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Genre: Strategy, Adventure, Indie

Erannorth Chronicles

Minor Hotfixes - 15/03 # 1.035.7

Hi folks, this patch contains some minor hotfixes for Ancient Ruins, along with a few QoL additions I was working on at the moment.

15/03 # 1.035.7

  • Ancient Ruins related fixes/improvements

    • Fixes a few typos in a couple of Ancient Ruins cards.
    • Tweaked the rewards of the repeatable areas slightly to show a couple more cards from expansions in the areas that have them / if an expansion is active.
    • Ancient Ruins cards will now correctly display "Ancient Ruins" expansion in their Codex Entry.

  • Improved the Area Rewards sorting.
  • Swapped Jarakkal Oasis 1st & 2nd Areas and tweaked a bit the enemy groups that appear in the 1st level in Deserts/Arid environments.
  • You can now unsummon allies faster by Ctrl+Click on them. This method, however, can only unsummon unprotected allies. If you want to unsummon a protected ally this way, you should first toggle their lock off.

Ancient Ruins Expansion is Out Now!

Hi folks,

Ancient Ruins Expansion is live, BUT before you decide if you want to purchase it or not, let's discuss a bit about what sort of stuff and mechanics are in it, new or old and different, to make sure we are on the same page, and no one gets disappointed or thinks they'll find something other than what its store page lists. ;)

Ancient Ruins Contents




  • 400 new Cards: Discover and recruit over 200 new Allies, new Legendary Equipment, and other expertise-neutral cards that everyone can use and complement or enhance your build.
  • 100 new Enemies: Fight 40 unique bosses that utilize different cards and tactics and 60 regular Enemies, making higher-level campaigns deadlier and more challenging.
  • 65 new Challenges: Discover new quest chains, each with exclusive rewards you can't get anywhere elsewhere in the world.


https://store.steampowered.com/app/1900780/Erannorth_Chronicles__Ancient_Ruins/

[previewyoutube="miRw-5kFzXQ;full"]

Ancient Ruins notable Mechanics



Temporary Ripple Effects

Whenever something happens, this turn; something else happens too...

Let's see a few example cards:



1. (Yellowsting Scorpion) Whenever you apply Venom this turn, Weaken 3: You can apply Venom with Venom, Inevitable Venom, or Delayed Venom effects. The effect must succeed. If it does, you cast a bonus effect card with Weaken 3 that will target the first or the preferred enemy on the battlefield.

2. (Abyssal Abomination) Whenever an Abyssal Ally leaves play this turn, Abomination Allies get Power +5.: Here, abyssal and abomination are just types certain allies have; they don't do anything, they are not keywords, but with this effect active, they mean something. Suppose one of your allies that have the abyssal type leaves play (from damage, because you throw him to the specter, lifespan ended, etc., any allies you have with the abomination type in play permanently get a +5 Power.

3. (Belphegzul's Retainer) Whenever you defeat an Enemy this turn, restore 4 AP. : If any enemy dies this turn or leaves play (gets destroyed, befriended, controlled, etc.), you restore 4 AP.

Etc.

You can have only one temp—ripple effect at a time. So if you play Belphegzul's retainer (Whenever you defeat an Enemy this turn, restore 4 AP.) and then a different card saying (Whenever you defeat an Enemy this turn, Heal 5 HP), what you'll get is just the second bonus.

"Upgrade"

Target an Ally of a certain type in play; they'll get automatically unsummoned. This is an additional cost for the card to work.



1. (Scrap for Parts) [Target Clockwork], The clockwork you target will leave play, similar to how Companies/Eager conscripts work, But here is just an additional cost, basically a short notation for "Target Clockwork Ally. Unsummon." Meanwhile, this card also gives you a ripple effect. "Whenever a Clockwork ally leaves play this turn (That includes the one you just unsummoned) you will hoard (get a permanent copy of) Essence and your Nuear'lat (just an ally type) Allies will get +3 power."

