1. Erannorth Renaissance
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  3. Hotfix - 03/07/25 # 0.7.77

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]