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Erannorth Renaissance News

Hotfix - 03/07/25 # 0.7.77

[p]Hi folks, this is a small hotfix addressing a few reported bugs along with some modding-related fixes and additions.[/p][p][/p][p]Hotfix - 03/07/25 # 0.7.77[/p][p][/p]
  • [p]Fixed an issue where Bounty contracts could, in certain cases, fail to clear the Journal UI properly.[/p]
  • [p]Fixed an issue where fishing nodes weren’t functioning as intended.[/p]
  • [p]Fixed a potential exploit where harvested nodes during Downtimes would respawn after reloading the game.[/p]
  • [p]Fixed an issue with custom Inks featuring combat and post-combat transitions not properly parsing the post-combat transition Ink.[/p]
  • [p]Fixed an issue with the Actions editor missing fields after creating Valuables.[/p]
  • [p]The spear is no longer consumed on a failed spear fishing attempt.[/p]
  • [p]Once you've uncovered where a bounty likes to hang out, you’ll now get the option to stake out the spot and wait for them to show up.[/p]
  • [p]Added support for custom Points of Interest (UserPOIs) via embedded metadata in the Requirements field of a PlaceDBEntry.[/p]
    • [p]Requirements must contain UserPOI:true and a valid Tile:(x,y) ie. UserPOI:true, Tile:(32,43)[/p]
    • [p]PlacesEditor.UpdateOrAddEntry() will detect UserPOIs and dynamically update runtime data structures, without requiring reloads or restarts.[/p]
    • [p]Only one place can be bound per tile; if multiple mods point to the same tile, only the last mod will be used at runtime.[/p]
    • [p]Use this system exclusively for places outside of towns.[/p][p][/p]

The Wastelands, Improved Camping, Steam Deck improvements and more...

