at games. Often on our reviews we see people say “there is nothing to do” and yet we know there are players who have played for hundreds of hours. This is because content is often layered within each area, and until you dig past the first few layers you don’t find the content that is hidden underneath. We realise that being unable to find that content is our fault, and that is why we needed to re-write some of the features to make it easier to reach the content.
During development and Early Access the general process is you create some “features”, people use the features and the number of features in an area reflects a level of content. When people ask for more content, pushing out more areas with features that don’t work just leads to more things not working. An easy example is our fire creation system. You can build fires anywhere, but we have some prebuilt fires you can just light yourself. If that is broken, having 20 zones with 20 broken fires makes little sense. So, it is important to make sure features work and are robust and useable before you use them at a large scale. With a quest creation system, if its broken and thus delivers broken quests, adding 20 new quests just leads to more broken quests and a higher level of frustration with our players that we don’t want them to experience. Changeable clothing is a feature, 20 different cloaks are content. If clothing is broken having 20 different cloaks does not mean anything.
This is why it’s important to us to get Features working correctly as and when we release content. This includes changing the way we explain features so the existing and new content we have already added around starting quests and exploring can be experienced the way we want. As we released new achievements, new storylines and quests are starting to be uncovered. Over the coming weeks the layers of content around the changing storyline will start to be unlocked. Some of it is already there, and some of you have found it. We have enjoyed seeing people piece together their theories and examining every piece of junk they find hoping it reveals some dark secret – there is more to come...
Today I'd just like to share our latest video, Community Storytime. It's entirely based on first hand experiences that you have shared with us. It's our way of highlighting our wonderful community and their stories, and I personally think it came out really nice.
Watch on Youtube:
That's it for today, but you'll hear more from us soon. Thank you very much for your continued support, your passion and for playing Book of Travels. You are a big part of what makes our game special.
Best wishes, Oliver & the team at Might and Delight
Fixed a bug that caused NPCs to be highlighted when they didn't have any available interactions.
Fix so that the reagent teacher in Bat Saha now gives the player Keen Eye as intended.
Fixed a bug that let players use unlearned skills by using the filters in the skill HUD.
Fixed an issue of Stiff Trait that made the player unable to run.
Fixed issues of trading stacks of items that would make items disappear. When selling stacks of 99x will now separate on new trading slots.
Fixed a bug that caused NPCs to stop being highlighted by tab after hovering over them with the mouse pointer.
Fix to boarding and disembarking trains and boats
Fixed issue where Discord integration not working on OSX was interfering with game operation
Fixed walking with WASD making combat UI not show up and not interrupting combat
Fixed a bug that enabled you to write map notes that were too long for the text box.
Fixed a bug that caused selection circles to remain under NPCs feet after highlighting them with tab.
Fix to walking out of camera view with keyboard
Fixed an issue of gambling not working
Fix to pet animals
Fixed version number text display in main menu
Jumping from a train during level transitions no longer results in infinite loading screens
Cursor size is now consistent across all platforms
Custom text fields in character creation no longer retains input from a previous creation session
Fix to missing water in some world areas.
Fixed fading objects when going towards camera.
Fixed rare occasion desync issue when leaving and entering Shelters/Fireplaces that made the hud icon get stuck.
Fixed a bug that caused players to be teleported to a random level if they tried logging in while in an Outmark level.
Fix for some chickens not drawing correctly(!)
Fix for crossing rivers near bridges (based on water depth)
Fix for “You need assistance to solve this” prompt after failing an endeavour.
Fixed some achievement triggering issues for new achievement unlocks
Fixed issues of houses not lowering the sound volume when entering them. Sound volume will now reduce when logging inside houses.
Fix to cloud brightness at dawn/night
Fix to butterfly shader
Fixed a bug that caused the character model in the character sheet to disappear
Reduced volume to 25% on NPCs umbrella rain sounds
Fixed a crash that occurred when returning items to a player's or trader's inventory after filtering
Changes
Added 44 new achievements
You can now see your selected character in the Character Select screen.
The illumination range of offhand lanterns and lights is now affected by their item quality
Added alternate debug menu binding (Left Ctrl + Left Alt), and ability to go backwards in menus (hold Shift + any debug menu binding)
Change to make fishing area effect less subtle
Created a new NPC system that will enhance performance.
Players can no longer stand in the middle of a boat ride by spam clicking.
Trade Good Currencies now shows their description when right clicking in the inventory.
Tab now only highlights interactable NPCs in range.
The Unstuck Me button works correctly when the player is in a vehicle
Players should be able to move after being thrown to a safe spot
Players may need to log out and log back in before they will be able to board a vehicle again after being thrown to a safe spot.
Players will now leave their group if they are too far away from their closest group member for too long
Change to critter particles
Changed frequency of weather changes
Changed server time to winter time.
Critters adjustments
Don't Show Tutorial button in the tutorial popup will now work as intended. You can now press Don't Show Tutorial in the tutorial popup without entering the tutorial.
Added a fisher to the "Journey at sea" start who gives the player a small gift.
