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Erannorth Renaissance News

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

Hi folks,

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

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

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

Without further ado...

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

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



Balance Changes:

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


Quality of Life Improvements:

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


Modding Additions

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

Hotfix - 29/07/24 # 0.5.42

Hi folks!

Thank you all for your bug reports via email, Discord, or here on Steam. It's been a long weekend of non-stop work, but this patch fixes these issues, so you can fully enjoy the game while I work on a larger update. Two potential progress blockers are included, so if you were unable to progress in the story, you may have encountered one of these. Depending on your progress, you may be able to continue with your latest or an earlier save game. You can read more details in the patch notes below:

29/07/24 # 0.5.42
  • Fixed a story blocker that could occur by talking to the merchants and completing the captain's quest before recruiting Janus, or by talking to Janus after talking to the merchants but before reporting to the captain. The barracks will now stay open, and you can complete this quest in any order. *This fix will work on all existing saves.*
  • "Unraveling Shadows" will now start after the captain gives you the quest and not after talking to Janus. The quest can be completed before recruiting Janus. *This fix will only work on existing saves if you haven't yet talked to the captain.*
  • Added an additional branch in Janus' dialogue if talking to him after completing the market thefts investigation.
  • Fixed a story blocker that could occur after declining Sheela's proposal in the dialogue with Ludo and Janus at the Golden Sparrow. This could lead to not completing "Crossroads" or unlocking "Sinister Secrets," resulting in various progress blockers. *This fix will only work on existing saves if the save is from before talking with Ludo and Janus at the Golden Sparrow.*
  • The Deranged Hermit will now stay open after Ludo's ritual, in case you leave any unfinished business there. *This won't help salvage existing saves if the save is from before talking with Ludo and Janus at the Golden Sparrow.*
  • Rephrased the task of "Sinister Revelations" to: Ask around for your friends in the Deranged Hermit tavern.
  • After investing with Garret or Elara, their stock was empty during the first trade.
  • Fixed a few romance combinations not triggering even though compatible.
  • Fixed an inconsistency in Ludo's dialogue in the hideout where he would mention Jocelyn, even if you haven't met her.
  • Fixed an issue with OnLevelup not refreshing visually the UI.
  • Fixed an issue with certain Shields ie. Rusty Roundel, removing double armor when getting unequipped.
  • Added a message to prevent dragging items to companions from your equipped slots. To give an item, you need to drag it from your stash to the companion portrait.
  • Fixed an issue where transferring an extra copy of an equipped item would unequip it, even if the actor had enough such items in their stock.


Let me know if you encounter any further issues with these quests with your new characters!

Hotfix - 26/07/24 # 0.5.41

Hi folks,

Thank you all for being part of this fantastic journey in Erannorth Renaissance Early Access!

We have a long way ahead, and before I start following our roadmap, I am going through all the initial feedback and suggestions. We'll eventually get into a more regular rhythm of updates that expand the world, enhance your interactions and footprint in it, and implement various QoL additions you want to see in the game while also fixing any issues or annoyances.

But in the meantime, what is a launch, if not dull, without its share of 0-day hotfixes? This small patch addresses some of the issues that you reported. You can read more details in the patch notes below:

You can read more details in the patch notes below:

26/07/24 # 0.5.41

  • Fixed an issue where custom characters' names in the dialogue system were stored as "You" instead of their actual names, leading to some awkward introductions. The fix should also work on your Saved characters.
  • Fixed an issue with the achievement-related shortcut choices in Ennathil's Camp not showing up correctly.
  • Fixed an issue with custom characters' bios not scaling correctly in specific resolutions.
  • Tools and Adventuring Gear will no longer show as "Junk" as their category but will be correctly categorized as Tools or Adventuring Gear, respectively.

Erannorth Renaissance is out now!

Hi folks,

The past few days have felt like a race against the clock. I've been pushing myself to the limit, working tirelessly to add as many features and improvements as possible for the day one patch. I wanted it to be the perfect Early Access launch. But let's be real – it won’t be perfect. There will be bugs I couldn't catch, balance issues, and a long journey ahead to refine and improve.

It's like the tension before an exam, dreading the moment when the instructor says, "Pens down," but also anticipating the relief of completing this chapter. I finished the build, and now time seems to have slowed to a crawl.

Waiting for the sake of waiting feels a bit silly, doesn’t it?

Oh, wait... It must be the 26th somewhere in the world!

So, as I was saying, Erannorth Renaissance is out now.

If you know what you're getting into, then welcome aboard!

https://store.steampowered.com/app/2657930/Erannorth_Renaissance/

Release Date, Roadmap and FAQ

Hi folks,

The moment is finally here! After months of hard work, I'm thrilled to announce that Erannorth Renaissance is entering Early Access on July 26th! A special thanks to everyone who participated in the recent closed alpha and provided invaluable feedback – your contributions have been instrumental in shaping this release. I'm beyond excited to finally share this early version of the game with all of you and continue this journey together.

