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Erannorth Renaissance News

Community Update 2 - Improved Combat Log and other QoL Improvements

[p]Hi folks,[/p][p][/p][p]This is our second community update, built from your feedback, bug reports, and ideas. Every suggestion helps shape the game, and when it fits the vision, I’ll make it happen. So keep them coming. [/p][p]In the meantime, I’m officially back from vacation and working on new content and story additions.[/p][p][/p][p]What’s new this time?[/p][p][/p][p]The combat log has been expanded with more detail and clarity. It now shows when conditions are gained or lost, and when effects like Opportunity or Feint actually trigger. With a few readability tweaks, it should be much easier to keep track of everything happening in battle. Anything else you’d like to see there? Let me know.[/p][p]Portrait selection now includes a checkbox that lets you display every portrait in the game without restrictions.[/p][p]The discoveries log has been improved as well. Looted items can be clicked to view their tooltip, making it easy to check details without opening your inventory.[/p][p]Tutorials have been reworked to feel less intrusive. Once seen, they won’t repeat, and you can revisit them anytime in the codex. A new crafting tutorial has also been added after looting Ennathil’s supplies.[/p][p]There aren’t many tutorials yet, but more will come as we move toward 1.0. If there’s something you’d like a guide for, let me know and I’ll add it.[/p][p]Oxgate now has a proper inn, which will only appear on saves made before you first visited the town.[/p][p]Finally, this update includes various UI tweaks and a round of bug fixes.[/p][p][/p][p]If you're reporting a bug, please include your player.log and a zipped copy of your save folder, both located at: C:\\Users\\%username%\\AppData\\LocalLow\\Spyridon Thalassinos\\Erannorth 3 Renaissance[/p][p]Send them to '[email protected]'. Having these files makes it much easier to pinpoint issues and frees up more time for me to work on your suggestions and new content. If you’re running mods, please disable them first to confirm whether the issue still occurs.[/p][p]Looking forward to your feedback and ideas as we push toward 1.0. Thanks for your support and enjoy the game![/p][p][/p][p]Patch Notes - 24/08/25 # 0.8.05[/p]
  • [p]Fixed an exception error that could occur after triggering Discovery P003.[/p]
  • [p]Fixed a potential error in the crafting UI during experimental crafting and after using the last item in a stack.[/p]
  • [p]Viperfang Rod now properly applies Poison.[/p]
  • [p]Added support for tooltips in the discoveries log. Looted items can now be clicked to view their tooltip.[/p]
  • [p]Added a close button to the discoveries log, as tooltip support prevents it acting itself as the closing trigger.[/p]
  • [p]Added an inn in Oxgate (requires a save made prior to visiting Oxgate).[/p]
  • [p]Seen tutorials are now tracked and will only display once. If you need a reminder, they can also be found in the codex.[/p]
  • [p]Added a crafting tutorial after looting Ennathil's supplies.[/p]
  • [p]Misc tweaks to improve the readability of the combat log.[/p]
  • [p]Increased the verbosity of the combat log. It now also displays when a condition is gained or lost.[/p]
  • [p]The combat log will also display more info on effects that don't apply conditions, such as Opportunity, Feint, etc.[/p]
  • [p]Minor UI tweaks.[/p]
  • [p]Added a new checkbox in portrait selection to display every portrait in the game without restrictions or filtering.[/p]
  • [p]Fatigue is now properly removed when a character transitions into a vampire.[/p]
  • [p]Misc Balance tweaks.[/p]
  • [p]Fixed some typos in various conversations.[/p]