Added a unique description for every "Ring Equipment" item.
Added a unique description for every "Belt Equipment" item.
Added a unique description for every "Head Equipment" item.
Implemented a new trading interface. More slots for the player, filtering, and a text showing the players' total trade value.
When raining the wet effect will apply as it should. Umbrellas will protect you from the rain when leaving and entering shelters. Umbrellas will still continue to shelter you from rain when switching levels. When wearing an umbrella, the umbrella rain sounds will now work as intended and no longer deactivate itself when going in and out from shelters . You will now be sheltered from the rain inside trains. When entering shelters and leaving during rain, the wet effect will now apply and remove as it should.
Updated the layout and text of the character creator to make the experience smoother and clearer.
Added a randomise page button (die roll) on every screen of the character creator to allow for quick yet novel character creation.
Improved NPC performance in Western Harvest Route.
During all starting scenarios, players will receive knowledge for the conversation interactions that are a part of those scenarios.
The laughing child audio in the Travel By Land / West starting scenario will now play less frequently.
A missing walk-by poem in the Journey By Sea / North starting scenario should now display correctly.
Reduced the volume of the boat horn that announces upcoming departures
We hope you're having a fantastic holiday season. As you know, it's been over a year since we launched Book of Travels into Early Access and the world got to explore this world of Braided Shore that we've worked on for over half a decade. And even though there's been bumps in the road we are still fully committed to making Book of Travels the best game that it can be. More importantly, we see how much you - our players - share our belief in our vision for this world.
We appreciate you very much. And as a small token of that appreciation, we're releasing piece of downloadable content that we call 1 Year EA Anniversary Digital Goodies.
This free fan kit art bundle includes a collection of pieces of art, music tracks, wallpapers and more. It’s a small token of our appreciation of your continued support and passion for Book of Travels, and something to hold you over while you wait for the next big in-game content drop. Here's a download link to a zip file with the contents, if you'd rather have it that way!
2 BoT Cover images, Digital art (HD): The First Cover.png The Second Cover.png
3 Hand painted Forms, Digital Art (HD) The Crested.png The Goodward.png The Veiled.png
4 Hand painted Digital Art (HD): Kettem Rajh.png Kettem.png Maisu.png Saida the Sea Fury.png
1 Timelapse video: Painting Ketten Rajh.mp4
Music: Two free songs from the Soundtrack as MP3s: Paths (Main Theme).mp3 The Elden Road.mp3
1 Map: A new map of Braided Shore (Updated artwork, HD) Wallpapers for desktop and smartphones - a selection of beautiful and hand painted art from the world of Book of Travels: Maps, art with forms and creatures you can play or meet in the game, items, clothes, food and much, much more: 14 x 1080 x 1920 (smartphone) 7 x 1920 x 1080 (desktop) 7 x 1920 x 1080 (desktop) 5 x 1920 x 1200 (desktop) 6 x 2160 x 1920 (desktop)
We hear from a lot of you that you'd love to get some high definition Book of Travels art in bulk, so we hope that this will come as a nice little surprise. Again - thank you for being with us as we continue to grow and improve Book of Travels. You'll hear from us again soon!
May your tea never grow cold!
Best wishes, Oliver & the team at Might and Delight
And a happy Friday to you! This is going to be a quickie, because we just wanted to put out a map of Braided Shore for you to do whatever you want with. Save it, use it as a wallpaper, a screensaver or print it or do absolutely nothing - choice is yours!
In a little while we'll all go home for the weekend but you can rest assured that we're working on very cool stuff for Book of Travels. In the meantime, stay magical and may your tea never grow cold.
Best wishes, Oliver & the team at Might and Delight
It has now been 12 months since we released Book of Travels, the Tiny MORPG (MMO-Lite) to early Access on Steam. Whilst initial momentum was beyond expectation, seeing us hit the top 10 most popular games on Steam, server instability and a number of frustrating bugs showed us that we had some issues we needed to solve.
The first thing we looked at was the team. It may have not been explained very well at the time but we essentially took the team that had made the very successful single player focussed Shelter series and asked them to deliver a multiplayer experience. It became clear, and was poorly communicated at the time, that we needed to re-asses the team and hire different competencies. This had additional impact on the Shelter 3 release and the on-going support for Meadow and is a challenge to solve whilst remaining an independent developer.
A new team
The creative core and art direction was working well, but we needed different skills around multiplayer gameplay elements, server infrastructure and a different type of “production pipeline” to accurately release frequent updates for an MMO-Lite style of experience. Over the past 12 months we have hired a large number of engineering staff whilst keeping the majority of the art, stories and design the same, with the aim of improving on what we have. In order to deliver the existing Feature Set we have planned, and outlined as part of the new Road Map, some 7000 hours of development work remain ahead of us. This is before we add in things like bug fixes, design tweaks and adjustments based on feedback. Adding in a new Beta infrastructure allows us to playtest some of these new features early and work on fixes and tweaks as the features develop and ultimately will lead to cleaner update releases in the future (but we are not there yet).
