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Development Journal - Full Modding Support and Details on the Doven Update

Hi folks!

The next major content update, the Doven update, is coming along well and should arrive around mid-March or early April. This update brings two big additions: the introduction of Sandbox mode and full modding support. And, of course, there’s Doven itself, which will let you get your hands on some high-tier equipment and take on tougher, higher-level enemies.





If you're curious and want an early look, you can hop onto the beta branch, which currently has build 0.6.53. This includes the full modding suite and an experimental version of Sandbox mode. In Sandbox, you start fresh in Llanford without being tied to the main story. Since you’ll be on your own and wandering into the wilds would likely get you killed, I’ve made it easier to recruit a few NPCs around town to join your party.

There’s still a lot of work to be done on Sandbox, and even if it’s not your thing, plenty of improvements from this update will carry over into the story mode as well. I’ll share more details on Sandbox as things progress, but for now, let’s talk about modding.

In the live build (the version most of you have), you can already tweak and add artworks, as well as create and override combat actions, perks, and actors. I’ve mentioned this before, and if you’ve spent some time with the modding tools, you might have noticed that some items in the tools menu were color-coded green or red. That was to show what could be modded and what couldn’t.

With the new build, though, everything is now up for grabs. You can create your own bands, add new places in towns, customize placeables, set up unique quest states, and even create custom codex entries for species or whatever else you need.



On top of that, Ink script is now fully integrated. This lets you build your own interactive stories, with Lua extensions and autosyncing variables that let your narrative interact with the game world. How does it work? Just drop your Ink files into the Inklets folder of your mod, and call them from wherever they need to be triggered. Is it part of a conversation with an actor? Maybe it’s a standalone story? Or something tied to a place or a book? It’s up to you.



In short, if you can imagine it, you can probably mod it—all using the provided tools, and without needing to write any code. You can enjoy your creations locally or share them on the Steam Workshop for everyone to check out.

That’s all for now! We’ll be talking more about the Doven update in a future development journal. If you’ve got any questions or suggestions, I’m all ears.

Have fun, and thanks so much for your support and for reaching out with bug reports, ideas, and feedback—whether it’s by mail, Steam, or Discord. It’s always appreciated!

Denham Update is now Live

Hi folks,

This update brings a ton of new content, features, and improvements to make your adventures even better. It’s one of the biggest updates so far, laying the foundation for a more dynamic and immersive world. The tech behind it has been in the works for a while, and with so many interconnected changes coming together, it made more sense to get it into your hands now rather than leave it sitting in development limbo while I finish the Marsh events. Releasing it at this stage keeps the momentum going, allows me to refine things based on your feedback, and helps push forward to the next big steps even faster.

So, what’s this update really about? Sure, there’s Denham, but there’s not much to do there just yet. New actions and weapon specials, and yes, there’s a long list of patch notes—but where does that actually leave us?

In many Choose Your Own Adventure games—and, let’s be honest, most RPGs—the world and its NPCs exist solely to serve the main character. NPCs have no real lives of their own. They may pretend to be busy, follow scripted actions, or even die when the story demands it, but beyond that, they remain static.

This update attempts to changes that.

What if NPCs decided to go on their own adventures? What if bandits raided each other instead of just waiting for you? What if vampire hunters tracked and fought other undead instead of standing around until you showed up?

That’s exactly what this update introduces—a world where NPCs act independently, creating a dynamic, unpredictable experience. The result? A beautiful kind of chaos and a deadly dance of survival, where only the fittest grow stronger.

Will you let the bandits grow unchecked, allowing them to become an even greater threat? Or will you take them down before they do? Maybe you’d rather become an outlaw yourself and rob those pesky adventurers instead. Or perhaps you’ll take a different path—playing your lute by their campfire and earning a living through song.



Of course, you remain in control. You can adjust how much chaos unfolds in your world by setting the number of active hostile and neutral factions. A new combat difficulty slider allows you to fine-tune the challenge to your preference.



