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Community Update 3 - Crafting Overhaul, New Skills and Deconstructing Items.

[p]Hi folks, with only a few things left to wrap up, the focus remains on your input and suggestions. If you have ideas or things you would like to see in the game before we leave early access, let me know. The "official" release will not mark the end of new content or stories. It is just a milestone, but making radical changes to systems and mechanics after that point may be difficult or impossible. I still want to expand a certain story, and after that it comes down to what you want.[/p][p]Speaking of feedback and mechanics, let's talk about crafting. The consensus was that it felt underwhelming, since it was usually cheaper to buy items outright, and learning recipes meant either endless book hunting or tedious trial and error with ingredients. Neither was fun. So, let's see what's new in that front. [/p][p][/p][p]Crafting Overhaul[/p][p]This latest update brings major improvements to the crafting system, making it more rewarding and approachable. Tools can be shared across the party, deconstructing items instantly teaches their recipes without guesswork, and prices across the economy have been rebalanced so crafting always yields a profit. Taking on contracts tied to goods you can craft makes the profit margin even bigger.[/p][p]However, crafting certain tools may now have additional requirements, such as Smithing, while exotic weapons will often require both Smithing and Enchanting. Beyond its immediate effect on the economy, this also opens up new avenues for crafting item types and upgrading gear in the future.[/p][p]Deconstruct[/p][p]Deconstruct replaces Destroy on eligible items until you learn the recipe. This applies to every item that currently has a recipe.[/p][p][/p][p]The option to deconstruct, if available, will always show up on the item, so you'll know right away if something is craftable. However, you must first meet all skill and tool requirements to deconstruct items. In this case, your party needs a hammer, which the popup informs me about. Other items might require certain skill ranks.[/p][p][/p][p]If anyone in my party has a hammer, I can deconstruct the quarterstaff to learn its recipe.[/p][p][/p][p]Once I learn the recipe, I can start mass-producing these weapons, either for my party or to sell.[/p][p][/p][p]Ok, after I find the missing ingredients, that is.[/p][p][/p][p]What about my profit? 109, which is pretty good in this case. Of course, this will vary depending on the regional economy. You may find the bones cheaper elsewhere, and so on.[/p][p][/p][p][/p][p]New Skills, Perks and Actions[/p][p]The skill system has also been expanded with four new skills: Perform, Cooking, Smithing, and Enchanting. Each comes with its own perks, recipes, and actions. [/p][p][/p][p]Smithing, Enchanting, and Cooking are primarily crafting skills, but they also provide various bonuses to your build along the way.[/p][p][/p][p][/p][p]There are also numerous important bug fixes and other improvements throughout the game. [/p][p]But, you can read more details in the patch notes below.[/p][p]That's all for today, folks. [/p][p][/p][p]Patch Notes - 08/09/25 # 0.8.20[/p][p]Bugfixes[/p]
  • [p]Fixed an issue where wounded actors could enter combat with negative HP (e.g. after a skirmish).[/p]
  • [p]Fixed an issue in the combat log where wounds displayed more HP lost than the actor's actual HP.[/p]
  • [p]Fixed an issue where wounds could reduce an actor's HP below 1.[/p]
  • [p]Skirmishes where the hostile band is wounded but the leader was killed now resolve instantly instead of leading to combat.[/p]
  • [p]Fixed an issue with the Llanford Lake romance scene that did not correctly account for the gender of the romantic interest.[/p]
  • [p]Fixed an issue with "Mortar and Pestle" and "Ink and Quill" not being parsed correctly by the requirements processor.[/p]
  • [p]Added the missing perk benefits for the vampiric bloodlines of the Veil and the Verdant Abyss.[/p]
  • [p]Fixed some typos in various conversations.[/p]
[p]Skills & Perks[/p]
  • [p]Added Cooking, Smithing, Perform, and Enchanting as skills.[/p]
  • [p]Added new Cooking perks. Cooking is now used instead of Survival when performing the cooking duty in Camp.[/p]
  • [p]Added new Smithing perks, recipes and materials.[/p]
  • [p]Added new Enchanting perks, recipes, and materials.[/p]
  • [p]Added new Perform perks and combat actions.[/p]
  • [p]Existing Perform-related items now give a roll bonus to Perform instead of a flat bonus.[/p]
  • [p]Herbalism and Alchemy perks now teach recipes for consumable potions instead of infinitely usable ones.[/p]
[p]Crafting & Items[/p]
  • [p]Introduced crafting recipes for weapons.[/p]
  • [p]Added new ingot types, enchanting materials and their recipes.[/p]
  • [p]Certain crafting recipes now also require Smithing.[/p]
  • [p]Some potions have quietly vanished from alchemist shelves; they can now only be crafted or found as loot.[/p]
  • [p]Merchants that sell food, such as Olivia in Llanford or Gretta in Heygrove, will now also sell cooking ingredients like salt and onions.[/p]
  • [p]Items with recipes can now be deconstructed as long as you meet their recipe requirements. Deconstructing teaches you the recipe but destroys the item in the process. Deconstruct replaces Destroy on eligible items until you learn the recipe.[/p]
  • [p]Party members can now share tools when crafting. If any party member has a required item for a recipe, it will qualify even if it is not in your own inventory.[/p]
[p]Economy & Balance[/p]
  • [p]Adjusted the prices of ingredients, materials, and crafted item recipes. Crafting now almost always yields a small to medium profit.[/p]
  • [p]Adjusted the prices and rebalanced various Alchemy, Herbalism, Cooking, and crafted items.[/p]
  • [p]Further improvements and tweaks to crafting recipes and economy.[/p]
[p]Editor & Tools[/p]
  • [p]In the actions editor, actions that can be crafted now list their ingredients under linked actions.[/p]
  • [p]Added filters for recipe 'loss' and 'profit>=x' in the actions editor.[/p]
  • [p]Added a button to generate placeholder actions for Rarity variants in the Actions Editor.[/p]
  • [p]Implemented the "Artwork" field in actions. It allows specifying artwork instead of using the item name; otherwise, it should be left empty.[/p]