A Word About Early Access

Before you rush to grab the game, let's chat about what Early Access means: Erannorth Renaissance is still a work in progress. It's playable, but it's not perfect yet. There will be bugs, missing features, and room for improvement.

If you're the kind of player who wants a polished, finished experience, I honestly recommend waiting. Wishlist, the game, and check back in a year or three to see how things have progressed. However, if you're interested in helping shape the game, trying out new ideas, and being part of the development process, then Early Access is for you!

[previewyoutube][/previewyoutube]

What to Expect in Early Access

  • You'll get to play through the beginning of our story and explore the first region, Llanford, which offers 3-4 hours of engaging gameplay.
  • The core gameplay experience is fully fleshed out. You can dive into tactical turn-based combat, customize your character as you level up, and explore the world to uncover its secrets.
  • The replay value is baked into the core of Erannorth Renaissance. The story branches in unexpected ways, your choices have lasting consequences, and random events ensure that no two adventures will ever be the same. Each playthrough will feel like a fresh, unique experience if you make different choices.
  • And for those who love to tinker and customize your games, Erannorth Renaissance has you covered. You can already dive into modding with the built-in tools, adding unique touches like new perks, actions, or even artwork. Plus, we've got full Steam Workshop integration and achievements to make things even more fun.
  • This is just the beginning. Throughout Early Access, I'll add more regions to explore, quests to undertake, and characters to meet. You can also expect a bunch of new features and improvements that will make each playthrough even more unique and exciting.


What will the game cost?

Erannorth Renaissance will be entering Early Access on July 26th for 9.99 USD. The price will use Steam regional pricing to ensure fair pricing in your territory. Please note that the price will gradually increase with each significant content update.

How long will Erannorth Renaissance be in Early Access?

I aim for 2-3 years, but it could be longer. I want to make sure the game is done right, even if it takes a bit more time.

What are your plans for the development cycle during Early Access?

I have a roadmap planned out with at least nine major content updates. Each update will focus on fleshing out a new region, adding new build options like perks, actions, and equipment, and developing the companion characters with more interactions and events. You can see the roadmap here:



How does Erannorth Renaissance compare to previous Erannorth games?

Erannorth Renaissance is a complete overhaul of the original Erannorth engine, offering a deeper, more immersive experience. Unlike Chronicles, which forked off Reborn's code, Renaissance has been rewritten from the ground up, resulting in a faster, more responsive game. You'll immediately notice the brand new graphical style and tactical hex-based combat, replacing the card-based battles of the past. The user interface has also been modernized and streamlined for easier navigation.

While the core spirit of Erannorth remains, Renaissance is a significant evolution of the series. The RPG mechanics have been expanded and refined, offering more depth and customization. A branching narrative with meaningful choices and consequences drives the overarching story, while a new continent with diverse regions, characters, quests, and events awaits your exploration.

It's important to note that, at this early stage, Renaissance's character builds and customization options might not yet rival the depth Chronicles and Reborn achieved over their combined 6 years of development. However, once complete, Renaissance is designed to surpass both games in this regard. The new engine provides a more flexible foundation for building unique characters and playstyles, and the expanded RPG systems offer even more opportunities for customization. With your feedback and continued development, Renaissance will ultimately become the most customizable and immersive Erannorth experience yet. Whether you're a veteran of the series or a newcomer, Erannorth Renaissance offers a fresh and exciting experience for all.

Will this game be as easy to mod as your previous titles?

Yes, Erannorth Renaissance will be as easy to mod as previous titles. In fact, it will be easier to mod as there are UI-based tools for adding, editing, and exporting content. See the following video for a taste of the initial modding support:

[previewyoutube][/previewyoutube]

I heard the game has romance; should I be worried about unwanted advances from my companions?

Fear not! Romances are disabled by default in Erannorth Renaissance. You must actively choose to enable them by adjusting your preferences in your in-game journal. Additionally, the game offers options to customize the level of intimacy in romantic scenes, ranging from fade-to-black to more detailed textual descriptions. This allows you to tailor the experience to your comfort level.

Does Erannorth Renaissance use AI-generated art?

The game uses commercially licensed stock art sold by human artists. Their creative process may or may not involve using AI-powered tools or their own custom AI systems.

Your Feedback Matters

Early Access is a collaboration between us. Your feedback is invaluable to me as I shape the future of Erannorth Renaissance. Share your thoughts, report bugs, and suggest improvements – let's make this game the best it can be together!

Just remember, Early Access isn't for everyone. It's a chance to get involved in the development process, not a way to get a finished game at a discount. If you expect a fully polished experience with tons of content, waiting for the full release is probably best. Don't be that guy who jumps on the bandwagon only to complain that a game in early development doesn't have the same depth as a finished product. This is just the beginning of a long journey, and I'm excited to have you along for the ride.

If you have any other questions, don't hesitate to ask!