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New Lairs, Enemies, Combat Logic Improvements and Auto Combat toggle.

Hi folks,

Our latest patch, 1.1.80, expands the world with 11 new lairs, several new enemy archetypes for each of them, and an overall reworked Lair system. There are new town infestations for lower-level characters, and the rewards now scale properly to the risk.

It also brings a major tactical overhaul with smarter enemies that properly uses their composite actions, swarms targets, prioritizes the wounded and pick their perks with deadly efficiency. There is also added a new Auto-Combat feature and adjustable speed sliders to give you full control over the pace of battle and help you resolve easy encounters faster.

Last but not least, there are many bug fixes for a smoother and more immersive experience.

The new lair descriptions add more flavor while providing a clearer indication of whether a lair is located in a different region and how difficult it will be. Seeing more than one skull likely means certain death. Will you take the risk now that the rewards are much higher?



Entering a lair is no longer automatic; you can now start the encounter whenever you like. This allows you to camp first if you are injured, then simply skip your turn to trigger the notification that a contract is available at your location.



There are many new lair types, including some for early levels that are no less deadly for starting characters. Infestations, such as rats in the cellar, will now take place within towns.



No, that's not a bug. You can actually sail across the ocean manually, and certain lair types (like the Pirate Galleon) will occupy hexes in the open water. You can sail with your Sail action to those locations to resolve them from any Harbor tile.



You can activate auto-combat by clicking on the >>> icon next to the combat log. Keep in mind that the active character's turn will end automatically, and auto-combat will begin with the following actor.



You can control the speed of combat and whether the camera will focus on the current actor automatically or not. This will affect the enemy speed, but also the auto combat speed.



Some of the new lairs will prove deadly to your characters, and many old enemies will now be harder to defeat. This is due to both the improved logic and the efficiency with which they now purchase their perks, giving them better specializations. Remember that you can always turn the difficulty up or down at any time, but those changes will only apply to future combats.

That's all, folks! The work continues, and we'll be talking again in March or April, unless there are any urgent issues to resolve. If you come across any bugs, let me know and I will fix them as soon as possible. Have fun!

You can read more details in the patch notes below.


Patch Notes - 09/02/26 # 1.1.80

Bugfixes

  • Fixed an issue where multiple contracts of the same type were not showing up as separate entries in the Journal.
  • Fixed an issue that allowed retrying failed Lair contracts.
  • Fixed an issue with the Ruin Camp map that could cause some party members to spawn behind barriers.
  • Fixed event checks that were missing the actual roll.
  • Fixed an issue where companions were not receiving their Relationship tags while interacting in camp.
  • Fixed an issue where ranged utility skills could cause melee units to keep their distance.
  • Dominate will be skipped if it is applied to an already allied target.
  • Some vampire companions were missing Undead Physiology.
  • Adventurer vampire companions will now start with the Feed combat action for consistency with PC-turned vampires.
  • Fixed a few typos in various conversations.


New Content

  • Added new enemy archetypes, their actions and lair types: Rats, Wyverns, Spiders, Snakes, Vultures, Vipers, Sirens, Harpies, Pirates and Corsairs.
  • Added Auto-Combat functionality. Starting Auto-Combat on a player character will immediately end their current turn.
  • Added a setting to toggle combat camera auto focus on or off.
  • Added a combat speed slider with 7 selectable speed settings.
  • Added new Dhampir perks.
  • Added improved artwork for some enemy types.


Combat Logic improvements

  • Miscellaneous combat QoL and feedback improvements.
  • Improved actor movement and combat logic during combat.
  • Actors in combat will now use their composite actions correctly (Move + Attack).
  • Actors in combat will now cross through allies or dying player characters.
  • Added partial pathing so units aggressively swarm targets even if the final tile is blocked.
  • Actors in combat will now prioritize wounded targets over the closest ones using weighted scoring.
  • Actors in combat will now try to buff or flock to the nearest ally if all enemies are hidden (Stealth), or attempt to locate them, instead of skipping their turn.
  • Actors in combat will better assess their strongest actions and use them more tactically than before.
  • Improved summon logic for actors in combat to prevent overflowing the battlefield with summons.
  • Buffed some racial abilities or reduced their AP cost.
  • Improved the auto Level Up method. It will now try to complete perk trees before falling back to other perks.


Lair Improvements

  • Added support for "infestation" type lairs that can appear within town borders, ie. Rat Infestation.
  • Reaching a Lair or Exploration contract will now display a notification that it is available instead of starting it immediately. You can proceed at your convenience or return to the tile on a later turn.
  • Each lair type will now be offered once per contract generation listing, increasing the chance of finding the lair type you are looking for.
  • Lairs will now use more suitable combat maps based on their type.
  • Added a skull indicator to Lair contracts that target regions of much higher level than the player.
  • Changed generic lair contract descriptions to more immersive text based on the lair type.
  • Changed the old Spider lair to a higher-level Cave Spider lair and buffed the Giant and Broodmother spiders.
  • Lair contracts in different regions now mention the destination region in their title.
  • Lair contract rewards now take into account the target region’s level rather than the originating region. Harder lair contracts offer better rewards.


