Today's patch introduces some highly requested quality-of-life improvements along with the regular bug fixes. Say hello to improved character, deck and equipment presets.
Firstly, the number of character presets has been increased to 100, and now you can easily save, update, or delete your presets using the Quick Start interface. Next, I've enhanced deck/equipment presets with features like updating existing decks, switching them while in the Overworld Map, and selecting from 20 new deck artworks. I've also bumped up the number of available equipment sets to four.
Finally, addressed some typos found in various cards and perks to ensure a more polished experience.
One-click Character presets
Maintain and create your decks faster
Custom Deck backs and a much cleaner Deck/Equipment-switcher.
You can read more details in the patch notes below.
Patch Notes - 10/04 # 1.058.0
Improved Character Presets
Increased the number of character presets available to 100.
When saving a preset, the first available slot will be automatically used.
Existing presets can now be updated or deleted from the Quick Start interface.
Improved Deck/Equipment Presets
Existing decks and equipment sets can be updated by clicking on their respective update button.
Added two Quicksave presets in the Deck Manager for quickly updating the main and sideboard decks.
Decks and equipment sets can now be switched while in the Overworld Map.
Added 20 deck artworks to choose from.
Increased the number of available equipment sets to 4.
Bugfixes
Corrected some typos found in various cards and perks.
Hotfix - 06/04 # 1.057.3
Hi folks,
Today's hotfix fixes a severe issue that could cause crashes when using certain demise abilities along with certain effects while already at the summon limit.
Patch Notes - 29/03 # 1.057.2
Hi folks,
This is a small patch addressing the latest reported issues. I also added expansion/mod information under event titles to distinguish between vanilla and mod content.
Patch Notes - 29/03 # 1.057.2
Fixed an issue where the next quest popup was displaying 'Vanburg Keep' as the next quest after completing 'Vanburg Keep'.
Fixed some typos in various cards and perks.
Added the expansion/mod information under event titles to differentiate between vanilla and mod content.
New Organization (Dauntless Pioneers) and 70 new cards.
Hi folks,
Today's patch adds a new Organization in the game (Dauntless Pioneers) aimed at experienced Erannorth veterans and 70 new cards.
The new cards feature a diverse range of sub-themes and morph actions, appealing to players who enjoy a jack-of-all-trades style with larger decks, and the ability to combine various skills in unique ways.
The Dauntless Pioneers are renowned throughout Folkswave as the foremost adventurers' guild, attracting only the most skilled and experienced individuals from all walks of life. Founded in a time of great peril, when the kingdoms of Folkswave were beset by savage beasts and hostile forces from beyond their borders, the guild was born out of necessity. The first members of the Dauntless Pioneers were a ragtag group of warriors, scholars, and explorers who banded together to confront the dangers that threatened their homes and loved ones.
Over time, the guild grew in size and influence, drawing in new members from all corners of the land. The Dauntless Pioneers became known for their daring exploits and their unflagging commitment to the cause of adventure and discovery. Whether it was mapping uncharted territories, slaying fierce monsters, or rescuing hostages from the clutches of enemy forces, the Pioneers always rose to the challenge.
Today, the guild is a sprawling network of adventurers, with members in every kingdom of Folkswave and beyond. The Dauntless Pioneers have established outposts in remote regions, from the icy tundras of the north to the steamy jungles of the south. They have developed a sophisticated system of communication and logistics, enabling them to coordinate complex missions and respond quickly to emergent threats.
Despite their reputation as fierce warriors and daring explorers, the members of the Dauntless Pioneers are not solely driven by a thirst for adventure and glory. Many of them are motivated by a sense of duty and honor, feeling called to protect the people of Folkswave from the dangers that lurk beyond their borders. Others are driven by a desire to unlock the secrets of the universe, to explore the unknown and uncover the mysteries of existence.
Whatever their motivations, the members of the Dauntless Pioneers share a common bond: a deep-seated passion for adventure and discovery, and an unbreakable commitment to the guild and its ideals. They are a band of brothers and sisters, united by a common cause and bound together by a fierce loyalty that knows no bounds.
The guild perks follow 4 distinct perk paths, and boost in different ways the cards of your 'Trained' skills.
Additionally, you'll find 20 new background that will let you explore various different Dauntless Pioneer builds.
You can read more details in the patch notes below.
Patch Notes - 21/03 # 1.057.1
New Content
Added new Organization: Dauntless Pioneers with their assorted perks & 70 new cards.
