This patch fixes the latest reported issues, along with a few minor tweaks to improve your game experience.
You can read more details in the patch notes below.
Patch Notes - 12/11 # 1.064.3
Farthing ripple effects will correctly trigger for cards with the "RandomFarthings" keyword.
Fixed an issue with the damage projection mispredicting the intense damage.
Fixed few minor card typos and several typos in the Activation SFX & Impact SFX of various cards and enemies, preventing their SFX from playing.
Empower bonus will no longer wane from Ripple effects.
Researching techniques in the Campfire will now also cost 150 Farthings without the Research skill and 100 Farthings with the Research skill.
Shifted the Story UI a bit to reveal your AP & HP details.
The final score will now take the mode difficulty into account.
Increased the score penalty when taking too long to achieve too little, improving the score's accuracy when comparing them with your friends.
Quite often, you may complete a mode and wonder how well did it go. Well, now, along with the score, you also get a grade. Perhaps next time you can do better?
Hotfix - 30/10 # 1.064.1
Hi folks,
This is a small hotfix fixing a few typos in various cards and perks, as well as not creating/playing equipment cards during the first turn of NPC quests.
30/10 # 1.064.1
Fixed a few typos in various cards and perks.
During NPC quests equipment cards weren't created / played on the first turn.
Bugfixes and QoL Improvements
Hi folks,
Today's patch fixes the reported issues, as well as adds a few QoL improvements I was working at the time. You can read more details in the patch notes below.
Patch Notes - 17/10 # 1.064.0
Bugfixes
Fixed typos in various cards, perks, and events.
In Untold Tales and Legends, fixed an issue in the Skull Isle fort's Mercenary Guild upgrades, where the first level upgrade choice was not correctly locked after picking it up, and the next ally upgrade choice wasn't correctly unlocked.
Misc Changes/QoL Improvements
In the Chest UI, a new section will display the available farthings during purchases.
Re-organized the Perk entry in the rulebook and added a few more details.
Expanded the rulebook entry on the Overworld map about the significance of the difficulty indicators.
I added a note in Schematic cards: 'Crafting Component to upgrade Equipment in headquarters with the Forge upgrade.' to inform you that they may have an alternative use.
Healer in towns and your properties will also remove any 'Enemy' cards in your deck and hand. As such, the cost of the Healer's service was increased, but it's still somewhat cheaper in player-owned properties.
In Exalted Heroes, Delia's quest was moved to level 17.
Changed a few event graphics with improved versions.
Patch Notes - 12/10 # 1.063.9
Hi folks,
This patch addresses a couple reported issues and introduces some extra QoL tweaks. Notably, you can now hover over enemy intents to view them as tooltips, eliminating the need to click and visit the rulebook entry. However, you still have the option to do so, and it's highly recommended.
Speaking of the rulebook, you can also access it via the main menu button appropriately labeled "Rulebook" or by pressing the F1 key from anywhere in the game, it always have been there to teach you everything you want to know about the game.
The VFX for the "Self" cards have been updated to convey a more appropriate and buff-like sensation. Additionally, a more prominent section has been added to the "Personal Details" as a clear reminder of the mode you're currently in.
Last but not least, If you're using a localization mod, it will have to be updated to include the new fields in "English_Status Effects.json".
You can read more details in the patch notes below.
Patch Notes - 12/10 # 1.063.9
Bugfixes
Fixed a few typos in various cards and perks.
While using Alt + Click to preview a generic ability of an ally with a specific expertise, the displayed values sometimes incorrectly included expertise-based bonuses.
Misc changes and QoL Additions
Updated a few tooltips to be more concise.
Changed the VFX when using Self cards to feel more like a buff than... a punishment.
In "Personal Details" tab, added a (more prominent) section with the mode you are in, and a button to change it.
Added a short explanation in the enemy intent tooltip. (You can still alt+click it to view more details.)
Added several new fields in English_Status Effects.json. "QuickExplain[Term]":"blah", If you are using a Localization mod it needs to be updated to include them, otherwise enemy intent tooltips will appear blank.
