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Erannorth Renaissance News

Ripple effects, 200+ new Perks, Harvest, Unified Stash and QoL Improvements.

Hi folks,

Today marks our 3rd massive patch since the 1.0 release. Let’s call these 3 patches 1.1. The latest one brings a wave of new additions driven directly by your feedback. There are over 200 new perks, more than 75 ripple effects, and over 60 new actions. You can harvest the resources you need, organize clutter with far less friction, and enjoy a broad set of QoL improvements. And yes, bugfixes. Lots of them. All together this creates a sharper, smoother experience.

And to address the elephant in the room: your saves are safe! Since this is a single player game, any perk changes won’t mess with your existing characters. The description will display the current benefits, if changed, but the actual benefits are already baked into your save files. So you can keep playing as if nothing happened. I'd still recommend finishing your current run without using my respec mod in the workshop, then start a new character whenever you want.

You may end up Overburdened if you carry to much. If that happens, just dump everything into your Stash with the 'All items ->' button. The new Stash does everything your personal or party inventory could, but with cleaner organization and some breathing room. Think of Overburdened as a gentle nudge to keep leaner inventories instead of forcing a hard cap once you’ve turned your character into a walking warehouse.

You can read the full patch notes below, but here are a few highlights worth your attention.

Over 75 new Ripple effects.

Ripple effects are passive benefits that trigger a second effect when a specific condition occurs. For example:

  • When you deal Astral Damage, apply Distract for 2 turns.
  • When you Parley with a Weakened target, gain Defense.
  • When you use Push, deal extra Physical Damage.


You can see Ripple effects with their final modifiers directly on any relevant actions. For instance, if the action triggers when applying a condition, the action tooltip will now display the full modified outcome.



It is important to note that ripple effects don't trigger other ripple effects. Only the actions you play can trigger them, and they won't apply more than one stack of an effect if that effect can't stack in the first place.



Over 200 new Perks and Perks UI

There are many new perks that open fresh archetype and build options, along with new actions, new ripple effects, and a new UI that makes it easy to find what you need. The story companions and all species also received several new perks unique to them.

Perks that belong to trees are also easier to identify. In this case we are viewing the Occult skill and T2 is the perk tree dedicated to Ice.



New Unified Stash

There are so many things I could say about the new stash system, but the TLDR is simple: you can complete contracts, craft, gift items, use scandalous letters and lockpicks, and trade directly from your stash. For the most part, you only need to carry your equipped gear, your actions, and maybe an alt loadout. Everything else can live safely in the stash. You can also view members in reserves and pick up any tradeable items you may have forgotten on them.



When your stash trades with a merchant, the highest Haggling bonus in the party is used along with the relationship your main character has with them.



Harvest anything

Completing supply contracts and crafting used to feel random and depended on whatever you happened to find during exploration. Now you can use your tools and skills to harvest anything you need.


Just head to the proper biome and use your new harvest action. There is more to cover, but you can read the details in the patch notes.



Discoveries tweaks

Discoveries are now more prominent and harder to miss.



Automatic end of turn

You can choose in your settings whether the turn ends automatically or not. The detection is also smarter, so if the turn ends it means you have nothing left to play.



Cooler cooldowns and Engage

The cooldown for Diplomatic Exchange is now reduced to 1 turn, and a new Engage action lets you attack that pesky bandit band if your Skirmish action is still on cooldown, or use both if you want. Resting in the camp or an inn also reduces overworld cooldowns as you’d expect.

And much more, but I’ll let you dig into the patch notes below. This is a massive update and a few pesky bugs may have slipped through. If you have questions, suggestions, or run into any issues, let me know and I’ll get to them asap. The next big update is planned for February.

In the meantime have fun and happy holidays!

[h2]Patch Notes - 01/12/25 # 1.1.12[/h2]

Bugfixes

  • Fixed an issue where a newly generated actor could have the same name as a previously dead or arrested one.
  • Fixed an issue where Encumbrance modification in cooldowns wasn't displayed visually on the action bar.
  • Fixed an issue where the Adjacent Hostiles modifier could trigger after the Damage effect, potentially hitting the wrong targets.
  • Added an extra safeguard to always exclude the caster from line actions.
  • Added safeguards to prevent a band marked for destruction by another band from acting right after and possibly initiating combat with the player.
  • Added a safeguard to prevent HP from dropping below zero when reversing an HP reward.
  • Dominate is properly skipped if the caster targets themselves.
  • Fixed an issue where Camp Research could teach Unique recipes.
  • Fixed the incorrect description of the Superior Physique perk.
  • Tiles (0,8) and (0,9) in the Forest camp map were incorrectly not set as barriers.
  • Adjusted the text fields in actor portraits on the turn order to display three-digit Defense and HP values without text wrapping.
  • Fixed an issue where a dying actor could, in certain cases, retain their dying status in the next combat.
  • Fixed a potential blocker in Isolde's dialogue caused by conflicting tags.
  • Fixed an issue where, after returning to Feris with her fee, the conversant's portrait and name were not switching to hers.
  • Lightning Burst was incorrectly dealing fire damage.
  • Fixed some tiles in the Desert Encounter map that were incorrectly marked as passable.
  • Fixed an issue where it was not possible to ask about bounty or silence contract targets if those contracts were generated in a different region from their destination.
  • Fixed an issue that prevented the Dire Bear from equipping Furious Leap.
  • After the encounter triggers but before combat starts, the actions UI will stay briefly hidden to avoid any momentary confusion that the MC is acting without having the initiative, or giving a brief window to break targeting by activating an action.
  • When determining fallback tiles for larger enemy groups, reserved tiles will now be properly excluded.
  • Fixed an issue with the tooltip adjustment method that caused errors in certain situations.
  • Fixed an issue where Steal contracts could restart the heist every time you talked to the victim before delivering the goods.
  • Fixed a typo in Primordial Fury and Stormkissed Cleaver so they now properly deal Lightning damage.