[p]Hi folks, [/p][p][/p][p]Our 9th major update, titled "Hamor," is now live for everyone. We covered the main features in the last two development journals, which you can find below if you missed them.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p]We're now 11 months into Early Access, and it's safe to say that every core feature and region is in. This actually happened a bit ahead of schedule, though I always plan with a pessimistic timeline to avoid overpromising and underdelivering.[/p][p][/p][p]Which leads to the question many of you are probably thinking about. What about 1.0? [/p][p]And what comes after?[/p][p][/p][p][/p][p]You probably already know the answer. 1.0 will come when it is ready.[/p][p]Whether that ends up being in 3 months or 5, or more, let me clarify something. Version numbers can be misleading. 1.0 sounds final, but in game development, that’s rarely the case. A game is done when its creators decide it is done, and that depends on vision, time, and resources. Ok, that is not entirely true. Many times it depends on external factors outside your control, like your bosses. But in this case, it is just me, and I sincerely hope 1.0 is just another beginning, but that’s not something I can promise right now.[/p][p]We’ll of course talk more about what’s next in the coming weeks.[/p][p]So let’s focus on the present.[/p][p]With the roadmap complete, the focus now is on going beyond it. The foundation is strong. What remains is tuning, polishing, and expanding on what’s already there. That includes refining balance, improving and clarifying systems, adding more qol and tutorials, and more stories and events. [/p][p]Just as important is your own feedback. Now’s a great time to jump in. Play, explore, and tell me what works for you and what doesn't. Do you feel the game is ready to graduate Early Access? If not what do you think is missing? [/p][p]I’m here, and I’m listening. Whether it’s modding support, feature ideas, or tweaks you think belong in 1.0, I want to hear them. Your input has already shaped the game, and it will keep doing so. As for the rest of the summer, I’ll be taking it easy with the updates. You can expect the engines to run at full steam again come September.[/p][p] [/p][p]In the meantime, you can find all the detailed changes and fixes in the patch notes below.[/p][p][/p][h3]Patch Notes - 26/06/25 # 0.7.75 - Hamor Update[/h3][p][/p][p]New Content[/p][p][/p]
  • [p]Added a Quick Start option in Sandbox mode. It skips the quest to gather your party and significantly shortens the introduction, letting you jump into the action right away.[/p]
  • [p]Added tile and regional data for the Wasteland and Hamor regions.[/p]
  • [p]Added various merchants in Hamor.[/p]
  • [p]Added inn and shortcut interactions for Hamor.[/p]
  • [p]Added a harbor to access Hamor.[/p]
  • [p]Added discoveries for Desert, Dungeon & Ruin terrains.[/p]
  • [p]Added 10 new combat maps: Forest Encounter II, Arid Encounter II, Desert Encounter, Desert Encounter II, Cave Encounter 1,2,3, and Water Encounter, Ocean Encounter, Ruin Encounter[/p]
  • [p]New passive: {Terrain} Fatigue:x, traveling on the specified {terrain} causes x more or less fatigue.[/p]
  • [p]Added Codex entry for 'Terrain Fatigue' in passives.[/p]
  • [p]Added support for multi-environment camps. The SetCamp() Lua function will now automatically determine which camp to use.[/p]
  • [p]Added 9 new Camp maps: My Camp Ruins, Water, Arid, Forest, Plains, Desert, Hills, Cave & Marsh.[/p]
  • [p]Added a stash chest in the camp to store items for later use. Note that anything you place in it will only be accessible during camp downtimes.[/p]
  • [p]Added new camp duties: Gather Herbs, Gather Reagents, Harvesting, Catch Rats, Capture Thralls, Harvest Blood[/p]
  • [p]Added a Codex entry on camp duties, detailing their requirements and benefits.[/p]
[p][/p][p]Steam Deck Experience[/p][p][/p]
  • [p]Slightly increased the size of tooltip text and other UI elements to improve readability on smaller screens, such as the Steam Deck.[/p]
  • [p]When using the Steam Deck, the game will display gamepad A & B icons instead of the mouse button icons.[/p]
  • [p]Settings will now be saved separately for the Steam Deck.[/p]
  • [p]Added support for displaying a floating keyboard on the Steam Deck.[/p]
  • [p]Moved the Save/Load input field to prevent the floating keyboard from overlapping it.[/p]
  • [p]The glyphs on the Continue Story button will now change based on whether you are using the Steam Deck or a mouse.[/p]
  • [p]Updated the tutorial images and texts to show the correct glyph for panning the map.[/p]
  • [p]Increased the relative size of various text elements to improve legibility.[/p]
  • [p]The glyphs on the Book descriptions will now change based on whether you are using the Steam Deck or a mouse.[/p]
  • [p]Increased the font size in the TileInspector.[/p]
  • [p]Added a setting to toggle the visual Fog of War on the world map. Unvisited tiles remain marked as unvisited.[/p]
  • [p]Added a setting to adjust world map graphic quality. You can choose between Quality, Balanced, and Performance.[/p]
[p][/p][p]Misc changes and Improvements[/p][p][/p]
  • [p]While traveling at sea, Fatigue and Hunger will be restored automatically after a certain threshold.[/p]
  • [p]Slightly increased contract rewards.[/p]
  • [p]Tweaked regional economy profiles.[/p]
  • [p]Punch and Brutal Punch now have a cooldown of 1, they can be used once per turn.[/p]
  • [p]Increased the requirement for Galdorak War paint perks to level 2.[/p]
  • [p]The reward tooltip in Contracts will now also display any requirements and the base value of the item.[/p]
  • [p]Added a numerical indicator next to the SP and PP level-up arrows to show how many SP or PP you still have unassigned.[/p]
  • [p]Your party members now remember their duties and perform them automatically each time you end the day in camp.[/p]
  • [p]You can now assign limited camp duties to Brawn and Tricks (requires a new game or a save from before recruiting them)[/p]
  • [p]Any looted items from camp duties will now be properly logged[/p]
  • [p]Task difficulty now depends on the region's average level rather than your own max rank level. This means that an easy task in a low-level area like Llanford won't be the same as one in a higher-level area like Doven.[/p]
  • [p]In the Conversations UI, added a button to quickly show your skills, your combined party skills, or an individual party member's skills. Since they are displayed as icons, you can hover over them for more details if you're unsure which skill is which. You can also display the relative chance of succeeding in Easy, Moderate & Hard rolls at your level. The estimated percentages of success will take the current region into account.[/p]
