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The Ashwick Update is now live in the Beta Branch

Hi folks,

The 3rd major update for Erannorth Renaissance is ready and live in the beta branch—feel free to jump in and try it out, no password needed! If all goes well and no game-breaking bugs pop up, the patch will be available for everyone by mid-February.

This update is packed with new content and improvements I’m really excited to share:

  • First off, I’ve added a proper conclusion to Hollow Prize, so it’s no longer a cliffhanger—you can pick up where you left off right at tile 22,31.
  • There are now 21 brand-new events for Forest tiles, along with unique Urban events for Friend NPCs. And yes, Friend NPCs can now become Lovers!
  • I’ve also expanded NPC interactions with lots of new ways to engage, from sparring to shadier activities like pickpocketing or joining a heist. And if you’ve built up a strong enough bond, you can now recruit NPCs to join your party.
  • Werewolves are now a playable species! They’re immune to vampirism (naturally), and vampires, dhampirs, and Oscultari have similar immunities for lycanthropy.
  • Trades and tasks are now a thing—you can earn your keep by taking on various jobs, whether it’s something straightforward like running errands, carrying letters, or more dubious pursuits.
  • Arena fights now grant ranks that open up tougher challenges and better rewards, and I’ve added a new arena in Valetport for high-ranking gladiators.
  • There’s so much more, from 67 new perks to 25 new actions, and a bunch of tweaks, fixes, and under-the-hood improvements. As always, your feedback is invaluable, so let me know if you run into anything or have suggestions.


Thanks for sticking with me on this journey—I hope you enjoy the update as much as I enjoyed putting it together!

Starting a new game is highly recommended due to structural changes in tiles, companions, and story events to avoid any lingering bugs from the previous version. But you can still resume from an older save.

The patch notes below may contain light spoilers.

[h2]Patch Notes - 24/01/25 # 0.6.25 [/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.


[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.
  • 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.
  • 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 67 new perks (dual-skill perks, species/heritage-specific perks, and companion-specific perks).
  • Added 25 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.
  • 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.


[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.
  • Updated Unity Engine to 2022.3.56f1.


[h2] Patch Notes - 26/01/25 # 0.6.26[/h2]

  • 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.
  • Added the option to permanently 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.
  • Talking to recruited random NPCs in the camp will now display their interaction options.
  • 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.
  • Fixed an issue where the Health and Defense indicators were unintentionally scrollable.
  • 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.
  • Added 51 new perks (total in Update 3 = 118)
  • Added 12 new Actions (total in Update 3 = 37)
  • New Lua Extensions:
    • LogNPCActivity, log an activity specific to an NPC
    • HasNPCActivity, checks for an activity specific to an NPC


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

  • 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.
  • Added an encounter before reaching Ludo's Hideout.
  • Added a supplies chest inside Ludo's Hideout.
  • Added the option to read your journal immediately after receiving it from Ennathil.
  • Added additional scenes with Olivia after she becomes a lover.
  • Added a different SFX for Successful & Failed checks.
  • Thalia fulfills her promise to visit you at the Golden Sparrow.
  • Fixed an issue where the Lua Wound effect was incorrectly adding HP instead of subtracting it.
  • Changed the Narrator (again).


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

Development Journal - More Details on the Ashwick Update

Hi folks,

The next update is just around the corner! Let’s call it the "Ashwick" update, and I’m excited to share what’s coming to the world of Erannorth Renaissance. Expected to arrive mid to late February, this update brings new content and features to enhance your experience. So, let’s dive into the details!

A Story Reaches Its Conclusion

So far, the content updates have been about setting the foundation of the game’s story—building the world, the "players," and the web of choices that shape your journey. With this update, all the story branches come together in a satisfying conclusion.

Think of it as the end of the first book in a trilogy: not the final word on the tale, but a meaningful and conclusive resolution to the arcs you’ve been shaping. It’s a moment to reflect on the choices you’ve made and the impact they’ve had on the world.



What’s Next for the Story?

While this update ties up many loose ends, it also sets the stage for what’s next. Future updates will ask a simple yet exciting question: What if you could write the second book? What would the story be? My plan is to give you new quests and emergent content to explore these possibilities. The choices you’ve made so far will ripple forward, shaping the next chapter of the story in meaningful ways. Who is alive and who isn’t will also play a pivotal role, as their survival—or absence—directly changes the world around you, opening new paths or closing others entirely.



A More Lively World

The focus of this update—and those to come—is to bring even more life into the world of Erannorth Renaissance. My goal is to make the experience richer and more immersive by adding:

  • New opportunities to explore the world and uncover hidden stories.
  • NPCs with their own goals and motivations to interact with.
  • More thrilling fights and challenging combat scenarios.
  • A variety of new perks, items, and customization options to fine-tune your character.


This enhanced vibrancy extends across the regions you’ve explored, and there’s even more planned for the areas you know and love. The world map you can explore is already quite large, spanning Llanford, Heygrove, Taymoor, Keywick, Valetport, Ponthill, and Ashwick. While I plan to expand the map in the future, I’ll also be revisiting each of these areas with new quests and opportunities. These additions will encourage you to travel between regions and experience them in a fresh, new light.





It’s worth mentioning that Ponthill and Ashwick were introduced earlier than planned in the previous hotfix, which also brought some of this update’s content—like new heritages and species—forward prematurely.



What’s in the New Update?

Ashwick update brings a wealth of new content to explore. Over 20 fresh events introduce impactful choices that shape your path, while new combat maps and tougher fights will put your tactics to the test. You’ll discover unique items to enhance your playstyle and unlock new strategies, along with additional customization options to make your characters truly yours. NPC interactions have been expanded, offering new dialogue options, quests tied to their personal agendas, and dynamic responses to your actions.



