Hi folks, This hotfix updates the game to Unity 2022.3.62f2, bringing a range of fixes and improvements, along with a critical Unity-related fix. Updating Unity in a finished product is usually a bad idea, but in this case an exception had to be made. If you run into any issues r
Hi folks,
This hotfix updates the game to Unity 2022.3.62f2, bringing a range of fixes and improvements, along with a critical Unity-related fix. Updating Unity in a finished product is usually a bad idea, but in this case an exception had to be made. If you run into any issues related to the engine update, let me know and I’ll address them right away. The patch also fixes a few minor typos in perks and cards.
On a more personal note, I’m happy to share that Erannorth Renaissance will be graduating from Early Access this Monday. If you’ve been curious about what I’ve been working on but didn’t want to commit to an Early Access game, you can find the updated demo here.
Hi folks, You can now try Erannorth Renaissance for free with our newly released demo. Dive into deep character customization, tactical turn-based combat, and the rich narrative and sandbox world that define the game. The demo is based on the current live Early Access build, and
Hi folks,
You can now try Erannorth Renaissance for free with our newly released demo. Dive into deep character customization, tactical turn-based combat, and the rich narrative and sandbox world that define the game. The demo is based on the current live Early Access build, and aside from a few minor restrictions, you can play as much as you like to see if it's a game you'd enjoy.
So, what's missing? For one, updates. The demo version won't receive updates and isn't supported in any way. Steam achievements are also disabled, as is the modding toolkit. However, you can still run mods if you install them locally, and you're welcome to create new ones using your favorite text editor and modding skills.
If you're on the fence, or just curious where I've been spending the past year, consider giving the demo a spin. Just keep in mind that Erannorth Renaissance a) is currently in Early Access and likely to remain so for another year or two (or three...), and b) is a much different game than Chronicles or Reborn.
Hi folks, This minor patch addresses the latest reported issues. Happy gaming! Patch Notes - 02/10 # 1.066.3 Fixed some perk and card typos. Certain perk descriptions listed "proficiency" instead of "affinity" as the benefit, with proficiency being the older, deprecated term for
Hi folks,
This minor patch addresses the latest reported issues. Happy gaming!
Patch Notes - 02/10 # 1.066.3
Fixed some perk and card typos.
Certain perk descriptions listed "proficiency" instead of "affinity" as the benefit, with proficiency being the older, deprecated term for affinities.
Removed the malady and cursed status from the Iluvann ally card. Both Iluvann and his Dark Rebirth ability will now ignore synergies.
Fixed a typo in the Amulet of Dominance card; it will now correctly create a shapeshift card.
Fixed an issue preventing Ophois Chosen's upgrade ability from targeting Adrhraxarz Warriors and Sandscourge Warriors.
The Werecat ally's ability will now correctly apply Strain and deal Primal damage, instead of Primal Synergy.
Fixed an issue preventing you from scrolling through the combat log after defeat.
In the Game Modes editor, clarified that after exporting, your custom mode will appear alongside the vanilla modes.
The Village Festival event was incorrectly using the Trade skill instead of the Nobility skill for the Nobility option.
Hi folks, I know, I know – this isn't the kind of post you usually see on this page. But bear with me for a moment because I think you might find this interesting. After months of hard work, I'm thrilled to announce that my passion project, Erannorth Renaissance, is finally enter
Hi folks,
I know, I know – this isn't the kind of post you usually see on this page. But bear with me for a moment because I think you might find this interesting. After months of hard work, I'm thrilled to announce that my passion project, Erannorth Renaissance, is finally entering Early Access on July 26th!
How does Erannorth Renaissance compare to Chronicles & Reborn?
Erannorth Renaissance is a complete overhaul of the original Erannorth engine, offering a deeper, more immersive experience. Unlike Chronicles, which forked off Reborn's code, Renaissance has been rewritten from the ground up, resulting in a faster, more responsive game. You'll immediately notice the brand new graphical style and tactical hex-based combat, replacing the card-based battles of the past. The user interface has also been modernized and streamlined for easier navigation.
While the core spirit of Erannorth remains, Renaissance is a significant evolution of the series. The RPG mechanics have been expanded and refined, offering more depth and customization. A branching narrative with meaningful choices and consequences drives the overarching story, while a new continent with diverse regions, characters, quests, and events awaits your exploration.
It's important to note that, at this early stage, Renaissance's character builds and customization options might not yet rival the depth Chronicles and Reborn achieved over their combined 6 years of development. However, once complete, Renaissance is designed to surpass both games in this regard. The new engine provides a more flexible foundation for building unique characters and playstyles, and the expanded RPG systems offer even more opportunities for customization. With your feedback and continued development, Renaissance will ultimately become the most customizable and immersive Erannorth experience yet. Whether you're a veteran of the series or a newcomer, Erannorth Renaissance offers a fresh and exciting experience for all.