  • [p]Updated the Codex entry on Skill Checks.[/p]
  • [p]Supply contract Farthings reward will now be set to the base value of the requested items plus a 25% profit.[/p]
  • [p]Highest estimated success chance in the skills popup will now display as 95% to reflect that it's an estimated average and that failure is still possible.[/p]
  • [p]When harvesting blood from Thralls in camp, there is now only a 50% chance to lose the Thrall.[/p]
  • [p]Enemies will no longer attack you while you're standing on outer "Town" or "Harbor" tiles.[/p]
  • [p]If your character is a vampire and hungry (hunger >= 16), interacting with random NPCs will skip any random event and go straight into interaction mode, where you can choose to feed.[/p]
  • [p]Discovering the 10 deities' statues across the world will now grant a boon of 1 SP to each party member, along with a small amount of XP.[/p]
  • [p]When asking for directions or viewing fast travel options in Shortcut, you will no longer see options unavailable in your current town.[/p]
  • [p]Added a small delay before hovering over an item and showing its description in the Inventory and Barter UIs. While you won't notice much difference in practice, this change allows you to pass through items without losing focus on the selected one, for example when you want to inspect its abilities.[/p]
  • [p]Removed the limit on setting camp duties once per day. While in camp and before resting, you can now change your mind and reassign duties as many times as you like.[/p]
  • [p]Added the option to relieve a party member from all camp duties.[/p]
  • [p]Significantly increased the variation of names for randomly generated NPCs.[/p]
  • [p]Increased the number of NPCs generated right from the start.[/p]
  • [p]Tiles that were saved without random NPCs due to none being available will try to repopulate automatically.[/p]
  • [p]If the system runs out of cached random NPCs, it will now generate more on the fly as needed.[/p]
  • [p]The pool of events for Strangers, Acquaintances, and Friends will now reset after you experience a set number of them, rather than being permanently unique. This should offer more variety without making the world feel empty.[/p]
  • [p]NPCs you pickpocket, even if successful, will instinctively dislike you a little.[/p]
  • [p]Added a hard cap per pickpocket rank on the amount of wealth that can be stolen per attempt from wealthier targets like merchants.[/p]
  • [p]You can now interact with merchants in more ways, similar to random NPCs. Pick their pockets, feed on them, blackmail them, romance them, and more. But most importantly feed on them.[/p]
[p][/p][p]Bugfixes[/p][p][/p]
  • [p]Fixed an issue where experiencing certain nightmares wouldn't advance the clock or run the PartyRest code. A fatigue value of 6 is now applied afterward as a result of the nightmare.[/p]
  • [p]Fixed some typos in the Discoveries database.[/p]
  • [p]Fixed a layout issue with the Mod Template Wizard on resolutions other than 16:9.[/p]
  • [p]Fixed a rare issue where allies-turned-enemies spawned on incorrect tiles during combat, sometimes ending up on barriers and breaking the encounter.[/p]
  • [p]Fixed a bug in RequirementsMet where duplicate keys weren't handled correctly, preventing recipes e.g. Lockpicks from working.[/p]
  • [p]Fixed an issue where imported Workshop mods assigned sources for Actions and Perks to the Workshop folder, preventing exports. They now correctly use a local mod path instead.[/p]
  • [p]Fixed an issue where custom species could be selected as perks by characters outside of character creation.[/p]
  • [p]Fixed an issue where Charm and Wits bonuses were not always applied when gaining influence with an NPC.[/p]
  • [p]Region simulation data missing from a save file, for example because it was added later, will now be initialized with default data if needed.[/p]
  • [p]Active discoveries will now properly hide after switching from the world map to a downtime activity.[/p]
  • [p]Fixed an issue where the actor actions panel and the Explore action behaved incorrectly in certain cases.[/p]
  • [p]Fixed an issue with Camp not having enough tiles to accommodate all party members.[/p]
  • [p]Fixed an issue with Wastelands mobs spawning at lower levels.[/p]
  • [p]Fixed an issue with the Henchman summon.[/p]
  • [p]Fixed an issue where loading a map could report incorrect tile types.[/p]
  • [p]Fixed an issue where resource nodes from a previous downtime could persist into the next.[/p]
  • [p]Fixed an issue where a certain unique event could be repeated.[/p]
  • [p]Fixed the requirements for recruiting Friend NPCs that prevented recruiting them in Sandbox.[/p]
  • [p]The reward for revealing fog of war tiles during discoveries is now displayed in a more human-readable way.[/p]
  • [p]Fixed an issue with the Respec shell command. It will no longer refund background perks like "Aspiring Adventurer."[/p]
  • [p]The reported max region level in Settings will now correctly take the Wastelands into account.[/p]
  • [p]Fixed an issue where unequipping the offhand wouldn't properly remove the bonus action it granted.[/p]
  • [p]Fixed an issue where unequipping the offhand by dragging it out of its slot wouldn't register in some cases.[/p]
  • [p]Fixed an issue in Sandbox mode that allowed a small part of Story mode's main quest to trigger.[/p]
  • [p]Fixed an issue where some event penalty rewards could reduce HP/Max HP instead of inflicting Wounds.[/p]
  • [p]Actors entering the camp with 0 HP or less will now be set to 1 HP instead. This shouldn't happen, but it's a safeguard just in case.[/p]
  • [p]Fixed some inconsistent responses while asking around for directions.[/p]
  • [p]Fixed an issue with certain camp scenes being repeatable instead of unique and/or having incorrect conditions for triggering.[/p]
  • [p]Fixed some typos and grammar mistakes.[/p]
[p][/p][p]Modding Related[/p][p][/p]
  • [p]Heritage and Physiology tag exclusivity is now generated automatically based on relevant perks, improving compatibility with custom Heritage and Physiology mods.[/p]
  • [p]Added a fallback mechanism when loading downtimes to accommodate potentially larger parties than expected.[/p]
  • [p]Added a fallback mechanism when loading encounters to ensure at least the MC is placed if no ally slots were specified.[/p]
  • [p]Added Lua extensions: AssignDuty(actor, duty), PerformDuties, DisplayDuties[/p]
  • [p]Added Lua extensions: `PartyHasItem(item, amt)` and `PartyRemoveItem(item, amt)`[/p]
  • [p]Added Lua extension: `Artwork(artwork)`. Will only work on Ink stories. Changes the portrait artwork to `artwork`.[/p]
  • [p]Custom artworks placed in Artworks/Places and Artwork/Placeables will show up in respective editors.[/p]
[p][/p]