Community Update 2 - Improved Combat Log and other QoL Improvements

[p]Hi folks,[/p][p][/p][p]This is our second community update, built from your feedback, bug reports, and ideas. Every suggestion helps shape the game, and when it fits the vision, I’ll make it happen. So keep them coming. [/p][p]In the meantime, I’m officially back from vacation and working on new content and story additions.[/p][p][/p][p]What’s new this time?[/p][p][/p][p]The combat log has been expanded with more detail and clarity. It now shows when conditions are gained or lost, and when effects like Opportunity or Feint actually trigger. With a few readability tweaks, it should be much easier to keep track of everything happening in battle. Anything else you’d like to see there? Let me know.[/p][p]Portrait selection now includes a checkbox that lets you display every portrait in the game without restrictions.[/p][p]The discoveries log has been improved as well. Looted items can be clicked to view their tooltip, making it easy to check details without opening your inventory.[/p][p]Tutorials have been reworked to feel less intrusive. Once seen, they won’t repeat, and you can revisit them anytime in the codex. A new crafting tutorial has also been added after looting Ennathil’s supplies.[/p][p]There aren’t many tutorials yet, but more will come as we move toward 1.0. If there’s something you’d like a guide for, let me know and I’ll add it.[/p][p]Oxgate now has a proper inn, which will only appear on saves made before you first visited the town.[/p][p]Finally, this update includes various UI tweaks and a round of bug fixes.[/p][p][/p][p]If you're reporting a bug, please include your player.log and a zipped copy of your save folder, both located at: C:\\Users\\%username%\\AppData\\LocalLow\\Spyridon Thalassinos\\Erannorth 3 Renaissance[/p][p]Send them to '[email protected]'. Having these files makes it much easier to pinpoint issues and frees up more time for me to work on your suggestions and new content. If you’re running mods, please disable them first to confirm whether the issue still occurs.[/p][p]Looking forward to your feedback and ideas as we push toward 1.0. Thanks for your support and enjoy the game![/p][p][/p][p]Patch Notes - 24/08/25 # 0.8.05[/p]
  • [p]Fixed an exception error that could occur after triggering Discovery P003.[/p]
  • [p]Fixed a potential error in the crafting UI during experimental crafting and after using the last item in a stack.[/p]
  • [p]Viperfang Rod now properly applies Poison.[/p]
  • [p]Added support for tooltips in the discoveries log. Looted items can now be clicked to view their tooltip.[/p]
  • [p]Added a close button to the discoveries log, as tooltip support prevents it acting itself as the closing trigger.[/p]
  • [p]Added an inn in Oxgate (requires a save made prior to visiting Oxgate).[/p]
  • [p]Seen tutorials are now tracked and will only display once. If you need a reminder, they can also be found in the codex.[/p]
  • [p]Added a crafting tutorial after looting Ennathil's supplies.[/p]
  • [p]Misc tweaks to improve the readability of the combat log.[/p]
  • [p]Increased the verbosity of the combat log. It now also displays when a condition is gained or lost.[/p]
  • [p]The combat log will also display more info on effects that don't apply conditions, such as Opportunity, Feint, etc.[/p]
  • [p]Minor UI tweaks.[/p]
  • [p]Added a new checkbox in portrait selection to display every portrait in the game without restrictions or filtering.[/p]
  • [p]Fatigue is now properly removed when a character transitions into a vampire.[/p]
  • [p]Misc Balance tweaks.[/p]
  • [p]Fixed some typos in various conversations.[/p]