Whether you're drawn to the story, combat, or character-building, this update offers something for everyone.



Your Feedback Matters

As I continue to expand and refine the game, I’d love to hear from you! What do you want to see more of in Erannorth Renaissance? Are there specific kinds of quests, mechanics, or features you’re excited about? Your input will help shape the updates to come, so feel free to share your thoughts and suggestions.

Thank you for being a part of this journey. I can’t wait to hear what you think and see how you shape the future of the game!

Hotfix - 28/12/24 # 0.6.03

Hi folks, and happy holidays!

This small hotfix addresses some combat—and equipment-related bugs. You can read more details in the patch notes below.

[h2] Patch Notes - 28/12/24 # 0.6.03 [/h2]
  • Fixed an issue where combat would crash if your party members exceeded the designated spawn locations. Most maps are designed with six party members in mind. If the number of party members exceeds the available spawn tiles on a map for any reason, excess companions will now sit out the encounter. If this happens, the combat log will notify you of who stayed on the sidelines.
  • The code for unequipping a Ring or Amulet incorrectly handled it as a generic Trinket, which could cause various issues.
  • The code for equipping items with abilities that included passives did not apply those passives correctly.
  • Clicking on an actor's portrait in the turn order during post-combat exploration to select them as the active actor now automatically highlights the tiles they can move to.
  • The new movement algorithm introduced in 0.6.01 prevented movement through allied units. You can now move through allied units again.
  • Fixed an issue with Horn of Bragi's action effect not activating.

🎄 Merry Christmas, Erannorth Adventurers! 🎄

Hi folks!

As the holiday season unfolds, I wish you all joy, warmth, and epic adventures! I’ll be taking a short vacation to recharge, but rest assured, work on the 3rd major update for Erannorth Renaissance will resume shortly after.

In the meantime, enjoy today’s patch! It lays the groundwork for things to come and addresses a few pesky bugs. You can read more details below:

[h2] Patch Notes - 17/12/24 # 0.6.02 [/h2]

Bugfixes


  • Fixed an issue with Teleport Move actions not working when they had an AP cost.
  • Fixed an issue where replacing unstackable effects would partially replace the old effect, causing duplicate icons to appear in the initiative order portrait and actor details panel.
  • Fixed an issue with pathfinding allowing movement through blocking tiles when the movement range was increased due to passive bonuses.
  • Tags on non-companion/non-random NPCs weren’t properly saved. This didn’t have any adverse effects previously, as they weren’t used before, but they are now.
  • Fixed an issue where Resist and Resistance effects displayed a blank icon when used with the Caster or Adjacent keywords.
  • Fixed a potential exception issue on the world map when a hostile band was in range but unable to move to a tile near the player.


Misc improvements


  • Actors now follow the shortest tile-based path instead of moving in a straight line, making movement feel smoother.
  • Move actions now support the "Caster" keyword.
  • Composite keywords like Dispel, Resist, Resistance, etc., now also support the "Caster" keyword.
  • In Character Creation: Added arrows to cycle through the Species and Heritage options more quickly.
  • In the Perks Editor: Added a filtering field.
  • In Actions Editor: Filters now support range and cooldown.
  • Added the "Caster" keyword to "Self" actions to make it more apparent that even their negative effects apply to the caster.
  • Adjusted the balance of several actions. (Ongoing process)
  • Summon Actions now scale with the caster's level for bonus HP, up to 2 × their Rank.
  • Tweaked various codex entries for species and heritage lore.


New Content


  • New Passive Effect, Mourner’s Dirge +X: When an ally drops to 0 health, you immediately restore X HP.
  • New Character Creation Options:

    • Added the Oscultari Species, along with its Perks, Actions, and Codex entry.
    • Added the option to pick Galdorak as your species during character creation.
    • Added new Galdorak portraits.
    • Added the Aelvren Heritage, along with its Perks, Actions, and Codex entry.
    • Added the Outlander Heritage.
    • Added unique portraits for the Oscultari characters.
  • New Effect: Shapeshift – Allows the actor to change their form, stats, and actions to that of a different actor.
  • New Keyword Modifiers:

    • Adjacent Allies: For example,
    • Adjacent Allies Defense#0#4* applies Defense to all allied characters adjacent to the targeted tile.
    • Adjacent Hostiles: For example,
    • Adjacent Hostiles Dark Damage#0#4* deals Dark Damage to all hostile characters adjacent to the targeted tile.

  • Added a few new scenes and chat options with Olivia.
  • World Map Expansion: Implemented Ponthill and Ashwick locations. Nothing much to do there other than shopping.


Hotfix - 09/12/24 # 0.5.92

Hi folks,

Today’s hotfix addresses a blocker issue that could occur while exploring the Valetport Sewers, along with a few other fixes and tweaks I was working on at the time. The extra MBs in the update are due to rebuilding the combat map resources to include six new encounter maps. These maps will trigger based on the tile you’re exploring, adding more variety to your adventures.

Have fun, and let me know if you come across any other issues!

[h2] Patch Notes - 09/12/24 # 0.5.92 [/h2]

  • Fixed a blocker issue that could occur while exploring Valetport Sewers.
  • Fixed a visual glitch in the inventory and barter UIs that could happen when dragging was initiated while holding both mouse buttons simultaneously.
  • Fixed a warp hole in the map that allowed crossing into unimplemented areas.
  • Fixed a visual glitch that could occur when triggering encounters on water tiles.
  • The Lua extension "Recruit" now ensures there are no more than six active companions at once. Recruiting additional allies will automatically send any excess companions to your reserves.
  • Added six new random encounter maps for Forest, Woodlands, Plains, Hills/Highlands, Marsh, and Arid tiles.