Devlog #3 — Beiming Palm & Rethinking Talent Trees / 北冥掌与天赋树重做League of Transmigrators Devlog


🌊 From “Beiming” to Beiming Palm / 从「北冥有鱼」到北冥掌

EN: Before diving into systems, a quick lore update: the Wood-style martial art now has its official name — Beiming Palm / 北冥掌. The word “Beiming” comes from the classic line: “In the northern abyss there is a fish; its name is Kun.” It’s the image of a vast, bottomless northern sea that quietly breeds something impossibly huge. *中文:*在聊系统之前,先说一个小设定更新:木系武学的正式名字已经确定为 Beiming Palm / 北冥掌。这里的「北冥」,正是那句「北冥有鱼,其名为鲲」里的“北冥”——一片深不见底的北方大渊与深海,在黑暗与静默之中,孕育着超出常理的庞然之物。

EN: That’s the fantasy we want for this style: a technique that swallows, stores, and transforms — taking in small things from the battlefield and turning them into disproportionate growth later. *中文:*这也是我们想给这门武学的感觉:不断吞纳、储藏、再转化的功法——从战场上一点点汲取微小的东西,最终在某个时刻爆发成远超投入的成长。

EN: Technically, we could spell it out as “Northern Abyss Palm”, but that feels a bit long and heavy as an in-game name. So we kept the shorter Beiming Palm for the UI, and let the abyss / deep sea / Kun flavor live in the cards, talents, and mechanics. *中文:*理论上也可以把它直译成 “Northern Abyss Palm”,但这个名字在游戏界面里略显冗长。所以我们在游戏中统一使用更简洁的 Beiming Palm,而把“深海、大渊、鲲”的想象空间,交给卡牌文案、战斗机制和整体玩法慢慢展开。

🌳 Why Rework the Talent System? / 为什么要重做天赋系统?

EN: Up to now, the talent system was extremely free: once you earned talent points, you could spend them on almost any unlocked node in any order. On paper, that sounds great — maximum freedom. In practice, it caused a familiar problem. *中文:*目前版本的天赋系统非常“自由”:只要你拿到了天赋点,基本可以按任意顺序给已解锁的天赋加点。听上去很爽——自由度拉满。但实际玩下来,会暴露出一个非常常见的问题。

EN: Strong, obvious talents were always picked first. Subtle or situational talents were rarely touched, even if they were interesting. Over time, that means part of the page becomes “fake content”: it exists visually, but most players will never meaningfully interact with it. *中文:*数值更直接、收益更明显的“强天赋”永远先被点;那些偏弱、偏细腻、或者只在特定套路下发光的天赋,很少有人愿意尝试。长远来看,整页天赋里会有一大块内容变成“看得到但基本不会用”的摆设。

EN: So for this rework, we’re moving closer to an actual talent tree: a layered structure where you climb row by row, and each row forces you to define a direction. *中文:*所以,这次重做我们希望让它更接近一棵真正的 “天赋树”:有清晰的层数,你一行一行往上爬,每一行都会逼你做一次“路线选择”。

🪜 From Free Picks to Rows & Prerequisites / 从随便点,到分层前置

EN: The core idea is simple: *中文:*核心思路其实很简单:

  • EN: Talents are arranged into rows (layers). 中文:天赋会被排成一行一行的分层结构
  • EN: To pick from row N, you must have taken something from row N–1. *中文:*想点第 N 行,必须先在第 N–1 行选择至少一个天赋。
  • EN: Within a row, talents are often mutually exclusive — you commit to one option instead of taking everything. 中文:同一行里的天赋通常是互斥的——你只能选其中一个,而不是全都要。

EN: For example, imagine a first row in the combat talents that offers three different openers: 中文:比如,在战斗类天赋的第一行里,可能会出现这样三种不同的开局倾向:

  • EN: A more aggressive start (extra Strength on turn 1)
  • EN: A safer, defensive start (extra Dexterity on turn 1)
  • EN: Or a tempo-focused start (draw more cards on turn 1)
  • *中文:*一个偏强攻的开局(首回合额外巨力)
  • *中文:*一个偏防守的开局(首回合额外坚韧)
  • *中文:*一个偏节奏的开局(首回合多抽牌)

EN: You can only pick one of them to move on. That one choice will already say a lot about how you like to play, even before any martial arts or card upgrades come into the picture. *中文:*你只能三选一,然后才能继续往下一行走。仅仅这一行的取舍,就足以在你拿到任何武学或升级卡牌之前,先画出一条“这是你的风格”的分界线。

EN: This does two things at once: *中文:*这样可以同时做到两件事:

  • EN: “Weaker” talents gain value, because they sit on paths toward later payoffs. *中文:*所谓“略弱”的天赋,因为处在某条路线的关键节点上,自然获得了存在感和价值。
  • EN: Your path through the tree starts to define your identity, instead of just stacking every strong number. *中文:*你在树上的“行进路径”会逐渐定义你的角色,而不是单纯把所有看起来最强的数值都堆上去。

🏹 Bloodlines vs. General Talents / 血统 vs 通用天赋

EN: One thing we’re not changing is the Bloodline layer. Bloodlines are still mutually exclusive, big choices — things like becoming a Vampire, a Werewolf, or something much worse and older.
中文:有一块我们暂时不会去打散:就是 Bloodline(血统)。血统依旧是那种互斥的重大抉择——比如成为吸血鬼、狼人,或者更不可名状的存在。

EN: Bloodlines define “what you are at your core”. The new talent tree, on the other hand, is general: it’s shared across builds and worlds. Whether you’re playing around Martial Artist styles, magic, apocalypse, or something else, these talents are the foundation that shape how you approach combat and progression.
中文:血统更像是回答“你本质上是谁”。而新的天赋树则刻意保持为通用系统:它适用于所有世界、所有流派——不管你是围绕武术家几大拳法、还是玩魔法世界、末世世界,这些天赋都是那层“底色”,决定你整体的战斗习惯与成长节奏。