A Word About Early Access
Before you rush to grab the game, let's chat about what Early Access means: Erannorth Renaissance is still a work in progress. It's playable, but it's not perfect yet. There will be bugs, missing features, and room for improvement.
If you're the kind of player who wants a polished, finished experience, I honestly recommend waiting. Wishlist, the game, and check back in a year or three to see how things have progressed. However, if you're interested in helping shape the game, trying out new ideas, and being part of the development process, then Early Access is for you!
What to Expect in Early Access
You'll get to play through the beginning of our story and explore the first region, Llanford, which offers 3-4 hours of engaging gameplay.
The core gameplay experience is fully fleshed out. You can dive into tactical turn-based combat, customize your character as you level up, and explore the world to uncover its secrets.
The replay value is baked into the core of Erannorth Renaissance. The story branches in unexpected ways, your choices have lasting consequences, and random events ensure that no two adventures will ever be the same. Each playthrough will feel like a fresh, unique experience if you make different choices.
And for those who love to tinker and customize your games, Erannorth Renaissance has you covered. You can already dive into modding with the built-in tools, adding unique touches like new perks, actions, or even artwork. Plus, we've got full Steam Workshop integration and achievements to make things even more fun.
This is just the beginning. Throughout Early Access, I'll add more regions to explore, quests to undertake, and characters to meet. You can also expect a bunch of new features and improvements that will make each playthrough even more unique and exciting.
What will the game cost?
Erannorth Renaissance will be entering Early Access on July 26th for 9.99 USD. The price will use Steam regional pricing to ensure fair pricing in your territory. Please note that the price will gradually increase with each significant content update.
How long will Erannorth Renaissance be in Early Access?
I aim for 2-3 years, but it could be longer. I want to make sure the game is done right, even if it takes a bit more time.
What are your plans for the development cycle during Early Access?
I have a roadmap planned out with at least nine major content updates. Each update will focus on fleshing out a new region, adding new build options like perks, actions, and equipment, and developing the companion characters with more interactions and events. You can see the roadmap here:
Will this game be as easy to mod as your previous titles?
Yes, Erannorth Renaissance will be as easy to mod as previous titles. In fact, it will be easier to mod as there are UI-based tools for adding, editing, and exporting content. See the following video for a taste of the initial modding support:
I heard the game has romance; should I be worried about unwanted advances from my companions?
Fear not! Romances are disabled by default in Erannorth Renaissance. You must actively choose to enable them by adjusting your preferences in your in-game journal. Additionally, the game offers options to customize the level of intimacy in romantic scenes, ranging from fade-to-black to more detailed textual descriptions. This allows you to tailor the experience to your comfort level.
Does Erannorth Renaissance use AI-generated art?
The game uses commercially licensed stock art sold by human artists. Their creative process may or may not involve using AI-powered tools or their own custom AI systems.
Your Feedback Matters
Early Access is a collaboration between us. Your feedback is invaluable to me as I shape the future of Erannorth Renaissance. Share your thoughts, report bugs, and suggest improvements – let's make this game the best it can be together!
Just remember, Early Access isn't for everyone. It's a chance to get involved in the development process, not a way to get a finished game at a discount. If you expect a fully polished experience with tons of content, waiting for the full release is probably best. Don't be that guy who jumps on the bandwagon only to complain that a game in early development doesn't have the same depth as a finished product. This is just the beginning of a long journey, and I'm excited to have you along for the ride.
Hi folks, Today's hotfix addresses several perks whose descriptions didn't quite match their actual effects and a few other issues. Most importantly, it finally came to my attention that various unsupported resolutions have sneaked into the game's resolution list during a Unity e
Hi folks,
Today's hotfix addresses several perks whose descriptions didn't quite match their actual effects and a few other issues.
Most importantly, it finally came to my attention that various unsupported resolutions have sneaked into the game's resolution list during a Unity engine update, Whatever the culprit version was, the option to select supported aspect ratios disappeared from the Unity project settings, opening the floodgate to every undesirable resolution appearing in the list in every consecutive build.
To minimize the need for everyone to change their resolution all over again or boot the game to find it in a pixelated 4:3 resolution, I've retained these resolutions in the list but marked them with [!!] to denote that they aren't fully supported. The recommended 16:9 resolutions are now in bold to be more easily distinguishable. You can still play the game in 16/10 monitors by picking a windowed 16/9 resolution and maximizing it.
While this change shouldn't mess up with your settings, there's still a slight chance that you may need to reset the resolution in the settings, ie. if the game boots in a weird or pixelated state. I am really sorry for this inconvenience.
Patch Notes - 09/05 # 1.066.1
In resolution settings:
Added a [!!] to note any unsupported resolutions. They may or may not work correctly, as the game layouts are designed to work with a 16/9 aspect ratio in mind.
The recommended/supported resolutions (16/9) are displayed in bold to be easily recognizable.
