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Erannorth Renaissance News

Valetport Update Preview - Wall of Text Edition and Beta Access Details

Hi folks,

The latest build, 0.5.89, is live on the beta branch and ready for testing! Anyone who wants to try it before the official release is welcome! This is our second major update (out of the nine planned) and includes a significant content expansion, continuing our main storyline, locations, recruitable companions, and plenty of new mechanics to explore.

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 in early December. With your help, I hope we can catch up and fix any major issues before then.

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:

How to resume an existing save?

The following steps aren't needed if you start a new game in this build, but only if you are continuing with a character from previous builds:

  • You can resume from an older save to follow up on the Agent of Darkness by visiting Harronwell Manor.
  • You can resume from an older save to follow up on Destinies by visiting the Merry Pixie inn in Heygrove.


What is the currently the status of the game?

The game has come a long way since its early access release, and now feels like a good time to take stock of where things stand and where they’re heading. Two of the planned nine major content updates are complete, and while significant progress has been made, there’s still plenty of work ahead.

Right now, the game features over 220,000 words—just counting the conversations. That’s the length of two hefty novels. On top of that, there are more than 1,000 items and actions helping to shape a detailed, immersive world. All the major story paths are wrapped up, with multiple endings that could easily close the book if this were just a traditional choose-your-own-adventure.

But Erannorth Renaissance is more than that.

The sandbox aspect sets this apart. The goal isn’t just to finish our story; it’s to use your choices in this story to shape the world, then step into that world and live with the consequences. And experience even more stories.

So, what’s next? There’s still work to do. The completed sections need more roleplaying options to give you greater freedom to shape your journey and your character.

Balancing remains an ongoing challenge. Some systems feel unpolished and need fine-tuning to create a more fair and engaging experience. The main story is progressing well, but many characters could use more depth. Relationships—whether friendships, rivalries, or romances—still feel underdeveloped.

Sidequests and sandbox elements also need attention. Once you’re on the main story’s path—or finish it—there’s not much else to do. Expanding these areas would give you more reasons to explore and engage beyond the main plot. Exploration itself could also use a boost. Every tile type should bring its own unique challenges and events, making the map feel more dynamic and exciting.

Interactions with random NPCs feel a bit one-dimensional right now. Adding meaningful exchanges, especially in romance and rivalry, would bring more life and variety to these encounters.

This update marks both a milestone and a step forward. I’m happy of how much has been accomplished so far, but I also see how much more can be done. With every update, the vision becomes clearer. Step by step, we’re getting closer to making this the truly immersive experience it’s meant to be.

The patch notes below may contain light spoilers.

[h2]Patch Notes - 28/11/24 # 0.5.88 [/h2]

Bugfixes
  • Fixed an issue where Sir Augustin's conversation in camp could incorrectly go to the wrong branch instead of the placeholder branch for the camp.
  • Fixed an issue where Janus could be recruited again from the barracks after the Taymoor Ruins events.
  • Fixed an issue where the Bloodline of Dominus choice did not grant the same perk to Reyla.
  • Entering a downtime area will clear the tile highlights from the previous downtime.
  • Fixed a few typos in various perks descriptions.
  • Fixed tense inconsistencies and missing quotation marks in dialogue where the main character was speaking in the first person.
  • Fixed an issue in TileInspector where activities or actors registered to older saves, and that no longer exist (due to being removed, renamed, or killed) could appear as the placeholder prefab (narrator icon).
  • Fixed some inaccessible nodes in Olivia's dialogue.
  • Fixed an issue in the method pooling randomized NPC events that could cause story NPCs to appear in them.
  • Fixed an issue in the entry randomizer method that could cause it to always display the first entry instead of a random one.
  • Added missing entries to the Codex.
  • Invalid actors and locations in the Tile Inspector are now properly destroyed instead of displaying placeholder icons.


Quality of Life (QoL)
  • Weapons will now indicate if they are 1H, 2H, or Dual Wield.
  • In the actions bar, added a tracker near the MC's portrait to display any unspent PP or SP.
  • Added a version history button in the save file's metadata. You can track the game version in which a file was created or updated, starting from version 0.5.66.
  • In Save/Load UI added a dropdown to filter your saves by character name.