New Mechanic: Ripple Effects

  • Added Ripple Effects, a new passive system that reacts to what your character does in combat. Deal damage, apply a status, push or pull someone, end your turn, and your passives can now respond to those events.
  • Many perks now grant named passives that trigger on events such as `deal_damage_Fire`, `apply_effect_Bleed`, or `apply_effect_Mobility`. These can add extra damage, apply new conditions, heal you, or alter positioning.
  • Actions now preview Ripple Effects in their tooltip. When an action can trigger your passives, you'll see a dedicated Ripple Effects section listing the relevant synergies and how they scale with perk rank.
  • Ripple Effects scale per rank using an x/2x/3x notation, which is resolved in-game and combined with your modifiers.
  • Some Ripple Effects target the caster, others the current target.
  • Ripple effects system is fully moddable and data-driven. New passives can be added by modders in json: `Passives/PassivesDB.json`.


Unified Stash improvements

  • Items in your Stash can be used directly in crafting recipes, discoveries, and anywhere your party's collective inventory is used.
  • Supply and Steal contracts can be completed using items from the entire active party inventories, including your stash.
  • Added a button in the action bar that lets you access your Stash at all times.
  • You can drop all of a character's items into your Stash with a single button. Quest items, equipped items, and 0-cost items are excluded by default. Everything else you don't need to carry can be moved off your person.
  • Added a simplified and faster Exchange UI for interacting with your Stash.
  • Added a "Stash" button to the right-click context menu in your inventory. You can click it to send an item directly to your stash.
  • While interacting with your stash, you can cycle between all your retinue members, whether active or in reserves.
  • Added a button in the inventory filters to open the party stash for the selected actor directly.
  • Temporary companions with locked inventories can't deposit their items in your stash.
  • You can barter with merchants using your Stash directly. In this case, the highest Haggling skill in the party is used automatically to determine item prices, along with the MC's relationship with the trader. Any influence boosts with the merchant will go to the player character.
  • When fetching collective farthings for the trading character, any farthings stored in the stash will be used as well.
  • Added a button in the stash to seamlessly return to the inventory of the current actor if they belong to the party.
  • Gathering Duties in camp will add any gathered items directly to your Stash and log it for clarity.
  • You can't open your Stash during combat or while in a conversation.
  • In conversations you can give gifts, pay fees, and use items like the Scandalous Letter or your lockpicks directly from your stash, so items stored there work just like the ones you carry.


New Action: Harvest

  • Added a new Harvest action. You can attempt to harvest the selected good from the list based on the terrain you're in. The success chance depends on the good's rarity, your party's skills, and your tools. Harvesting takes time based on the good you're gathering and also increases weariness.
  • Enhanced Harvesting bonus now contributes to the stacks you can collect with the new Harvest action.
  • Enhanced Harvesting (resource) bonus now also counts as a tool for the Harvest action.
  • Each time you successfully harvest a specific resource on a tile, your chance to find that same resource there drops by 10%. After three successful harvests of that resource on that tile, that resource becomes depleted there and will not show up as harvestable on that tile. Depletion is tracked per resource per tile. A depleted (or partially depleted) resource on a tile refreshes automatically 120 in-game days after the last successful harvest of that resource on that tile, restoring its normal harvest chances.
  • Regional availability will affect the stacks of ingredients and materials that can be harvested. A forest tile in Valetport and a forest tile in Llanford could offer different harvesting options.


New Perks, Actions & Ripple effects

  • Added 203 new perks and organized many existing ones into trees.
  • Added over 60 new actions.
  • Added over 75 Ripple effects and their codex entries. You can find them in the passives section.