Dauntless Pioneers main skill is 'Omnitalent'. It's similar to 'Spellweave', but Omnitalent makes use of various expertises across the entire skill spectrum. The majority of the Dauntless Pioneer perks will affect "Trained Actions", these refer to the Skills you have at least 1 rank.
Added 20 new background exclusive to certain organizations and the Dauntless Pioneers.
Misc Additions/Changes
Misc tweaks in the various organization perks to reinforce their flavor and identity.
Morph in cards will now display as an icon.
New keyword: ExploitStatus[Status]:x, If the enemy has {Status} counters, they lose {x} HP for each counter and then lose all of their {Status} counters. ExploitApply[Status2]:x, can be used along, to inflict [Status2] if ExploitStatus harms the Enemy.
In Perks: ModifyEffect[EFFECT]IfExpertTrained:x, will modify the [EFFECT] by x in all the trained Skills (Skills the player has at least 1 rank.)
Bugfixes
Fixed an issue that caused certain characters to load with less than their max HP when loading them at their maximum health.
Effects inside Morph constructs will be properly listed in the card's Codex entry appendix.
Fixed some typos in various perks.
Playable Foxfolk subspecies, new Nymph perks and Journal Improvements.
Hi folks,
I wanted to update you all on the recent patch that was released on Friday briefly and was shortly withdrawn. Unfortunately, I ran into some issues with the patch that affected allies, so I had to revert to the older build, version 1.056.5. I apologize for any inconvenience this may have caused.
While, I've fixed the issues with allies the same day, I decided to leave the patch in the Development branch to incorporate some additional features I was working on and to test it further.
Today's patch includes the features and bugfixes from Friday, such as the ability to preview quest rewards directly from your journal and the ability to search for specific cards in your journal and see if they can be found in any available quests.
And I've also added 15 new perks for Nymph characters, 5 per Nymph subspecies, and a new Ulniir subspecies, the Foxfolk, along with their associated cards.
Thank you for your continued support and patience as I work to make the game the best it can be.
You can read more details in the patch notes below.
Patch Notes - 10/3 # 1.056.6
Bugfixes
Fixed an issue with Elite allies and Companies, preventing future instances of them instantiating if an instance of them was to die upon arrival.
Fixed an issue with Control effects in PlayOne constructs debuffing the Presence buff prematurely.
Fixed an issue with Primal not boosting Amplify by +1.
Added an entry in the Combat Log whenever an Ally leaves play due to their Health or Lifespan dropping to 0 due to the effect of a card.
Updated A2 entry in the Codex as it was referencing an outdated example.
Fixed some typos and issues in DLC4 events.
Journal Improvements
Added a 'possible rewards' field in the quest descriptions.
You can search the Journal for a specific reward to see all the quests that drop this reward.
You can also click the new preview rewards button to view them in card format.
Hotfix - 10/03 # 1.056.6a
Fixed an exception error that could be caused while attacking Enemies with allies.
Patch Notes - 13/03 # 1.056.7
Bugfixes
Several cards that apply statuses upon harming an Enemy incorrectly stated that they wouldn't break CC. (Only cards that apply Bewitch/Freeze/Stun upon damaging an Enemy don't break CC.)
New Content
Added a new Ulniir subspecies: Foxfolk and their assorted cards.
Tweaked the Ulniir starting Decks to accent their diversity as a Species. This change won't have any effect on existing characters.
Tweaked Lake Inalla areas as a suitable Starting Area for Level 1 Foxfolk chars.
Added 15 new Nymph perks and their assorted cards.
In total there are 21 new cards.
New Modding Additions / Ripple effects extensions
"Recall Element", this ripple effect triggers each time Recall draws a card from your Discard pile that is of 'Element'. (In contrast the "Recall" ripple effect, would trigger once per card having the Recall effect.) Recommended wording is: "Whenever you Recall from your Discard Pile a(n) 'Element' card (this turn), ". Element can be any of the available damage types: Fire, Air, Water, Slashing, etc.
"Recall Element" is a different ripple effect than "Recall Card" and will trigger along with it.
"Discard Element", this ripple effect triggers each time the player chooses and discards a card that is of 'Element' ie. with Ctrl+Click, pointing the card arrow to the Specter, clicking the discard button etc. (In contrast the "Discard" ripple effect, would trigger once per card having the random Discard effect.) Recommended wording is: "Whenever you choose to Discard a(n) 'Element' card (this turn), "
"Discard Ally", this ripple effect triggers each time the player chooses and discards an Ally card ie. with Ctrl+Click, pointing the card arrow to the Specter, clicking the discard button etc. (In contrast the "Discard" ripple effect, would trigger once per card having the random Discard effect.) Recommended wording is: "Whenever you choose to Discard an Ally card (this turn), "
"Discard Element" & "Discard Ally" are different ripple effects than "Discard Card" and will trigger along with them.