2. (Zombie Apocalypse) [Target a Living, that is a non-Undead, non-Clockwork ally]. The living target will leave play. Meanwhile, this card also gives you a ripple effect. "Whenever a living ally leaves play this turn (including the one we just unsummoned), you pay 3 life, any remaining living allies suffer 5 damage, and your ghoul allies get +3 power." Additionally, you get 3 Mutant Ghouls for a discounted price.

Etc.

Double Status and Triple Status

"Target an Enemy that already has this Status, their counters are Doubled or Tripled (bypassing their resistances)."



1. (Living Moss) If the enemy has Entangle counters, double them; if not, nothing happens. Using Living Moss's ability afterward will give Entangle 2. Double Entangled is a one-time thing that occurs as the effect resolves.

Etc.

Fracture

" All Enemies status resistances this turn are reduced by x%, where x is the Fracture counters they have. This affects things like Bleed, Bewitch, Vulnerable, etc. But not Drain or Sneak Attack as they aren't statuses."



1. (Dread+) If the Enemy has Fracture, then its doubled; otherwise, nothing happens. Well, it still can Freeze and/or Bewitch them, but beyond the point of discussion ;)

2. (Perturbation) "Whenever a Horror ally (an ally that has this type) comes in play this turn, apply Fracture 25 to 2 random Enemies. (which can be the same enemy too, if, for example, there is only one on the battlefield). Let's say you hit two, and each got 25 Fracture counters; this means that all their status resistances drop by 25%.

Etc.

Heroic and Mythical Allies

"Heroic and Mythical are just ally types, but having them marks the ally as more costly, which are usually one-person army allies that can dominate the battlefield. Heroic allies cost +1 and Mythical +2 Concentration, on top of any mode or the +1 Unique modifiers.



1) Archelaus the Bold is Unique (+1) & Heroic (+1), I am playing in Collector / 4 Skulls (+0) = +2 Concentration. That's the attribute before his Power. If I were in Chosen, his cost would be +3.
4) Balan Wolden is Unique (+1) & Mythical (+2), Still on Collector (+0) = +3. If I was in Chosen his cost would be +4.

Etc.

Enemy Decks

"Most Bosses in the new Challenges will now deploy devastating card-based tactics that can wipe you out if you aren't careful or make a wrong move. Be careful and be prepared ;)."



And more! Have fun, folks, and let me know if you encounter any issues; considering the vast amount of content, some minor problems are to be expected ;)

Minor Hotfix - 10/03 # 1.035.3

Minor Hotfix - 10/03 # 1.035.3

  • Fixed the placement of the Ally buttons, to prevent the Attack or Lock buttons from becoming inaccessible for some allies.
  • Added new setting: "Ally buttons always visible".

    • While this setting is on the Ally buttons will always stay visible.
    • While this setting is off, you can instead use Shift+Z (as a toggle) to make ally button stick when hovering out of them or not (for the duration of the session).

Battlefield view improvements, Summoner's View and the latest Modding Additions

Hi folks,

You will notice that the battlefield view has changed a bit. And if you are using mods for the ally & enemy artworks, their modders may need to tweak them slightly. Sorry for that, but I hope you'll find the changes worth the fuss, especially with an ally-oriented expansion coming up soon. ;)

This is the new default view. You can view six allies at a time and eight enemies before needing to scroll either field.



This is the updated summoner's view. While this view is active, you can view ten allies at a time but only four enemies before needing to scroll.



You can quickly toggle between either with the 'z' key. The Ally buttons are accessible by hovering over the ally in both views. And of course, you can still click to get the targeting arrow to attack right-click to produce their card. Etc.

Below, you can find the patch notes for the last two builds.