EN: That’s why you’ll see things like opening bonuses, survival hooks, madness tweaks, gold and food bonuses, and so on — they’re meant to be meaningful no matter which martial arts or cards you end up picking later. *
中文:*因此,你会在天赋里看到的更多是:开局倾向、生存小钩子、理智与疯狂、金币与食物收益之类的效果——这些设计的出发点,就是让它们在任何世界、任何 BD 下都保持价值,而不是只对某一个功法专门加成。

🏆 Unlocking Talents Through Play / 用游玩过程解锁天赋

EN: Another big shift: not all talents are available from the start. Even in the early rows, some nodes will appear “locked” until you’ve proven certain things through your runs. *
中文:*另一个重要变化是:天赋不再是一开始就全部敞开给你。哪怕是前几行的天赋,也会有部分在你达成某些条件之前处于锁定状态。

EN: Instead of just “level up → get points → spend anywhere”, we’re moving toward this feeling: *
中文:*我们希望从过去那种“升级 → 给点数 → 随便点”的模式,转向这样一种体验:

  • EN: “As I fight, explore, and survive, the tree responds — new options quietly light up.”
  • 中文:****“我在战斗、探索、生存里做成了什么,天赋树就会给出回应——新的选项一点点亮起来。”

EN: The exact conditions are intentionally kept light on numbers from the player’s perspective. You don’t have to track a spreadsheet; you just play, and over time more rows and choices become available. *
中文:*对玩家来说,我们会刻意淡化具体数字和统计——你不需要拿个表格记一堆指标。只要持续玩游戏,随着你在不同世界、不同敌人类型与事件中留下足迹,天赋树自然会长出更多可选的枝丫。

♻️ Persistence & One-Click Respec / 继承与一键重置

EN: With a more structured tree comes another expectation: your choices should persist, and you should have a clean way to undo them.
中文:有了结构更完整的天赋树,玩家自然会有两个期待:选择要被保留,同时也要有干净的重置方式

EN: Our goals are: *中文:*我们希望做到:

  • EN: When you start a new run, the game remembers your last talent setup as a baseline. *
    中文:*在你重开新一局时,游戏会记住你上一次的天赋分配,作为默认方案。
  • EN: If you want to completely rethink your build, there will be a single button to clear the tree and start over.
    中文:如果你想彻底换一条路走,可以通过一键清空天赋的操作,把整棵树重置,重新规划。

EN: The goal is to encourage experimentation, not punish it. Trying a strange “high-madness greed run” or a “hyper-defensive turtle build” shouldn’t feel like a permanent mistake — just a branch you climbed this time. *
中文:*我们的目标是鼓励你多试各种怪东西,而不是用惩罚机制锁死你。无论是“疯狂系暴冲 BD”,还是“极限苟活铁龟流”,都应该是一条你可以尝试、也可以随时换掉的分支,而不是把号点废了。

🌊 So Where Does Beiming Palm Fit? / 那北冥掌在这里的位置是?

EN: You might notice: the talents themselves are not tied to specific martial arts styles. That’s intentional. Talents are the shared skeleton; your cards, relics, and martial arts — Taiji, Bajiquan, Drunken Fist, Seven-Injuries, Beiming Palm — are the muscles and skin you put on top.
中文:你可能已经注意到了:天赋本身并不会直接写“某某拳法伤害+X%”之类的加成。这是刻意为之。天赋更像是所有 BD 共有的骨架;而卡牌、遗物、武学——太极、八极、醉拳、七伤拳、北冥掌——则是你在这具骨架上添上的肌肉与皮肤。

EN: A talent like an aggressive opener, a safer start, extra draw under pressure, more max HP after fights, or tweaks to madness and rewards — all of these are meant to be valid whether you end up playing a calm Taiji run, a reckless Seven-Injuries run, or a deep, devouring Beiming run. *
中文:*像偏强攻的开局、偏防守的起手、濒死时抽多张牌、战后慢慢加上限生命、或者对疯狂值与奖励的调整——这些天赋,都是希望在任何构筑下都能成立:可以配合一套冷静的太极流,也可以服务于激进的七伤拳爆发流,当然也可以衬托一套慢慢吞纳的北冥掌 BD。

EN: In other words:

  • Martial arts define how you fight in the moment.
  • The new talent tree defines what kind of fighter you are across runs.

*中文:*换句话说:

  • 武学与卡牌决定你这一回合怎么打
  • 新天赋树决定你这一局、甚至多局下来,会变成哪一类风格的玩家

🙏 Closing / 小结

EN: That’s the thinking behind the new talent tree rework, and how it coexists with things like Beiming Palm without becoming “just another damage multiplier”. The details are still being tuned, but the direction is clear: fewer fake choices, more meaningful paths, and a stronger sense of identity for every run, no matter which world or style you choose. *
中文:*以上,就是这次天赋树重做背后的主要思路,也解释了它如何与像北冥掌这样的武学并行存在,而不变成简单粗暴的“再加一层伤害加成”。细节还在不断打磨,但方向已经很清晰:减少“看着很多、实则没得选”的假选择,增加真正有分叉感的路线,让你在任何世界、任何流派下,每一局都能玩出自己的性格。

EN: If you’re the type who loves planning routes, or the type who just wants to press “random” and see what happens, we’re building this tree for both of you. *
中文:*不管你是喜欢提前画好整棵树的谋划型玩家,还是那种“瞎点点看会出什么事故”的混沌型玩家,希望这个新系统,最后都能让你在这棵树上,找到一条属于自己的枝丫。

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