Hz will appear as a round number in resolution settings. Resolutions with refresh rate of 59.9999, or 59.966 that for some reason the monitor supports simultaneously, will appear as duplicate entries.
There is a small chance that you may need to set the resolution of your choice again. Sorry for that!
Fixed a few typos in perks.
The Gorilla card wasn't granting its Synergy Stun properly.
While using the Eye icon to inspect the battlefield, the turn counter was showing one turn less.
Hi folks, Today's patch fixes a few perks that incorrectly increased enemy resistance to certain debuffs instead of reducing them. It also adds a new event and NPC stories gallery with a spoiler list of all the repeatable and unique events. Events and stories you have yet to see
Hi folks,
Today's patch fixes a few perks that incorrectly increased enemy resistance to certain debuffs instead of reducing them. It also adds a new event and NPC stories gallery with a spoiler list of all the repeatable and unique events.
Events and stories you have yet to see will appear dimmer, while those you have seen (as of this patch and after) will be displayed in bright, full color. Most of the game's events contain multiple random branches that lead to entirely different scenarios.
The gallery will track the root event only, not how many different permutations you have seen. But it will give you an idea of how many game events you have seen or missed across your runs. You can also see which expansion or mod an event comes from, along with the event title.
Since you just installed this update, the events marked as seen will be 0.
NPCs with multiple stories will appear in the list multiple times, once per story. The exact number of events and NPC stories will vary based on your expansion and mod setup.
Last but not least, the Unity engine version was updated to the latest 2022 LTS version (which is the reason for the larger update size).
Patch Notes - 07/05 # 1.066.0
Fixed a few typos in perks.
Slightly increased the chance of triggering events in the overworld map.
Slightly increased the movement speed in the overworld map.
Changed the splash screen to match the loading screen graphic.
Added a spoiler gallery with the game's unique and repeatable events and NPC stories.
Hi folks, Today's patch fixes a few reported issues and adds some improvements to enhance your experience. The most notable addition is a new setting that allows you to scale up all the fonts in the UI. These fonts will dynamically adjust to maintain consistency in layout while i
Hi folks,
Today's patch fixes a few reported issues and adds some improvements to enhance your experience. The most notable addition is a new setting that allows you to scale up all the fonts in the UI. These fonts will dynamically adjust to maintain consistency in layout while increasing in size (if possible).
Additionally, I've added a "View All" option in the Crafting UI. This feature will display all available recipes for the facility you're currently in. For example, if you're in the blacksmith, it will show you items you can create there. Similarly, if you're on the road, it will display items you can craft without facilities, etc.
You can read more details in the patch notes below.
Patch Notes - 07/04 # 1.065.5
Bug fixes
Fixed an issue with AddAllySpecial not working on singleton cards, such as Sir Liam's Aim! Fire!
Fixed an issue with the Book of Heroes in some instances, moving the player to their last stage instead of the overworld map.
Fixed an issue with the Book of Heroes displaying the incorrect score caused by an outdated calculation method.
Misc Additions / Changes
A Universal UI font size scaler setting was added to the settings. This setting allows you to increase the text size of all UI elements by a fixed point (from +1 to +6 points) while ensuring that they always fit within their respective containers.
The Assassins' AI will now use a new "Lesser Venom Blade" card instead of "Venom Blade." For example, Quetzor Ornithor will now use this version. The original Venom Blade will still be reserved for higher-tier assassins or bosses.
Added a few tips on the loading screen that will cycle while waiting for the game to load.
The loading screen will show which part of the content is currently loading.
The crafting UI now has a "View All" option that displays all recipes craftable in the current facility, regardless of requirements.
In Book of heroes added the hero's grade next to their score, to motivate you to do better next time.
Hi folks, Today's hotfix addresses a critical issue where certain enemy spawning effects/tactics were able to summon bosses. If you encounter anything unusual after an enemy is spawned, please let me know. You can find more details in the patch notes below. Patch Notes - 23/03 #
Hi folks,
Today's hotfix addresses a critical issue where certain enemy spawning effects/tactics were able to summon bosses. If you encounter anything unusual after an enemy is spawned, please let me know. You can find more details in the patch notes below.
Patch Notes - 23/03 # 1.065.3
Addressed an issue where certain enemy spawning effects/tactics were able to summon bosses, ie. Prison of Souls.
Increased the minimum threshold when generating random enemies to be closer to the maximum value (0.5 -> 0.8).
Resolved an issue where the AP tooltip was displaying the current Concentration value without properly accounting for the ConcentrationPool bonus. This issue was visual, specific to the tooltip, and did not affect gameplay in any way.
Slightly increased the width of the player's token hitbox.
Hi folks, This is a minor patch fixing the latest reported issues. You can read more details in the patch notes below. Patch Notes - 01/03 # 1.065.2 Fixed an issue with the game accepting input while not in focus. The Echo icon will be properly removed from cards after adding Mul
Hi folks,
This is a minor patch fixing the latest reported issues. You can read more details in the patch notes below.