Important - Resolution Fix for Update 1.063.8
Hi folks,
A quick heads-up if you're facing issues with the game appearing pixelated after the latest update 1.063.8. This was an unexpected issue due to updating the Unity engine from 2021LTS to 2022LTS, as it introduced some extremely low resolutions in the mix, messing up our saved resolution preferences.
To rectify this, please head to game settings (4th button if it's eligible), scroll down and select the last option in the resolution list (first dropdown), then apply the settings. This will set the game to the highest supported resolution for your monitor.
I am really sorry for the inconvenience.
Visual Combat Feedback and Misc QoL Improvements
Hi folks,
The somewhat larger size is due to updating to the latest version of the Unity Engine. But make no mistake, this is a huge update on a technical level too, and it will change the way you experience the game.
One of the first things you might notice is the enhanced visual feedback during combat. Not only is it sleeker, but there's also a new impact VFX that should make each action feel even more dynamic, and hopefully help you immerse more in combat and visit the combat log even less. As for the VFX animation speed you can tweak it or, if you prefer a minimalist approach, switch them off altogether in the game settings.
When you're out there exploring, expect fewer sneaky mimics outside of dungeons, fewer corpses and more books. I've also revised the species descriptions to make them more immersive and in line with the rich backstory of the world.
Last but not least, there are some more practical improvements: you can now copy information from various panels to your clipboard, and if you've been curious about what on Erannorth each game expansion adds exactly? Well, now there's a neatly organized overview in the main menu.
Last but not least, in the Exalted Heroes Expansion, the Exalted perks have been better integrated, offering both speedier loading times and multiclass compatibility.
If you encounter any issues do let me know, and I'll fix them as soon as possible!
You can read the details in the patch notes below.
Patch Notes - 09/10 # 1.063.8
Misc Changes and Additions
Streamlined and expanded the visual feedback of actions during combat.
During the Chest looting event: mimics will be much rarer outside of dungeons.
Incapacitated enemies will pass their turns even faster.
The fallback event list now includes Serendipity, Lost & Found and Book ex Machina events, which will reduce the amount of encountered corpses when no event requirements are met.
Added impact VFX for most actions.
The animation speed of the impact VFX can be changed in game settings.
VFX can also be disabled completely in game settings.
Reworked the Species descriptions to be more immersive and accurate to the lore.
You can now copy information from the details panel (during Character Creation), from the codex panel, and the combat log to your clipboard.
Added a check list of the available expansions in the main menu along with a short description of the features and content they add.
Exalted Heroes Expansion: Exalted perks are now included in the corresponding .json files directly (instead of getting injected). This both accelerates their loading times and makes them compatible with multiclassing.
Updated to the Unity Engine 2022.3.10f1
New Content
Added 20 new book excerpts.
Bugfixes
Changing the archetype in Character Creation will now correctly reset the details scrollbar to the top.
Fixed a few typos and missing graphics in a couple events.
Lore, Immersion and 60 new Books
Hi folks!
There's something deeply therapeutic about revisiting old notes, especially when you're at a crossroads.
I'm sure many of you have heard about the recent Unity debacle and all that transpired afterward. Fortunately, this unfortunate situation reached an acceptable resolution, and we can continue our work. But, as for the next IP or a sequel, it's too early to tell you details, or whether it will be in Unity or another platform etc. Once I know, you'll be the next to know too.
Anyway, during that time, I often found myself questioning everything: from the future of my projects to the daunting thought of transitioning to a new engine. It's all too easy to become ensnared in the labyrinth of 'what-ifs' during such moments. However, amid this uncertainty, instead of wallowing, I took a deep dive — not into despair but into the rich lore of our game world.
Those dusty lore notes and overlooked sketches were like whispers from the past, echoing untold tales and stories. It was during these reflections that the concept of a book system emerged. Admittedly, I also indulged in some BG3 and Cyberpunk sessions, which also inspired me to proceed with this feature.