QoL and Misc

  • Added deeper search filters in Exchange, Barter, and Inventory UIs. You can now deep-search effects and use comparisons for price, AP, range, governing skill, and cooldown. For example: price
  • Combat Log Improvements.
  • The damage source and type are now displayed along with the damage dealt.
  • Failed attempts (such as Feint, Opportunity, Lacerate, etc.) now display a message indicating failure.
  • Improved the perks UI to make it easier to see if a perk belongs to a tree and which tree it belongs to.
  • Expanded the perks UI filters.
  • Unlocked perks that are part of a tree now stay within their tree instead of appearing at the top, making progress easier to track. Individual perks still appear at the top.
  • Perk requirements you don't meet now display your current skill rank next to them as a reminder.
  • After unlocking a perk, the view will remain filtered.
  • The default view when entering the perks UI is now set to Unlockable perks, to avoid rendering every available perk unless you choose to view them.
  • Added a shortcut to Perks in the navigation icons under the character's portrait in the action bar.
  • Changed the cooldown for Diplomatic Exchange to 1. You can now use it once per turn.
  • Added a new Engage action. You can use it to attack a neutral or hostile band once per turn if Skirmish is on cooldown, or use it after Skirmish wears down the enemy.
  • Added tooltips to the navigation icons under the character's portrait in the action bar.
  • Tweaked several perk icons for improved visual consistency.
  • Parleyed enemies will now drop loot as they flee from combat.
  • You can now choose in the Settings whether the combat turn ends automatically when your character runs out of actions. The default is off, so if you prefer the old behavior, turn this setting on.
  • Added a message that appears when an actor runs out of actions, indicating whether they need to end their turn manually or wait for it to end automatically.
  • Attack actions now make it clearer that their damage increases with rank.
  • Added an extra step at the start of combat to ensure hostile actors equip their best available gear and actions.
  • Added different VFX to Water, Air, Lightning, Ice, and Earth actions.
  • While bartering, the main character will always stay on the left, even if a temporary companion initiates the barter with them instead.
  • Added tooltips in the Inventory, Barter, and Exchange UI filters.
  • Tweaked/buffed several actions.
  • Added tooltips in the Exchange UI showing item descriptions.
  • Tweaked tooltips code for larger tooltips to better fit inside the canvas.
  • Various lootable chests, like Ennathil's supply, will now use the simpler Exchange UI.
  • Overburdened: When a character carries more than 72 inventory slots worth of items, they gain a +1 Overburdened penalty. Every additional 36 slots increases the penalty by 1. At 108 it rises to +2, and it continues to climb as the pack fills further. Being overburdened affects both the character and the party. It can increase Fatigue and Hunger during travel, reduce Initiative at the start of encounters, and lower the chance of finding world discoveries. Keeping inventories light or distributing items among companions helps avoid these penalties. A mild warning that you are getting overburdened appears after 64 slots. There isn't any penalty at that point, but it's a good time to start dumping a few items into your stash.
  • Supply and Steal contracts now mention in their description how many of the requested goods your party owns.
  • The quest tracker in Story mode will switch to display up to 3 contracts after reaching any story conclusion, similar to Sandbox mode.
  • The Inventory button and the Move All To Right button in the Exchange UI will only show when interacting with your stash, to avoid leaving loot behind in containers you can't reopen or accidentally dropping all your stuff into them.
  • Added a confirmation prompt when placing items into any container that isn't your stash.
  • In Trade and Exchange UIs, added a previous arrow to cycle to the previous party member.
  • Added an explanation for each duty in the Duties section and updated the entry in the Codex.
  • Adjusted Badger's Fury, as it was too similar to Primal Instinct, which all animals have.
  • Resting in the camp or at the inn will decrease action cooldowns as if a turn has passed.
  • Perks can now grant benefits to specific Shapeshift forms.
  • Misc tweaks to the action description template for clarity.
  • Galdorak War Paint trinkets now require Level instead of Galdorak, so you can still use them if you become a vampire.
  • Changed the Discovery notification to be more visually prominent and easier to read.
  • When a contract's adversary is higher level than you, the contract title will display 1 to 4 skulls to indicate the danger level. Consider 4 skulls certain death if you end up fighting them.


Modding Tools

  • Added a preview field for linked actions in the Perks Editor.
  • Fixed an issue in the Action Editor where linked references could display incorrect or partial matches.
  • The Perks Editor description generator now automatically supports every passive benefit in the database.
  • PCHasItem, PCRemoveItem, CanPay, and Pay lua will now check whether the player or their stash meets the requirements, removing the required item or funds from the stash first, then from the player.
  • Bound the following lua methods as Ink EXTERNALS:
  • DisplayDuties(), returns the currently assigned camp duties (string)
  • DisplayFavDuties(string actorId), returns the favorite duties of a companion (string)
  • PCStat(string stat), returns the value of a PC stat
  • PCStat(string actorId, string stat), returns the value of an actor's stat.

Hotfix - 11/11/25 # 1.0.59

Hi folks, this small hotfix addresses the issues you’ve reported in the latest build, along with a few quick community requests. Urgent fixes aside, the next regular update is planned for December. You can opt in for the beta to get it earlier and help test the new features. As always, keep posting your ideas and suggestions so I can consider them for future updates. Have fun!

