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Erannorth Renaissance News

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.

Hotfix - 05/12/25 # 1.1.15

Hi folks,

This hotfix resolves the latest issues you reported with 1.1. Have fun, and let me know if you find anything else odd so I can fix it as soon as possible!

Hotfix - 05/12/25 # 1.1.15

  • Fixed an issue with Blood Thralls in your Stash (regardless of how they ended up there) being invisible.
  • Fixed an issue with adventurers and bandits boasting about their discovered loot in your world log.
  • Reward arguments PartyXP, PartySP, and PartyPP will also apply to party members in reserves.
  • Fixed an edge case where tracking a contract target through the discovery prompt while they were already present in the Tileinspector could allow talking to them afterward despite them being dead or arrested.
  • Fixed an issue with the NPC generator missing the weight chance to generate Dwarf population.
  • Randomly generated NPCs of species with special portrait sets will prefer them over generic human portraits.


Hotfix - 04/12/25 # 1.1.14

  • Fixed a rare timing issue that on occasion could first revert the actor from their shapeshifted form, then debuff their active effects, granting permanent penalties or bonuses to the shapeshifted actor.
  • Fixed an issue with Ludo's Arcane Gambit not triggering properly.
  • Fixed a typo in the sequence of camp scenes 3 and 14 that caused them to start by displaying their scene number.
  • Fixed an issue preventing Neutral adventurer bands from moving to or through harbor tiles.
  • Improved band movement in the overworld.
  • Wandering band actions in the overworld now have more impact on their wealth and experience.
  • Adventurers will now have more interesting items to trade based on their levels.
  • Harbor meta text updated to clarify that your Sail action and Book Passage, if available, do two different things.
  • Unlockable perks will refresh after purchasing a perk to display any new perks that become available due to that unlock.
  • Augustin in new games will now start with the Smite action.

Hotfix - 02/12/25 # 1.1.13

Hi folks,

This quick hotfix resolves some scope issues in Ripple effects that prevented some of them from triggering properly with certain actions.

Hotfix - 02/12/25 # 1.1.13

  • Fixed an issue where ripple passives that trigger on specific keywords, such as Defense in "Loyal Friend", would not activate when an action applied a scoped keyword like "Caster Defense" instead of plain "Defense". The ripple system now correctly recognizes scoped keyword effects.
  • Fixed an issue where shapeshift ripple passives, such as "Terrifying Shift", failed to trigger when the effect used a specific form name like "Shapeshift Werewolf". Shapeshift passives now work reliably across all forms.