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Erannorth Renaissance News

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.

Hotfix - 06/12/24 # 0.5.91

Hi folks,

This hotfix resolves a random issue that could occasionally prevent you from targeting enemies, even when they were legal targets. It also addresses a problem with movement highlighting that sometimes blocked access to legal tiles.

While I’ve done my best to thoroughly test the updated methods, these changes affect a critical part of the combat system. If you encounter any issues or notice anything unusual, please let me know.

[h2] Patch Notes - 06/12/24 # 0.5.91[/h2]
  • Fixed an issue in the Sunken Temple where a certain branch wasn’t properly concluding the quest.
  • Fixed an issue with action targeting, where legal targets were sometimes not highlighted.
  • Fixed an issue with movement highlighting where legal paths were sometimes not shown.
  • Fixed a potential issue when changing Dreya’s portrait.
  • Increased the net worth of NPC actors per level.
    • Enemy NPCs will now have better equipment, making them more challenging to fight but also offering better rewards.
    • Friendly (non-merchant) NPCs will have better equipment available for trade.