"Befriend Fails", this ripple effect triggers each time a Befriend effect fails. Recommended wording is: "Whenever a Befriend Action fails (this turn)"
Patch Notes - 10/3 # 1.056.6
Hi folks,
Update 1: I had to revert back to the older build, 1.056.5, as I got several reports regarding allies issues.
Update 2: The issue was caused while attacking by dropping the allies in the enemies, and it's resolved. But, I'll leave the patch on Exp. & Dev. Branches for further testing till Monday (just in case).
---
This patch includes the most recent bug fixes and a highly requested feature that allows you to preview Quest rewards directly from your Journal. Furthermore, you can search the Journal directly for specific cards, and it will indicate if they can be found in any available quests.
You can read more details in the patch notes below.
Patch Notes - 10/3 # 1.056.6
Bugfixes
Fixed an issue with Elite allies and Companies, preventing future instances of them instantiating if an instance of them was to die upon arrival.
Fixed an issue with Control effects in PlayOne constructs debuffing the Presence buff prematurely.
Fixed an issue with Primal not boosting Amplify by +1.
Added an entry in the Combat Log whenever an Ally leaves play due to their Health or Lifespan dropping to 0 due to the effect of a card.
Updated A2 entry in the Codex as it was referencing an outdated example.
Fixed some typos and issues in DLC4 events.
Journal Improvements
Added a 'possible rewards' field in the quest descriptions.
You can search the Journal for a specific reward to see all the quests that drop this reward.
You can also click the new preview rewards button to view them in card format.
Hotfix - 10/03 # 1.056.6a
Fixed an exception error that could be caused while attacking Enemies with allies via the Drag & Drop method.
Untold Tales and Legends DLC is out now!
Hi folks,
The latest expansion, Untold Tales and Legends, is now available for purchase. As with all previous expansions, it is optional content, so please take the time to read the information below before making a decision. This will help you make an informed choice and give you a clear idea of what to expect from the expansion.
Fair warning, if you find this post too wordy, the bulk of this expansion might not be to your liking.
The primary focus of this latest expansion is narrative events. As you'd expect, they are both random events that can happen as you explore the world or are initiated by the new NPCs you'll meet in the various towns. These events will test various skills to reward or hinder you, allow you to discover more about the world's lore and history, get to know better individual NPCs, and RP your character a bit more.
There are about 20 new random events and 30 new NPC-initiated events, and while you'll have plenty of opportunities to explore the world and its characters in new and exciting ways, do keep in mind that the world is a vast place. Both these NPCs and random events are spread across the various towns and will require different level and skills to make the most of them that you may not have.
You can't experience the entirety of this expansion in a single playthrough, which I hope will make each of your playthroughs more refreshing.
It's important to keep in mind that although this expansion marks a positive shift towards a more narrative-focused Sandbox experience, it is only the beginning.
When I first started developing Chronicles a few years ago, some people mistook it for a graphically enhanced version of Reborn. However, my primary objective was to push the modding framework to new heights by seamlessly blending card-based combat, storytelling, and Sandbox RPG elements. Achieving this goal as a solo developer is a marathon, not a sprint, and finally this expansion marks for me, the beginning of an exciting journey towards a more immersive setting.
I am grateful for your support throughout this process, and I hope that this expansion will inspire the creation of more narrative mods in the workshop, utilizing the new additions and features brought by this development cycle.
The content of the Untold Tales and Legends expansion is primarily geared towards low to mid-level players. In addition to the new narrative events, the expansion also includes a new island with a mini-storyline that can eventually become your fort. Furthermore, there is a new home upgrade available called the Mercenary Guild, which enables you to acquire some exclusive allies from the Skull Isle town and upgrade your ally card stats from the home interaction.
Naturally, not all the players are interested in delving into the lore, or reading long texts. Chronicles is still primarily a Sandbox game. Hence, in addition to the narrative events, the Untold Tales and Legends expansion includes 300+ new cards and 105+ new enemies, allowing you to enhance your character builds and experience a few extra challenges. You'll also almost always find a dialogue option to immersively disengange from the conversation and the narrative quests.