Patch Notes - 09/03 # 1.035.2



Misc Changes and Additions

  • Compact view renamed to Summoner's View
  • While the Summoner's view is on the Battlefield will display ten allies at once and four enemies.
  • While the Summoner's view is off (default view), the Battlefield will display six allies at once eight enemies.
  • Ally Buttons will show up when hovering over the Ally.
  • RULE Changes: Unique allies have +1 Concentration Upkeep (on top of the mode rules).
  • Upkeep value of each ally will display on their cards.
  • The verbose log will display a message when Temp states or Temp ripple effects are cleared.
  • Updated the Codex entry of Ripple effects to include the new temporary ripple effects.
  • Updated to the latest Unity Engine 2021.2.14f1
  • Added Resources for the Ancient Ruins expansion


Modding Additions

  • Only[Location]:1 tags in cards can now be used to allow excluded cards to show up as rewards of that location's areas. Location can be either minor or major. Ie. OnlyBleakhorn Ruins:1 will let an excluded card show up as a reward in Bleakhorn Ruins areas (and shops - that part is unchanged.) Most old (and new) cards from the 'Mercenaries' set now use the update OnlyLocation tags and will appear as area rewards in specific locations along with exclusion tags.
  • AllowToInvoke:1 can be used to include specific and otherwise excluded allies to cards that Invoke Allies (ie. Invoke:1, InvokeDiscipline:Ally (Goblin) can now invoke Goblins that usually are excluded from Random Loot if they also have the AllowToInvoke tag. Otherwise, only Goblins that aren't excluded from Random Loot will appear.)
  • ExcludeFromLegendaryDrops:1 can be used to exclude specific Legendary cards from showing up in cards that Loot or Craft, specifically Legendary cards, ie. Mythical Treasure.
  • New special Ally types

    • Heroic (should be added in SummonRace field): Heroic allies cost +1 Concentration on top of the mode rules.
    • Mythical (should be added in SummonRace field): Mythical allies cost +2 Concentration on top of the mode rules.

  • New Ripple Effect category: 'RippleEffectStatus [Status]' will trigger when a certain status is applied. This can be a status the PC applies, ie. Burning, or an Enemy tactic, ie. Flank.
  • , ie. TempStateRippleEffectStatus Burning>StrengthenAlliesOfTypeFiend#3:1, whenever you apply burning this turn, fiend allies get +3 power.


Temporary "Quest" States & Ripple Effects

  • You can now set temporary ripple effects (through cards) that will last for a single turn using TempStateRippleEffect[Keyword]>[Ripple]:1.
  • , ie. TempStateRippleEffectDefend>Draw#2:1, Whenever you play a card with "Defend" this turn Draw two cards.
  • ie. TempStateRippleEffectDraw>AmplifyEarth=2;Meditate=2:1, Whenever you play a card with "Draw" this turn Amplify Earth 2 & Restore 2 AP.
  • The card text generator won't render such effects in the card text. So you'll have to either override the card description to a manual text or include them as part of the flavor text if you use them. Or add a manual text with the new ExtraRule:[text].
  • The card text will get messed up if you combine unsupported keywords, but the ripple effect may still work. You should probably override the card description to a manual text in such cases.
  • Each Keyword can have a single TempState associated with it, and playing a different one will overwrite it.
  • These temporary ripple effects will trigger in addition to any permanent ripple effects the player already has.
  • Temporary ripple effects are cleared after all phases have been processed when the Status report message is displayed in the log.
  • You can also set temp versions of Doom, Contract & Alternate Form effects using instead TempStateDoomEffect[],TempStateContractEffect[] & TempStateAlternateForm[] instead of their QuestState equivalents. If present these temp versions will take precedence over the permanent versions.
  • ExtraRule:[Text] can be used to display manual text.
  • Temp quest states can be set and checked through the event system using TempState (same as you would a QuestState). Such conditions will last for the duration of the whole event or till the event is interrupted by combat.

A First Look in Ancient Ruins Expansion

Hi folks,

With the release of Ancient Ruins a few weeks away, it's time to talk a bit in more detail about what the expansion is all about. And have a look at some spoilers.

But before that, I feel I should reiterate that the paid expansions won't be including playable classes, species, and organizations. But that doesn't mean they'll lack new options for your characters.

Both this and future expansions will be expanding on the world itself. Ancient Ruins DLC will be adding new Challenges, bosses with new tactics you won't face elsewhere, (overall) deadlier enemies, and areas with rewards you can only find by exploring these specific areas.

