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Erannorth Renaissance News

Erannorth Renaissance is leaving early access this Monday*

Hi folks,

The candidate build for our 1.0 release is now live in the Beta Branch. The game is set to leave early access on Monday *as long as there are no glaring issues or bugs that cannot be resolved in time. All main storylines can now be fully played through to a good or not so happy ending, with the option to keep playing and explore the rest of the world. There are around 16 possible endings, leaving the world in different states, with companions who may or may not survive. The longest story branches conclude in Denham, which marks about half of the available world to discover. And of course you can keep playing. There additional contract types and lairs for more fights and loot.

This is not the end of development but an important milestone. October will be a busy gaming month with many hot releases, but we have reached a tipping point. Feedback and bug reports have slowed, and staying in early access risks giving the game a shine it may not have earned while also holding back its growth. I want to make the game the best it can be, and the only way to do that is by hearing both the good and the bad. Hopefully in forum posts rather than reviews ;)

But the game could benefit from reaching a larger audience, and there is still a long road ahead with plenty of space for new content and improvements in the months to come. If you enjoy the game and want to support it, please help spread the word.

After the release, once the dust has settled, we'll be talking more about the post-release roadmap.

Thank you for playing, testing, and supporting the game throughout early access. Reaching 1.0 would not have been possible without you, and I am grateful beyond words.

Patch Notes - 03/10/25 # 1.0.00 (Currently in the Beta Branch)

New Content

  • Added numerical Fatigue and Hunger values next to their indicators, and improved the display for clarity.
  • Introduced a new combat effect, Bloodrush:x. Bloodrush causes Hunger as long as the vampire is not Frenzied. Any excess Hunger after Frenzy converts to HP loss.
  • Added a new action effect, Unsummon, which instantly kills a target if it is a summon.
  • Added a Codex entry for Bloodrush & Unsummon
  • Expanded certain branches of the story.
  • You can now reach the second vampire age/rank of the Duskwalker and unlock new powers, perks and actions.
  • Added new Vampire perks and actions.
  • Added new Duskwalker perks and actions.
  • Added new companion-exclusive perks.
  • Added new elemental summons and enemies.
  • Added multiple new Lair contracts and enemy types.
  • New Elemental Lairs. Defeated Elementals can drop Enchanting raw materials.
  • New Spider Lairs. Defeated Spiders can drop spider silk and venom.
  • New Dire Wolf and Dire Bear lairs.
  • Werewolves can now transform into their Hybrid form after level 10.
  • Added fast travel options via harbor routes, allowing travel between Valetport, Denham, and Doven.
  • Added 'Ending screens' after each possible main story conclusion to signal the story is complete, while still allowing for continued play.
  • Added some more Tutorials for the Contracts system and a few other things.
  • Added 6 new achievements in total.
  • Added codex entry for Sandbox mode, and after starting the Sandbox mode.
  • Added bookmark buttons for the main Codex categories.


Bugfixes

  • Fixed an issue where loading a saved game right before receiving a reward could trigger the reward again, allowing it to be collected twice.
  • Fixed an issue in the Bond option that allowed merchant NPCs to be recruited into the player’s party.
  • Fixed a minor layout issue on the combat lost screen for wide and ultrawide resolutions.
  • Fixed an exception in the action editor when previewing weapons without spellbook entries.
  • Monstrous enemies now properly respect their allowed perk ranks.
  • Fixed an issue with summoning enemies that had been cloned for the current encounter.
  • Fixed numerous issues in conversations and improved the flow of various quests.


Modding additions

  • QuestDB’s MarkTile field now supports marking multiple POIs at once, separated by semicolons (e.g., (4,3);(5,10)).
  • TeleportTo Lua now also reveals surrounding tiles and centers the camera on the player.
  • SetConversant Lua updated to use a newer, more reliable method of setting an actor’s name.
  • Reward strings now support ChangePortrait:artwork, which changes an actor’s default portrait.
  • Added new Lua extensions ShowConclusion("QuestID#ObjectiveID"), AllowParty("party members"), SpecialEncounter("party members", "band", "battleground")


