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Erannorth Renaissance News

Expanded Storyline, QoL additions and Bugfixes.

Hi folks,

The first major content update is now live for everyone! You can safely continue the story from your most recent save, but I highly recommend starting a new game to experience the changes fully.

Since the patch notes contain minor spoilers, let's hide them below the roadmap for the next content update. We'll be talking about what's coming next in more detail at a later time.

Thank you all for your continued support, and have fun!



Content Update 1 - 16/09/24 # 0.5.65


Bugfixes

  • Fixed an issue where the fullscreen toggle in settings was not working correctly.
  • Resolved a problem with Push and Pull effects that could occur when there was no tile available to pull or push to.
  • Addressed an issue where unlocking Anya as a companion after concluding the "Return to Emerald Basin" quest could lead to inconsistencies if she was already in the party during the Taymoor events. Anya will now fully unlock after the Ruins events. (Will apply to new games.)
  • Summons will now properly clear all their conditions and cooldowns.
  • Fixed an issue where summons could, in certain cases, occupy tiles occupied by other actors.
  • Corrected a bug where actors moving through composite actions could, in certain cases, occupy tiles occupied by other actors.
  • Fixed issues with Lua extensions `LocalFame` and `GetLocalFame`.
  • Fixed a bug in Llaford's Arena where betting on either Shadow Serpents or the Iron Wolves and winning wouldn't result in receiving any money.
  • Addressed an issue where the Perks & Inventory buttons weren't visible in the Journal or Relationships screens.
  • Fixed several issues with the "Skip Introduction" option at Ennathil's Camp, which previously skipped initializing the Main Quest and providing the player's journal. (This fix applies only to new games.)
  • Fixed an issue in multi-inventory or barter transactions where setting the slider to 0 could clone or give free items.
  • The playtime display now includes days, preventing it from resetting if the character has more than 24 hours of playtime.
  • Fixed an issue in the Actor Inspector where the same resistance icons were displayed twice in certain cases.
  • Updated the narrative in the "Return to Emerald Basin" quest to address several inconsistencies in the flow.
  • Improved the narrative in Ludo's hideout to correct inconsistencies and enhance the overall flow.
  • Refined the narrative when asking Olivia about your companions to fix inconsistencies and improve the flow.
  • Improved the narrative in Taymoor ruin to fix a few inconsistencies and improve the flow.
  • Turning into a Vampire will properly give the Vampire Physiology perk automatically.
  • Fixed a cleanup issue where the old town population would partially persist in new games when starting on top of an active character, and then appear in towns as placeholder icons.
  • Fixed an issue where actions could target already dead or dying actors instead of the living actor in the same tile.
  • Fixed an issue with Fog of War not resetting after starting a new game on top of an active character.


Balance Changes

  • Summons will now properly clear all their conditions and cooldowns.
  • When an actor is stunned, afraid, or dominated by another actor, they gain a temporary resistance to that specific effect. This resistance lasts for the duration of the effect plus 2 turns.
  • Nocturnal characters, such as Vampires, gain 1 HP per world turn while traveling under the night and lose 1 HP per world turn while traveling during the day on the open-world map. However, the HP loss during daytime travel cannot drop their HP below 1. This affects all Nocturnal party members.
  • Certain mounts, like the Elegant Carriage, prevent this life loss for the entire party.
  • The rest sequence changes if the Party Leader is Nocturnal. Instead of setting the next day’s hour to 7:00, it sets it to 19:00.
  • Galdorak enemies will now benefit from the new Galdorak Physiology & perks.
  • Custom characters begin the game with 1 Perk Point.


QoL Improvements

  • Codex entries are now ordered alphabetically.
  • Any active tile info tooltips will now be immediately destroyed after switching states, such as when accessing the inventory.
  • While auto-equipping NPCs, dual-wield weapons will now automatically be equipped if available.
  • Optimized the fog of war tiles to improve performance on the World Map for lower-end systems.
  • For characters other than the MC, the Journal & Relationships button will now be disabled instead of invisible for better UI consistency.
  • Saves can now be sorted alphabetically or chronologically.
  • Perks requiring two skills will now display both skill icons.