Let's see a few examples of what'll be in it



There will be 102 new Enemies (42 Boss, 60 Normal). While 19 (old bosses) that you'll meet in new challenges updated with new tactic cards.



There will be about 61 new Enemy Card (Tactics).



27 updated or entirely new locations. Which include lots of new areas and additional points of interest.

Ie. A meeting in a backwater village...



...can lead you to a whole new quest chain in a deadly dungeon...



Overall, there will be about 55 new Challenges. (Bringing the total challenges in the game to about 150). It's probably obvious, but I will say it anyway, these challenges aren't there to do them all, but so that you can go and do different things each time.

There are about 205 new Allies, including some potent Unique allies, that you may only get by defeating the corresponding boss in Challenges, their assorted cards, and more. So give or take 350-400 new cards.

Ever wanted to have a manticore for a mount? Well, you may get one. Who knows...

First, you must fight with it.



Then, if you are lucky, you may then recruit it to your party.



There are many mini factions. Like Belphegzul's Cult. You don't join them at this point, but all these allies can "drop" by exploring specific areas. Some will, for example, in Veara'acthon ruins, Jarakkal Oasis & Deimos Chasm, or by doing their respective challenges.



Or the Mountain Tribe:



Last but not least, the game's modding engine is constantly updated to include all the new tools I am using to create this expansion, and modders can use them regardless of DLC ownership.

That's all for now, folks! When it releases, I'll be giving you a round-up of the new DLC mechanics.
The estimated date of release is late March or mid-April.

Improved handling of Enemy Cards, QoL Additions and new Ancient Ruins Resources

Patch Notes - 02/03 # 1.034.6



Bugfixes

  • In some instances, ExhaustAlly modified by discount perks that could drop it to 0 would drop to 1 instead.
  • Fixed typos and definition issues in a couple of cards.
  • Fixed several grammar and punctuation issues in various game texts, quests, and events.


Misc Changes & Additions

  • Misc improvement/fixes in the code handling Enemy cards and the EnemyTactic effect.
  • EnemyTactic[] effects followed by an attack will also be mentioned in the Enemy card.
  • Rulebook input field will be selected automatically upon opening the Rulebook.
  • Enemy cards now have a different card frame to separate them from the player's cards.
  • During "Duel" PC will gain +5 Retribution / Level (instead of +2 / Level).
  • In the Codex view, if the Codex lists an Enemy tactic, you can now click on it to open the Glossary in this entry. Such hyperlinks are prepended with the = sign.
  • In the Enemy Gallery entries, Enemy card tactics are hyperlinked to display the referenced card; they'll also show in a separate section.
  • Malady Cards in the Drawpile will remain there even if the Deck is emptied, reshuffled, or you switch to a different deck.
  • Added Resources for the Ancient Ruins expansion.


Modding Additions

  • UPDATETactics# Enemy # New Tactics can be used in EnemyDB files to update Enemy tactics leaving the rest of the existing Enemy data the same. Ie. UPDATETactics# Katarina Luchova # +Deck>>Fire Flask+Deck>>Heavy Blow
  • UPDATETactics will affect only tactics defined through the Enemy DB file and will leave unchanged their species/class tactics. It should be used to add new Enemy Cards to their tactics or remove cards from their tactics.
  • REMOVE# Enemy, ie. REMOVE# Skeletal Dragon can be used in EnemyDB files to remove any Enemy from the DB (i.e., safely re-import them in the following line with different stats).

Hotfix - 18/02 # 1.033.8

Hi folks,

After the last update (1.033.7), the text of cards in hands could in some rare occasions glitch and show the previous used card's text. That could occur only while using the arrow casting method.

The text would revert back once hovering over the card and the card was getting casted correctly, but still, urgent enough to guarantee a hotfix, as could lead you to miscalculate things or cause confusion.

Plus a few other things I was working on at the moment this bug was reported.