Other Changes/Additions

  • Added Blacklist:PerkName as a possible perk reward. Gaining this perk makes another perk and its dependencies unavailable.

Hotfix - 26/01/26 # 1.1.63

Hi folks,

Today’s hotfix fixes some of the latest reported issues, along with a few things I was working on at the time. You can read more in the patch notes below.

Patch Notes - 26/01/26 # 1.1.63

  • Offered contracts are now guaranteed to have different origin and destination tiles from accepted contracts to avoid conflicts. This will not affect any contracts you have already accepted.
  • Equipping the same weapon twice is now properly blocked. Note: while it does make sense in RL to wield the same weapon twice, it does not make sense mechanically in this game. For example, having two Kukri actions on the bar has no merit, since using one would put both on cooldown. If you want to dual wield, then the weapons need to be different.
  • When shapeshifting into the Hybrid Werewolf form, the form now automatically inherits the base actor’s physical Damage, along with the form’s specific bonus. This does not apply to the animal Wolf form.
  • When shapeshifting into the Herald of Rot form, the form now automatically inherits the base actor's Dark Damage, along with the form’s specific bonus.
  • Changed the self-harm side-effect of various Corruption actions from Dark Damage to Sacrifice.
  • Fixed a rare issue that could render a gear or ingredient slot unusable for the session if the drag operation ended abruptly or incorrectly.
  • Some randomly generated Vampire NPCs were missing the Undead Physiology bonus.
  • After discovering the Shrine of Eros, the correct tile is now marked in your Journal locations.
  • Escort contracts will no longer list an adversary in the contract details.
  • Added a search field to the relationships UI, allowing you to search NPCs by name. It also supports filtering NPCs by influence using `REL >
  • Dire Bears or Dire Wolves left over in the relationships UI prior to the 1.1.60 fix will no longer be displayed in the relationships UI.
  • Fixed a few typos in various conversations.

New POIs, Permadeath, Progression, Crafting and QoL improvements

Hi folks,

Originally, I was planning to release this update in February as version 1.2, but at this point the number of bug fixes and quality of life improvements outweighs the extra features I will be adding in the coming weeks.

Erannorth Renaissance is a passion project of mine. I set out to make a game I would enjoy playing for a long time, and I will keep supporting it with more content, features, and quality of life improvements, for as long as this holds. I am genuinely happy that it has resonated with the vast majority of you. Together, we will make it the best game it can be. And as you will see most of the new additions, features and QoL improvements are things you have requested.

Build 1.1.60 is already big, with many new things to do and try. So, instead of hitting you with a wall of screenshots this time, I recorded a short video highlighting some of the additions. In retrospect, I forgot to mention several cool things, but you can find more in the patch notes. If you encounter any issues, let me know and I will fix them as soon as possible.

https://youtu.be/cSrqxXg1p60

Patch Notes - 16/01/26 # 1.1.60

Bugfixes

  • After reaching a conclusion, any companion inventories that were still locked will fully unlock.
  • Fixed some potential issues with the equipping method, for example replacing a shield with a two-handed weapon.
  • Fixed a weird butterfly effect where an NPC in the Wastelands learning a new recipe would add it to your party instead.
  • Fixed Augustin's inventory not getting unlocked after defeating Dravienne underneath Llanford's Arena.
  • Fixed an issue in one of the attacked carriage outcomes where the option to read Sir Augustin's journal was not available.
  • Fixed a few typos in various conversations.
  • The RemoveItem Lua command will now only print that it removed an item when it actually does so, not when it merely attempts to remove one.
  • Fixed a few typos in various conversations.
  • Fixed Augustin's origin/bio perk not showing up visually in his perk list.
  • The smithing perk Hammerfall will now give the Hammerfall action instead of the redundant Silver Recipe.
  • Summon Elemental actions dropped to requirement 5 from 6 to match their perk ranks.
  • Fixed an issue where clicking on overlapping HP bars could cause you to target the wrong combatant.
  • Fixed an issue where the Revive effect was not applying when targeting adjacent allies.
  • Fixed an issue where some cloned actors in Lairs were not showing up or dropping their assigned loot, for example in a spider lair where there were only 3 spiders instead of 5.
  • Fixed an issue that allowed waiting for the Escort contractor at the destination if you had not already picked them up.
  • Fixed an issue where lair adversaries like a Dire Wolf would register a negative influence with you in the relationships UI after clearing their lair. They are still upset with you, but still...
  • Fixed some instances where skill checks were missing.
  • Fixed some instances where PCRoll was used instead of Roll.
  • Added a few missing weapon recipes.