The Pillars of Creation
Part of the rethink of the Feature Set has led us to look at the games positioning in your gaming library, where MMO-Lite sits and what we offer that makes us stand out from other games on the market. Our key focus can be divided up into pillars which are: Survival, Exploration, Trading and Mystery. As we deliver DLC in the future (and PDLC where applicable) we will touch on these four pillars both as the core DLC for each pillar, but also a percentage of change in each of the 4 in each DLC. So, we may release a DLC focussed on Survival, but it will contain elements that touch the other 3 pillars.
Long Term Pricing
Whilst many of our reviews comment on “what do I do?” the vast majority of our players have spent hundreds of hours in the game world with some spending in excess of 1000 hours. We will address the starting scenarios to better introduce players to the game world, even “holding their hands” for at least the first 20-60 minutes, but after that point the players will be free to explore and survive in a large and growing open world environment where dangers and mysteries lurk in unpredictable and often hard to find places. As content is released and the world grows, the number of “seats per server” will increase so the chance of encountering a player remains at the same level even though the world is larger. This growth is balanced against overall game client and game server performance that was addressed as part of our main tech rebuild (and is a constant area of improvement). To this end, the overall price of the game will increase as and when more content is added, the first of which is expected mid-November.
In Summary
The launch was far from ideal, and we had lessons that we needed to learn. We have had a major rethink and addressed these lessons and remain committed to delivering the vast world of Braided Shore. Book of Travels has performed well enough for us to remain dedicated to it for the long term and we are pleased with the reception, the player reviews and the excitement we hear in our community. We have a lot to show you over the next 12 months and look forward to watching your journey.
This version contains all previous Beta updates as below. Additionally we have the following known issues in this version:
WASD Movement still tracks mouse cursor position. If you are unable to walk please ensure your mouse is in the center of the screen.
Player may become stuck on boats: You should be able to press the Right Alt Key (Alt GR) and select unstuck should you encounter this issue.
Update to a new Unity Input System to allow for new control schemes:
Added WASD movement.
Changed how the "Tab functionality" works. Previously it showed all the nametags of interactable NPCs, now it does so in a range around the player while also highlighting pickups and other interactable objects in the world.
Added foundations for future controller support.
Added functionality for Key-binding in the settings menu.
Implemented some previously unavailable items in the Settings Menu:
Voice Volume slider
UI Size dropdown. Choose between Small, Default, Large.
Reset Interface Positions. Resets all user moved UI to their default positions after closing the menu.
Always Notify Effect Cards. Toggle to always show effect card notifications.
Small Emotes. Toggle to show smaller-sized emotes.
Always Show Party Names. Toggle to always show your party members' nameplates.
Show Selection Circles. Toggle to show selections circles around the character you have currently selected.
Show Area of Effect Range. Toggle to show the AoE circle for skills.
Show Combat Circle. Toggle to show the circle around a combat encounter.
Show Walk Arrow. Toggle to show the walking arrow when you use click to walk.
Disable Unity Analytics. Toggle to enable/disable Unity Analytics.
Show Effect Cooldown. Toggle to show the effect duration when hovering over an effect card.
Tool Tip Speed. Slider to choose the speed at which tool tips appear when hovering over UI elements.
Emote Opacity. Slider to choose the opacity of emotes.
Changes to Resolution settings
Platform Specific Fixes:
Changed anti-aliasing method for OSX clients
Updated Steamworks .NET to 20.1.0
General Fixes:
Fixed a bug that caused combat to not initiate properly.
Fixed a bug that caused NPC nametags to not appear when pressing Tab until they had been interacted with at least once.
Temporarily removed dockhand worker to stop slide backwards and other movement issues
Tea effects will now stack properly
Poems will not appear when in menus anymore
Calm Trait will now increase energy replenish to 1.25% instead of 1% when eating edibles.
Glutton Trait will now decrease energy replenish to 0.75% instead of 0% when eating edibles.
Self-Sacrifice Trait will now decrease energy replenish to 0.75% instead of 0% when eating edibles.
You now cannot cancel a trade anymore after a trade has been confirmed.
Wasteful trait will now have a chance to discard 2 - 3 items instead of only 2.
NPC Interaction adjustments so the speech bubble will now appear on the first click
Gave every wearable "Body" item a unique description.
Fix for if your inventory is full when receiving a quest item the quest will break
Change to item UI for value layout so value appears at the top
Fix for Kasa Incident quest during Night time encounters.
Added four more poems for the train headed west from Crossings.
Wrote 4 poems for every different departure of ferries and trains.
Added a more descriptions to arm and glove items. (Around 5000 words)
Edible items without a unique description have now received one.
Endeavour tutorial text change
Added around 7000 new words worth of item descriptions for Edible items (Bread, cakes, etc) and fixed a couple of text errors.
Fix for boat leaving the player in the water in West_09
Fix for Endeavour requirements flash when loading Endeavour
Character customization should now work in game
Fix for Large Dried Fish wrong item type
Fixed a bug that caused the debug menu to always display the current weekday as Monday