Hotfix - 18/02 # 1.033.8

  • Text of cards in hand could in some rare occasions become glitched and show the previous card's text while using the arrow casting method after the 1.033.7 update.
  • Added a checkbox "Enable Spoilers" in the world map Activities to reveal or not locked quest options. It will also reveal the requirements for this option to show up (and the area ID for modding purposes). This is mostly to aid location modders.
  • After completing a Challenge, the outcome screen will only display unlocked Challenges of the same chain only if you meet all of their requirements.
  • Added Resources for the Ancient Ruins expansion

Additional Book of Heroes Slots, Community Requested QoL and Modding Additions

Hi folks,

This patch is a bit large in size (about 200mb) as it also adds new resources (required both for the upcoming DLC and for future free updates).

It also includes several Community requested QoL and modding additions.

You can read more details in the patch notes below!

Patch Notes - 17/02 # 1.033.7



Bugfixes

  • Fixed an issue with a few Enemies not getting imported in the Enemy DB
  • Ancient Ruins expansion was (incorrectly) displaying as installed & active in the Mod Manager.
  • Fixed some issues with the Book of Heroes ascensions when transitioning from a Sandbox to Gauntlet mode.


Misc Changes and Additions

  • 'Esc' key will now also close the Rulebook, Character Sheet & Map exploration if they are open (before opening the Main Menu) and any active (or misbehaving) tooltips.
  • Improved the codex appendix algorithm to dig deeper in Ally special, morale, alert and demise abilities and offer more links for any nested keywords found in them.
  • Added a "Hide" button in the Combat Log.
  • RAlt + Click on a card in your hand or loot container will display the card without "situational" modifiers (if possible). ie. without any Concealment, Drain or Leyline modifications or modifications due to the Deck lacking allies, enough cards etc. (LAlt + Click or Clicking the card will work as before)
  • Cards in Player's Handbook will always display without "situational" modifiers (if possible)
  • Added some padding around the map, because a couple (upcoming) borderland areas in the map couldn't be accessed properly.
  • Moved the "Choose Card UI" and the "Event UI" higher so that the player's hand is still visible.
  • Active Synergies preview will now keep displaying on the card while its targeting arrow is active.
  • Adding Synergy Fury in a Multicast card (or Synergy Multicast in a Fury card):

    • Will strikeout Fury from the card text. (As a reminder Fury and Multicast don't stack. If both Effects are present in the same card due to a player Synergy, then the card will use only the Multicast effect.)
    • Will no longer stack their Concentration costs. (Since only Multicast will process, only Multicast cost in Concentration is paid.)
    • Will no longer account Fury in the Damage prediction. (Since only Multicast will process.)

  • Changed Blood Harvest Ripple effect to: "[Ripple Effect Gluttony] Whenever you play a card with Gluttony, Restore 2 AP.", this change will apply to new or characters without this perk.
  • Book of Heroes will now hold 6 paragons and 4 fallen heroes (instead of 3 & 3).
  • Paragon heroes won't be automatically deleted when you ascend them to a new mode, in case that mode proves not what you have in mind. They'll still do get deleted automatically if you no longer have Paragon slots and finish a run.
  • Fallen heroes will revive with max HP.
  • Added Chosen+ & Scorched Earth+ modes. (can be accessed through the Book of Heroes)
  • Added graphic resources for the Ancient Ruins expansion.
  • Updated to the latest Unity Engine 2021.2.11f1


Modding Additions

  • Perk reward AddClassPerks:[Class] & AddRacePerks:[Race] can extend the PC perks list with the perks of another [Class] or [Race]

    • ie. AddClassPerks:Hunter, will extend the PC perks list with the perks of the Hunter.
    • ie. AddRacePerks:Undead, will extend the PC perks list with the perks of the Undead.
    • Both rewards expect a base archetype. ie. AddRacePerks:Vampire won't work, what can you do instead is: AddRacePerks:Undead, QuestStateCountsAsVampire:true, this will give the player both the generic Undead perks and those that are exclusive to vampires.
    • Only perks that part of the archetype.json file can be given this way.

  • Perk reward AddPerkTree:[Tree], can be used to extend the PC perks list with a certain [Tree].