Development Journal - More Details on the Hamor Update

[p]Hi folks, in the previous journal we talked about the addition of the Wasteland region and the town of Hamor, along with new camp and combat maps, as well as Steam Deck improvements. [/p][p][dynamiclink][/dynamiclink]But that is not all the Hamor update brings. [/p][p]There are even more camping improvements, especially in how you set and manage duties. Instead of having to trigger duties manually each time, you now set them once and they trigger automatically when you rest. Rewards have been increased too, and several duties now offer useful bonuses for vampire characters. There are new camp duties to Gather Herbs, Gather Reagents, Harvest Materials, Catch Rats, Capture Thralls and Harvest Blood.[/p][p][/p][p][/p][p]Sandbox mode now has a new quick start option, skipping all introductions and the initial party gathering quest by giving you a randomized team of adventurers. You can jump in and start playing instantly.[/p][p][/p][p][/p][p]You can now interact more with all the merchants across the world, using similar options available for random NPCs. You can steal from merchants, feed on them, flirt with them, blackmail them and more. But be careful, your relationship with a merchant affects their prices.[/p][p][/p][p][/p][p]Most importantly, feeding on them could kill them, so there is that too.[/p][p]Skill checks are now tied to the region's difficulty. Harder zones demand more from you to succeed, while easier zones become more manageable as your skills improve, creating a stronger sense of progression and less of a treadmill grind.[/p][p]Beyond new features and bug fixes, there are also quality of life upgrades. You can now quickly see your unspent SP and PP in the character sheet. [/p][p][/p][p][/p][p]In the conversation UI, a new button lets you view skill ranks, your own, your party's, or individual members’, along with estimated success chances for easy, moderate, and hard checks in your current region.[/p][p][/p][p][/p][p]In the inventory and barter UIs, you can now move your mouse toward associated skills without the selected item losing focus. [/p][p]Asking for directions or using fast travel is also more reliable, no longer showing destinations that do not exist in your current town.[/p][p]Contract rewards have been buffed, and you can now view the base cost and any requirements of your potential rewards. Supply contracts will be more profitable and no longer feel underwhelming to complete. Good luck finding 22 units of Siren's Kiss. On the other hand, it'll now be worth your while, and you won't get ripped off.[/p][p][/p][p][/p][p]Finally, the world will feel more alive overall, with the game now generating additional random NPCs as needed. It will also attempt to recover automatically tiles in saves where those tiles were marked as empty after the pool of random NPCs had run out. [/p][p]Once I wrap up the essential tests in the coming days and consider the update ready to ship, it will go live for everyone. In the meantime, you can currently play build 0.7.74 of the Hamor update in the public beta branch. It includes everything we've talked about in this and the previous journals, along with a few dozens of bug fixes, new features, quality of life improvements, and other balance tweaks. [/p][p]Have fun, and let me know if you run into any issues in the beta or have any questions![/p]