This update includes various UI improvements, bug fixes, and other quality-of-life enhancements in addition to these major changes.





In any case, you can check out the full patch notes below! Since they may contain a few spoilers, I tucked them behind the updated roadmap.

With this update arriving earlier than I anticipated, the next update will get some extra time and attention. This means I’ll be able to fully flesh out the rest of the Marsh events I am writing and revisit existing areas with even more content.

Have fun exploring the new update, and as always, I’d love to hear your thoughts! If you have any questions, feedback, or just want to share your experiences, feel free to reach out. Enjoy the adventure, and happy gaming!



[h2]Patch Notes - 10/02/25 # 0.6.45[/h2]

[h3] Bug fixes [/h3]

  • Tweaked the Attack & Utility action highlighting algorithm to prevent certain enemies from being incorrectly untargetable due to terrain obstacles.
  • Multiple elemental damage stacks will now accumulate on the same target instead of replacing the previous one.
  • Fixed several typos and improved wording for consistency across various perks.
  • Fixed an issue where Sheela was not granted the proper Vampire perks after turning her in Taymoor ruins.
  • Fixed an issue where Sheela was not using the correct dialogue in Harronwell Manor.
  • TurnToVampire lua will now correctly grant the actor the Feed action if they don't already have it.
  • Fixed a few typos in the Forest events pack.
  • When the event randomizer selects the fallback event where nothing happens, it is now presented more immersively.


[h3] Roaming Bands [/h3]

  • Member levels are now more varied and scale in difficulty your combat difficulty Settings.
  • Roaming band levels are now capped based on the region:

      1. Emerald Basin (Max level 5)
      2. Llanford (Max level 6)
      3. Glenwood (Max level 8)
      4. Keywick (Max level 8)
      5. Heygrove (Max level 9)
      6. Ponthill (Max level 9)
      7. Oxgate (Max level 10)
      8. Taymoor Marsh (Max level 12)
      9. Valetport (Max level 13)
      10. Ashwick (Max level 14)
      11. Denham (Max level 16)
      12. Bedale (Max level 17)
      13. Ironvein Hold (Max level 18)
      14. Witherfen Bog (Max level 20)
      15. Doven (Max level 24)
      + a difficulty-based modifier that applies to each enemy.
  • Considering there isn't a level cap for the PC party, eventually, you can out-level the outlaws of every region, shifting the balance as the hunter becomes hunted. Roaming enemies will avoid advancing toward the player's group if their leader's level is 2 levels lower.
  • Speaking of hunters, Vampire Hunters were added as roaming bands. Vampires now have a chance to encounter them while traveling at night. They are incredibly lethal, but losing to them will not result in final death. Instead, it will trigger one of the random defeat scenarios. They also eradicate any other undead or vampires that come along their way.
  • Tweaked and improved the spawn and band movement algorithms.
  • Bandit leaders will now drop Grim Trophies, which can be exchanged with local authorities for coin and regional fame.
  • Neutral Adventurer Bands that travel between towns were added. They won’t interact with the player unless the player chooses to engage with them through a world action, such as Diplomatic Exchange or Skirmish. If they cross paths with hostile bands, they'll fight them, and if victorious, they'll increase their renown and combat experience.
  • If hostile bands are nearby, they will engage neutral bands and defeat them, increasing their notoriety and improving their experience.
  • Hostile bands may pillage the countryside, increasing their wealth and power.
  • Treating neutral bands with open hostility will provoke them into hostility and combat.
  • Robbing or killing neutral bands will increase your Notoriety.
  • Hostile bands can now get generated outside the town, even if the player is on one.
  • While the player is safe in towns, hostile bands worldwide will actively pursue and destroy other hostile bands based on their faction, strengthening over time.






