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Erannorth Renaissance News

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.

Ripple effects, 200+ new Perks, Harvest, Unified Stash and QoL Improvements.

Hi folks,

Today marks our 3rd massive patch since the 1.0 release. Let’s call these 3 patches 1.1. The latest one brings a wave of new additions driven directly by your feedback. There are over 200 new perks, more than 75 ripple effects, and over 60 new actions. You can harvest the resources you need, organize clutter with far less friction, and enjoy a broad set of QoL improvements. And yes, bugfixes. Lots of them. All together this creates a sharper, smoother experience.

And to address the elephant in the room: your saves are safe! Since this is a single player game, any perk changes won’t mess with your existing characters. The description will display the current benefits, if changed, but the actual benefits are already baked into your save files. So you can keep playing as if nothing happened. I'd still recommend finishing your current run without using my respec mod in the workshop, then start a new character whenever you want.

You may end up Overburdened if you carry to much. If that happens, just dump everything into your Stash with the 'All items ->' button. The new Stash does everything your personal or party inventory could, but with cleaner organization and some breathing room. Think of Overburdened as a gentle nudge to keep leaner inventories instead of forcing a hard cap once you’ve turned your character into a walking warehouse.

You can read the full patch notes below, but here are a few highlights worth your attention.

Over 75 new Ripple effects.

Ripple effects are passive benefits that trigger a second effect when a specific condition occurs. For example:

  • When you deal Astral Damage, apply Distract for 2 turns.
  • When you Parley with a Weakened target, gain Defense.
  • When you use Push, deal extra Physical Damage.


You can see Ripple effects with their final modifiers directly on any relevant actions. For instance, if the action triggers when applying a condition, the action tooltip will now display the full modified outcome.



It is important to note that ripple effects don't trigger other ripple effects. Only the actions you play can trigger them, and they won't apply more than one stack of an effect if that effect can't stack in the first place.



Over 200 new Perks and Perks UI

There are many new perks that open fresh archetype and build options, along with new actions, new ripple effects, and a new UI that makes it easy to find what you need. The story companions and all species also received several new perks unique to them.

Perks that belong to trees are also easier to identify. In this case we are viewing the Occult skill and T2 is the perk tree dedicated to Ice.



New Unified Stash

There are so many things I could say about the new stash system, but the TLDR is simple: you can complete contracts, craft, gift items, use scandalous letters and lockpicks, and trade directly from your stash. For the most part, you only need to carry your equipped gear, your actions, and maybe an alt loadout. Everything else can live safely in the stash. You can also view members in reserves and pick up any tradeable items you may have forgotten on them.



When your stash trades with a merchant, the highest Haggling bonus in the party is used along with the relationship your main character has with them.



Harvest anything

Completing supply contracts and crafting used to feel random and depended on whatever you happened to find during exploration. Now you can use your tools and skills to harvest anything you need.


Just head to the proper biome and use your new harvest action. There is more to cover, but you can read the details in the patch notes.



Discoveries tweaks

Discoveries are now more prominent and harder to miss.



Automatic end of turn

You can choose in your settings whether the turn ends automatically or not. The detection is also smarter, so if the turn ends it means you have nothing left to play.



Cooler cooldowns and Engage

The cooldown for Diplomatic Exchange is now reduced to 1 turn, and a new Engage action lets you attack that pesky bandit band if your Skirmish action is still on cooldown, or use both if you want. Resting in the camp or an inn also reduces overworld cooldowns as you’d expect.

And much more, but I’ll let you dig into the patch notes below. This is a massive update and a few pesky bugs may have slipped through. If you have questions, suggestions, or run into any issues, let me know and I’ll get to them asap. The next big update is planned for February.

In the meantime have fun and happy holidays!