New Content

  • Integrated my Dauntless Pioneers mod into the base game.
    • Added Dauntless Pioneers Guildhall in Valetport
    • 15 new adventurer companions
    • Crowven species, perks, and actions (for NPC characters)
    • Dauntless adventurer perks
    • If you already have this mod, it will be redundant and can be safely deactivated.
  • The 11 Deity shrines that were formerly found as random events now have physical locations in the world and higher rewards. You can visit them there to receive the Deities' blessings:
    • Shrine of Driedelon => +35 XP, +1 SP, +2 HP
    • Shrine of Diana => +35 XP, +1 PP, +3 Accuracy
    • Shrine of Aion => +50 XP, +1 SP, +1 Initiative
    • Shrine of Seraphine => +50 XP, +1 SP, +3 HP
    • Shrine of Neriene => +50 XP, +1 SP, +2 Armor
    • Shrine of Deimos => +65 XP, +1 PP, +2 Damage
    • Shrine of Venilia => +65 XP, +1 SP, +2 Charm
    • Shrine of Noctis => +75 XP, +1 PP, +3 Haggling
    • Shrine of Eros => +75 XP, +2 SP, +2 Luck
    • Shrine of Hyperion => +75 XP, +1 PP, +1 AP
    • Shrine of Morheliss => +100 XP, +1 PP, +1 SP
    • The Shrine of Noctis is inside an old ruin that must first be cleared of its inhabitants.
  • Added new dungeons and quests in the early regions:
    • Added a new quest at Llanford's Lake that must be completed before the lake becomes available.
    • Added a new dungeon between Llanford and Keywick (Gloomreach).
    • Added a new story to the cave between Taymoor and Heygrove (Narloch's Chasm).
    • Added loot to the abandoned hut in Taymoor Marsh (Abandoned Hut).
    • After finding the Liber Sepulchri Vivens in the Abandoned Hut, you can use its dark rituals in camp. These require Corruption 25+ and allow you to corrupt allies, you must have at least 20 more Corruption than them, or turn them into ghouls, which requires and consumes Swamp Fen Brew.
    • Reading the Liber Sepulchri Vivens teaches you the recipes for Lesser Ghoul (summon) and Swamp Fen Brew.
    • Added new enemies and actions.



New Mechanics

  • New mechanic (optional): Death Toll. Death Toll is an optional permadeath rule. When a character is defeated in combat, they gain an Injury that raises their Death Mark. Death Mark tracks how close they are to permanent death. Once a character reaches 3 Death Marks, that character dies permanently and leaves the party. If this is the main character or a story-important character, the game is over. This setting can only be enabled or disabled when starting a new game.
  • New mechanic (optional): Daily Upkeep. Each game day, you automatically spend a fixed amount of farthings per member in your party and reserves. You can think of this upkeep as a salary, a cost of living, maintenance of adventuring gear, lifestyle expenses, or even life savings. Regardless of the reason, each passing day your party wealth is reduced by this sum. Failing to meet this cost reduces their influence with you by 10, and eventually those party members will leave your group permanently. This setting can only be enabled or disabled when starting a new game. You can see the daily upkeep and how much each individual member contributes in the party management UI. The daily upkeep of each character depends on various factors, like their level, lifestyle, relationship with you.
    • Base upkeep: 3 x level per day.
    • Reduced upkeep: Undead or Friends 2 x level.
    • Minimal upkeep: Lovers 1 x level.
    • No upkeep: Locked, Animal, Thrall & Wraith companions.
    • Increasing difficulty above Normal will add +1 to the base upkeep.
  • New mechanic: Party Friction occurs when your influence with some of your party members drops below -50. These party members will take their belongings and leave your group, in most cases permanently. Reaching Party Friction is always possible, but it is more likely to happen if you have the Daily Upkeep setting enabled.
  • Failing to pay the daily upkeep on a given day, or causing party friction, will prompt a warning and will also be logged in the world log.
  • Added a system to apply temporary buffs or debuffs to the very next combat.



