This minor patch addresses the latest reported issues. Happy gaming!
Patch Notes - 02/10 # 1.066.3
Fixed some perk and card typos. Certain perk descriptions listed "proficiency" instead of "affinity" as the benefit, with proficiency being the older, deprecated term for affinities.
Removed the malady and cursed status from the Iluvann ally card. Both Iluvann and his Dark Rebirth ability will now ignore synergies.
Fixed a typo in the Amulet of Dominance card; it will now correctly create a shapeshift card.
Fixed an issue preventing Ophois Chosen's upgrade ability from targeting Adrhraxarz Warriors and Sandscourge Warriors.
The Werecat ally's ability will now correctly apply Strain and deal Primal damage, instead of Primal Synergy.
Fixed an issue preventing you from scrolling through the combat log after defeat.
In the Game Modes editor, clarified that after exporting, your custom mode will appear alongside the vanilla modes.
The Village Festival event was incorrectly using the Trade skill instead of the Nobility skill for the Nobility option.
Erannorth Renaissance is coming out soon.
Hi folks,
I know, I know – this isn't the kind of post you usually see on this page. But bear with me for a moment because I think you might find this interesting. After months of hard work, I'm thrilled to announce that my passion project, Erannorth Renaissance, is finally entering Early Access on July 26th!
How does Erannorth Renaissance compare to Chronicles & Reborn?
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.
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!
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:
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:
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!
Hotfix - 09/05 # 1.066.1
Hi folks,
Today's hotfix addresses several perks whose descriptions didn't quite match their actual effects and a few other issues.
Most importantly, it finally came to my attention that various unsupported resolutions have sneaked into the game's resolution list during a Unity engine update, Whatever the culprit version was, the option to select supported aspect ratios disappeared from the Unity project settings, opening the floodgate to every undesirable resolution appearing in the list in every consecutive build.
To minimize the need for everyone to change their resolution all over again or boot the game to find it in a pixelated 4:3 resolution, I've retained these resolutions in the list but marked them with [!!] to denote that they aren't fully supported. The recommended 16:9 resolutions are now in bold to be more easily distinguishable. You can still play the game in 16/10 monitors by picking a windowed 16/9 resolution and maximizing it.
While this change shouldn't mess up with your settings, there's still a slight chance that you may need to reset the resolution in the settings, ie. if the game boots in a weird or pixelated state. I am really sorry for this inconvenience.
Patch Notes - 09/05 # 1.066.1
In resolution settings:
Added a [!!] to note any unsupported resolutions. They may or may not work correctly, as the game layouts are designed to work with a 16/9 aspect ratio in mind.
The recommended/supported resolutions (16/9) are displayed in bold to be easily recognizable.
Hz will appear as a round number in resolution settings. Resolutions with refresh rate of 59.9999, or 59.966 that for some reason the monitor supports simultaneously, will appear as duplicate entries.
There is a small chance that you may need to set the resolution of your choice again. Sorry for that!
Fixed a few typos in perks.
The Gorilla card wasn't granting its Synergy Stun properly.
While using the Eye icon to inspect the battlefield, the turn counter was showing one turn less.
Events and NPC stories Gallery and Bug Fixes.
Hi folks,
Today's patch fixes a few perks that incorrectly increased enemy resistance to certain debuffs instead of reducing them. It also adds a new event and NPC stories gallery with a spoiler list of all the repeatable and unique events.
Events and stories you have yet to see will appear dimmer, while those you have seen (as of this patch and after) will be displayed in bright, full color. Most of the game's events contain multiple random branches that lead to entirely different scenarios.
The gallery will track the root event only, not how many different permutations you have seen. But it will give you an idea of how many game events you have seen or missed across your runs. You can also see which expansion or mod an event comes from, along with the event title.
Since you just installed this update, the events marked as seen will be 0.
NPCs with multiple stories will appear in the list multiple times, once per story. The exact number of events and NPC stories will vary based on your expansion and mod setup.
Last but not least, the Unity engine version was updated to the latest 2022 LTS version (which is the reason for the larger update size).
Patch Notes - 07/05 # 1.066.0
Fixed a few typos in perks.