Patch Notes - 01/03 # 1.065.2
Fixed an issue with the game accepting input while not in focus.
The Echo icon will be properly removed from cards after adding Multicast or Fury synergy.
Updated the Echo entry in the rulebook to include that it can't stack with Multicast or Fury.
Updated the Coven & Muster entries in the rulebook for more clarity.
Changed the "Add Ally" type description to distinguish between when affecting allies or controlled enemies by the action that controlled them.
Hi folks, This is a minor patch fixing the latest reported issues. You can read more details in the patch notes below . Patch Notes - 10/02 # 1.065.1 Fixed a few typos in perks and cards. Enemy tactic cards, in certain cases, wouldn't play back their associated SFX. Changed "AddA
Hi folks,
This is a minor patch fixing the latest reported issues.
You can read more details in the patch notes below.
Patch Notes - 10/02 # 1.065.1
Fixed a few typos in perks and cards.
Enemy tactic cards, in certain cases, wouldn't play back their associated SFX.
Changed "AddAllyType" description to make it clear that it only affects allies or controlled enemies.
In modes without a MaxConcealment setting, the MaxConcealment was incorrectly displayed as 70 instead of 65.
Certain consumables that don't have much merit to show in the backpack (Tower Grimoires, Empty Flasks, and Arco Trollo grimoires) are now automatically excluded from the Backpack. As a reminder, you can customize which consumables appear in your backpack through each card's options.
Hi folks, This patch fixes a few bugs and adds a basic (but fully moddable) Visual Novel system for our modders to peruse and tell their stories in. You can read more details in the patch notes below Patch Notes - 17/01 # 1.065.0 Bug fixes Fixed an issue with Enemy Impact SFX not
Hi folks,
This patch fixes a few bugs and adds a basic (but fully moddable) Visual Novel system for our modders to peruse and tell their stories in. [This system isn't used in the vanilla game at the moment.]
You can read more details in the patch notes below
Patch Notes - 17/01 # 1.065.0
Bug fixes
Fixed an issue with Enemy Impact SFX not playing after transitioning to the new feedback system.
Fixed an issue with Overworld events triggering while traveling in the sea.
Fixed a few typos.
Visual Novel system
Modders can now create "Visual Novel" style cutscenes with up to 2 actors at a time.
Cutscenes can be defined in ModLoaderUser.conf: ie.
>> Cutscenes
CutscenesDB.Chronicles.tdb.
Cutscene names can be used as nodes directly or by prepending them with CS:
i.e., In the Map room or CS:In the Map room, the latter is recommended to avoid name conflicts with the Event system.
Cutscenes can start inside events with ExecuteFunc: Cutscene: Name,
i.e., ExecuteFunc: Cutscene: In the Map room. In this case, the event remains active but hidden in the background layer, and the cutscene plays on top of it.
You can check if your Cutscenes work as expected in the shell F10: StartCutscene Name, i.e., StartCutscene In the Map room.
Syntax
The title can be set with ## Title.
The background can be set using -- BACKGROUND: background, i.e., -- BACKGROUND: MapRoom.
Actors can be dynamically set to PC. with --RIGHT: & -- LEFT:, i.e., -- RIGHT: PC, to Empty -- LEFT: Empty, or to a sprite -- LEFT: Academy Scribe, an image name, etc.
Actor lines can be spoken with > LEFT: and > RIGHT:, i.e., > LEFT: Academy Scribe: Explorer, have you seen the ancient scrolls I left on the table?
Narrator lines can be spoken with > CENTER:, i.e., > CENTER: In a time long past, two adventurers stood in a map room...
Rewards can be given in a cutscene with -- REWARDS:, i.e., -- REWARD: XP:10, PP:5.
The following variables can be replaced dynamically: {PCLocation}, {PCName}, {PCClass}, {PCSpecies}, {PCSpecialization}, {PCClassification}, {PCOrganization}.
The following tags -- CHOICE_START to -- CHOICE_END can create a section with choices, i.e., that's one choice. A choice block can have up to 10 -- CHOICE blocks.
ie. -- CHOICE: Try to avoid the confrontation.
@ Avoid Confrontation
> LEFT: Jason: It doesn't matter. The past is the past. I've moved on.
> RIGHT: Aisha Wilkes: Have you? Or are you just telling yourself that?
> LEFT: Jason: What do you want, Aisha?
You can also incorporate requirement checks in -- CHOICE: text | requirements, i.e., Level=3, Class=Mercenary.
You can use both vanilla or custom .png for characters. To use custom .png, place them in CustomArtworks/Miniatures/, i.e., BexleySmiling.png. Then use it, i.e., -- LEFT: Bexley | BexleySmiling.