Misc Additions

  • Streamlined recruitment requirements.
  • In the recruiting hub: added a choice to assess NPC recruitability.
  • In the recruiting hub: added a choice with fewer restrictions to hire an NPC as a mercenary for 2000.
  • Added a button in the Character Sheet Overview that lets you give a new nickname to non-story NPCs that join your group.
  • Items found in corpses or backpacks during combat, as well as resource nodes in combat and during downtime, are now stored in your stash automatically.
  • Added Codex entries for Death Marks, Daily Upkeep, Party Friction, Feeding as a Vampire and more.
  • Reworked the party management screen. It now shows your total wealth and daily upkeep, and hovering over a party member displays information such as their level, relationship, daily upkeep, death marks, and camp duty. You can also name your company for flavor.
  • Added a button in the Relationships UI to view the character sheet of the inspected character.
  • Added Lua extensions CombatAdvantage and CombatDisadvantage to apply buffs or debuffs right before starting an encounter. These are not saved, so they must trigger immediately before the encounter starts.
  • Preemptively attacking enemies using the Attack overworld action, or the Attack option in the Skirmish overworld action, will give your party a +3 Initiative bonus for that battle.
  • Added 7 new Ripple effects.
  • Revisited and buffed various Bond perks.
  • Added recipe to craft your first Ghoul from a Blood Thrall.
  • When crafting an item through recipes, other party members will now assist with their skills. For example, if an item requires Enchanting, Smithing, and Alchemy, 3 party members can work together to complete the recipe.
  • The option to bond with Friends and Lovers will now also appear in camp.
  • After a solo duel in a bounty or silence contract, or when fighting a rival, the party selection screen will no longer appear on victory, only on defeat.
  • When waiting for a contractor or an adversary to show up, hovering over the Wait, Lay Low, and similar buttons will now tell you how much time will be skipped.
  • There is now a chance that after completing an Escort contract, the NPC will permanently migrate to the town of their destination.
  • The discovery message will now change when you encounter one of your own companions inside the town, making it more distinguishable from encounters with random townsfolk.
  • Your companions will now join in when dealing with contracts or attempting illicit activities. This will happen automatically if the moment was previously marked as a private moment. They will not join in if the private moment is intended to be a date or a relaxed hangout with a random NPC. You will know that the private moment is no longer private if you see this message: "You beckon your companions to join."
  • Added new Lua methods: TurnToGhoul and Corrupt.
  • Injuries now display more prominently in the character sheet, where Fame was previously shown.
  • Fame now displays in the party management screen.
  • Streamlined tags in the party management screen.
  • The party management screen now more clearly indicates whether a companion is a romantic interest.



Hotfix - 30/12/25 # 1.1.19

Hi folks, this is a small hotfix fixing some issues you reported or that came up while I was playing the game during my vacation days. While the next scheduled update is planned for February, let me know if you run into any issues and I will fix them as soon as possible.

Have fun, and enjoy the holidays with your loved ones!

Patch Notes - 30/12/25 # 1.1.19

  • Fixed a potential exception in the Quest Tracker when using custom side quests.
  • Fixed an issue where the turn did not end automatically while the actor had Adrenaline Rush.
  • Fixed some Ice actions that were incorrectly using the Fire visual effect.
  • Fixed Herald of Rot not receiving his +10 Dark Damage bonus.
  • Fixed an issue where AP & cooldown of various overworld actions was not always refreshing (visually) after breaking camp.
  • Fixed an issue with the Downtime coroutine not stopping properly after returning to the overworld map.
  • Improved enemy logic so they no longer open their turn by using self actions that heal when they are not hurt, restore fatigue unnecessarily, or perform other silly moves.
  • The Bond option will also show up for lovers in case you didn't have the chance to bond before confessing your feelings.
  • While in conversation, the displayed wealth now properly shows the collective wealth of the party.

Hotfix - 08/12/25 # 1.1.17

Hi folks, along with this hotfix there are also some new community-requested features. Two new settings let you tune the experience to your liking.

You can turn off Overburdened if you want. It’s on by default for solid performance reasons, but if carrying 600 slots of items doesn’t bother your system or your patience, you’re free to disable it.

There’s also a checkbox that allows almost every action in the game to be tradeable. It’s off by default because it bends the intended structure a bit, but if you don’t mind that shift, the option is now there for you as well.



Last but not least, I added an option to view your equipped items while in the stash in case you need to compare them.



While the next scheduled update is planned for February, let me know if you run into any issues and I’ll fix them as soon as possible. There will likely be more than one hotfix between now and then. Once I begin working on anything risky or potentially unstable, further updates will move to the beta branch until they’re safe for everyone.

In the meantime, have fun!

Patch Notes - 08/12/25 # 1.1.17

  • Fixed an issue with the Blood Harvest duty failing even when you had Thralls or Rats.
  • Fixed an issue with Duties loot not logging after the 1.1.15 hotfix overcorrection.
  • Fixed an issue where local inflation and tariffs weren't accounted for anyone other than the MC while trading.
  • Added a setting to toggle Carrying Capacity (Overburdened mechanic) on or off. [Default/Recommended is ON]
  • Added a setting allowing skills to be traded with your stash and your party. [Default/Recommended is OFF]
  • Any loot from discoveries or exploration is now deposited automatically in your stash.
  • Added a button in the stash UI to view equipped items when you need to compare them with items in the stash. Equipped items can’t be deposited into the stash this way to avoid accidents, but they can still be stashed through the stash button in your inventory.