Hotfix - 08/08/25 # 0.7.92

[p]Hi folks,[/p][p]This latest hotfix addresses a potentially serious error when assigning duties to yourself in camp as a vampire, along with a few other changes and improvements I was working on at the time.[/p][p][/p][p]Hotfix - 08/08/25 # 0.7.92[/p][p][/p][p]- Fixed a potential exception error when assigning camp duties to yourself as a vampire.[/p][p]- Fixed an issue that prevented overriding one of Reyla's portraits through mods.[/p][p]- Fixed some typos in various conversations.[/p][p]- Improved feedback and layout in the World Log.[/p][p]- Improved feedback for discoveries.[/p][p]- Added IsMember(string), IsActiveMember(string), Terrain(string), OnDowntime(string), HasNPCActivity(string, string, int), and CheckTimer(string) as EXTERNAL Ink Script binds.[/p][p]- Added some extra templates in the Perk Editor's Generate Description method.[/p][p]- Added extra passives for Animals and Undead summons' Damage and Armor. Summon Damage (Animal or Undead) and Summon Armor (Animal or Undead) will affect only Animal or Undead summons respectively.[/p][p]- Balance tweaks in various perks. (The new changes won't affect your saved characters in any way if they already have these perks.)[/p]

Community Update 1 - Progress Safeguards, World Log and various QoL Improvements

[p][/p][p]Hi folks, this update is all about your ideas and input. Whether direct or indirect, I'll always consider it and implement it if it fits the game vision. Hopefully this is the first of many community driven updates on our way to 1.0. So keep the suggestions coming and I'll see what I can make happen.[/p][p]So what's new?[/p][p]First, there are increased safeguards for your progress and an important hotfix. Loading a game now verifies whether the file actually exists. Sounds obvious, but I hadn't considered this edge case since I always click the file to load. If you typed the filename incorrectly and then clicked load, bad things could happen. That’s now fixed.[/p][p]Alongside the autosave system that saves your progress every in-game day, there are now two extra system saves. One before random encounters and one when you quit the game, as long as you're not in combat.[/p][p]There's a new World Log that shows the results of all discoveries and their outcomes during your current session. It clears automatically after a number of entries to keep it manageable.[/p][p]Vampire hunger and feeding have been tweaked to make them less punishing. A couple of new vampire perks increase satiation when feeding.[/p][p]Polearms can now hit adjacent targets too, and discoveries will allow your party members to contribute their gear and tools.[/p][p]There are a few more additions and tweaks, which you can check out in the patch notes below.[/p][p]If you're reporting a bug, please include your player.log and a zipped copy of your save folder, both located at: C:\\Users\\%username%\\AppData\\LocalLow\\Spyridon Thalassinos\\Erannorth 3 Renaissance[/p][p]Send them to [email protected]. That makes it easier to pinpoint issues and gives me more time to focus on your suggestions and new content.[/p][p]Looking forward to your feedback and ideas as we push toward 1.0. Thanks for your support and enjoy the game![/p][p][/p][p]Patch Notes - 01/08/25 # 0.7.90[/p]
  • [p]Loading will properly check if the save is valid before starting the loading sequence and show a message if it isn't.[/p]
  • [p]The game will automatically save to two extra slots: after quitting and before a random encounter, to better safeguard your progress. The two new slots, System Save (Quit) and System Save (Avoid Encounter), use a slightly different color for easier distinction.[/p]