Development Journal - Details on the Hamor Update

[p]Hi folks,[/p][p]The upcoming update, codenamed Hamor, is well underway. As always, you can try the latest beta build (0.7.62) by switching to our beta branch. Our 9th major update will take us beyond the wall, into the wastelands and the desert city of Hamor.[/p][p]The new region is roughly larger than Llanford, Oxgate, Taymoor, and Heygrove combined.[/p][p]Here’s a bird’s-eye view of our playable map as of the next update.[/p][p][/p][p][/p][p]When it comes to worldbuilding, there are two main approaches. The first is a top-down method, where you start with a broad concept or overarching lore and gradually work your way down to the details. This might include nations, cities, cultures, and eventually specific characters or quests. It helps with consistency and a clear thematic vision throughout the world.[/p][p]The second is a bottom-up approach, where you begin with specific, grounded elements such as a village, a single character, or a small region, and then expand outward. This often creates rich, lived-in environments with strong local flavor, though it can take more effort to maintain coherence as the world grows.[/p][p]My own approach is to iterate between these two, shaping the big picture while allowing smaller, grounded pieces to evolve and influence the larger structure. Pretty much what we've been doing since the start of Early Access.[/p][p]With this latest region in place, we have essentially completed our zones progression from low to epic levels, as well as the core geography of the continent, and we'll be fleshing out all these areas more leading up to version 1.0. But let's talk a bit more about Hamor and the Wastelands and what else is in this update.[/p][p][/p][p]The wall itself was built in 301 EC, which places it about 1,062 years before the present day. It was originally constructed to contain a deadly plague that wiped out a large portion of the population. Over time, it became a common destination for exile, sometimes for political reasons, sometimes simply out of necessity.[/p][p]In 1350, the region became a warzone between the knights of Doven and the undead legions of Hlorfen, who was the last known avatar of Morheliss. The war lasted ten years and ended when Sir Gregory allegedly defeated Morheliss herself. Whether or not that actually happened, the wall still stands as a dividing line between the kingdom of Doven and whatever remains in the waste. Even though all of this is ancient history, dating back two centuries before the current timeline, no one is allowed to pass through the wall.[/p][p]The gates are locked, heavily fortified, and guarded. Picture something even grander than the Sinic Wall. Aside from being exiled, the only way in and out of the wastelands is by sea, through a small port just north of the city of Hamor.[/p][p][/p][p][/p][p]In addition to expanding the world, this update also brings new discoveries in desert and arid terrains, which come alongside new contracts, new mounts, and new battle maps. Rewards from all contracts have been improved to make them more worthwhile.[/p][p][/p][p][/p][p]The wastelands around Hamor are the highest-level zone in the game as we speak, and they are extremely dangerous. It’s recommended that you head there after reaching level 20. If you’re heading into the desert, a camel mount will make travel much easier by reducing the fatigue penalty across the desert terrain.[/p][p][/p][p][/p][p]The increased variety in biomes means that it no longer makes sense to always be camping in a forest setting. That’s why this update also includes 9 new camping maps. Each one is tied to the terrain you’re currently in, so you’ll not only see more fitting backdrops while resting, but also gain access to different resource nodes depending on the location.[/p][p][/p][p][/p][p]To help manage your gear, I’ve also added a persistent storage container called "My Stash" that will appear in your camps. Anything you place there will remain accessible during future camp downtimes, which should help free up your inventory.[/p][p][/p][p][/p][p]Aside from the camping maps, there are also 10 new battle maps for both new and existing environments. Whether you're fighting in the deserts or revisiting old regions, these should provide a fresher tactical experience.[/p][p][/p][p][/p][p]Finally, I've worked on a number of optimizations for players using a Steam Deck. These include a separate configuration file tailored for Deck-specific settings, a pop-up keyboard for easier text input when using the gamepad, and improved UI legibility across the board. To help boost performance, you’ll also have the option to load a smaller world map graphic or disable the fog of war entirely.[/p][p][/p][p][/p][p][/p][p]That’s all for now, folks. But that is not all there is to the upcoming update. Everything mentioned here is already available in the beta branch, so feel free to dive in and explore. Have fun, and let me know if you come across any issues.[/p][p][/p]

Sea Travel, Lacris Island and more...

Hi folks,

Lacris, our 8th major content update, is now live for everyone. Ok, technically, you already received part of the Lacris update earlier in May with the updated portraits and improved graphics across various in-game events. But at its core, this update is all about the sea.