Your custom .pngs for background should be placed in CustomArtworks/Tales/, i.e., MapRoom.png. Then use it, i.e., -- BACKGROUND: MapRoom.
Example Mod
1. /ModLoaderUser.conf:
>> Cutscenes CutscenesDB.Chronicles.tdb
2. Cutscenes/CutscenesDB.Chronicles.tdb
## CS:Library Scene 1
-- BACKGROUND: Library > CENTER: In a time long past, two scribes stood in a library... -- LEFT: Academy Scribe | Academy Scribe -- RIGHT: PC > LEFT: Academy Scribe: {PCName}, have you seen the ancient scrolls I left on the table? > RIGHT: {PCName}: Ah, those old parchments? I thought they were mere scribbles from a student and used them to note down some coordinates.
-- CHOICE_START -- CHOICE: Apologize sincerely. @ SincereApology > RIGHT: {PCName}: I deeply regret my carelessness. I'll do everything I can to find and return them. > LEFT: Academy Scribe: That's all I ask. Let's begin our search. -- BACKGROUND: Village > LEFT: Academy Scribe: Quickly now, every moment counts. -- RIGHT: Empty > LEFT: Academy Scribe: Off you go! Our academy's history is at stake! -- REWARD: XP:10, PP:5
-- CHOICE: Deflect blame. @ DeflectBlame > RIGHT: {PCName}: Perhaps if they were stored properly, this wouldn't have happened. > LEFT: Academy Scribe: Now's not the time for pointing fingers. We need to find those manuscripts.
-- CHOICE: Offer to pay for the scrolls. @ OfferCompensation > RIGHT: {PCName}: I can pay for the loss. Name your price. > LEFT: Academy Scribe: Money can't replace our history, but it might aid in our efforts to recover it. -- CHOICE_END
* The same CutscenesDB.Chronicles.tdb file can contain multiple scenes. Or you can break them to multiple files for better organization.
Hi folks, Today, I am thrilled to announce the development of Erannorth Renaissance, a brand-new game in the Erannorth universe. I was holding off on this announcement till the new game's Steam page is ready. I don't like cross-posting much, so if you enjoy what you read below, w
Hi folks,
Today, I am thrilled to announce the development of Erannorth Renaissance, a brand-new game in the Erannorth universe.
I was holding off on this announcement till the new game's Steam page is ready. I don't like cross-posting much, so if you enjoy what you read below, wishlist the Erannorth Renaissance Steam page. Any further updates will be heading there.
What is Erannorth Renaissance?
Erannorth Renaissance is a text-driven, turn-based RPG set in a Renaissance-era fantasy world where your choices matter. You can shape your character and their story in your own way. You can play as Eric or Diana, each with a unique backstory, or start fresh with a character of your own creation. Though their past is predetermined, what happens next is entirely up to you. Every decision you make will affect the story, creating a unique adventure for you to experience.
How does it differ from my other Erannorth games?
Erannorth Reborn and Erannorth Chronicles emphasized freedom and encouraged players to play the game as they wanted, without any main storyline. The games primarily focused on building various character builds and using them to progress through the game. On the other hand, Erannorth Renaissance offers an extensive open world to explore, but it is driven by a central quest and several side stories on a new continent called Elos. Unlike Reborn and Chronicles, Renaissance is not about creating theory-crafting character builds but about experiencing a story.
Chronicles is the continuation of Reborn's development. It is built on the same code base, improving it and adding dozens of new mechanics and features. Renaissance, on the other hand, is an entirely new RPG system developed from scratch using Unity. Unlike its predecessors, which focused on card games and deck building, Renaissance is centered around immersing players in a story where they can make choices, engage in strategic battles, and explore a vast world map. It's not about having hundreds of enemies or countless tactics; it's about your story and how you shape it.
Expect to read a lot of text. If it's something you find boring, you probably didn't reach at this point of the news post, so all is good.
But that "tactics", are cards right? Right?
No, there aren't any cards in the game.
Ehm, Early Access?
Early Access games have been a roller coaster. It started as a way for game creators like me to fund our projects and get your input. But many Early Access games never finished or got postponed, leaving many players cautious. Some are abandoned after release, and others are in a development hell hiatus. And it is understandable; life happens.
But it's not an excuse. Erannorth Renaissance will be launched as a complete game in Early Access. You will immediately access the entire main story and many side quests. I aim to provide you with a robust and enjoyable game while working with you to improve it further.
I value honest and open communication, so I am telling you straight up: it's always better to wait if you have mixed feelings about purchasing a game that's still being developed or expecting something similar to the older Erannorth games. It's different from my other games. And I can't promise that nothing will radically change in Early Access or that your saved games will always be safe from updates.
Is there any ETA on the Early Access release?
No, feel free to check out the Steam store page to keep up with Erannorth Renaissance's development and add it to your wishlist. Watch for more news and updates as the Early Access launch approaches, hopefully in early to mid-2024. I want to deliver a complete product. So, whenever I feel this milestone is reached.