New Content

  • New mechanic Corruption: Certain choices can increase you character's Corruption. Corruption reflects a character's moral decay and increasing inclination toward malevolent or self-serving actions. Corruption is partially implemented at this point, and certain choices will increase or reduce it.
  • Expanded the Taymoor Ruins to include the aftermath of the encounter with Reyla and the quest states that continue the story.
  • If you have already played the Taymoor Ruins encounter with Reyla, you can use the Abandoned Campsite in tile (35,48) adjacent to the ruins to continue the story. You don't need to do that, if you haven't played the Taymoor Ruins yet.
  • Added two Main Quests: Destinies & Agent of Darkness. The content of Update 1 will end when either of these two quests is completed and continue in Update 2.
  • You also have the option to abandon your companions and Reyla's pursuit, which will conclude the story for now.
  • Added new Physiology perks:
  • Ghoul & Tainted Physiologies
  • Galdorak Physiology and associated perks.
  • Added 5 Vampire Bloodlines (the initial Bloodline perk, more perks to each bloodline will be added in future updates.)
  • Added new companions: Rukhan & Marie
  • Added new Thrall companions: Brawn & Tricks. Thrall companions are similar to regular companions but do not assist in passing specific checks, even if they are present.
  • Added the villages of Heygrove and Keywick.
  • Introduced new mounts; you can purchase a horse from Edgar in Heygrove or Trevor in Keywick.
  • Expanded the in-game Codex with additional terms.
  • Added 6 Steam Achievements.
  • Added new Lua extensions:
    • 'Town' checks which town the player is in.
    • 'TownSize' checks the settlement size, where 1 is a village, 2 is a small town, 3 is a town, etc.
    • 'QuestNotStarted' checks if a quest has been started.
    • 'StartTimer' starts an activity timer.
    • 'CheckTimer' checks if an activity timer is active.
    • 'DismissAllPermanently' dismiss permanently all the party members.
    • 'Chance' checks vs a fixed chance
    • 'Corruption' adjusts the MC's corruption stat.
    • 'HasRole' check if any party member of a certain role exists.
    • 'UseRole' set as conversant the party member that best fits a role.


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

Content Update 1 (Preview) - Expanded Storyline, QoL additions and Bugfixes.

Hi folks,

I have a few more things planned for Update 1, but these additions won’t impact the main quest. Depending on your chosen path, the next part of the story and new main quests are ready to play now. If you’d like to get ahead and try the latest build, 0.5.60, you can find it in the beta branch (instructions below). But remember that some elements may change in the final update when it’s released later this month. You can continue with your old saves or start a new game, to experience a few additional fixes and improvements.

Beta Access

The beta is available on the Steam beta branch, no password needed!

  • Right-click on 'Erannorth Renaissance' in your Steam Library.
  • Select 'Properties'
  • Go to the 'Betas' tab.
  • In the dropdown menu, choose the 'beta' branch.
  • Steam will then download the beta version. Launch the game, and you're ready to explore!


The full update is planned to launch for everyone before the end of September. I appreciate your patience and look forward to hearing your feedback on the beta! With your help, I hope we can identify any major issues before the main release.

The patch notes below may contain light spoilers.

Patch Notes - 04/09/24 # 0.5.60 (BETA BRANCH)


Bugfixes

  • Fixed an issue where the fullscreen toggle in settings was not working correctly.
  • Resolved a problem with Push and Pull effects that could occur when there was no tile available to pull or push to.
  • Addressed an issue where unlocking Anya as a companion after concluding the "Return to Emerald Basin" quest could lead to inconsistencies if she was already in the party during the Taymoor events. Anya will now fully unlock after the Ruins events. (Will apply to new games.)
  • Summons will now properly clear all their conditions and cooldowns.
  • Fixed an issue where summons could, in certain cases, occupy tiles occupied by other actors.
  • Corrected a bug where actors moving through composite actions could, in certain cases, occupy tiles occupied by other actors.
  • Fixed issues with Lua extensions `LocalFame` and `GetLocalFame`.
  • Fixed a bug in Llaford's Arena where betting on either Shadow Serpents or the Iron Wolves and winning wouldn't result in receiving any money.
  • Addressed an issue where the Perks & Inventory buttons weren't visible in the Journal or Relationships screens.
  • Fixed several issues with the "Skip Introduction" option at Ennathil's Camp, which previously skipped initializing the Main Quest and providing the player's journal. (This fix applies only to new games.)
  • Fixed an issue in multi-inventory or barter transactions where setting the slider to 0 could clone or give free items.
  • The playtime display now includes days, preventing it from resetting if the character has more than 24 hours of playtime.
  • Fixed an issue in the Actor Inspector where the same resistance icons were displayed twice in certain cases.
  • Updated the narrative in the "Return to Emerald Basin" quest to address several inconsistencies in the flow.
  • Improved the narrative in Ludo's hideout to correct inconsistencies and enhance the overall flow.
  • Refined the narrative when asking Olivia about your companions to fix inconsistencies and improve the flow.
  • Improved the narrative in Taymoor ruin to fix a few inconsistencies and improve the flow.