Balance
  • Rebalanced several weapons and many combat actions.
  • Randomized events with Strangers are now flagged as unique and will no longer repeat.


New Content
  • Added the city of Valetport, including map tiles, locations, random NPCs, and merchants.
  • Continued the storyline in Valetport.
  • Added several possible conclusions based on your chosen path. One particular path ends in a cliffhanger for now (to be continued).
  • Revised journal entries for main and side quests (new games only).
  • Added new actions across all skills.
  • Introduced initial properties and bonus actions for various rings.
  • While ending the day in camp, you can now experience a variety of interactions with your companions (and/or with you), shaping your relationships.
  • You can now enter the renovated Harronwell Manor in Heygrove. Inside, there is a bed for resting and a door for exiting.
  • Added new conversations with Marie and Reyla in Harronwell Manor.
  • Introduced a new possible branch after exsanguinating Reyla in Harronwell Manor, whether intentionally or accidentally.
  • Added various potential conclusions for choosing to betray Reyla and rebel against her in Harronwell Manor.
  • Betraying Reyla unlocks the ability to recruit Jake, Jasmine, or Bobby Harronwell as companions.
  • Depending on your choices in Valetport, you may have the opportunity to recruit Karrick, Dreya, or Claire.
  • Added a couple of new intimate scenes.
  • While selecting your romance preferences in the journal, you now have an additional choice: retain the canon or break it, making yourself irresistible to the gender or genders of your choice.


Technical/Modding Additions

  • In the Actions editor, added a Linked Actions field to preview linked actions.
  • New Passive Benefits:
    • Enhanced Harvesting (Material) +1: Increases the yield and also satisfies the tool requirement to harvest this resource node.
    • Feint Defense +x: Increases the defense bonus of successful feint actions.
  • New Effect Modifier: Caster.
    • Syntax: 'Caster [Effect]:x' can be used to apply an Effect to the caster regardless of the target.
    • For example, 'Caster Accuracy:10' will give the caster a 10% accuracy boost, independent of the action's target.
  • New Action Effects:
    • Silver: Deals additional damage to undead or shapeshifter characters.
    • Lacerate: If the target is Bleeding, deals x damage per Bleeding stack and then removes all Bleeding stacks.
    • Blight: If the target is Poisoned, increases damage per Poison stack by +x, but each stack’s duration is reduced by x turns, down to a minimum of 1 turn.
    • Adrenaline: Apply Adrenaline Rush. Gain a free Move action this turn if you haven't used a free move yet.
    • Daze: Apply Dazed. Reduces the target's chance to hit and dodge for the duration of the effect. Each turn, there is a chance for the target to be stunned for 1 turn.
    • Destroy: If the target's current HP is less than or equal to a specified percentage of their maximum health, they die instantly.
  • New Lua Extensions:
    • RecordEvent: Marks that the player has seen a unique story or choice.
    • HasNotOccurred: Checks if a unique story or choice has not occurred.
    • HasOccurred: Checks if a unique story or choice has occurred.
    • Schedule: Schedules a story or activity for firing.
    • ShouldTrigger: Checks if a story or activity should fire.
    • Trigger: Marks a story or activity as triggered.
    • Planned: Checks if a story or activity was ever scheduled.
    • LockCompanionInParty: Recruits and locks a companion in the party.
    • LockCompanionInReserves: Dismisses and locks a companion in the reserves.
    • UnlockCompanion: Unlocks a companion (regardless if they are in the party or the reserves).
    • LockCompanion: Locks a companion (regardless if they are in the party or the reserves).
    • Enemy: Call to turn a former ally into an enemy before triggering an encounter with them.
    • Ally: Call to turn a former enemy or npc into an ally and add them to the reserves.
    • ActorRoll: All actors can now perform skill rolls, with outcomes of success or failure.
  • The following can also be used as requirement checks for showing up actors or activities:
    • Planned, !Planned & ShouldTrigger
  • Updated to Unity 2022.3.51f1.