What about Erannorth Chronicles? Will it ever get any more updates?
Erannorth Chronicles is already a complete package with hundreds of hours of content. But on the bright side, Renaissance and Chronicles aren't in direct competition. In the future, it may receive additional content in free updates or expansions alongside the new game.
And that's all for now, folks! If you have any questions, feel free to ask them in the comments below.
Hi folks, This patch fixes the latest reported issues, along with a few minor tweaks to improve your game experience. You can read more details in the patch notes below. Patch Notes - 12/11 # 1.064.3 Farthing ripple effects will correctly trigger for cards with the "RandomFarthin
Hi folks,
This patch fixes the latest reported issues, along with a few minor tweaks to improve your game experience.
You can read more details in the patch notes below.
Patch Notes - 12/11 # 1.064.3
Farthing ripple effects will correctly trigger for cards with the "RandomFarthings" keyword.
Fixed an issue with the damage projection mispredicting the intense damage.
Fixed few minor card typos and several typos in the Activation SFX & Impact SFX of various cards and enemies, preventing their SFX from playing.
Empower bonus will no longer wane from Ripple effects.
Researching techniques in the Campfire will now also cost 150 Farthings without the Research skill and 100 Farthings with the Research skill.
Shifted the Story UI a bit to reveal your AP & HP details.
The final score will now take the mode difficulty into account.
Increased the score penalty when taking too long to achieve too little, improving the score's accuracy when comparing them with your friends.
Quite often, you may complete a mode and wonder how well did it go. Well, now, along with the score, you also get a grade. Perhaps next time you can do better?
Hi folks, This is a small hotfix fixing a few typos in various cards and perks, as well as not creating/playing equipment cards during the first turn of NPC quests. 30/10 # 1.064.1 Fixed a few typos in various cards and perks. During NPC quests equipment cards weren't created / p
Hi folks,
This is a small hotfix fixing a few typos in various cards and perks, as well as not creating/playing equipment cards during the first turn of NPC quests.
30/10 # 1.064.1
Fixed a few typos in various cards and perks.
During NPC quests equipment cards weren't created / played on the first turn.
Hi folks, Today's patch fixes the reported issues, as well as adds a few QoL improvements I was working at the time. You can read more details in the patch notes below. Patch Notes - 17/10 # 1.064.0 Bugfixes Fixed typos in various cards, perks, and events. In Untold Tales and Leg
Hi folks,
Today's patch fixes the reported issues, as well as adds a few QoL improvements I was working at the time. You can read more details in the patch notes below.
Patch Notes - 17/10 # 1.064.0
Bugfixes
Fixed typos in various cards, perks, and events.
In Untold Tales and Legends, fixed an issue in the Skull Isle fort's Mercenary Guild upgrades, where the first level upgrade choice was not correctly locked after picking it up, and the next ally upgrade choice wasn't correctly unlocked.
Misc Changes/QoL Improvements
In the Chest UI, a new section will display the available farthings during purchases.
Re-organized the Perk entry in the rulebook and added a few more details.
Expanded the rulebook entry on the Overworld map about the significance of the difficulty indicators.
I added a note in Schematic cards: 'Crafting Component to upgrade Equipment in headquarters with the Forge upgrade.' to inform you that they may have an alternative use.
Healer in towns and your properties will also remove any 'Enemy' cards in your deck and hand. As such, the cost of the Healer's service was increased, but it's still somewhat cheaper in player-owned properties.
In Exalted Heroes, Delia's quest was moved to level 17.
Changed a few event graphics with improved versions.
Hi folks, This patch addresses a couple reported issues and introduces some extra QoL tweaks. Notably, you can now hover over enemy intents to view them as tooltips, eliminating the need to click and visit the rulebook entry. However, you still have the option to do so, and it's
Hi folks,
This patch addresses a couple reported issues and introduces some extra QoL tweaks. Notably, you can now hover over enemy intents to view them as tooltips, eliminating the need to click and visit the rulebook entry. However, you still have the option to do so, and it's highly recommended.
Speaking of the rulebook, you can also access it via the main menu button appropriately labeled "Rulebook" or by pressing the F1 key from anywhere in the game, it always have been there to teach you everything you want to know about the game.
The VFX for the "Self" cards have been updated to convey a more appropriate and buff-like sensation. Additionally, a more prominent section has been added to the "Personal Details" as a clear reminder of the mode you're currently in.
Last but not least, If you're using a localization mod, it will have to be updated to include the new fields in "English_Status Effects.json".
You can read more details in the patch notes below.
Patch Notes - 12/10 # 1.063.9
Bugfixes
Fixed a few typos in various cards and perks.
While using Alt + Click to preview a generic ability of an ally with a specific expertise, the displayed values sometimes incorrectly included expertise-based bonuses.