Slightly increased the chance of triggering events in the overworld map.
Slightly increased the movement speed in the overworld map.
Changed the splash screen to match the loading screen graphic.
Added a spoiler gallery with the game's unique and repeatable events and NPC stories.
Updated Unity Engine to version 2022.3.27f
UI Scaling, Misc Improvements and Bugfixes
Hi folks,
Today's patch fixes a few reported issues and adds some improvements to enhance your experience. The most notable addition is a new setting that allows you to scale up all the fonts in the UI. These fonts will dynamically adjust to maintain consistency in layout while increasing in size (if possible).
Additionally, I've added a "View All" option in the Crafting UI. This feature will display all available recipes for the facility you're currently in. For example, if you're in the blacksmith, it will show you items you can create there. Similarly, if you're on the road, it will display items you can craft without facilities, etc.
You can read more details in the patch notes below.
Patch Notes - 07/04 # 1.065.5
Bug fixes
Fixed an issue with AddAllySpecial not working on singleton cards, such as Sir Liam's Aim! Fire!
Fixed an issue with the Book of Heroes in some instances, moving the player to their last stage instead of the overworld map.
Fixed an issue with the Book of Heroes displaying the incorrect score caused by an outdated calculation method.
Misc Additions / Changes
A Universal UI font size scaler setting was added to the settings. This setting allows you to increase the text size of all UI elements by a fixed point (from +1 to +6 points) while ensuring that they always fit within their respective containers.
The Assassins' AI will now use a new "Lesser Venom Blade" card instead of "Venom Blade." For example, Quetzor Ornithor will now use this version. The original Venom Blade will still be reserved for higher-tier assassins or bosses.
Added a few tips on the loading screen that will cycle while waiting for the game to load.
The loading screen will show which part of the content is currently loading.
The crafting UI now has a "View All" option that displays all recipes craftable in the current facility, regardless of requirements.
In Book of heroes added the hero's grade next to their score, to motivate you to do better next time.
Optimized the loading times of content and mods.
Hotfix - 23/03 # 1.065.3
Hi folks,
Today's hotfix addresses a critical issue where certain enemy spawning effects/tactics were able to summon bosses. If you encounter anything unusual after an enemy is spawned, please let me know. You can find more details in the patch notes below.
Patch Notes - 23/03 # 1.065.3
Addressed an issue where certain enemy spawning effects/tactics were able to summon bosses, ie. Prison of Souls.
Increased the minimum threshold when generating random enemies to be closer to the maximum value (0.5 -> 0.8).
Resolved an issue where the AP tooltip was displaying the current Concentration value without properly accounting for the ConcentrationPool bonus. This issue was visual, specific to the tooltip, and did not affect gameplay in any way.
Slightly increased the width of the player's token hitbox.
Fixed a few typos in perks, NPCs, and cards.
Minor Patch - 01/03 # 1.065.2
Hi folks,
This is a minor patch fixing the latest reported issues. You can read more details in the patch notes below.
Patch Notes - 01/03 # 1.065.2
Fixed an issue with the game accepting input while not in focus.
The Echo icon will be properly removed from cards after adding Multicast or Fury synergy.
Updated the Echo entry in the rulebook to include that it can't stack with Multicast or Fury.
Updated the Coven & Muster entries in the rulebook for more clarity.
Changed the "Add Ally" type description to distinguish between when affecting allies or controlled enemies by the action that controlled them.
Fixed a few typos in perks and cards.
Minor Patch - 10/02 # 1.065.1
Hi folks,
This is a minor patch fixing the latest reported issues.
You can read more details in the patch notes below.
Patch Notes - 10/02 # 1.065.1
Fixed a few typos in perks and cards.
Enemy tactic cards, in certain cases, wouldn't play back their associated SFX.
Changed "AddAllyType" description to make it clear that it only affects allies or controlled enemies.
In modes without a MaxConcealment setting, the MaxConcealment was incorrectly displayed as 70 instead of 65.
Certain consumables that don't have much merit to show in the backpack (Tower Grimoires, Empty Flasks, and Arco Trollo grimoires) are now automatically excluded from the Backpack. As a reminder, you can customize which consumables appear in your backpack through each card's options.