[h2]Patch Notes - 29/11/24 # 0.5.89[/h2]

Bugfixes
  • Jocelyn's Bodice was incorrectly appearing for sale at merchants.
  • Fixed a potential blocker when referencing the manor during the conversation with Reyla in Harronwell Manor.
  • The Grand Bazaar interaction no longer remains open after completing its story.
  • Retrieving the lock box in the Grand Bazaar correctly completes the Whispers of Blood quest.
  • Defeating Reyla in the temple now correctly completes the Shadows of Valetport quest.
  • Marie's death is now correctly recorded in the Relationship panel after staking her.
  • Opening the Character Sheet immediately after changing party members no longer includes removed companions.
  • Fixed an issue where actor details sometimes appeared incorrect after moving on the overworld map.
  • During the Agent of Darkness quest, Reyla was incorrectly unlocked in the Reserves after departing for Heygrove.
  • Undead Physiology now properly applies to the MC and Marie after becoming vampires.
  • Classified new effects to help AI actors determine whether they are harmful or beneficial.
  • Fixed the timing of Daze's stun chance to trigger at the beginning of the dazed actor's turn.
  • Updated Ludo's scene at the beginning of Symphonies of Destinies to properly reflect his state of mind.


QoL/Balance Changes
  • Removed the minimum distance requirement from "Line" attacks.
  • Tweaked a few more actions. [Ongoing process]
  • Companions with unspent PP or SP now display an arrow on their Character Sheet portraits (Green for SP, Cyan for PP).
  • In the Boons tab of the Character Sheets, any non-zero values now appear in bold for better readability.
  • Slightly increased the delay before showing tile information on various maps.
  • Extra PP and SP rewards were added for certain story milestones.


Technical/Modding Additions
  • Added a new effect, Shaken: Shaken disrupts the target's composure, causing unpredictable effects each turn. The target may lose 2 Action Points, reduce their movement range by 1, or flee in Fear for 1 turn.


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

Development Journal - More Details on the Valetport Update

Hi folks,

The Valetport update is well underway and is expected to be ready in December. This second major content update will introduce the city of Valetport, allowing you to continue the main story arc. Valetport’s map has been enhanced for better consistency with the lore, and many changes and additions have been made to various weapons, as the city will provide access to higher-tier equipment.

At this stage, my primary focus is to finalize the main storyline. Future updates will bring more sandbox content, such as sidequests and optional combat encounters, meaning we’ll be revisiting Llanford, Heygrove, Keywick, and of course, Valetport, in future releases as well.



Other highlights of this update include more interactions with your allies during camp scenes. These events have a chance to trigger when you choose to rest and advance the day, affecting your relationships with the companions involved.



There is also a new potential story branch and new combat effects. These new combat effects will enhance certain weapons and give you more tactical options to turn the tide of battle in your favor.

One of these additions introduces a new modifier that can apply to all effects, making them target the caster instead of the target. This can be useful for weapons that provide bonuses like extra defense when attacking or drawbacks. Other effects can be combined with existing conditions, such as Bleeding or Poison, to offer additional benefits.

Rukhan, in this case, lacks the necessary rank to equip the Parry action of his blade. However, even if he could use it, you can always choose not to equip specific abilities that come with your weapons, even if you meet their requirements.





Here are a few more examples of the newest additions:

  • Silver: Deals additional damage to undead or shapeshifter characters.
  • Lacerate: If the target is Bleeding, deal extra damage per Bleeding stack and then remove all Bleeding stacks. This effect is ideal for quickly finishing off heavily Bleeding enemies, maximizing damage output before resetting their condition. It requires careful timing, as removing the Bleeding stacks might eliminate other potential synergies, but it can be a powerful burst option when used at the right moment.
  • Blight: If the target is Poisoned, it increases damage per Poison stack but reduces each stack’s duration by a certain number of turns (down to a minimum of one). Blight is a high-risk, high-reward effect—it's perfect for amplifying damage when you need a quick burst, but it comes at the cost of shortening the Poison's duration. This is best used when immediate damage is more valuable than sustained debilitation.
  • Adrenaline: Applies Adrenaline Rush, granting a free Move action this turn if you haven't used one yet. The Adrenaline Rush condition expires at the end of the affected character's turn, so it can also be applied to your companions, or they can apply it to you.
  • Daze: Applies Dazed, reducing the target's chance to hit and dodge for the duration of the effect. Each turn, there is also a chance for the target to be stunned for one turn. Daze is the poor man's stun for lower-level actions, but being a condition can also open up avenues for more synergies with future effects.