[h2]Patch Notes - 01/12/25 # 1.1.12[/h2]

Bugfixes

  • Fixed an issue where a newly generated actor could have the same name as a previously dead or arrested one.
  • Fixed an issue where Encumbrance modification in cooldowns wasn't displayed visually on the action bar.
  • Fixed an issue where the Adjacent Hostiles modifier could trigger after the Damage effect, potentially hitting the wrong targets.
  • Added an extra safeguard to always exclude the caster from line actions.
  • Added safeguards to prevent a band marked for destruction by another band from acting right after and possibly initiating combat with the player.
  • Added a safeguard to prevent HP from dropping below zero when reversing an HP reward.
  • Dominate is properly skipped if the caster targets themselves.
  • Fixed an issue where Camp Research could teach Unique recipes.
  • Fixed the incorrect description of the Superior Physique perk.
  • Tiles (0,8) and (0,9) in the Forest camp map were incorrectly not set as barriers.
  • Adjusted the text fields in actor portraits on the turn order to display three-digit Defense and HP values without text wrapping.
  • Fixed an issue where a dying actor could, in certain cases, retain their dying status in the next combat.
  • Fixed a potential blocker in Isolde's dialogue caused by conflicting tags.
  • Fixed an issue where, after returning to Feris with her fee, the conversant's portrait and name were not switching to hers.
  • Lightning Burst was incorrectly dealing fire damage.
  • Fixed some tiles in the Desert Encounter map that were incorrectly marked as passable.
  • Fixed an issue where it was not possible to ask about bounty or silence contract targets if those contracts were generated in a different region from their destination.
  • Fixed an issue that prevented the Dire Bear from equipping Furious Leap.
  • After the encounter triggers but before combat starts, the actions UI will stay briefly hidden to avoid any momentary confusion that the MC is acting without having the initiative, or giving a brief window to break targeting by activating an action.
  • When determining fallback tiles for larger enemy groups, reserved tiles will now be properly excluded.
  • Fixed an issue with the tooltip adjustment method that caused errors in certain situations.
  • Fixed an issue where Steal contracts could restart the heist every time you talked to the victim before delivering the goods.
  • Fixed a typo in Primordial Fury and Stormkissed Cleaver so they now properly deal Lightning damage.


New Mechanic: Ripple Effects

  • Added Ripple Effects, a new passive system that reacts to what your character does in combat. Deal damage, apply a status, push or pull someone, end your turn, and your passives can now respond to those events.
  • Many perks now grant named passives that trigger on events such as `deal_damage_Fire`, `apply_effect_Bleed`, or `apply_effect_Mobility`. These can add extra damage, apply new conditions, heal you, or alter positioning.
  • Actions now preview Ripple Effects in their tooltip. When an action can trigger your passives, you'll see a dedicated Ripple Effects section listing the relevant synergies and how they scale with perk rank.
  • Ripple Effects scale per rank using an x/2x/3x notation, which is resolved in-game and combined with your modifiers.
  • Some Ripple Effects target the caster, others the current target.
  • Ripple effects system is fully moddable and data-driven. New passives can be added by modders in json: `Passives/PassivesDB.json`.


Unified Stash improvements

  • Items in your Stash can be used directly in crafting recipes, discoveries, and anywhere your party's collective inventory is used.
  • Supply and Steal contracts can be completed using items from the entire active party inventories, including your stash.
  • Added a button in the action bar that lets you access your Stash at all times.
  • You can drop all of a character's items into your Stash with a single button. Quest items, equipped items, and 0-cost items are excluded by default. Everything else you don't need to carry can be moved off your person.
  • Added a simplified and faster Exchange UI for interacting with your Stash.
  • Added a "Stash" button to the right-click context menu in your inventory. You can click it to send an item directly to your stash.
  • While interacting with your stash, you can cycle between all your retinue members, whether active or in reserves.
  • Added a button in the inventory filters to open the party stash for the selected actor directly.
  • Temporary companions with locked inventories can't deposit their items in your stash.
  • You can barter with merchants using your Stash directly. In this case, the highest Haggling skill in the party is used automatically to determine item prices, along with the MC's relationship with the trader. Any influence boosts with the merchant will go to the player character.
  • When fetching collective farthings for the trading character, any farthings stored in the stash will be used as well.
  • Added a button in the stash to seamlessly return to the inventory of the current actor if they belong to the party.
  • Gathering Duties in camp will add any gathered items directly to your Stash and log it for clarity.
  • You can't open your Stash during combat or while in a conversation.
  • In conversations you can give gifts, pay fees, and use items like the Scandalous Letter or your lockpicks directly from your stash, so items stored there work just like the ones you carry.