[h3] New Content [/h3]

  • Added Bedale & Denham tiles.
  • I added a new arena in Denham (which has the exact requirements as Valetport).
  • I added a courier's outpost in Denham. You can now pick up deliveries from and to Denham.
  • Added a Bowyer in Valetport
  • Added Denham's Merchants
  • Added a few Marsh-specific Events (more to come at a later time)
  • Implemented the high tier Trinkets & Boots.
  • Updated most Ranged Weapons with new bonus actions.
  • Updated most Bladed Weapons with new bonus actions.
  • Updated most Magical Weapons with new bonus actions.
  • Updated several Blunt Weapons with new bonus actions.
  • Added over 90 new actions, attainable through trinkets or weapons.
  • Added a new dialogue for Sheela in Harronwell Manor.
  • Assigned regions to the currently implemented world map.
  • Added Bounty Offices across various towns to exchange Grim Trophies. Turning in Grim Trophies grants positive fame. These offices, known as King’s Justice, can be found in town barracks.
  • A new NPC interaction, Bond, requires a Friend, rel. 35+. Learn about the NPCs' past and backstory.
  • Added 30 unique backstories & their related background perks.
  • Barracks were added in Valetport, Ashwick, and Denham.
  • New & Updated Overworld Actions:
    • Diplomatic Exchange (cooldown 4 turns): You can Parley with a hostile band within 2 hex tiles. A successful attempt allows you to avoid the encounter entirely, while failure leads to combat.
    • Skirmish (cooldown 8 turns): You can ambush a hostile band within 2 hex tiles. Success eliminates the band, giving you some rewards, while failure means they evade your ambush and remain on the map. The rewards gained from Skirmish don't include any potential secret drops.
  • A Combat Difficulty slider was added to the Settings UI. You can choose from 7 different settings, with a preview detailing the affected enemy stats.
  • Added new settings for the number of Hostile and Neutral Bands that can spawn at a given time. The default is set to 2 for both.
  • Losing to the Shadows in Emerald Basin will now trigger a custom defeat scenario. While it has ramifications, it is not a game over.
  • Losing to Dravienne's Coven in Llanford's Catacombs will trigger a custom defeat scenario. While it has ramifications, it is not a game over.


[h3] Misc [/h3]

  • Added a copy button to copy visible portrait names to the clipboard.
  • New actor tag 'Monstrous': forces actors to follow a stricter, more biased progression when leveling up. Their SP converts to HP, their PP is spent exclusively on tag-based perks, and any unspent PP is converted into combat bonuses.
  • New passive: Exploration Range x increases the FOW tiles revealed by x. (By default, your character uncovers adjacent tiles up to a range of 2. Any additional Exploration Range +x increases this radius, allowing you to reveal more tiles beyond the default limit.)
  • In the actor's editor, a search field was added to find specific portraits.
  • Expanded the HexTileEditor to allow the creation of regions on the world map.
  • I added a new shell command, 'StartConversation.'
    New Lua extensions: ThisEncounter, ThisEncounterResolve, ThisEncounterRewards, and ThisEncounterSpoils enable working with bands while in Conversation mode. ExchangeAll mass-exchanges items for scripted rewards.
  • Tweaked various game layouts.
  • Slightly increased the log size in the story UI.
  • Increased stash & description space & added icon filters for each slot category in the inventory UI.
  • I've tweaked the buttons in the barter UI: when in loot containers, the "Loot All" button is more prominent and automatically closes the container.
  • The camp action is now an overworld action and will not trigger if there are enemies within a 3-tile radius. Instead, a warning will be displayed.
  • The skip time button is now more prominent and is located in the former spot of the camp button.
  • Be careful when skipping time! You will now skip turns, and enemies may spawn, move, and even attack you!
  • While skipping time, you can click the "Stop" button to interrupt the process. This will play one final turn before returning control to the MC.
    The action currently taken will now also be displayed in World and Downtime states to improve visual feedback of other actors' actions or when skipping time.
  • The spoils will now appear in a loot container when resolving a skirmish.
  • After finishing a move, the fog of war is revealed instantly instead of on the following action.
  • Removed the Encounter settings from the Journal. (You can now use the Game settings to set combat difficulty)
  • OnDefeat: ConversationId can be used as an encounter reward to trigger a specific defeat scenario instead of a generic one.