Hotfix - 11/11/25 # 1.0.59

  • Fixed an issue where companions on Research duty were using the MC's stat for their final check.
  • Fixed an issue where replacing certain two-handed items by dragging others onto them could remove their passive bonuses twice.
  • Fixed an issue where Resist and Resistance action effects weren't correctly replacing the old instance but were instead converting it into a permanent buff.
  • Extended the safeguards to remove potentially conflicting contracts from the pool after accepting a contract.
  • Fixed the conditions for talking with Jerome and Lucy about a certain topic, as meeting them prematurely could incorrectly start it and break the main quest's logical continuity.
  • Added a safeguard to ensure that after losing a Duel, the enemy NPC properly receives the 'Died' tag.
  • Added an extra safeguard to prevent pressing space during the auto-end turn (when no AP remains) from skipping the next playable actor's turn.
  • Added the missing recipe for Trap referenced in the "Lanterns and Locks" book.
  • Changed the requirement descriptions of dual actions to "Skill1 X or Skill2 X" instead of "Skill1 or Skill2 X" to avoid possible confusion.
  • Steal contracts will no longer increase 'Corruption'.
  • In the Relationship UI, you can now see an NPC's level under their name.

Steal and Silence contracts, Social, Crafting and Summon improvements.

Hi folks,

As I've mentioned before, I have big plans for updating this game and making it the best it can be. And naturally, many of you ask me, "Hey Raven, what's the roadmap?" My answer is usually, "There's a beta branch that gets weekly, and sometimes even more frequent, updates. You can opt in, check out the patch notes on Discord, or wait for the monthly update."

That's not because I don't have a roadmap. It's because a roadmap reflects what I want to add to the game, not necessarily what you want added. This update, and the last one, focus on things the community asked for and I agreed with, along with a few features I personally wanted to include. If I had shared a roadmap, it wouldn't have been accurate anyway, and I'd rather show progress through action than promises.

The things that didn't make it in aren't off the table. They'll just take more time. Speaking of what's coming, I want to add more recipes, properties, and sandbox goals, as well as new story arcs, including "the second book" that continues from your ending. The world is already massive, so expanding it further is a secondary goal, but eventually there will be more towns and regions too.

All that will come as they're ready, with top priority always going to community quality of life improvements and, of course, bug fixes. I don't do design committees, but I'm making this game for both of us, and I will listen and consider everything you're willing to suggest.

So without further ado, let's dive into what's new in this update. There's plenty of new stuff and fixes in this one, but here are a few highlights you'll probably enjoy most.

  • First off, the Silence and Steal contracts are finally here. The Contracts UI got some love too, and you can now see both the contractor and adversary tied to a job.
  • One on one Duels make their debut. You can provoke rivals or hostile NPCs into single combat. Some bounties and Silence contracts may also end in duels. When chasing bounties, if your target is three or more levels below you, it's an instant win. Lose, and besides the humiliation, they'll snatch one of your items, which might make them stronger the next time you meet.
  • Stealth got a full rework. Each failed enemy hit now reduces its duration, breaking when it hits zero or when you're detected. Enemies now avoid stealthed targets whenever possible, making sneaky play more predictable and fair.
  • Glancing Blows fix the frustration of hitting heavily armored foes for nothing. A weapon skill of 3 or higher now guarantees at least 1 unblockable point of damage, plus 1 for every 3 ranks beyond that. Skill always counts now, and those debuffs can finally slip through thick armor.
  • Summons got a serious boost. All have been rebalanced for better scaling at higher levels. Rituals now feature 14 new summons you can unlock through fresh recipes. Animal summons also got a modest buff and will see further improvements in the next update.
  • You can now Research recipes at your camp. If you or a companion have rank 3 or higher in Cooking, Herbalism, Smithing, Alchemy, or Enchanting, you can discover recipes you don't already know.
  • Crafting expanded with 132 new gear recipes across offhands, attire, and armors.
  • There's also a unified interaction hub for merchants and townsfolk, with new interactions. You can now ask shopkeepers and adventurers about bounties or local info.
  • A new "Locate Person" action helps you find any town resident to talk to or feed when no one seems to be around. You might still come up empty, but it's now much more likely you'll find someone.
  • Travel times were overhauled. Terrain and weather now influence your pace. Towns and flat ground are much faster, with trips there now taking 30 minutes instead of 2 hours and 30 minutes. Rough terrain and bad weather still slow you down, but overall travel is snappier. The Shortcut action in towns is cheaper and no longer has a cooldown.
  • Skipping time is now instant, so you can advance time without waiting for hostile or neutral turns.
  • UI got plenty of polish. Summon tooltips now display current and max levels plus upgrade paths. Right clicking a summon let's you view its character sheet. In the Barter UI, right clicking returns items to your inventory.
  • Added 'milestone rewards of extra SP and PP' at levels 5, 10, 15, and 20 for smoother progression.


There are tons more small fixes and balance tweaks packed in too, but you can read the full details in the patch notes below. This is a huge update, so have fun and let me know if you encounter any issues so I can fix them as soon as possible!