New Action: Harvest

  • Added a new Harvest action. You can attempt to harvest the selected good from the list based on the terrain you're in. The success chance depends on the good's rarity, your party's skills, and your tools. Harvesting takes time based on the good you're gathering and also increases weariness.
  • Enhanced Harvesting bonus now contributes to the stacks you can collect with the new Harvest action.
  • Enhanced Harvesting (resource) bonus now also counts as a tool for the Harvest action.
  • Each time you successfully harvest a specific resource on a tile, your chance to find that same resource there drops by 10%. After three successful harvests of that resource on that tile, that resource becomes depleted there and will not show up as harvestable on that tile. Depletion is tracked per resource per tile. A depleted (or partially depleted) resource on a tile refreshes automatically 120 in-game days after the last successful harvest of that resource on that tile, restoring its normal harvest chances.
  • Regional availability will affect the stacks of ingredients and materials that can be harvested. A forest tile in Valetport and a forest tile in Llanford could offer different harvesting options.


New Perks, Actions & Ripple effects

  • Added 203 new perks and organized many existing ones into trees.
  • Added over 60 new actions.
  • Added over 75 Ripple effects and their codex entries. You can find them in the passives section.


QoL and Misc

  • Added deeper search filters in Exchange, Barter, and Inventory UIs. You can now deep-search effects and use comparisons for price, AP, range, governing skill, and cooldown. For example: price
  • Combat Log Improvements.
  • The damage source and type are now displayed along with the damage dealt.
  • Failed attempts (such as Feint, Opportunity, Lacerate, etc.) now display a message indicating failure.
  • Improved the perks UI to make it easier to see if a perk belongs to a tree and which tree it belongs to.
  • Expanded the perks UI filters.
  • Unlocked perks that are part of a tree now stay within their tree instead of appearing at the top, making progress easier to track. Individual perks still appear at the top.
  • Perk requirements you don't meet now display your current skill rank next to them as a reminder.
  • After unlocking a perk, the view will remain filtered.
  • The default view when entering the perks UI is now set to Unlockable perks, to avoid rendering every available perk unless you choose to view them.
  • Added a shortcut to Perks in the navigation icons under the character's portrait in the action bar.
  • Changed the cooldown for Diplomatic Exchange to 1. You can now use it once per turn.
  • Added a new Engage action. You can use it to attack a neutral or hostile band once per turn if Skirmish is on cooldown, or use it after Skirmish wears down the enemy.
  • Added tooltips to the navigation icons under the character's portrait in the action bar.
  • Tweaked several perk icons for improved visual consistency.
  • Parleyed enemies will now drop loot as they flee from combat.
  • You can now choose in the Settings whether the combat turn ends automatically when your character runs out of actions. The default is off, so if you prefer the old behavior, turn this setting on.
  • Added a message that appears when an actor runs out of actions, indicating whether they need to end their turn manually or wait for it to end automatically.
  • Attack actions now make it clearer that their damage increases with rank.
  • Added an extra step at the start of combat to ensure hostile actors equip their best available gear and actions.
  • Added different VFX to Water, Air, Lightning, Ice, and Earth actions.
  • While bartering, the main character will always stay on the left, even if a temporary companion initiates the barter with them instead.
  • Added tooltips in the Inventory, Barter, and Exchange UI filters.
  • Tweaked/buffed several actions.
  • Added tooltips in the Exchange UI showing item descriptions.
  • Tweaked tooltips code for larger tooltips to better fit inside the canvas.
  • Various lootable chests, like Ennathil's supply, will now use the simpler Exchange UI.
  • Overburdened: When a character carries more than 72 inventory slots worth of items, they gain a +1 Overburdened penalty. Every additional 36 slots increases the penalty by 1. At 108 it rises to +2, and it continues to climb as the pack fills further. Being overburdened affects both the character and the party. It can increase Fatigue and Hunger during travel, reduce Initiative at the start of encounters, and lower the chance of finding world discoveries. Keeping inventories light or distributing items among companions helps avoid these penalties. A mild warning that you are getting overburdened appears after 64 slots. There isn't any penalty at that point, but it's a good time to start dumping a few items into your stash.
  • Supply and Steal contracts now mention in their description how many of the requested goods your party owns.
  • The quest tracker in Story mode will switch to display up to 3 contracts after reaching any story conclusion, similar to Sandbox mode.
  • The Inventory button and the Move All To Right button in the Exchange UI will only show when interacting with your stash, to avoid leaving loot behind in containers you can't reopen or accidentally dropping all your stuff into them.
  • Added a confirmation prompt when placing items into any container that isn't your stash.
  • In Trade and Exchange UIs, added a previous arrow to cycle to the previous party member.
  • Added an explanation for each duty in the Duties section and updated the entry in the Codex.
  • Adjusted Badger's Fury, as it was too similar to Primal Instinct, which all animals have.
  • Resting in the camp or at the inn will decrease action cooldowns as if a turn has passed.
  • Perks can now grant benefits to specific Shapeshift forms.
  • Misc tweaks to the action description template for clarity.
  • Galdorak War Paint trinkets now require Level instead of Galdorak, so you can still use them if you become a vampire.
  • Changed the Discovery notification to be more visually prominent and easier to read.
  • When a contract's adversary is higher level than you, the contract title will display 1 to 4 skulls to indicate the danger level. Consider 4 skulls certain death if you end up fighting them.