Development Journal - More Details on the Denham Update

Hi folks!

I'm excited to share a sneak peek at the upcoming Denham update! Many of these features have been in development for a while in the background, and they’re almost ready for you to try. The full update will bring even more exciting additions, but it will be released when it's fully ready—likely earlier than usual, though still a little ways off.

The update is shaping up well, and you can preview what's coming by checking out the beta branch. I'll continue adding content to the beta as we move toward the fourth major update. There's plenty to look forward to, along with practical improvements.

That said, expect some bugs in the beta. I highly recommend starting a new save while testing the new content.

The biggest new feature in this release is a major improvement to roaming bands. I've reworked their behavior to offer a more balanced and engaging challenge on the world map. Now, member levels vary more and scale in difficulty based on your encounter settings, with each region having its own level cap. In regions like Denham and Bedale, you'll notice that roaming bands are now tougher and more dynamic. Even more interesting, there are new mechanics where roaming enemies will avoid advancing if their leader's level is two levels lower than your party's, allowing the hunter to become the hunted. In addition to these changes, we've introduced neutral adventurer bands that travel between towns; they won't interact with you unless you choose to engage them through actions like Diplomatic Exchange or Skirmish, though open hostility can provoke them into combat. Vampire Hunters have also joined the mix, adding an extra layer of tension during nighttime travels. These hunters are lethal, but if you lose against them, it triggers a random defeat scenario rather than a final death.

This, for example, is a neutral band traveling along a waypoint from Llanford to Heygrove.



Let's focus on just the choices. I can either let them be or choose to interact with them through a skirmish or a diplomatic exchange.



A successful skirmish can completely eliminate a band, while failure may still offer a chance to escape. On the other hand, failing a diplomatic exchange will, in most cases, lead to combat.



Depending on the type of band, you’ll have different options for dealing with them.



And there's even more, as outlined in the patch notes below. I know February is a busy month for gaming, but if you have time to test these additions, it'd be awesome. :)

Thank you for your continued support—I can't wait for you to try the beta! As always, your input is invaluable, so let me know what you think as you dive into the new Denham update.

[h3] 06/02/25 # 0.6.42 - Denham Update Preview (Beta Branch) [/h3]

Bugfixes

  • Fixed several typos and improved wording for consistency across various perks.
  • Fixed an issue where a certain companion in a specific ruin was not granted the proper Vampire perks after turning.
  • Fixed an issue where a certain companion was not using the correct dialogue in Harronwell Manor.
  • TurnToVampire lua will now correctly grant the actor the Feed action if they don't already have it.
  • Fixed a few typos in the Forest events pack.


New Content

  • Added Bedale & Denham tiles.
  • Added a new arena in Denham (same requirements as Valetport).
  • Added a courier's outpost in Denham—you can now pick up deliveries to and from Denham.
  • Added a Bowyer in Valetport.
  • Added Denham's Merchants.
  • Added new Marsh-specific Events.
  • New passives: Exploration Range x increases the FOW tiles revealed by x.
  • New actor tag 'Monstrous': forces actors to follow a stricter, more biased progression when leveling up (SP converts to HP, PP is spent exclusively on tag-based perks, and any unspent PP converts into various combat bonuses).
  • Implemented the high tier Trinkets & Boots.
  • Added 65 new actions.
  • Added a new dialogue for the companion in Harronwell Manor.
  • Assigned regions to the currently implemented world map.
  • Added new shell command 'StartConversation'.
  • Added Vampire Hunters as roaming bands (vampires now have a chance to encounter them while traveling at night; losing to them triggers a random defeat scenario rather than a final death).
  • Bandit leaders now drop Grim Trophies, which can be exchanged with local authorities for coin and local fame.
  • Added Neutral Adventurer Bands that travel between towns.
  • Added Bounty Offices (King's Justice) across various towns to exchange Grim Trophies for positive fame.
  • New NPC interaction, Bond: requires Friend (rel. 35+); learn about the NPCs' past and backstory.
  • Added 30 unique backstories and their related background perks.
  • Added Barracks in Valetport, Ashwick, and Denham.
  • New Lua extensions: ThisEncounter, ThisEncounterResolve, ThisEncounterRewards, and ExchangeAll.
  • New & Updated Overworld Actions:
  • Diplomatic Exchange (cooldown 4 turns): Parley with a hostile band within 2 hex tiles to avoid an encounter.
  • Skirmish (cooldown 8 turns): Ambush a hostile band within 2 hex tiles for a chance at full rewards.