  • [p]Tweaked the barter UI so merchants now have a 4x6 grid instead of a 3x6 grid, reducing scrolling on larger inventories.[/p]
  • [p]Added a party icon in front of the discovery roll requirements popup to make it clearer that they are party rolls.[/p]
  • [p]Item requirements in discoveries will use the collective party inventory instead of just the party leader's.[/p]
  • [p]Consume in discoveries now removes the item from the first party member who has it.[/p]
  • [p]When harvesting nodes, such as during camping or encounters, the collective party inventory will be used to determine if you have the correct tool at your disposal or not.[/p]
  • [p]Changed the frame of neutral actors to blue instead of green to avoid the subconscious connotation that they are friendly units.[/p]
  • [p]Added map pins for the various marketplaces.[/p]
  • [p]Social Feeding now restores slightly more Hunger.[/p]
  • [p]Vampires now gain less Hunger than normal while active at night.[/p]
  • [p]Added two extra perks with the Blood Connoisseur passive to further improve feeding for higher level vampire characters.[/p]
  • [p]Added a button to toggle the World Log on or off. It currently records your most recent discoveries and their outcomes.[/p]
  • [p]Polearms with reach are now allowed to hit their adjacent tile as well.[/p]

Hotfix - 25/07/25 # 0.7.85

[p]Hi folks, [/p][p]this hotfix fixes a few reported bugs and adds some new content, actions, and perks. Even though I'll be in low productivity and vacation mode until September, I'm still checking reports and will push out fixes as needed. Full development will kick back into full swing after that.[/p][p]In the meantime, if you’re reporting a bug, you can still send your player.log and a zipped copy of your save folder, both located at:
C:\\Users\\%username%\\AppData\\LocalLow\\Spyridon Thalassinos\\Erannorth 3 - Renaissance[/p][p]and email them to [email protected]. [/p][p]It really helps pinpoint the issue and frees up more time to focus on adding new content. I'm looking forward to hearing your feedback, suggestions, and anything else you'd like to see as we head toward 1.0. Thanks for your support, and enjoy the game![/p][p][/p][p]Hotfix - 25/07/25 # 0.7.85[/p]
  • [p]Fixed some narrative and logic issues during the parting scene with Augustin in the Guard Tower before the Taymoor Ruins. [/p]
  • [p]Added a fail-safe after the Watchtower to automatically fail any side quests that remain active but can no longer be completed past this stage.[/p]
  • [p]Fixed an issue where it was possible to head to the Watchtower before talking to the guard at Llanford's East Gate. This ensures you can't miss the warning that certain side quests become unavailable beyond that point. [/p]
  • [p]Fixed some typos in various conversations.[/p]
  • [p]Added Lua extension: `TieLooseEnds(questId)`, which will fail the specified quest if it is still in progress.[/p]
  • [p]Added a fallback discovery for tiles that don't have any discoveries.[/p]
  • [p]Added "My Stash" container in Harronwell Manor. [/p]
  • [p]Added 10 perks and actions in the new "Corruption" tree.[/p]
  • [p]Based on their story, certain companions will start with Corruption and gain access to parts of the new Corruption tree. However, only the main character can potentially max it out.[/p]
  • [p]Buffed several underpowered perks to improve their usefulness.[/p]
  • [p]Most of the changes and fixes in this hotfix will only apply to new games, or to games saved before recruiting the affected companions or playing through the affected conversations.[/p]
[p][/p]