Modding Tools

  • Added a preview field for linked actions in the Perks Editor.
  • Fixed an issue in the Action Editor where linked references could display incorrect or partial matches.
  • The Perks Editor description generator now automatically supports every passive benefit in the database.
  • PCHasItem, PCRemoveItem, CanPay, and Pay lua will now check whether the player or their stash meets the requirements, removing the required item or funds from the stash first, then from the player.
  • Bound the following lua methods as Ink EXTERNALS:
  • DisplayDuties(), returns the currently assigned camp duties (string)
  • DisplayFavDuties(string actorId), returns the favorite duties of a companion (string)
  • PCStat(string stat), returns the value of a PC stat
  • PCStat(string actorId, string stat), returns the value of an actor's stat.

Hotfix - 11/11/25 # 1.0.59

Hi folks, this small hotfix addresses the issues you’ve reported in the latest build, along with a few quick community requests. Urgent fixes aside, the next regular update is planned for December. You can opt in for the beta to get it earlier and help test the new features. As always, keep posting your ideas and suggestions so I can consider them for future updates. Have fun!

Hotfix - 11/11/25 # 1.0.59

  • Fixed an issue where companions on Research duty were using the MC's stat for their final check.
  • Fixed an issue where replacing certain two-handed items by dragging others onto them could remove their passive bonuses twice.
  • Fixed an issue where Resist and Resistance action effects weren't correctly replacing the old instance but were instead converting it into a permanent buff.
  • Extended the safeguards to remove potentially conflicting contracts from the pool after accepting a contract.
  • Fixed the conditions for talking with Jerome and Lucy about a certain topic, as meeting them prematurely could incorrectly start it and break the main quest's logical continuity.
  • Added a safeguard to ensure that after losing a Duel, the enemy NPC properly receives the 'Died' tag.
  • Added an extra safeguard to prevent pressing space during the auto-end turn (when no AP remains) from skipping the next playable actor's turn.
  • Added the missing recipe for Trap referenced in the "Lanterns and Locks" book.
  • Changed the requirement descriptions of dual actions to "Skill1 X or Skill2 X" instead of "Skill1 or Skill2 X" to avoid possible confusion.
  • Steal contracts will no longer increase 'Corruption'.
  • In the Relationship UI, you can now see an NPC's level under their name.