[h2]Patch Notes - 05/11/25 # 1.0.57[/h2]

Bugfixes

  • Fixed an issue where, in certain cases, the wait popup could lead to meeting the bounty's contractor instead of resolving the bounty.
  • Fixed a potential blocker that could prevent the "Mirage in the Dark" objective from advancing in one of the routes.
  • Added a workaround for cases where the "Mirage in the Dark" objective is stuck. Rent a room at the Anchor and rest there to advance the quest on affected saves.
  • Fixed an issue where replacing certain effects didn't reapply their condition tag. This was especially important for cases like replacing a Stealth effect with another, which could unintentionally break Stealth.
  • Stealth avoidance and detection now work correctly when resolving composite actions such as Move + Attack.
  • Fixed an issue where confronting or framing rivals could incorrectly recruit them into your party.
  • Fixed a softblock where certain Dismiss NPC options were missing the ReturnToAction() Lua call.
  • Fixed an issue where the Top 3 Camp Duties for vampires could display duties they can't be assigned, such as Hunting or Blood Hunt (which is exclusive to the MC).
  • Fixed a potential visual glitch caused by a VFX object becoming null while merging two hostile bands.
  • Fixed an issue where an event did not grant the correct item, the Invitation to Gnosis Society.
  • Corrected several conditions for NPC gift approval that previously triggered fallback lower influence gains.
  • Fixed an issue in contracts where the contractor and the target of a bounty could be the same person.
  • Added several safeguards when saving NPCs in WorldData.json to prevent data corruption.
  • Added a safeguard in the Tile Inspector to prevent the same actor from appearing twice on the same tile.
  • Added extra safeguards to prevent new contracts from using the same destination tile or contractor as active contracts from other regions.
  • Fixed an issue where ChoiceEffect, PartyEffect, Flirt, Relationship, and RelationshipHidden methods could modify the influence of Thrall characters.
  • Fixed an issue with the wait popup that could unnessarily prompt meeting the contractor of the lair contracts.
  • Fixed an issue with Blood hunt showing up in the top 3 duties of Vampire companions (it's exclusive to vampire MC)
  • Fixed an issue where you could meet your doppelganger in Urban events.
  • Fixed an issue where the absence of the Spellbook field in modded weapons could cause modded encounters to break.
  • The compass button to locate the contract on the map is now properly disabled for Silence contracts while the target destination is unknown.
  • Talking to any companions in an environment not scripted for them, will fall back to their generic interactions.
  • Starting the Back to Emerald Basin quest without Anya in your active party will move her into your active party, even if this temporarily exceeds your party limit. She will still sit out the encounter if your party is already at full capacity.
  • If you began the quest without her and are stuck in downtime, you can still progress it by interacting with the campfire, as long as Anya is in your reserves. She will still sit out the encounter if your party is already at full capacity. If she isn't a member of your group for any reason, you can leave the area instead of getting stuck.
  • Fixed an issue where succeeding in the initial bounty contracts could instantly trigger the direct confrontation outcome.
  • Fixed an issue where hostile actors could sometimes ignore their line of sight.
  • Fixed an issue that could affect how hostile actors decide whether to summon.
  • Fixed a typo in a few perks that were granting duration and magnitude bonuses in "Fortitude" instead of "Fortify."
  • While viewing the inventory of non-party members, their Crafting and Recipes tabs will remain disabled.
  • Fixed a typo in one of Olivia's romance scenes.
  • During downtimes, if the party exceeds six members and the extra ones are assigned random tiles, they will now avoid tiles reserved for placeables.
  • Added safeguards to prevent NPCs from having negative Max HP caused by equipment penalties.
  • Added safeguards to prevent enemy tokens from being created with negative Max HP caused by equipment penalties.
  • ESC is temporarily blocked while an Encounter is initializing to prevent glitches during asynchronous token loading on maps.
  • Fixed several enchanting crafting requirements to properly match the perks that grant their recipes.
  • Fixed an issue where having multiple bounties or silence contracts active at the same time could prevent you from asking for information about your next target after completing the first.
  • Graveforged Knight can now properly equip his sword.
  • Bone Colossus can now properly evolve to Marrow Lord.
  • Fixed an issue where multiple known contracts on the same tile would create overlapping POIs.
  • After a conversant dies, is arrested, or escapes as a bounty, the tile inspector will now hide to prevent edge cases when that actor was in view.
  • Added additional safeguards to the contract generator to ensure that the contractor and adversary exist and aren't in prison, dead, or MIA, preventing cases where a contract is accepted but the actor can't be found upon arrival.
  • Added the Silence and Steal contracts to the contracts UI sanity checker to preemptively remove any contracts from the pool that can no longer be completed.
  • Added a safeguard to prevent the tile actor sanitizer from replacing places with actors.
  • Fixed incorrect terrain types in a few world tiles.
  • Empty cave, dungeon, ruin, and POI tiles no longer display an icon to avoid the impression that they currently have any significance.
  • Fixed an issue where it was possible to ask about the whereabouts of a silence target outside their region.