Misc Changes & QoL

  • Skirmish and Diplomatic Exchange actions now have a range of 3.
  • Consumables can now be right-clicked in the inventory to use them directly, if they are not equipped or on cooldown, while on the overworld map.
  • Consumables now clearly state in their description whether they are usable only in combat or on the overworld.
  • Lair types now depend on both the target region’s minimum level and the player’s level.
  • Summoning rules updated: each actor can now control only one summon of a given ID at a time.
  • Slightly thickened tile borders for better visibility.
  • Added a button to highlight impassable tiles on the current map (Mountains, Barriers, and Oceans). Clicking any action removes the impassable highlight and restores normal action highlighting.
  • Added a setting to disable the night layer if desired.
  • Added a persistent option to keep Actions hidden in the inventory until the player needs to manage them.
  • Added a new filter in the inventory (Chicken leg icon) to show all consumable actions.
  • Clicking either the Book filter or the Chicken leg filter will automatically toggle Manage Actions on.
  • Hovering over different hyperlinks in text now updates them instantly, without needing to click.
  • Combat log improvements for clarity. Added magnitude and duration values to effects displayed in the combat log. Hovering over effects with duration now shows more detailed information.
  • Contracts UI improvements. You can now view specific contract types when they are available.
  • Added a tally showing the number of available contracts for each type.
  • Updated to Unity Engine 2022.3.62f2.

Community Update 4 - Quest Preview, Improved Bounties and New Story Content

[p]Hi folks. Today’s patch brings a few more community-requested features and pushes a major story branch forward. I can’t share details without spoiling it, and it’s still not fully complete, but release is coming fast so it’s all hands on deck. The final part of this story will arrive first on beta and then in 1.0, which will likely be the next public update. If you have any ideas or suggestions, let me know, and if possible, I’ll try to implement them in the coming patches. If not, they may still show up in a future post-1.0 update. But we’ll talk more about the exact release timing and my post-launch support plans in the near future.[/p][p]If you spot any issues or bugs in the new content or features, please report them so I can fix them as soon as possible. Saves from 0.8.35 will be safe to continue into the full release, barring any unexpected story bugs. [/p][p]On a side note, you can now play Erannorth Renaissance on GeForce Now as an install-to-play title if that’s what you want. You can check the patch notes if you don’t mind spoilers on the new story content and how far it’s implemented in this build. For now, let’s focus on the new additions.[/p][p][/p][p]First up is a new preview in the quest tracker. You can hover over your objectives to read the matching journal entry without opening the journal. [/p][p]Note that this will not work in Contract quests, since there is nothing more to show there.[/p][p]Here I am hovering over "A Foot in the Door."[/p][p][/p][p]Bounty contracts had a silly fail outcome. After losing a quarry, they would still linger in the same tile waiting to be arrested. Now they escape for real, and you can fail to capture them if you miss any attempt or they can slip into another region and force you to track them down again.[/p][p]I took this Bounty in Llanford, however I failed to capture her.[/p][p][/p][p]She escaped in Keywick. Where? No clue. Back to asking around.[/p][p][/p][p]I finally caught her![/p][p][/p][p]Keywick counts as both her arrest site and the location of her prison.[/p][p]Speaking of which, the Relationship UI now shows more accurate details.[/p][p][/p][p]Contracts received more improvements and safeguards. Dead and arrested NPCs are now stored persistently, ensuring you won’t meet them by accident on the streets and leaving room for future use as well.[/p][p]There are also of few other UI related improvements.[/p][p]You can now distinguish equippable items more easily in your inventory and in the Barter UI.[/p][p][/p][p]And that's all for today folks! In the meantime, enjoy the latest additions and bugfixes, and check the patch notes below for the full rundown.[/p][p][/p][p]Patch Notes - 16/09/25 # 0.8.35[/p][p][/p][p]Bugfixes[/p][p][/p]