Finally, there will be various quality-of-life improvements and, of course, bug fixes based on the issues you’ve reported.

If you have additional suggestions or ideas, please comment below or share them in the Steam forums. I read everything, even if I can’t always reply, and I note your suggestions for possible future implementation—or maybe even in this update if time permits.

Thank you all for your continued support and feedback. I hope you’re excited to explore Valetport and experience all its new possibilities!

Development Journal - A Quick Progress Update

Hi folks,

The second major update for Erannorth Renaissance, dubbed "Valetport," is well underway and is tentatively expected to be released this December. In this update, you'll not only advance the main story—whichever path you're on—but also explore the bustling city of Valetport, where you'll meet new NPCs, encounter fresh quests, and gain access to a host of new merchants, further deepening your connection to the world.

Once a modest fishing village, Veletport has grown into one of the largest and most influential cities in the region. Its docks bustle with ships from distant lands, and its markets are filled with goods and secrets. Yet darker forces lurk beneath its facade of wealth and prosperity, pulling the strings of politics and commerce in equal measure.

Veletport is where fortunes can be made—or lives lost—in the blink of an eye. The city is divided into distinct districts, each with its own character and dangers, and travelers must tread carefully, for not all is as it seems.




Among the city's offerings, you'll find a selection of new mid-tier gear to enhance your character's abilities.

This update also provides the perfect opportunity to revisit and rebalance all existing equipment—especially items that were initially placeholders—so that every piece feels meaningful and impactful as you continue your journey to higher levels. Which is pretty much what I am doing as we speak.





Along the way, I have also implemented new passives and action effects for the various weapons in the game. There will be another news post at a later date, where I’ll go into more detail about these new additions.

In addition to the new content, Valetport focuses more on character relationships. You'll notice deeper interactions with your companions during camp time, as conversations will now shape the dynamics between your party members and their relationships with you. And more meaningful moments, including new romance scenes, to enrich your adventures.

While I aim for a December release, I also want to ensure the update doesn't disrupt your saved files. So, as always, the update will launch "when it's ready" to guarantee a smooth experience for everyone.

Thank you all for your continued support. I look forward to sharing more as we approach Valetport's release!

Hotfix - 23/09/24 # 0.5.66

Hi folks,

This small patch addresses a few bugs and balance issues. The patch notes below provide more details. Let me know if you’d like to discuss these changes or have any questions!

Meanwhile, the Valetport update is underway. I’m aiming to have it ready around December and will share more details as we get closer to completion. This update will not only expand the story and add more interactions with your companions—both romantic and otherwise—but will also introduce many of the higher-rank items and weapons that are currently placeholders.

Patch Notes - 23/09/24 # 0.5.66


  • Fixed an issue where certain companions were not matching the MC's level when recruited, despite the MC being at a higher level.
  • Fixed an issue where quest encounter XP was only being assigned to the MC instead of all participants in the battle.
  • Removed the 5 bonus XP from random encounters, as it could give the wrong impression that grinding is necessary to level up. The best way to gain XP in story mode is to follow the story.
  • Removed the 5 bonus XP for delivering the killing blow, as it could incentivize min/maxing kills and discourage utility builds, ultimately detracting from the overall enjoyment of the game.
  • Increased Trevor's wealth in Keywick to reduce the likelihood of him being without any horses.
  • Tweaked the two early encounters involving Jocelyn & Augustin. Both encounters are now easier to overcome.
  • Fixed a blocking issue with Anya's dialogue in Driedelon’s temple that occurred when saving during the conversation.
  • The Harvest Sickle required to gather Wheat and Cotton was incorrectly classified as a weapon instead of a tool. To avoid confusion and potential compatibility issues, a new tool called the Sickle has been added, which is now required to gather Cotton and Wheat nodes.

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!