So, while I'm proud of this addition, I'm under no illusion that I'm reinventing the wheel. Games have utilized this method of introducing lore since the dawn of gaming. However, I do believe it's another solid step towards enriching our world's immersion and interactivity. And, I'm thrilled to present the latest patch, especially the new "Book ex Machina" event part.
At the core, it's a repeatable event allowing you to uncover various books scattered throughout the world, without flooding the events database with multiple events or the card database with a multitude of books etc.
Each time this event triggers, you discover a random book. Engaging with these books, or rather, their excerpts, will provide deeper insights into the world's lore and sprinkle in some XP.
Every discovered book is catalogued in your journal, ready for revisiting whenever you wish.
The cool part is that the book system is fully moddable, paving the way for both me and our modders to continuously introduce new literary finds during the Book ex Machina event. Perhaps lore relating to their own events, classes or species. The event itself is repeatable and without any special requirements so it'll be quite common to find, but since I already added 60 book excerpts, and plan on adding more, I hope it'll be a long time till finding this event gets old.
I also updated the Lorebook with more regions, locations, timelines, and more bits and bobs to give you a more full picture of the continent.
You can read more details in the patch notes below.
Patch Notes - 02/10 # 1.063.0
Increased the font size for several UI elements in the Character Creation process.
Introduced a new repeatable event, "Book ex Machina," which allows players to discover and read books (excerpts) that delve deeper into the game's lore while earning XP.
New Books system.
Modders now have the ability to create and add their own book (excerpts) to the game. These books can be found and read during the "Book ex Machina" event or through other events.
The BooksDB.tdb file should be structured as follows: ## Title [blank line] Excerpt, and so on.
The BooksDB.tdb file should be listed in the ModLoaderUser.conf file under the >> Books section.
Added 60 book excerpts diving into Folkswave lore and history.
New Ink Script variables: RandomBookTitle and RandomBookExcerpt. These are auto-sync variables and can be utilized to retrieve a random book title and its corresponding excerpt.
Minor improvements in the Journal UI.
Added a dedicated "Book" section to the Journal. You can use it to revisit any books you have discovered.
New Ink Script Journal integration. The command >>>>Book>>{RandomBookTitle} creates a book entry in the Journal. The excerpt is then dynamically retrieved from the Books Database.
Fixed a few typos in various cards and perks.
New repeatable Events, Spicy Vanilla mode and a few more tweaks
Hi folks,
Alongside the expected bug fixes, I've made some adjustments in response to your invaluable feedback. This update includes a few balance tweaks, a handful of quality-of-life enhancements, and the addition of five new repeatable events. And for those seeking a heightened challenge while wanting to stay true to the original game experience, I'm excited to introduce the new Spicy Vanilla mode.
Thank you for your continuous support and feedback!
You can read more details in the patch notes below.
Patch Notes - 13/09 # 1.062.0
New Content
Added 5 new repeatable Events: Forage Fruits, Lost and Found, The Abandoned Campsite, The Abandoned Workstation and The Impromptu Market.
Added a harder 'Vanilla' variant: 'Spicy Vanilla'. Spicy Vanilla mode is recommended for players who have already completed Vanilla mode and are seeking a more challenging experience. While Spicy Vanilla provides a higher challenge, it keeps the gameplay close to its original form with minimal limitations.
Bugfixes
Resolved an issue where the Game Mode UI Editor wasn't applying the selected XP Curve.
Added the missing 'The Star' card in the Arcana set.
Corrected typos found in various cards, perks and descriptions.
Balance tweaks
Enhanced the base likelihood of events occurring on the overworld map (instead of encounters) to 15%. This probability jumps to 30% if 'Untold Tales and Legends' events are available. Certain location exploration progression rewards can boost this chance by another 30% to a total of 60%.
Merchants in the world have grown greedier, purchasing your cards at reduced prices.
The effect of the Charisma modifier on prices has been increased from 2 to 3.