    • ie. AddPerkTree:One with Stones, will extend the PC perks list with the perks of the "One with Stones" tree.
    • Such perk trees will be categorized as Universal for that PC.

Quick Challenge and Additional Character Slots

Hi folks,

Most of the work for this patch is behind the scenes engine tweaks to accomodate the upcoming expansion, but there are also two new additions that are worth discussing briefly.

There are 5 new slots for saving and loading your characters, bringing the slots up to 12. And also in the main menu there is now a new "Quick Challenge" button.

Clicking it will generate a totally random character and also start a 6 stage Gauntlet with 4 Skulls difficulty. The "challenge" in this case is to complete this mode with whatever character was rolled for you. And of course, stick with whatever character was rolled till you complete the mode or die. Needless to say, this is aimed for experienced Erannorth players, as you can end up playing with literally anything.

Lot of progress was done in the upcoming Expansion and it now has a name and a placeholder store page in Steam if you want to wishlist it:

https://store.steampowered.com/app/1900780/Erannorth_Chronicles__Ancient_Ruins/

Other than that, its estimated ETA is still mid or late Q1/22, and we'll be talking more about it in a future news post. ;)

Patch Notes - 09/02 # 1.033.0




  • Minor UI tweaks
  • Fixed some typos
  • Added 5 additional slots for Saving & Loading characters.
  • In Main Menu added a new Quick Challenge button.
  • Quick Challenge places you in 4 Skulls / 6 Stage Gauntlet mode with a totally Random Character.
  • You can customize the mode difficulty bound to this button by providing your own custom "Quick Challenge.json" mode. The starting character will always be random though.
  • Load/Save button has moved next to the resume slot.
  • Misc engine changes and tweaks to support the upcoming DLC

Controller Support and minor QoL improvements

Hi folks,

This patch brings the Controller support to all branches, along with some minor QoL improvements across the board.

You can read more details in the patch notes below.

Patch Notes - 04/02 # 1.032.7



Controller Support

  • Added a button in Settings to change the Controller Profile bindings
  • (New) Steam Input profile (Erannorth Chronicles v2):

    • The LStick will emulate virtual mouse through Steam Input and A,B will act as virtual mouse buttons.
    • Right stick will pan the world map.
    • D-Pad will now offer a different option:

      • Up => ALT (Can be used with A button to display the card info.)
      • Down => CTRL (Can be used with A button to discard the card.)
      • Left => Backpack
      • Right => Deck Switcher

    • Button Y will open/close the character sheet.
    • Button X will close all open popups.
    • Right Bumper will end the turn.
    • Left Bumper will open the activities menu if available and center at the PC.
    • Left Trigger will open the Deckbuilder.
    • Left Command will open the Journal.
    • Right Command will will bring up the Menu.

  • Without a profile the following (native) Controller Bindings will still work (but it's recommended to use the profile).

    • Left stick will emulate a mouse cursor.
    • Right stick will pan the world map.
    • D-Pad is unused.
    • Button A will act as left click
    • Button B will act as right click (auto cast cards, move in the world map etc.)
    • Button Y will open/close the character sheet.
    • Button X will close all open popups.
    • Right Bumper will end the turn.
    • Left Bumper will open the activities menu if available and center at the PC.
    • Right Command will will bring up the Menu.



Bugfixes

  • Ally buttons (Quick Attack & Quick Special) could be used during the Enemies Turn.


Misc Changes

  • Updated Steam Libraries to v1.52
  • In Character Creation: Added a button to generate a random name for your character.
  • Added a label in the 4 buttons that are used to customize the battlefield (to be more apparent that they exist / are things that can be customized)
  • Changed the following default settings
  • The default hand view is now viewing the full card.
  • Reveal Enemy Intent is now by default on.
  • Enemies you haven't defeated yet will display "New Enemy / Unknown Intent" instead of their "Enemy intent is unclear".
  • Changed the first Pregen character to "Anoobak", as "Alec" was a bit hard for new players. "Alec" renamed to Corgan and moved to the 4th pregen slot, after some minor changes to his archetypes. These change won't affect any characters in progress.