Hotfix - 08/08/25 # 0.7.92

[p]Hi folks,[/p][p]This latest hotfix addresses a potentially serious error when assigning duties to yourself in camp as a vampire, along with a few other changes and improvements I was working on at the time.[/p][p][/p][p]Hotfix - 08/08/25 # 0.7.92[/p][p][/p][p]- Fixed a potential exception error when assigning camp duties to yourself as a vampire.[/p][p]- Fixed an issue that prevented overriding one of Reyla's portraits through mods.[/p][p]- Fixed some typos in various conversations.[/p][p]- Improved feedback and layout in the World Log.[/p][p]- Improved feedback for discoveries.[/p][p]- Added IsMember(string), IsActiveMember(string), Terrain(string), OnDowntime(string), HasNPCActivity(string, string, int), and CheckTimer(string) as EXTERNAL Ink Script binds.[/p][p]- Added some extra templates in the Perk Editor's Generate Description method.[/p][p]- Added extra passives for Animals and Undead summons' Damage and Armor. Summon Damage (Animal or Undead) and Summon Armor (Animal or Undead) will affect only Animal or Undead summons respectively.[/p][p]- Balance tweaks in various perks. (The new changes won't affect your saved characters in any way if they already have these perks.)[/p]

Community Update 1 - Progress Safeguards, World Log and various QoL Improvements

[p][/p][p]Hi folks, this update is all about your ideas and input. Whether direct or indirect, I'll always consider it and implement it if it fits the game vision. Hopefully this is the first of many community driven updates on our way to 1.0. So keep the suggestions coming and I'll see what I can make happen.[/p][p]So what's new?[/p][p]First, there are increased safeguards for your progress and an important hotfix. Loading a game now verifies whether the file actually exists. Sounds obvious, but I hadn't considered this edge case since I always click the file to load. If you typed the filename incorrectly and then clicked load, bad things could happen. That’s now fixed.[/p][p]Alongside the autosave system that saves your progress every in-game day, there are now two extra system saves. One before random encounters and one when you quit the game, as long as you're not in combat.[/p][p]There's a new World Log that shows the results of all discoveries and their outcomes during your current session. It clears automatically after a number of entries to keep it manageable.[/p][p]Vampire hunger and feeding have been tweaked to make them less punishing. A couple of new vampire perks increase satiation when feeding.[/p][p]Polearms can now hit adjacent targets too, and discoveries will allow your party members to contribute their gear and tools.[/p][p]There are a few more additions and tweaks, which you can check out in the patch notes below.[/p][p]If you're reporting a bug, please include your player.log and a zipped copy of your save folder, both located at: C:\\Users\\%username%\\AppData\\LocalLow\\Spyridon Thalassinos\\Erannorth 3 Renaissance[/p][p]Send them to [email protected]. That makes it easier to pinpoint issues and gives me more time to focus on your suggestions and new content.[/p][p]Looking forward to your feedback and ideas as we push toward 1.0. Thanks for your support and enjoy the game![/p][p][/p][p]Patch Notes - 01/08/25 # 0.7.90[/p]
  • [p]Loading will properly check if the save is valid before starting the loading sequence and show a message if it isn't.[/p]
  • [p]The game will automatically save to two extra slots: after quitting and before a random encounter, to better safeguard your progress. The two new slots, System Save (Quit) and System Save (Avoid Encounter), use a slightly different color for easier distinction.[/p]
  • [p]Tweaked the barter UI so merchants now have a 4x6 grid instead of a 3x6 grid, reducing scrolling on larger inventories.[/p]
  • [p]Added a party icon in front of the discovery roll requirements popup to make it clearer that they are party rolls.[/p]
  • [p]Item requirements in discoveries will use the collective party inventory instead of just the party leader's.[/p]
  • [p]Consume in discoveries now removes the item from the first party member who has it.[/p]
  • [p]When harvesting nodes, such as during camping or encounters, the collective party inventory will be used to determine if you have the correct tool at your disposal or not.[/p]
  • [p]Changed the frame of neutral actors to blue instead of green to avoid the subconscious connotation that they are friendly units.[/p]
  • [p]Added map pins for the various marketplaces.[/p]
  • [p]Social Feeding now restores slightly more Hunger.[/p]
  • [p]Vampires now gain less Hunger than normal while active at night.[/p]
  • [p]Added two extra perks with the Blood Connoisseur passive to further improve feeding for higher level vampire characters.[/p]
  • [p]Added a button to toggle the World Log on or off. It currently records your most recent discoveries and their outcomes.[/p]
  • [p]Polearms with reach are now allowed to hit their adjacent tile as well.[/p]