Misc changes and QoL Additions
Updated a few tooltips to be more concise.
Changed the VFX when using Self cards to feel more like a buff than... a punishment.
In "Personal Details" tab, added a (more prominent) section with the mode you are in, and a button to change it.
Added a short explanation in the enemy intent tooltip. (You can still alt+click it to view more details.)
Added several new fields in English_Status Effects.json. "QuickExplain[Term]":"blah", If you are using a Localization mod it needs to be updated to include them, otherwise enemy intent tooltips will appear blank.
Hi folks, A quick heads-up if you're facing issues with the game appearing pixelated after the latest update 1.063.8. This was an unexpected issue due to updating the Unity engine from 2021LTS to 2022LTS, as it introduced some extremely low resolutions in the mix, messing up our
Hi folks,
A quick heads-up if you're facing issues with the game appearing pixelated after the latest update 1.063.8. This was an unexpected issue due to updating the Unity engine from 2021LTS to 2022LTS, as it introduced some extremely low resolutions in the mix, messing up our saved resolution preferences.
To rectify this, please head to game settings (4th button if it's eligible), scroll down and select the last option in the resolution list (first dropdown), then apply the settings. This will set the game to the highest supported resolution for your monitor.
Hi folks, The somewhat larger size is due to updating to the latest version of the Unity Engine. But make no mistake, this is a huge update on a technical level too, and it will change the way you experience the game. One of the first things you might notice is the enhanced visua
Hi folks,
The somewhat larger size is due to updating to the latest version of the Unity Engine. But make no mistake, this is a huge update on a technical level too, and it will change the way you experience the game.
One of the first things you might notice is the enhanced visual feedback during combat. Not only is it sleeker, but there's also a new impact VFX that should make each action feel even more dynamic, and hopefully help you immerse more in combat and visit the combat log even less. As for the VFX animation speed you can tweak it or, if you prefer a minimalist approach, switch them off altogether in the game settings.
When you're out there exploring, expect fewer sneaky mimics outside of dungeons, fewer corpses and more books. I've also revised the species descriptions to make them more immersive and in line with the rich backstory of the world.
Last but not least, there are some more practical improvements: you can now copy information from various panels to your clipboard, and if you've been curious about what on Erannorth each game expansion adds exactly? Well, now there's a neatly organized overview in the main menu.
Last but not least, in the Exalted Heroes Expansion, the Exalted perks have been better integrated, offering both speedier loading times and multiclass compatibility.
If you encounter any issues do let me know, and I'll fix them as soon as possible!
You can read the details in the patch notes below.
Patch Notes - 09/10 # 1.063.8
Misc Changes and Additions
Streamlined and expanded the visual feedback of actions during combat.
During the Chest looting event: mimics will be much rarer outside of dungeons.
Incapacitated enemies will pass their turns even faster.
The fallback event list now includes Serendipity, Lost & Found and Book ex Machina events, which will reduce the amount of encountered corpses when no event requirements are met.
Added impact VFX for most actions.
The animation speed of the impact VFX can be changed in game settings.
VFX can also be disabled completely in game settings.
Reworked the Species descriptions to be more immersive and accurate to the lore.
You can now copy information from the details panel (during Character Creation), from the codex panel, and the combat log to your clipboard.
Added a check list of the available expansions in the main menu along with a short description of the features and content they add.
Exalted Heroes Expansion: Exalted perks are now included in the corresponding .json files directly (instead of getting injected). This both accelerates their loading times and makes them compatible with multiclassing.
Updated to the Unity Engine 2022.3.10f1
New Content
Added 20 new book excerpts.
Bugfixes
Changing the archetype in Character Creation will now correctly reset the details scrollbar to the top.
Fixed a few typos and missing graphics in a couple events.
Hi folks! There's something deeply therapeutic about revisiting old notes, especially when you're at a crossroads. I'm sure many of you have heard about the recent Unity debacle and all that transpired afterward. Fortunately, this unfortunate situation reached an acceptable resol
Hi folks!
There's something deeply therapeutic about revisiting old notes, especially when you're at a crossroads.
I'm sure many of you have heard about the recent Unity debacle and all that transpired afterward. Fortunately, this unfortunate situation reached an acceptable resolution, and we can continue our work. But, as for the next IP or a sequel, it's too early to tell you details, or whether it will be in Unity or another platform etc. Once I know, you'll be the next to know too.
Anyway, during that time, I often found myself questioning everything: from the future of my projects to the daunting thought of transitioning to a new engine. It's all too easy to become ensnared in the labyrinth of 'what-ifs' during such moments. However, amid this uncertainty, instead of wallowing, I took a deep dive — not into despair but into the rich lore of our game world.
Those dusty lore notes and overlooked sketches were like whispers from the past, echoing untold tales and stories. It was during these reflections that the concept of a book system emerged. Admittedly, I also indulged in some BG3 and Cyberpunk sessions, which also inspired me to proceed with this feature.