Combat Changes

  • Updated Stealth rule: Stealth now decreases by 1 each time an enemy attempts to hit you and fails. Once Stealth reaches 0, or if you're detected, it breaks automatically. For example, Stealth 1 lets you avoid one hit, Stealth 2 up to two hits, and so on.
  • New mechanic, Glancing Blow: When an attack would deal 0 damage after defenses, a skilled combatant can still land a glancing blow. If the attacker's governing skill is 3 or higher, the attack instead deals 1 unblockable damage, representing a precise strike slipping through the gaps in an opponent's armor. For every 3 additional ranks in the governing skill (6, 9, 12, and so on), this minimum damage increases by +1.
  • Refined Enemy movement and engagement logic in combat.
  • Hostile actors will now try to ignore stealthed targets when possible and attack a different actor if available.
  • Hostile actors will remember who they are engaged with and pursue that target, only switching if a closer or more imminent threat appears, or if their target becomes stealthed.
  • Summon power now scales more with level.
  • Buffed summons: Lesser Ghoul, Skeletal Scout, Ghastly Guard, Crypt Conjurer, Bone Colossus, Sanctified Guardian, Infernal Mistress, Henchman, Sellsword
  • Buffed Animal summon's 'Primal Instinct' ability.


New Content

  • Added Silence & Steal contracts.
  • Merchants and random NPCs now use a unified interaction hub for greater consistency.
  • The interaction hub has been reorganized and expanded, offering much higher interactivity with various NPCs.
  • You can now ask merchants about local information or details about your active bounty.
  • You can now provoke rivals and hostile NPCs into duels to the death.
  • Some bounties can now lead to a one-on-one duel with your quarry.
  • Failing a bounty or rival duel now lets the victorious NPC walk away with one of your items, possibly making them stronger the next time you face them.
  • Added a few more choices when pursuing bounties.
  • Added new summons: Feral Ghoul, Ravenous Ghoul, Flesh Golem, Skeletal Warrior, Bone Archer, Graveforged Knight, Phantom Warden, Crypt Marksman, Spectral Sentinel, Sepulchral Archon, Dirge Matron, Marrow Lord, Soulflame Lich, Blight Hierophant.
  • Added several recipes that let you upgrade the base ritual summons learned through perks into their improved versions. If a summon can be upgraded, its tooltip will mention it. To perform the upgrade, drag the summon into the crafting UI.
  • Added 53 new recipes for Offhand gear.
  • Added 39 new recipes for Attire gear.
  • Added 40 new recipes for Armor gear.
  • Added new Research duties in Camp. Companions or the player with Cooking, Herbalism, Smithing, Alchemy, or Enchanting at rank 3 or higher can take on the corresponding research duty. On success, you'll learn a random recipe you don't already know, of a rank equal to or lower than your current skill rank.
  • If you are tracking a bounty or quarry, you can also ask neutral adventurer bands in town through the diplomatic exchange.
  • Added a new action "Locate Person," which lets you find any nearby town resident to talk to or feed if no NPC is available during this hour.


Qol and Misc Changes

  • Moved the option to ask for information alongside the rest of the interactions.
  • You'll automatically win a duel with your bounty if their level is at least three levels lower than yours. Otherwise, you'll face them in a one-on-one fight.
  • Travel time is now more dynamic, factoring in both terrain and weather. Moving through towns and easy terrain takes significantly less time than before, while bad weather can extend travel time across rougher terrain.
  • Skipping time is now instant and no longer passes turns.
  • Removed the cooldown from the Shortcut action and reduced its AP cost to 1 and time consumption to 30 mins.
  • The number of local contracts now varies based on region size.
  • Increased the variety of generated Exploration contracts.
  • After being forced to fight with limited party members, such as in solo duels, your full party is automatically restored at the end of the fight, and you'll have the option to confirm your party members.
  • The Invitation to Gnosis Society can now be gifted to NPCs.
  • You can now gift any NPC, not just companions, as long as you have a suitable gift and some influence with them.
  • In the barter UI, you can right-click on an offered or requested item to return it to its owner.
  • Increased the inventory value of General Stores, making it easier to find higher-quality tools and materials.
  • Improved the contract generation algorithm. Each town tile will now offer a distinct set of contract options.
  • Added the target's region to the description of Silence contracts.
  • Added Contractor and Adversary buttons to the Contract UI. Before accepting a contract, you can now preview the NPCs that will be affected positively or negatively by your efforts.
  • Changed the Connections + Bribe requirement in Silence contracts to Connections + Authority.
  • Supply contracts now request items with values based on both the contractor's region and the player's level and in more reasonable quantities.
  • Crafting recipes now support Party.Farthings:x as a requirement, deducting the specified amount from the party when crafting.
  • Revamped the Recipes UI and added dynamic filters based on the available recipe type field.
  • At levels 5, 10, 15, and 20, you'll now gain an extra SP and PP as bonus progression.
  • The Summon tooltip now shows both current and maximum levels, helping you know when it's time to move on to a higher-rank summon.
  • The Summon tooltip now indicates if an upgrade recipe exists for that summon.
  • In the actor editor, you can now hover over equipped items to view their tooltips.
  • You can now right-click summons in your inventory to view their character sheet. Their level depends on your level and the summoning action's rank, so the preview is dynamic.
  • Items that are governed by level will be categorized by Slot in the Recipes UI
  • Failing a discovery now grants a small amount of party XP instead of none.
  • Improved the calculation method for the top 3 camp duties of companions.




