Update on my time with Book of Travels

It’s been just about two weeks since the game launched, and I’ve been playing Book of Travels for barely over a week. I’ve tried to log in on the weekday evenings that I’ve had a little extra free time, but play has mostly been limited to the weekend. I’m continuing to have a great time with the game, although I acknowledge that I’m still not all that far along. I wanted to post this update because my few big problems with the game’s bugs are largely resolved after the implementation of the first patch. This Saturday has seen my first extended amount of time in the game since the patch, and a lot of troubling issues are gone. Transportation by vehicle seems to be entirely fixed, no longer causing random location warping or getting a player character stuck (though the transition time with vehicle transport is still rather long–a minor complaint at best). [Update: a few hours of playtime after I wrote this, I did have an incident in which my character got stuck next to a dock after arrival, so this is not fully fixed.] I’ve been consistently able to locate my character in servers within my set geographic region over the past week. Sometimes actions can be a bit delayed and moving away from an action can cause the player character to sort of slide in place over the ground for a couple seconds, but overall I can do what I intend to do and without resistance. I haven’t had to log out or exit the game at all to fix any issues. I have had no game-crashing problems. At this point, the only disruptive bugs I’ve noticed at all are of two sorts. First, sometimes characters will have the text “[CUSTOM POEM]” instead of their intended dialogue. Second, with longer play sessions, sometimes status effects don’t dissipate or activate like they should. In other words, the game is already rather stable, and if that was a reservation about playing, I would say that you can set those worries aside and give the game a try now.

That said, I want to also update a little bit about what I’ve been up to in the game. Most of this has been helping locals with small tasks, delivering the occasional message/package, fishing and foraging, and trading. I have a larger goal of trading up to eventually getting a Master Iron Cog, since it’s a high-value item and in demand on the docks of Myr. I keep getting sidetracked by useful, novel, and/or quirky skills offered by certain vendors, so my hoard of goods is at times greatly reduced by a splurge on some skill or another. I’ve also barely dipped my toe into the combat mechanics. After my Mosswalker character, Eno, got a little too close to scary-looking supernatural creatures and was once chased across the countryside by some bandits, he finally purchased a blade. But he had no proficiency in it, wasn’t prone to combat, and felt a little awkward carrying it, so he stored it in his pack. On one of his trips through Myr, he remembered a warden who offered some combat training. And so this warden taught him armor and weapon proficiencies, then suggested they have a duel. Anxious, Eno accepted. They paced out and drew swords, and while the match was close, the warden bested him. Eno felt that he’d had a narrow defeat, despite it being his first attempt, and so challenged the warden again. The warden again drew his blade, but this time, Eno more carefully timed his strikes and actually won the duel! Now he feels emboldened to wear his half-sword at his waist, but outside of occasionally taking up non-lethal sparring matches in the form of duels, it’s unlikely that he’s actually going to engage in combat anytime soon. His laid-back attitude, spiritual nature, and mechanical interests mean that he’s not looking for action, adventure, and excitement, and he’ll still be inclined to avoid a fight.

Combat is very interesting, and I am contemplating a combat-focused alt. When you want to fight someone, you select a battle stance, and you’ll engage with your opponent as you both pace out and size each other up. Factors like speed inform your initiative, and whoever’s initiative bar is depleted first takes the lead. You select an attack button to fight, but there’s a lot of strategy and luck in the actual fighting. The longer you wait before attempting a strike, the higher the probability that your attack will actually land. Striking quicker means a lower probability of success, but if you land your hit, you disrupt your opponent’s increasing probability of scoring a successful hit in turn. Additionally, a hit decreases your opponent’s ward by the amount of your force of attack. Whoever depletes ward to zero first wins. You can flee combat in a blind panic, without control, and with a resultant morale loss, but you avoid a risk to your life. It’s an interesting system that gives weight to combat, allows for a sense of samurai-dueling artistry, and balances the high stakes with a fast-paced resolution. Hopefully I’ve explained all that right, but there’s more to it, with more skills like magic knots that can be employed. And of course, my two duels were in a safe environment, did not require fleeing, used just the single attack option, and did not cause a loss of life petals. Life petals are a whole other thing and, if I understand correctly, a character can permanently die if their life petals are fully depleted. Life petals are also difficult to restore. I’ve made sure Eno hasn’t been in a situation so risky that he’s lost any yet, so that’s another system that I don’t fully understand yet.

I think it’s safe to say that there’s a lot to this game that I don’t understand yet, because there’s already a lot to uncover with time and patience. And of course, some systems are not even fully implemented yet. I’m really eager to see more content in future updates. I’m excited for later updates that should add more creatures and characters, allow access to new regions, and build out existing experiences (like giving stakes to playing the card/dice game Passage). Figuring out what happened with Kasa, and getting to the inevitable reopening of that great trading city, will be cool. But there’s plenty to do now, as the game exists. I could see someone getting bored at this stage because the game is structured around giving yourself things to do, setting your own goals and direction, rather than being guided by more and more quests. I, however, remain satisfied as my notebook continues to grow with notes about hints, rumors, and goals.

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