Balance

  • Multiple elemental damage stacks will now accumulate on the same target instead of replacing the previous one.
  • Updated the Ranged Weapons bonus actions.
  • Roaming Bands Tweaks:
    • Member levels are now more varied and scale in difficulty based on the Encounter Settings (Rabbit, Wolf, & Bear).
    • Roaming band levels are now capped based on the region.
    • Roaming enemies will avoid advancing toward the player's group if their leader's level is 2 levels lower than the PC party.
    • On Rabbit difficulty, the maximum number of roaming bands is 1 (this increases to 2 after completing the Fate of Companions quest).
    • Tweaked the spawn and band movement algorithms to prevent roaming bands from clustering.
    • Treating neutral bands with open hostility can provoke them into combat.
    • Hostile bands will engage neutral bands if they are nearby, increasing their notoriety and experience.


Quality of Life / Misc

  • Tweaked the Attack & Utility action highlighting algorithm to prevent certain enemies from being incorrectly untargetable due to terrain obstacles.
  • In the actor's editor:
    • Added a search field to find specific portraits.
    • Added a copy button to copy visible portrait names to the clipboard.
  • When the event randomizer selects the fallback event (where nothing happens), it is now presented in a more immersive way.
  • Expanded the HexTileEditor to allow the creation of regions on the world map.



08/02/25 # 0.6.43
  • Tweaked various game layouts.
  • Slightly increased the log size in the story UI.
  • Increased stash & description space & added icon filters for each slot category in the inventory UI.
  • Tweaked the buttons in the barter UI: when in loot containers, the "Loot All" button is more prominent and will now automatically close the container.
  • The camp action is now an overworld action and will not trigger if there are enemies within a 3-tile radius. Instead, a warning will be displayed.
  • The skip time button is now more prominent and is located in the former spot of the camp button.
  • Be careful when skipping time! You will now also skip turns, and enemies may spawn, move, and even attack you!
  • The currently taken action will now also be displayed in World & Downtime states to improve visual feedback of other actors' actions or when skipping time.
  • The loot from skirmishes does not include secret drops. (This is not a change, just something I forgot to mention in the previous patch notes.)
  • New Lua extension: ThisEncounterSpoils.
  • When resolving a skirmish, the spoils will now appear in a loot container.
  • After finishing a move, the fog of war is now revealed instantly instead of on the next move action.
  • Tweaked the chances for generating hostile & neutral bands.
  • Hostile bands can now get generated outside the town, even if the player is on one.
  • Adventurer bands can now fight back against the hostile bands and have an equal chance of victory.