So the main highlight is, of course, the ability to travel across ocean tiles. Whether that sounds like a big deal or not, it is really important in the long run. This feature expands the map beyond the borders of Doven's domain, connects cities through naval routes, and sets the stage for continuing story arcs in locations that were previously unreachable. It also required expanding and rewriting several systems, from enemy spawning to movement logic and pathfinding. So if you come across anything odd, like enemies following or ambushing you in the water, they really shouldn't be doing that at the moment.



Movement on land and sea follow similar rules, but bonuses for Land Movement and Sea Movement are handled separately. Naturally, you cannot simply step onto the ocean and start sailing. To use the Sail action, you must be on a Harbor tile, which is marked with a small boat symbol on the map.



For this update, you are assumed to have access to a boat and the freedom to sail wherever you like. This will change in the future once we have tested ocean travel and its new discoveries more thoroughly. I'll either add a short quest to acquire your own boat or give you the option to purchase one. But that is a story for another update.

As for the rest of the changes, you will find several balance improvements focused on wealth gain, bookwrights added to key towns where you can buy recipe books, quality of life improvements, and of course, a number of bug fixes.

There are dozens of new discoveries specific to Ocean and Harbor tiles.



Game difficulty also affects the monetary rewards you receive from contracts.



Bookwrights sell tomes containing recipes, and occasionally they offer rarer ones as well.



You can now delegate level-ups to the game, so you no longer need to micromanage your party members or even your main character.



And there's more. You can read the full patch notes below.

But let's take a moment to reflect on where we are in development.

Since the beginning of Early Access, the world has grown from a single town to 11, and even more if you count regions without settlements. We've introduced full moddability, from simple additions like new artwork to more complex changes like creating your own stories in the world. Features like the radiant contracts system, discoveries, crafting, and more have taken shape.

The next update will open up the Wasteland, add more discoveries and events for Arid and Desert tiles, and continue some of the story arcs further.

On a broader note, with most of the core systems now in place, the focus of our Early Access is shifting primarily to balance, adding more visual effects to abilities, improving sound design, and expanding both the story and the handcrafted content. There is still more to do before we reach version 1.0, but there is no better time than now to play the game and share your thoughts, ask for features, and make suggestions. Before you know it, it will all be done, and any gripes or wishes you had might be too late to include. I can't read minds, you know.



[h3]Patch Notes - 26/05/25 # 0.7.45[/h3]

Bugfixes
  • Fixed an issue with the automatic level-up method for NPC actors that allowed them to purchase the same perk twice.
  • Fixed an issue that prevented escaping from the command shell.
  • Fixed typos in various conversations.


New Content
  • Added Sail move type.
  • Added a Sail action. You can initiate a Sail action while standing on a Harbor tile. While sailing, you can move only to Ocean and Harbor tiles.
  • Added Lacris region, landmass, and tiles.
  • Added discoveries for Arid, Ocean and Harbor tiles.
  • Added map icons for Harbor tiles to make it clear where you can embark or disembark.
  • Added a new passive bonus "Sailing Range", which only affects the movement of Sail actions. Added its Codex entry.
  • Added some merchants in Lacris' market.
  • Added an inn in Lacris.
  • Added support for Lacris in Shortcut and ask-for-directions conversations.
  • Added Book merchants in Llanford's Market, Valetport's Grand Bazaar, Denham's Market & Doven's Bastion of Light


Misc Changes & QoL
  • Changed the passive bonus "Movement Range" so it no longer affects Sailing actions. Updated its Codex entry.
  • You can now level up party members automatically. A new checkbox has been added to each character's sheet: Level Up Skills and Perks Automatically. Each character is tracked individually. Once checked, the character will be leveled up immediately. From that point on, each time the character levels up, their SP and PP will also be assigned automatically.
  • Changed Shortcut's cooldown to 1 from 3.
  • Changed Explore's cooldown to 4 from 6.
  • Increased the baseline of Contract rewards.
  • The difficulty setting now affects Contract rewards. Easier difficulties yield more rewards, while higher difficulties yield less.
  • Increased the Farthings awarded by enemies with random drops, and improved their chance to drop more on a successful check.
  • Wanted criminals now have an extra chance to drop valuable items.
  • Valuables and materials now have a small degradation in price when trading them with merchants
  • In the Perks Editor, after typing a perk name, it will turn red if another perk with that name already exists.
  • Recipes can now be properly granted through perks.
  • Action details for move actions will now specify whether they are Land or Sea movement.
  • Updated Unity Engine to 2022.3.62f1.