In Spicy Vanilla, Chosen and Apocalypse, PP can be earned only by completing challenges or events and not through Level up.
Minor tweaks in Chosen and Apocalypse to be more distinctive and tougher from Spicy Vanilla mode.
Misc Changes and QoL
In Character Creation, the baseline difficulty will be displayed next to the Game Mode name in the top navigation bar.
The triggered Gambit effect will now be displayed as 'Banter' text, making it clearer which effect has been selected.
Modding Additions
New Game Mode properties: "IncreaseXPMultiplierEveryXLevels": int, ie. 3 & "IncreaseXPMultiplierEveryXBy": int, ie. 25. Set together can create a more Dynamic XP curve that increases by x every y levels and make leveling harder on higher levels.
Patch Notes - 27/08 # 1.061.8
Hi folks,
Today's update fixes an annoying issue that could occur if the game was run while the Steam Client was unavailable. The game will now properly display a warning at startup, highlighting that features like Achievements and the Steam Workshop will be temporarily offline instead of becoming unresponsive. There is also a small change in the rules for Echo actions: After an Echo action is played, while echoing its Effects are treated as having the 'Reach' keyword, meaning it will not trigger Counter Attacks or Spiked Armor that applied after it was cast.
For the modders among you, I've added a "Modding Assistant" button under "Manage Mods" to help you create mods more easily. More utilities may be added there in the future. I've also added a new font for Russian and Ukrainian characters and fixed issues with codex links for composite terms in translation mods.
I've made other tweaks as well, such as correcting typos in various cards and perks, refining the interface for clarity, etc, which you can read in the patch notes below.
Last but not least, I want to highlight an unofficial and very extensive Ukrainian translation mod collection by LOKot555. Definitely worth a look for those interested!
Thank you all for your continuous feedback and support!
Patch Notes - 27/08 # 1.061.8
Game Stability & Feedback
Fixed several exceptions that could be caused if the Steam Client was unavailable.
If Steam Client is unavailable, the game will now display a warning upon starting up, indicating that several game features such as Achievements, Steam Workshop, etc., will be disabled, but will otherwise work properly.
RULE CHANGE: After an Echo action is played, its Effects are treated as having the 'Reach' keyword. They will not trigger Counter Attacks or Spiked Armor.
Updated the rules of Echo actions for extra clarity.
Modding & Customization
Added a "Modding Assistant" button under "Manage Mods". This feature allows modders to quickly generate their mod's structure, consisting of subfolders for archetypes, actions, encounters, locations, game modes, custom artworks, perks, recipes, NPCs, stages, tales, and inklets. To begin, input the mod name, which will then enable the "Generate" or "View Files" buttons. Furthermore, you can browse these mod folders using your OS file explorer.
Added some extra options in the Custom Game Mode editor.
Interface & Text
Organization descriptions will now source from their respective perks instead of being hard-coded.
Updated the display font for Russian and Ukrainian characters.
Fixed the codex links for composite terms that were not working when using a translation (e.g., Hoard [Cardname], Synergy [Effect], Dispel [Effect], etc.).
When using a translation, glossary terms will be sorted based on the translation rather than the original text.
Increased the font size in the Settings dropdowns.
Corrected typos found in various cards and perks.
Patch Notes - 06/08 # 1.061.6
Hi folks,
This patch addresses the reported issues and adds a few new QoL improvements to enhance your gameplay experience, based on your suggestions.
You can read more details in the patch notes below:
Patch Notes - 06/08 # 1.061.6
The Codex entries for Morph unlocks incorrectly contained the Perk bonus in the displayed values.
When hovering over the AP cost of a card, both the original and the modified values will be shown in parentheses if they differ for any reason (e.g., perks, strain, fatigue, etc.).
Blacksmiths can now upgrade equipped items without the need to first unequip them manually. However, you still need to manually equip the upgraded item once you receive it.
The Tier of Xenomorph Horrors has been decreased to 12 in order to reduce their tendency to appear in packs.
In the Scout interface, you can now click on enemies to view their Codex entry.