  • [p]Fixed an issue where arrested NPCs did not have their contracts fully purged from the contract database.[/p]
  • [p]Fixed a bug where reloading mid-conversation with a random NPC failed to restore and display their name and other variables.[/p]
  • [p]Fixed an issue where the "New Life" quest in sandbox would not complete after its final active objective.[/p]
  • [p]Fixed an issue with "The Orb" quest remaining incomplete even after completed.[/p]
  • [p]Fixed some typos in various conversations.[/p]
  • [p]Fixed some issues in the Broken Cart event.[/p]
  • [p]Fixed 2 Companions Reyla & Marie missing the Undead Physiology perk despite being Vampires.[/p]
  • [p]Increased the padding in Character Creation details to prevent text from being cropped when the scrollbar is visible at certain resolutions.[/p]
[p][/p][p]New Story Content[/p][p][/p]
  • [p]Added Reyla's Journal, where you can learn more about her motivations and backstory.[/p]
  • [p]You can now pursue the Orb further after losing it in Valetport, as long as Reyla is alive.[/p]
  • [p]Or attempt to reunite with Reyla after she leaves you dry in Valetport.[/p]
  • [p]Added 2 new potentially steamy encounters.[/p]
  • [p]Both new branches are incomplete and will expand in the upcoming beta patches and 1.0. You can't yet continue the story in Ponthill nor Denham.[/p]
  • [p]Saves from before 0.8.35 will work if they are at a point before losing the Orb to Claire.[/p]
  • [p]Saves made after 0.8.35 contain all the essential plot flags to resume this story when it is fully ready, and this build is recommended for starting new games in preparation for the full release.[/p]
[p][/p][p]Misc Improvements/Additions[/p][p][/p]
  • [p]Portraits from mods that no longer exist, such as when a mod is deactivated, now gracefully fall back to a generic portrait instead of causing errors.[/p]
  • [p]Added extra safeguards when displaying contracts to fail any active contracts belonging to arrested or dead NPCs and to purge any lingering contracts from those actors.[/p]
  • [p]Added extra safeguards to prevent stalking, interacting with, or tracking NPCs who are dead or arrested.[/p]
  • [p]In the relationships UI added a filter to show "Arrested" NPCs.[/p]
  • [p]When arresting an NPC your relationship with them will now take a significant hit.[/p]
  • [p]Added Lua extensions: Arrest, Liberate, Resurrect & HideBountyDestination. Extended Lua Died & Murder to support "Conversant" as id.[/p]
  • [p]Arrested and dead NPCs are now stored in the save along with the region where they were arrested or died.[/p]
  • [p]Enhanced the information displayed in the Relationship UI for greater clarity, including details such as whether a person is arrested or dead, where that occurred if applicable, whether a party member is on reserves, and more.[/p]
  • [p]Choosing to wait for a contractor or track a bounty now instantly starts their conversation.[/p]
  • [p]After failing to catch your bounty, the contract either ends immediately or updates, sending you to hunt them in another city.[/p]
  • [p]Glyph codes in Codex entries are now rendered as sprites.[/p]
  • [p]Added tutorials for Inventory, Skill Points, and Perks.[/p]
  • [p]Quick start in Sandbox mode now begins with your party at level 2 and already acquainted.[/p]
  • [p]Hovering over an objective in the quest tracker will now show up a tooltip with more details.[/p]
  • [p]Added an "Equippable" label to items and actions that can be equipped in the inventory or barter UI.[/p]
[p][/p]