Community Requests, Camp life additions, QoL, Bugfixes and Misc improvements.

Hi folks,

It's been a whirlwind of a week since release. The amount of feedback, suggestions, and issue reports from the community has been incredible. It’s been overwhelming at times and genuinely uplifting to see how many of you are enjoying the game.

I know some players prefer a game to stay as it was when they bought it: final. I get that. But for me, a game should grow. It should keep reaching for its full potential while it can. I wish early access had been like this. Many of the things in this patch would have been there at release. In niche games like this, you learn to be grateful, especially after such an amazing early access reception.

Every project eventually has to move on for the sake of viability, but now is not that time. This is a passion project, and I have a lot more planned before we even start talking about expansions.

It’s a huge and ambitious world, and I’m the only one building it. Rome wasn’t built in a day, and neither is this. I’m keeping an eye on your feedback and will keep updating the game as needed. I’ve also planned regular monthly or bimonthly updates to make the world feel even more alive.

This latest update bundles together dozens of community-requested features and refinements. Camp life feels richer and more personal now, with new ways to bond, train, and interact with your companions. You’ll notice smoother progression, smarter contracts, and plenty of QOL improvements throughout. It also includes a wide range of stability fixes that polish the experience across both story and sandbox play.

You can read more details in the patch notes below.

[h2]Patch Notes - 16/10/25 # 1.0.18[/h2]

Bugfixes

  • Fixed an issue where the randomized name didn't appear correctly when previewing the character or after immediately choosing a portrait during Character Creation.
  • Recruiting Rukhan permanently will no longer allow him to exceed the party limit of 6. If your party is full, he will now be placed in the reserves instead.
  • Improved contract logic when waiting for a contractor to arrive to prevent interacting with the wrong NPC.
  • Fixed 'radial' action logic to prevent clicking any tile other than the point of impact.
  • Reinforced 'line' action logic to ensure they only affect their highlighted tiles.
  • Removed the XP reward from the recruit interaction for tavern companions. In sandbox mode, XP is now awarded all at once after completing the quest to gather your party of 4.
  • Fixed a minor typo in the Camp Scene 2 sequence field that caused the debug text "Scene 2" to appear after the scene was triggered.
  • Fixed an issue where the death of a specific NPC in certain choices did not correctly assign him the 'Dead' tag.
  • While viewing character sheets of actors you don't control, you can't assign their unassigned skills or perks.
  • The bonus perk point for custom characters is now given after the game starts. This prevents players from spending it on species or heritage perks that are automatically granted at the beginning.
  • Fixed an issue where unequipping certain two-handed items could remove their passive benefits twice.
  • The combat code will proactively remove the Dying state from actors at both the start and end of combat, in case it persisted for any reason after a previous fight.
  • Replaced the camp remains in the tutorial fight with a bulkier-looking obstacle to make it clearer that the tile and its line of sight are blocked.
  • Any actors missing from their tile for any reason are now instantly replaced by new NPCs.
  • Fixed a potential contract issue involving NPCs with two or more towns set as their home.
  • While inspecting the character sheets of uncontrollable characters, you can no longer purchase perks for them.
  • Fixed a minor inconsistency when leaving a certain old friend's hideout.
  • Fixed a potential issue that could prevent a certain scene between two siblings from playing out.
  • Fixed an issue in the skill preview dropdown in the conversation UI that triggered an unnecessary listener.
  • Fixed an issue with the ability previewer where trigger actions did not properly support the artwork field.
  • Fixed an issue with consumable and throwable weapons not being removed after running out.
  • When reenacting a downtime from a save file, if the downtime is a camp, a safeguard now ensures only current party members are included and excludes any NPCs who were previously dismissed.
  • Fixed an issue where the ShowConclusion Lua function could, in some cases, leave the conclusion quest incomplete.
  • The Party Owned and Recipes sections of tooltips now remain properly hidden in the Actions editor.
  • Journey options in camp to dismiss or bench companions now appear only when those companions are fully unlocked.
  • Camp options to turn companions into vampires or werewolves now appear only when those companions are fully unlocked.
  • Fixed several minor typos across various conversations.