Balance Changes

  • Summons will now properly clear all their conditions and cooldowns.
  • When an actor is stunned, afraid, or dominated by another actor, they gain a temporary resistance to that specific effect. This resistance lasts for the duration of the effect plus 2 turns.
  • Nocturnal characters, such as Vampires, gain 1 HP per world turn while traveling under the night and lose 1 HP per world turn while traveling during the day on the open-world map. However, the HP loss during daytime travel cannot drop their HP below 1. This affects all Nocturnal party members.
  • Certain mounts, like the Elegant Carriage, prevent this life loss for the entire party.
  • The rest sequence changes if the Party Leader is Nocturnal. Instead of setting the next day’s hour to 7:00, it sets it to 19:00.
  • Galdorak enemies will now benefit from the new Galdorak Physiology & perks.


QoL:

  • Codex entries are now ordered alphabetically.
  • Any active tile info tooltips will now be immediately destroyed after switching states, such as when accessing the inventory.
  • While auto-equipping NPCs, dual-wield weapons will now automatically be equipped if available.
  • Optimized the fog of war tiles to improve performance on the World Map for lower-end systems.
  • For characters other than the MC, the Journal & Relationships button will now be disabled instead of invisible for better UI consistency.
  • Saves can now be sorted alphabetically or chronologically.
  • Perks requiring two skills will now display both skill icons.


New Content

  • New mechanic Corruption: Certain choices can increase you character's Corruption. Corruption reflects a character's moral decay and increasing inclination toward malevolent or self-serving actions. Corruption is partially implemented at this point, and certain choices will increase or reduce it.
  • Expanded the Taymoor Ruins to include the aftermath of the encounter with Reyla and the quest states that continue the story.
  • If you have already played the Taymoor Ruins encounter with Reyla, you can use the Abandoned Campsite in tile (35,48) adjacent to the ruins to continue the story.
  • Added two Main Quests: Destinies & Agent of Darkness. The content of Update 1 will end when either of these two quests is completed and continue in Update 2.
  • You also have the option to abandon your companions and Reyla's pursuit, which will conclude the story for now.
  • Added new Physiology perks:
  • Ghoul & Tainted Physiologies
  • Galdorak Physiology and associated perks.
  • Added 5 Vampire Bloodlines (the initial Bloodline perk, more perks to each bloodline will be added in future updates.)
  • Added new companions: Rukhan & Marie
  • Added new Thrall companions: Brawn & Tricks. Thrall companions are similar to regular companions but do not assist in passing specific checks, even if they are present.
  • Added the villages of Heygrove and Keywick.
  • Introduced new mounts; you can purchase a horse from Edgar in Heygrove or Trevor in Keywick.
  • Expanded the in-game Codex with additional terms.
  • Added new Lua extensions:
    • 'Town' checks which town the player is in.
    • 'TownSize' checks the settlement size, where 1 is a village, 2 is a small town, 3 is a town, etc.
    • 'QuestNotStarted' checks if a quest has been started.
    • 'StartTimer' starts an activity timer.
    • 'CheckTimer' checks if an activity timer is active.
    • 'DismissAllPermanently' dismiss permanently all the party members.
    • 'Chance' checks vs a fixed chance
    • 'Corruption' adjusts the MC's corruption stat.
    • 'HasRole' check if any party member of a certain role exists.
    • 'UseRole' set as conversant the party member that best fits a role.


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

Development Journal - A Quick Progress Update

Hi folks,

The first major content update for Erannorth Renaissance is coming along really well, and everything is on track according to my projections. Starting today, I'll finally take a short summer break to enjoy some much-needed time with my wife and kids. When I return, I'll resume work refreshed.

While I can't give you a definite release date for this update, I'm aiming for September.

It's hard to give you many details without spoiling things, but I can share that the new update will double the current map, taking you to the villages of Heygrove and Keywick and into the next chapter of our story. Since the story has already branched out significantly at this point, you'll be able to continue with either branch.



You'll encounter new characters, get to know old characters better, discover new equipment, perks, and actions, and potentially recruit two new Companions. In addition to the new storyline and region to explore, there are also new interactions with NPCs, new random events, and several improvements and fixes to enhance your gameplay experience.

Thank you for your continued support and enthusiasm for Erannorth Renaissance. I can't wait to share this new chapter with you!

The following screenshots contain minor spoilers about what lies ahead, so let's hide them below the roadmap of the next update. ;)













Hotfix - 02/08/24 # 0.5.46

Hi folks,

This patch fixes a few serious issues and annoyances you may encounter while playing the game, so it is highly recommended to update to this version. You can read more details in the patch notes below. Have a great weekend!