Moddable Visual Novel system and Bug fixes.
Hi folks,
This patch fixes a few bugs and adds a basic (but fully moddable) Visual Novel system for our modders to peruse and tell their stories in. [This system isn't used in the vanilla game at the moment.]
You can read more details in the patch notes below
Patch Notes - 17/01 # 1.065.0
Bug fixes
Fixed an issue with Enemy Impact SFX not playing after transitioning to the new feedback system.
Fixed an issue with Overworld events triggering while traveling in the sea.
Fixed a few typos.
Visual Novel system
Modders can now create "Visual Novel" style cutscenes with up to 2 actors at a time.
Cutscenes can be defined in ModLoaderUser.conf: ie.
>> Cutscenes CutscenesDB.Chronicles.tdb.
Cutscene names can be used as nodes directly or by prepending them with CS:
i.e., In the Map room or CS:In the Map room, the latter is recommended to avoid name conflicts with the Event system.
Cutscenes can start inside events with ExecuteFunc: Cutscene: Name,
i.e., ExecuteFunc: Cutscene: In the Map room. In this case, the event remains active but hidden in the background layer, and the cutscene plays on top of it.
You can check if your Cutscenes work as expected in the shell F10: StartCutscene Name, i.e., StartCutscene In the Map room.
Syntax
The title can be set with ## Title.
The background can be set using -- BACKGROUND: background, i.e., -- BACKGROUND: MapRoom.
Actors can be dynamically set to PC. with --RIGHT: & -- LEFT:, i.e., -- RIGHT: PC, to Empty -- LEFT: Empty, or to a sprite -- LEFT: Academy Scribe, an image name, etc.
Actor lines can be spoken with > LEFT: and > RIGHT:, i.e., > LEFT: Academy Scribe: Explorer, have you seen the ancient scrolls I left on the table?
Narrator lines can be spoken with > CENTER:, i.e., > CENTER: In a time long past, two adventurers stood in a map room...
Rewards can be given in a cutscene with -- REWARDS:, i.e., -- REWARD: XP:10, PP:5.
The following variables can be replaced dynamically: {PCLocation}, {PCName}, {PCClass}, {PCSpecies}, {PCSpecialization}, {PCClassification}, {PCOrganization}.
The following tags -- CHOICE_START to -- CHOICE_END can create a section with choices, i.e., that's one choice. A choice block can have up to 10 -- CHOICE blocks.
ie. -- CHOICE: Try to avoid the confrontation. @ Avoid Confrontation > LEFT: Jason: It doesn't matter. The past is the past. I've moved on. > RIGHT: Aisha Wilkes: Have you? Or are you just telling yourself that? > LEFT: Jason: What do you want, Aisha?
You can also incorporate requirement checks in -- CHOICE: text | requirements, i.e., Level=3, Class=Mercenary.
You can use both vanilla or custom .png for characters. To use custom .png, place them in CustomArtworks/Miniatures/, i.e., BexleySmiling.png. Then use it, i.e., -- LEFT: Bexley | BexleySmiling.
Your custom .pngs for background should be placed in CustomArtworks/Tales/, i.e., MapRoom.png. Then use it, i.e., -- BACKGROUND: MapRoom.
Example Mod
1. /ModLoaderUser.conf:
>> Cutscenes CutscenesDB.Chronicles.tdb
2. Cutscenes/CutscenesDB.Chronicles.tdb
## CS:Library Scene 1
-- BACKGROUND: Library > CENTER: In a time long past, two scribes stood in a library... -- LEFT: Academy Scribe | Academy Scribe -- RIGHT: PC > LEFT: Academy Scribe: {PCName}, have you seen the ancient scrolls I left on the table? > RIGHT: {PCName}: Ah, those old parchments? I thought they were mere scribbles from a student and used them to note down some coordinates.
-- CHOICE_START -- CHOICE: Apologize sincerely. @ SincereApology > RIGHT: {PCName}: I deeply regret my carelessness. I'll do everything I can to find and return them. > LEFT: Academy Scribe: That's all I ask. Let's begin our search. -- REWARD: XP:10, PP:5
-- CHOICE: Deflect blame. @ DeflectBlame > RIGHT: {PCName}: Perhaps if they were stored properly, this wouldn't have happened. > LEFT: Academy Scribe: Now's not the time for pointing fingers. We need to find those manuscripts.