10/02/25 # 0.6.45
  • Added a Combat Difficulty slider in the Settings UI. You can choose from 7 different settings, with a preview detailing the affected enemy stats.
  • Removed the Encounter settings from the Journal.
  • Added new settings for the number of Hostile and Neutral Bands that can spawn at a given time. The default is set to 2 for both.
  • While skipping time, you can now click the "Stop" button to interrupt the process. This will play one final turn before returning control to the MC.
  • While the player is safe in towns, hostile bands in the world will actively pursue and destroy other hostile bands based on their faction, getting stronger over time.
  • Updated most Bladed Weapons with new bonus actions.
  • Updated most Magical Weapons with new bonus actions.
  • Updated several Blunt Weapons with new bonus actions.
  • Added 32 new Actions
  • OnDefeat:ConversationId can be used as an encounter reward to trigger a specific defeat scenario instead of the generic one.
  • Losing to the Shadows in Emerald Basin will now trigger a custom defeat scenario. While it has ramifications, it is not a game over.
  • Losing to Dravienne's Coven in Llanford's Catacombs will now trigger a custom defeat scenario. While it has ramifications, it is not a game over.

Hotfix - 28/01/25 # 0.6.29

Hi folks, as expected after a large content update, we have our first hotfix. While it’s not directly related to the update, it addresses a serious issue that could potentially affect your party’s stats.

The problem involved moving actions with passives to other characters in your inventory, which could incorrectly deduct these bonuses—even if they weren’t equipped—resulting in penalties for the trading character.

This has now been fixed to ensure your party stats remain intact. Thanks for your patience and continued feedback!

Hotfix - 28/01/25 # 0.6.29
  • Fixed an issue where moving actions with passives to other characters in your inventory would unequip their bonuses, even if they weren’t equipped.
  • Fixed an issue that prevented transitioning to the Perks tab from the Journal tab during the character creation preview.
  • Fixed an issue in the Perk UI where actions were being previewed as the MC instead of the actor in focus, potentially leading to misleading efficiency estimates.
  • Fixed an issue where the MC was unable to talk to Ludo in his hideout after completing the new encounter.
  • Dismissing Ludo and Sheela from the party will now occur in the background to prevent confusion.

Ashwick Update is now Live

Hi folks,

Ashwick, the third major update, is now live on the public branch! This update brings a wealth of new content, features, and improvements to enrich your adventures.

While I’ve worked hard to ensure everything is as polished as possible, the scale of this update means there may still be a few lingering bugs—though hopefully nothing game-breaking. That said, the sheer number of changes and fixes far outweighs any minor issues that might be hiding in the shadows. And what better way to uncover them than by sharing the update with everyone? ^^

If you missed the preview post, here’s a quick overview of what’s new:

First off, the Hollow Prize storyline now has a proper conclusion—no more cliffhanger! You can pick up right where you left off at tile 22,31. Forest tiles now include plenty of new events, and you’ll find unique urban events for Friend NPCs. On that note, Friend NPCs can now become Lovers.

NPC interactions have been significantly expanded. You can now spar with them, pick their pockets, or even team up for a heist. If your bond is strong enough, you can recruit them to join your party.

In camp, new interaction options allow you to deepen your connection with companions—connections that might just make the difference between life and death for some of them.





I’m also introducing Werewolves as a playable species. They come with unique traits, including immunity to vampirism.





You’ll also find new job options, from running errands and delivering letters to more clandestine tasks that come with their own rewards.



Arena fights now grant ranks that unlock tougher challenges and better rewards. For top-tier gladiators, there’s even a new arena in Valetport.

Beyond that, this update adds 118 new perks, 37 new actions, a host of tweaks and fixes to improve the overall experience, and introduces more combat encounters to keep things fresh and engaging.







Balance remains a work in progress and will continue to evolve throughout early access. If you encounter any perks that feel too lackluster—ones you’d never consider purchasing even if they fit your build—or any actions that seem too overpowered or underwhelming, please let me know! Your feedback is invaluable, and I’ll always take the time to consider and reflect on it.

I’m also curious to hear your thoughts on the new features. Are there any updates or additions you’re particularly enjoying? Or perhaps some that you feel could use a bit of tweaking? I’d love to hear your feedback!

There’s a lot to dive into, so I hope you enjoy exploring all the new features in Ashwick! Thank you for sticking with me on this journey!

The patch notes below may contain light spoilers, so let's hide them behind the updated Roadmap!