New Content

  • Added an option in the first flashback to gain an unassigned SP instead of increasing a specific skill. This prevents potential softlocks when using Cheat Engine or similar tools to max out your skills prematurely.
  • Vampire main characters can use the Blood Hunt duty instead of Catching Rats. Blood Hunt restores Hunger based on the vampire's level and has a chance to also yield rats or a thrall. The chance of success increases with the vampire's level.
  • Organized camp interactions into categories to support more variety.
  • Added new interactions across all camp categories.
  • You can now feed consensually on companions if your bond with them is strong, or turn them into vampires.
  • You can now turn your companions into werewolves.
  • You can now train lower-level companions in camp to help them catch up with you faster.
  • You can now confess your feelings to companions and make them your lovers, or set boundaries by making it clear you are not interested in them romantically.
  • Added an extra ending for male characters in the Ashes and Whispers quest.
  • Added an option to gift items to companions while in camp. Each companion can receive each gift only once.



Qol and Misc Changes

  • Removed the 3 SP and 1 PP reward from the recruit interaction. All newly recruited NPCs now become Aspiring Adventurers, gaining 6 SP, 1 PP, and the Aspiring Adventurer tag and perk access.
  • You can now right-click on NPCs in town to view their character sheets.
  • Allies joining your party through the Ally Lua command will now automatically level up to match the MC's level if they are currently below it.
  • Vampires now passively sate some of their Hunger after resting (regardless of Duties). It is assumed they feed on a small animal or similar source if nothing else is available.
  • Removed the AP and time cost from Local Contracts.
  • Escort contracts now first point to the NPC you need to speak with as the quest marker, and after accepting, update to show their destination.
  • Added a reminder message at the start of conversations where you are alone or your party is out of earshot. When alone your party doesn't participate in skill Rolls. It's just you.
  • Expanded private moments to include one-on-one discussions with companions in camp and other named NPCs.
  • Added a text prompt before each roll challenge to show who is making the roll and the challenge's difficulty.
  • Assigning an undesirable duty to a companion in camp no longer impacts your relationship.
  • You can now use the Diplomatic Exchange action while inside town borders.
  • Added the option in Skirmish mode for starting the encounter instantly.
  • Opening a certain inquisitor's strongbox will now replace it with a plain strongbox version in your inventory.
  • Added a tag railguard to prevent Character Creation tags from being modified outside the Character Creation phase.
  • Improved the pacing and logic of a certain murder scene.
  • Buffed Apprentice of the Oven & Call of the Forge perks and moved them to rank 1.
  • Smiths across the world will now sell Ingots and Ores.
  • You can now permanently dismiss party members from your group directly through the Party Management screen by clicking their skull icon. This option is available in sandbox mode, and in story mode after reaching any conclusion.
  • After reaching a conclusion in story mode and choosing to continue your adventure, that conclusion will now be recorded in your Journal for future reference.
  • In sandbox mode or after reaching a conclusion in story mode, party and reserve members can now participate in urban events. This means that you can do the event with them instead of a random NPC, they still don't participate in the rolls of your private moments.
  • Added icon-based category filters to the Barter UI.
  • In the Inventory and Barter descriptions, items now display how many your party owns and whether their crafting recipe is known.
  • When assigning camp duties, you can now view each NPC's top three preferred duties based on their strengths.
  • Dismissed party members will remain in the camp, temporarily, but cannot be assigned any duties.
  • In the barter UI, added a new button to quickly gather all party funds to the character currently trading.
  • While crafting recipes, all required ingredients are now automatically shared with the party member performing the crafting.
  • Item inspection now displays the recipe section only for items with a crafting recipe.
  • Recipe section shows Unknown if the recipe hasn't been learned yet and informs you that it can be deconstructed to learn it, or displays the full recipe if it’s already known.
  • Characters are now protective of their unique actions and combat skills (value 0) and will refuse to trade them to other party members.
  • Added Lua extensions Remember, Forget, and Recall, which can tap into the persistent actor memory system.
  • The Kindled Wrath perk at rank 1 now grants the rank 1 action Ignite instead of the rank 3 action Pyrokinesis.


Hotfix - 07/10/25 # 1.0.03

Hi folks,

I hope you’re enjoying the game. This small hotfix addresses some of the issues you’ve reported. I’m monitoring the forums closely and taking note of your suggestions, so keep them coming!

Patch Notes - 07/10/25 # 1.0.03

  • Exiting the Jethal banquet prematurely will correctly fail the "Ashes and Whispers" quest.
  • Fixed an issue where Dreya was recruited in Valetport locked.
  • After reaching any conclusion, any companions in your party who were locked for any reason will fully unlock.
  • Party members in reserve will now receive any XP, SP and PP bonuses that previously applied only to active members.
  • The PartyReward Lua script will now also award reserve members when the reward is set to affect 'Everyone' and not just the active members.
  • Changed the requirements of Call of the Forge, Apprentice of the Oven, and Terracite Hewing perks to rank 2, since you can't learn the recipes if you take these perks during character creation.
  • Added 2 new attires and linked a missing scene with Isolde in Denham.
  • You can now complete the optional objective of finding proper attire before attending a certain banquet in Denham.
  • It should no longer be possible to get stuck behind the bookshelf in Jethal Manor.