-- CHOICE: Offer to pay for the scrolls. @ OfferCompensation > RIGHT: {PCName}: I can pay for the loss. Name your price. > LEFT: Academy Scribe: Money can't replace our history, but it might aid in our efforts to recover it. -- CHOICE_END
-- BACKGROUND: Village > LEFT: Academy Scribe: Quickly now, every moment counts. -- RIGHT: Empty > LEFT: Academy Scribe: Off you go! Our academy's history is at stake!
* The same CutscenesDB.Chronicles.tdb file can contain multiple scenes. Or you can break them to multiple files for better organization.
That's all folks! Looking forward to see what you'll make using this new system.
Announcing Erannorth Renaissance
Hi folks,
Today, I am thrilled to announce the development of Erannorth Renaissance, a brand-new game in the Erannorth universe.
I was holding off on this announcement till the new game's Steam page is ready. I don't like cross-posting much, so if you enjoy what you read below, wishlist the Erannorth Renaissance Steam page. Any further updates will be heading there.
What is Erannorth Renaissance?
Erannorth Renaissance is a text-driven, turn-based RPG set in a Renaissance-era fantasy world where your choices matter. You can shape your character and their story in your own way. You can play as Eric or Diana, each with a unique backstory, or start fresh with a character of your own creation. Though their past is predetermined, what happens next is entirely up to you. Every decision you make will affect the story, creating a unique adventure for you to experience.
How does it differ from my other Erannorth games?
Erannorth Reborn and Erannorth Chronicles emphasized freedom and encouraged players to play the game as they wanted, without any main storyline. The games primarily focused on building various character builds and using them to progress through the game. On the other hand, Erannorth Renaissance offers an extensive open world to explore, but it is driven by a central quest and several side stories on a new continent called Elos. Unlike Reborn and Chronicles, Renaissance is not about creating theory-crafting character builds but about experiencing a story.
Chronicles is the continuation of Reborn's development. It is built on the same code base, improving it and adding dozens of new mechanics and features. Renaissance, on the other hand, is an entirely new RPG system developed from scratch using Unity. Unlike its predecessors, which focused on card games and deck building, Renaissance is centered around immersing players in a story where they can make choices, engage in strategic battles, and explore a vast world map. It's not about having hundreds of enemies or countless tactics; it's about your story and how you shape it.
Expect to read a lot of text. If it's something you find boring, you probably didn't reach at this point of the news post, so all is good.
But that "tactics", are cards right? Right?
No, there aren't any cards in the game.
Ehm, Early Access?
Early Access games have been a roller coaster. It started as a way for game creators like me to fund our projects and get your input. But many Early Access games never finished or got postponed, leaving many players cautious. Some are abandoned after release, and others are in a development hell hiatus. And it is understandable; life happens.
But it's not an excuse. Erannorth Renaissance will be launched as a complete game in Early Access. You will immediately access the entire main story and many side quests. I aim to provide you with a robust and enjoyable game while working with you to improve it further.
I value honest and open communication, so I am telling you straight up: it's always better to wait if you have mixed feelings about purchasing a game that's still being developed or expecting something similar to the older Erannorth games. It's different from my other games. And I can't promise that nothing will radically change in Early Access or that your saved games will always be safe from updates.
Is there any ETA on the Early Access release?
No, feel free to check out the Steam store page to keep up with Erannorth Renaissance's development and add it to your wishlist. Watch for more news and updates as the Early Access launch approaches, hopefully in early to mid-2024. I want to deliver a complete product. So, whenever I feel this milestone is reached.
What about Erannorth Chronicles? Will it ever get any more updates?
Erannorth Chronicles is already a complete package with hundreds of hours of content. But on the bright side, Renaissance and Chronicles aren't in direct competition. In the future, it may receive additional content in free updates or expansions alongside the new game.
And that's all for now, folks! If you have any questions, feel free to ask them in the comments below.