[h2]Patch Notes - 27/01/25 # 0.6.27 [/h2]

[h2]Bugfixes[/h2]

  • Fixed an issue that prevented a Reyla scene from triggering in Harronwell Manor.
  • Fixed an issue with the Perks and Inventory buttons not working while in the Journal.
  • Fixed an issue that allowed movement to tiles occupied by dying actors.
  • Fixed an issue preventing several Urban events from appearing.
  • Fixed an issue where certain scrolling containers jumped directly to the bottom of the list.
  • Fixed an issue in the Relationships overview where Thrall NPCs didn’t display "Thrall" as their status.
  • The "clear" filter in the perks editor now works correctly.
  • Recruitment options for friend or lover random NPCs will no longer appear if they are already recruited.
  • The option to recruit a friend random NPC now correctly checks if you can afford it.
  • Fixed an issue where the Health and Defense indicators were unintentionally scrollable.
  • Fixed an issue where the Lizardfolk portraits could be selected by male characters.
  • Fixed an issue where loading during certain conversations that updated quests could cause quests to skip stages, potentially breaking the quest.
  • Fixed an issue where the Lua Wound effect was incorrectly adding HP instead of subtracting it.


[h2]New Content[/h2]

  • Added a conclusion after "Hollow Prize" to make it less of a cliffhanger and more of a proper ending. Existing characters can now resume from "Hollow Prize" at tile 22,31.
  • The "Allow:Defeat" option can now be used as a story band reward in bands with conversations, enabling defeat scenarios instead of a game over.
  • Added a list in the Character Sheet showing all actor modifiers granted by perks and equipment.
  • Added 21 new events specific to Forest tiles.
  • Added new Urban events specific to Friend NPCs.
  • Friend NPCs can now advance to Lovers.
  • Trades and Tasks: As you journey through the world, you'll now encounter opportunities to take on various trades and tasks to earn your keep. These range from respectable occupations, such as delivering messages or running errands, to more clandestine pursuits, like burglary or smuggling. Each task you complete will contribute to improving your skill and reputation in that trade. (See the Codex entry for more details.)
  • Additional NPC Interactions (Based on Relationship Level):

    • Most interactions can occur once per day.
    • *General Interactions**:
    • Introduction: Stranger → Acquaintance; increases Rel.
    • Small Talk: Acquaintance & Rel. 5+; increases Rel.
    • Trade: Rel. 10+; allows trading.
    • Run Errands: Acquaintance & Rel. 15+; earn 10–30 Farthings, increases Rel.
    • Listen: Friend & Rel. 35+; increases Rel.
    • Spar: Friend & Rel. 40+ & Warfare 2+ & NPC Warfare 2+; increases Rel.
    • Duel: Rival & Warfare 2+; increases Rel.
    • *Romantic Interactions**:
    • Flirt Options: Lover & Rel. 50+; increases Rel.
    • Break Up: Lover; lose Rel., reverts to Acquaintance, ends Romantic interest.
    • *Shady Interactions**:
    • Pickpocket: Rel. 10- & Subterfuge 2 & Not Wary; roll Subterfuge (Easy): pickpocket or lose Rel., Fame, and make NPC Wary.
    • Join a Heist: Friend & Rel. 45+ & Subterfuge 4+ & NPC Subterfuge 2+ & Not Wary; roll Subterfuge (Moderate): earn Farthings, increase Rel., or lose Rel., Fame, and make NPC Wary.
    • Blackmail (Scandalous Letter): Rel. 5–15 & Letter & Not Wary; roll Coercion (Easy): lose Rel. & Letter, NPC becomes Wary, earn 175–300.
    • Con (Treasure Map): Rel. 5–15 & Map & Not Wary; roll Diplomacy (Moderate) or Subterfuge (Easy): lose Rel. & Map, NPC becomes Wary, earn 275–450.
    • Con (Old Treasure Map): Rel. 15–30 & Map & Not Wary; roll Diplomacy (Moderate) or Subterfuge (Hard): lose Rel. & Map, NPC becomes Wary, earn 375–650.
    • *Recruitment** (Recommended new Game):
    • Recruit (Friend): Friend & Rel. 40+ & Not Wary & 750 Farthings & NPC Level ≤ PC Level; NPC becomes party member.
    • Recruit (Lover): Lover & Rel. 90+ & Not Wary & NPC Level ≤ PC Level; NPC becomes party member.
    • Dismiss a recruited NPC. They will remain as friends or lovers and can be recruited again later. To move them to reserves or back into the party, you can use the party management option instead.
  • New Lua extensions:

    • Pickpocket: The MC pickpockets a random amount of farthings from the target.
    • Earn: The MC earns a specific or random amount of farthings.
    • Job: The MC earns a random amount of farthings based on a skill/job and the town size.
    • Wound: The actor loses temporarily HP down to 1.
    • LogNPCActivity, log an activity specific to an NPC
    • HasNPCActivity, checks for an activity specific to an NPC
  • Added werewolves as a playable species.
  • Werewolves now have the trait Immune to Vampirism (cannot turn into vampires; requires a new game).
  • Vampires and dhampirs now have the trait Immune to Lycanthropy (cannot turn into werewolves—reserved for future updates; requires a new game).
  • Oscultari have both immunities.
  • Added 118 new perks (dual-skill perks, species/heritage-specific perks, and companion-specific perks).
  • Added 37 new actions.
  • Fighting in arenas now grants gladiator ranks, which affect the arenas you can access, the difficulty of the fights, and the rewards.
  • The arena in Llanford now accepts gladiators up to rank 10.
  • Talking to recruited random NPCs in the camp will now display their interaction options.
  • Introduced an initial framework for companion interactions during camp time. This includes role-playing interactions based on relationship levels and the ability to assign camp duties.
  • New Points of Interest/Opportunities/Encounters:

    • Llanford's Windmill: The old mill has been overtaken by bandits.
    • You can now pick up and deliver correspondence at the postal offices in Llanford, Heygrove, Keywick, Ponthill, Valetport, and Ashwick.
    • Added a new arena in Valetport (requires a gladiator rank of 10+ to fight; betting costs 300 farthings).
    • Added a new encounter with Lizardfolk in Taymoor Marsh.
    • Unlocked a previously inaccessible door in the Llanford Arena's catacombs.
    • Added an encounter before reaching Ludo's Hideout.
    • Added a supplies chest inside Ludo's Hideout.
    • Added additional scenes with Olivia after she becomes a lover.
    • Thalia fulfills her promise to visit you at the Golden Sparrow.


[h2]Misc Improvements[/h2]
  • Restricted setting Camp to once per day.
  • Acquaintance and Friend events are now unique.
  • Expanded NPC generator:

    • Assigns Physiology & Heritage perks if applicable. (Requires new Game)
    • Galdorak & Oscultari portraits will be assigned only to Galdorak & Oscultari NPCs.
  • Roving bands will no longer follow into towns but will now persist while the MC seeks refuge in them.
  • Made miscellaneous tweaks to Jocelyn's introduction and questline for werewolf characters.
  • Updated several graphics with improved versions.
  • The "Allow:Defeat" option can now be used as a story band reward in bands with conversations, enabling defeat scenarios instead of a game over.
  • Arena in Llanford now accepts gladiators up to rank 10.
  • Betting costs for Valetport Arena set at 300 farthings.
  • Disabled the dialogue trade option for recruited NPCs, as item exchange can be done freely through the Inventory UI.
  • Added a button in the Perk Editor to automatically (attempt to) generate descriptions based on the perk benefits.
  • Added the option to read your journal immediately after receiving it from Ennathil.
  • Added a different SFX for Successful & Failed checks.
  • Updated Unity Engine to 2022.3.56f1.


That's all folks, if you have any questions let me know in the comments below!