So, while I'm proud of this addition, I'm under no illusion that I'm reinventing the wheel. Games have utilized this method of introducing lore since the dawn of gaming. However, I do believe it's another solid step towards enriching our world's immersion and interactivity. And, I'm thrilled to present the latest patch, especially the new "Book ex Machina" event part.
At the core, it's a repeatable event allowing you to uncover various books scattered throughout the world, without flooding the events database with multiple events or the card database with a multitude of books etc.
Each time this event triggers, you discover a random book. Engaging with these books, or rather, their excerpts, will provide deeper insights into the world's lore and sprinkle in some XP.
Every discovered book is catalogued in your journal, ready for revisiting whenever you wish.
The cool part is that the book system is fully moddable, paving the way for both me and our modders to continuously introduce new literary finds during the Book ex Machina event. Perhaps lore relating to their own events, classes or species. The event itself is repeatable and without any special requirements so it'll be quite common to find, but since I already added 60 book excerpts, and plan on adding more, I hope it'll be a long time till finding this event gets old.
I also updated the Lorebook with more regions, locations, timelines, and more bits and bobs to give you a more full picture of the continent.
You can read more details in the patch notes below.
Patch Notes - 02/10 # 1.063.0
Increased the font size for several UI elements in the Character Creation process.
Introduced a new repeatable event, "Book ex Machina," which allows players to discover and read books (excerpts) that delve deeper into the game's lore while earning XP.
New Books system.
Modders now have the ability to create and add their own book (excerpts) to the game. These books can be found and read during the "Book ex Machina" event or through other events.
The BooksDB.tdb file should be structured as follows: ## Title [blank line] Excerpt, and so on.
The BooksDB.tdb file should be listed in the ModLoaderUser.conf file under the >> Books section.
Added 60 book excerpts diving into Folkswave lore and history.
New Ink Script variables: RandomBookTitle and RandomBookExcerpt. These are auto-sync variables and can be utilized to retrieve a random book title and its corresponding excerpt.
Minor improvements in the Journal UI.
Added a dedicated "Book" section to the Journal. You can use it to revisit any books you have discovered.
New Ink Script Journal integration. The command >>>>Book>>{RandomBookTitle} creates a book entry in the Journal. The excerpt is then dynamically retrieved from the Books Database.
Hi folks, Alongside the expected bug fixes, I've made some adjustments in response to your invaluable feedback. This update includes a few balance tweaks, a handful of quality-of-life enhancements, and the addition of five new repeatable events. And for those seeking a heightened
Hi folks,
Alongside the expected bug fixes, I've made some adjustments in response to your invaluable feedback. This update includes a few balance tweaks, a handful of quality-of-life enhancements, and the addition of five new repeatable events. And for those seeking a heightened challenge while wanting to stay true to the original game experience, I'm excited to introduce the new Spicy Vanilla mode.
Thank you for your continuous support and feedback!
You can read more details in the patch notes below.
Patch Notes - 13/09 # 1.062.0
New Content
Added 5 new repeatable Events: Forage Fruits, Lost and Found, The Abandoned Campsite, The Abandoned Workstation and The Impromptu Market.
Added a harder 'Vanilla' variant: 'Spicy Vanilla'. Spicy Vanilla mode is recommended for players who have already completed Vanilla mode and are seeking a more challenging experience. While Spicy Vanilla provides a higher challenge, it keeps the gameplay close to its original form with minimal limitations.
Bugfixes
Resolved an issue where the Game Mode UI Editor wasn't applying the selected XP Curve.
Added the missing 'The Star' card in the Arcana set.
Corrected typos found in various cards, perks and descriptions.
Balance tweaks
Enhanced the base likelihood of events occurring on the overworld map (instead of encounters) to 15%. This probability jumps to 30% if 'Untold Tales and Legends' events are available. Certain location exploration progression rewards can boost this chance by another 30% to a total of 60%.
Merchants in the world have grown greedier, purchasing your cards at reduced prices.
The effect of the Charisma modifier on prices has been increased from 2 to 3.
In Spicy Vanilla, Chosen and Apocalypse, PP can be earned only by completing challenges or events and not through Level up.
Minor tweaks in Chosen and Apocalypse to be more distinctive and tougher from Spicy Vanilla mode.
Misc Changes and QoL
In Character Creation, the baseline difficulty will be displayed next to the Game Mode name in the top navigation bar.
The triggered Gambit effect will now be displayed as 'Banter' text, making it clearer which effect has been selected.
Modding Additions
New Game Mode properties: "IncreaseXPMultiplierEveryXLevels": int, ie. 3 & "IncreaseXPMultiplierEveryXBy": int, ie. 25. Set together can create a more Dynamic XP curve that increases by x every y levels and make leveling harder on higher levels.