Hotfix - 25/07/25 # 0.7.85

[p]Hi folks, [/p][p]this hotfix fixes a few reported bugs and adds some new content, actions, and perks. Even though I'll be in low productivity and vacation mode until September, I'm still checking reports and will push out fixes as needed. Full development will kick back into full swing after that.[/p][p]In the meantime, if you’re reporting a bug, you can still send your player.log and a zipped copy of your save folder, both located at:
C:\\Users\\%username%\\AppData\\LocalLow\\Spyridon Thalassinos\\Erannorth 3 - Renaissance[/p][p]and email them to [email protected]. [/p][p]It really helps pinpoint the issue and frees up more time to focus on adding new content. I'm looking forward to hearing your feedback, suggestions, and anything else you'd like to see as we head toward 1.0. Thanks for your support, and enjoy the game![/p][p][/p][p]Hotfix - 25/07/25 # 0.7.85[/p]
  • [p]Fixed some narrative and logic issues during the parting scene with Augustin in the Guard Tower before the Taymoor Ruins. [/p]
  • [p]Added a fail-safe after the Watchtower to automatically fail any side quests that remain active but can no longer be completed past this stage.[/p]
  • [p]Fixed an issue where it was possible to head to the Watchtower before talking to the guard at Llanford's East Gate. This ensures you can't miss the warning that certain side quests become unavailable beyond that point. [/p]
  • [p]Fixed some typos in various conversations.[/p]
  • [p]Added Lua extension: `TieLooseEnds(questId)`, which will fail the specified quest if it is still in progress.[/p]
  • [p]Added a fallback discovery for tiles that don't have any discoveries.[/p]
  • [p]Added "My Stash" container in Harronwell Manor. [/p]
  • [p]Added 10 perks and actions in the new "Corruption" tree.[/p]
  • [p]Based on their story, certain companions will start with Corruption and gain access to parts of the new Corruption tree. However, only the main character can potentially max it out.[/p]
  • [p]Buffed several underpowered perks to improve their usefulness.[/p]
  • [p]Most of the changes and fixes in this hotfix will only apply to new games, or to games saved before recruiting the affected companions or playing through the affected conversations.[/p]
[p][/p]

Hotfix - 03/07/25 # 0.7.77

[p]Hi folks, this is a small hotfix addressing a few reported bugs along with some modding-related fixes and additions.[/p][p][/p][p]Hotfix - 03/07/25 # 0.7.77[/p][p][/p]
  • [p]Fixed an issue where Bounty contracts could, in certain cases, fail to clear the Journal UI properly.[/p]
  • [p]Fixed an issue where fishing nodes weren’t functioning as intended.[/p]
  • [p]Fixed a potential exploit where harvested nodes during Downtimes would respawn after reloading the game.[/p]
  • [p]Fixed an issue with custom Inks featuring combat and post-combat transitions not properly parsing the post-combat transition Ink.[/p]
  • [p]Fixed an issue with the Actions editor missing fields after creating Valuables.[/p]
  • [p]The spear is no longer consumed on a failed spear fishing attempt.[/p]
  • [p]Once you've uncovered where a bounty likes to hang out, you’ll now get the option to stake out the spot and wait for them to show up.[/p]
  • [p]Added support for custom Points of Interest (UserPOIs) via embedded metadata in the Requirements field of a PlaceDBEntry.[/p]
    • [p]Requirements must contain UserPOI:true and a valid Tile:(x,y) ie. UserPOI:true, Tile:(32,43)[/p]
    • [p]PlacesEditor.UpdateOrAddEntry() will detect UserPOIs and dynamically update runtime data structures, without requiring reloads or restarts.[/p]
    • [p]Only one place can be bound per tile; if multiple mods point to the same tile, only the last mod will be used at runtime.[/p]
    • [p]Use this system exclusively for places outside of towns.[/p][p][/p]