Community Update 3 - Crafting Overhaul, New Skills and Deconstructing Items.

[p]Hi folks, with only a few things left to wrap up, the focus remains on your input and suggestions. If you have ideas or things you would like to see in the game before we leave early access, let me know. The "official" release will not mark the end of new content or stories. It is just a milestone, but making radical changes to systems and mechanics after that point may be difficult or impossible. I still want to expand a certain story, and after that it comes down to what you want.[/p][p]Speaking of feedback and mechanics, let's talk about crafting. The consensus was that it felt underwhelming, since it was usually cheaper to buy items outright, and learning recipes meant either endless book hunting or tedious trial and error with ingredients. Neither was fun. So, let's see what's new in that front. [/p][p][/p][p]Crafting Overhaul[/p][p]This latest update brings major improvements to the crafting system, making it more rewarding and approachable. Tools can be shared across the party, deconstructing items instantly teaches their recipes without guesswork, and prices across the economy have been rebalanced so crafting always yields a profit. Taking on contracts tied to goods you can craft makes the profit margin even bigger.[/p][p]However, crafting certain tools may now have additional requirements, such as Smithing, while exotic weapons will often require both Smithing and Enchanting. Beyond its immediate effect on the economy, this also opens up new avenues for crafting item types and upgrading gear in the future.[/p][p]Deconstruct[/p][p]Deconstruct replaces Destroy on eligible items until you learn the recipe. This applies to every item that currently has a recipe.[/p][p][/p][p]The option to deconstruct, if available, will always show up on the item, so you'll know right away if something is craftable. However, you must first meet all skill and tool requirements to deconstruct items. In this case, your party needs a hammer, which the popup informs me about. Other items might require certain skill ranks.[/p][p][/p][p]If anyone in my party has a hammer, I can deconstruct the quarterstaff to learn its recipe.[/p][p][/p][p]Once I learn the recipe, I can start mass-producing these weapons, either for my party or to sell.[/p][p][/p][p]Ok, after I find the missing ingredients, that is.[/p][p][/p][p]What about my profit? 109, which is pretty good in this case. Of course, this will vary depending on the regional economy. You may find the bones cheaper elsewhere, and so on.[/p][p][/p][p][/p][p]New Skills, Perks and Actions[/p][p]The skill system has also been expanded with four new skills: Perform, Cooking, Smithing, and Enchanting. Each comes with its own perks, recipes, and actions. [/p][p][/p][p]Smithing, Enchanting, and Cooking are primarily crafting skills, but they also provide various bonuses to your build along the way.[/p][p][/p][p][/p][p]There are also numerous important bug fixes and other improvements throughout the game. [/p][p]But, you can read more details in the patch notes below.[/p][p]That's all for today, folks. [/p][p][/p][p]Patch Notes - 08/09/25 # 0.8.20[/p][p]Bugfixes[/p]
  • [p]Fixed an issue where wounded actors could enter combat with negative HP (e.g. after a skirmish).[/p]
  • [p]Fixed an issue in the combat log where wounds displayed more HP lost than the actor's actual HP.[/p]
  • [p]Fixed an issue where wounds could reduce an actor's HP below 1.[/p]
  • [p]Skirmishes where the hostile band is wounded but the leader was killed now resolve instantly instead of leading to combat.[/p]
  • [p]Fixed an issue with the Llanford Lake romance scene that did not correctly account for the gender of the romantic interest.[/p]
  • [p]Fixed an issue with "Mortar and Pestle" and "Ink and Quill" not being parsed correctly by the requirements processor.[/p]
  • [p]Added the missing perk benefits for the vampiric bloodlines of the Veil and the Verdant Abyss.[/p]
  • [p]Fixed some typos in various conversations.[/p]
[p]Skills & Perks[/p]
  • [p]Added Cooking, Smithing, Perform, and Enchanting as skills.[/p]
  • [p]Added new Cooking perks. Cooking is now used instead of Survival when performing the cooking duty in Camp.[/p]
  • [p]Added new Smithing perks, recipes and materials.[/p]
  • [p]Added new Enchanting perks, recipes, and materials.[/p]
  • [p]Added new Perform perks and combat actions.[/p]
  • [p]Existing Perform-related items now give a roll bonus to Perform instead of a flat bonus.[/p]
  • [p]Herbalism and Alchemy perks now teach recipes for consumable potions instead of infinitely usable ones.[/p]
[p]Crafting & Items[/p]
  • [p]Introduced crafting recipes for weapons.[/p]
  • [p]Added new ingot types, enchanting materials and their recipes.[/p]
  • [p]Certain crafting recipes now also require Smithing.[/p]
  • [p]Some potions have quietly vanished from alchemist shelves; they can now only be crafted or found as loot.[/p]
  • [p]Merchants that sell food, such as Olivia in Llanford or Gretta in Heygrove, will now also sell cooking ingredients like salt and onions.[/p]
  • [p]Items with recipes can now be deconstructed as long as you meet their recipe requirements. Deconstructing teaches you the recipe but destroys the item in the process. Deconstruct replaces Destroy on eligible items until you learn the recipe.[/p]
  • [p]Party members can now share tools when crafting. If any party member has a required item for a recipe, it will qualify even if it is not in your own inventory.[/p]
[p]Economy & Balance[/p]
  • [p]Adjusted the prices of ingredients, materials, and crafted item recipes. Crafting now almost always yields a small to medium profit.[/p]
  • [p]Adjusted the prices and rebalanced various Alchemy, Herbalism, Cooking, and crafted items.[/p]
  • [p]Further improvements and tweaks to crafting recipes and economy.[/p]
[p]Editor & Tools[/p]
  • [p]In the actions editor, actions that can be crafted now list their ingredients under linked actions.[/p]
  • [p]Added filters for recipe 'loss' and 'profit>=x' in the actions editor.[/p]
  • [p]Added a button to generate placeholder actions for Rarity variants in the Actions Editor.[/p]
  • [p]Implemented the "Artwork" field in actions. It allows specifying artwork instead of using the item name; otherwise, it should be left empty.[/p]

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]