Hotfix - 02/08/24 # 0.5.46

  • Giving all stacks of an item to a companion could incorrectly unequip the current item of the same category, even if it wasn't the one you were giving.
  • During bartering: Fixed an issue that could incorrectly unequip the equipped items while trading items of the same category.
  • Fixed a potential combat blocker that could occur if the enemy was killed during their turn from their damage.
  • Enemies dying from damage will no longer continue their turns as if nothing happened.
  • Changed the logic in the flashback induced by Ludo's ritual to make it less prone to errors if you save during this conversation. However, this change will apply to new games or saves before this story beat.
  • Fixed an issue where defeating enemies with Parley could give the actor an extra turn.
  • Summons could potentially not clear previously delayed conditions, causing them to come into play with one less AP.
  • Added a supplement to the Summons description that summons of the same name are unique actors, and only one can exist on the battlefield.
  • Added entries for several action effects missing from the Codex.

QoL Improvements, Ultra-Wide Resolution fixes, and Enemy AI Improvements

Hi folks,

Thank you all for your reports, feedback, and overwhelming support as we embark on this journey. Since the release and throughout the various hotfixes, I've been noting your feedback and suggestions. This first community patch is dedicated to everyone who took the time to make suggestions and report issues. If your suggestion isn't included yet, don't worry—it'll likely be in a future patch.

This patch focuses on improving your quality of life as you explore the world, battle enemies, and uncover the mysteries within. There are also key balance adjustments and bug fixes to enhance your experience. If all goes well and no pressing bugs arise that need immediate attention, the plan is to start working on the first content update, which will take a few weeks to complete. Of course plans never go well, so you'll probably hear from me sooner.

In the meantime, have fun and enjoy the game! Let me know your thoughts or if you encounter any issues.

Without further ado...

[h2]Patch 0.5.45 - 31/07/24[/h2]

Bug Fixes
  • Various UI fixes for 21:9 and 32:9 resolutions. The game should now work correctly in those resolutions. Smaller bits may not, so, let me know to fix them too.
  • Fixed blueberries and raspberries having their effects set to 0 magnitude.
  • The tile label for Ludo's Hideout was visible when hovering over the tile before discovering his hideout.
  • Fixed a few dialogue script functions with the wrong parameters, causing exceptions during these choices.
  • Fixed a potential combat blocker if you stunned your character during their turn.
  • Inducing fear in your character (e.g., with Tactical Retreat) will automatically end their turn.
  • Actors will exclude themselves from being potential targets after completing a composite action (Move + Attack).



Balance Changes:

  • Slightly buffed the damage of Wolf Lyn during the tutorial encounter.
  • Improved Enemy AI. They can now summon Allies and are better informed about whether their actions are beneficial or harmful. So forget about them being nice and healing you!
  • Added a few additional Physiologies for various enemies, giving them a few additional traits suitable for their type. ie. Skeletons are now highly resistant to Bleed and Poison, etc. Chronicles fans will notice that I am taking it very easy on the resistances, don't fret, future equipment will make those who wear it much harder to affect, including of course your enemies.
  • Miscellaneous improvements to the Random Enemy generator.
  • Random enemies will now receive a random heritage.
  • Random enemies will properly invest their SP and PP to enhance their preferred skills before combat.
  • Random enemies will now have more actions based on their perk assignments.
  • Random enemies will carry various items based on their net worth. Some of these items may be in good condition and lootable after you defeat them, but not everything they own.
  • Random Human enemies have a small chance to instead be Demi-humans ie. Half-Elves or Dhampirs.


Quality of Life Improvements:

  • You can now pan the maps with the WASD keys.
  • Clicking on a portrait actor in the Turn Order widget will now center on them and show their details.
  • Added a button in the Journal's Location section to center the world map and highlight the inspected location's tile. This functionality is available if your character is currently on the world map, not in combat, downtime, or conversation.
  • The ESC key will now function as the 'X' button, allowing you to close windows such as the Inventory or Journal and return to your previous activity. If no other screen or activity is active, pressing ESC will take you to the Main Menu.
  • The Quickloot button after combat will also automatically loot any resource nodes, provided you have the proper tools.
  • Actor Details panel improvements.
  • The actor details panel in combat now has a Character Sheet button (helmet) that lets you view an actor's full character sheet, including their inventory and perks.
  • Also added a shortcut button to view their inventory directly (backpack).
  • Any native resistances the actor has, e.g., in Bleed, will also be displayed there with an infinite duration.
  • Status with Magnitude ie. Bleed will also display their magnitude on the status icon.
  • When viewing enemy characters' Sheets you can now cycle through all the members of the hostile party. Summons will appear individually.
  • You can now sell items at a loss, if you wish. The difference in price will be converted to a gift, which may increase your influence with the NPC you are trading with.
  • Choosing to skip the introduction will also award you the items in Ennathil's storage crate.
  • After applying the settings, the panel will automatically close.


Modding Additions

Modders can now expand the species and heritage selection while creating custom characters with their own species and heritages. Any physiology or heritage trait with a rank of 0 will automatically be added. For example, if you want to make Werewolf Physiology available to the player character, set its rank from 1 to 0.