Alongside the expansion, the free update that comes with it includes several quality-of-life improvements, improved graphics on various aspects of the game, and new card frames.
Overall, the bulk of work during the development of this Expansion, starting after the DLC3 release, was to improve the game's Event, NPC, and Journal systems. And this cycle has added many new modding features related to events, which our modders (and you) will be able to use even if you don't own the expansion.
My personal favorite is the ability to create your own journal entries:
It is important to note that before running the expansion, it is recommended to update your game build to the latest version to ensure compatibility and avoid any issues.
While I have done my best to test everything out, there is always a possibility of minor issues occurring. If you do encounter any issues or bugs, please let me know, and I will do my best to fix them as quickly as possible.
That's all folks! I sincerely hope that you will enjoy playing with this expansion as much as I enjoyed creating it.
Fixed an issue with Befriend Power/HP not correctly considering the card level.
Fixed an issue with Forced March persisting even after restarting the game.
The reverse caravan route from Rivermoor to Lucina was missing.
Misc Changes
Refactored the code handling the world areas and generating journal entries for better expandability and speed.
Updated the card frames with new versions.
Updated several stages with improved versions.
Added the remainder of graphic assets for DLC4.
When using the Journal's 'View on Map', or Tasks 'Find on Map' buttons, after centering the Map a circle will briefly appear over the target location.
Modding Additions
Tasks added with 'NewTask' via Events will also appear in the player's Journal under 'Active Tasks.
i.e., # NewTask:Embark for the Skull Isle/Crowhaven/To complete this task, talk to Captain Hawke in Crowhaven. Creates a new entry in the player's journal.
You can update a Task entry by calling NewTask with the same Task Name but different details.
i.e., # NewTask:Embark for the Skull Isle/Pelton/To complete this task, talk to Captain Hawke in Pelton. Updates the task in the player's journal.
To remove a task from the player Journal, use 'CompleteTask:[TaskName]' as the event reward using the same Task Name.
i.e., # CompleteTask:Embark for the Skull Isle
Journal Improvements
Increased the Journal size and added an 'Active Tasks' tab.
You can add, edit and remove tasks directly from your Journal.
Any custom tasks added will appear automatically in the 'Active Tasks' tab.
If the location corresponds to an actual (case-sensitive) location, its thumbnail will appear, and the 'find on map' functionality will be available.
While the custom tasks editor clicking on an Active task in the sidebar will populate the editor fields automatically.
In the Add mode: The Task name gets locked, and the 'Add Entry' button changes to 'Update.
In the Remove mode: The Task name is filled in automatically. You can click 'Remove Entry' to delete the task.
You can also edit and remove tasks given by events, but that won't change the actual objectives in any way.
Hotfix - 01/03#1.056.1a
Hi folks,
This is a small hotfix fixing a very severe issue that could be caused if an ally attacked a Stunned, Bewitched, or Frozen enemy.
Vote your favorite entry for our February Contest till Friday 3 March.
Hi folks,
Our February contests have officially ended, and now it's time to cast your vote for your favorite entries till Friday 3 March.
I want to thank all the participants for their hard work and creativity, and congratulate them on their achievements. While all the participants are already winners, we still need to determine their placement, and that's where your vote comes in.
You can vote for only one entry by using its number.
Here are the entries for the Modding Contest:
1. Subclass: Fallen Champion by Draken Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2925041100
2. The Mudgrafter by Twogs Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2933025057
3. Porter Guild by TheWelp Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2939959204
(No one participated in the Youtube Contest.)
Please take the time to review each entry before casting your vote. Your input is valuable, and I am sure your fellow modders will appreciate your encouragement and participation determining the final placement of each entry.
Good luck to all the participants!
On a different note, today's patch, contains a lot of resources for the upcoming expansion, but also some features that the mods of our contest might be using.
Just to be on the safe side, if you are planning to try out the mods submitted for our contest, I'd highly recommend updating to the latest game version as well. This will ensure that you have the most up-to-date version of the game and that the mods will work as intended if they are using the latest modding additions.
You can read more details in the patch notes below
Bugfixes:
Effects that apply CC as a secondary effect don't break CC counters. This effect will display on such cards' text.
In the World Map: Fixed specific occurrences where the Location circle could stay visible after the player had already moved out of range.
Fixed an issue with 'Illusionist' allies counting as 'Illusions' (and therefore not 'Living.')
Fixed an issue with 'Counter Attack' triggering in place of different tactics.
Fixed some perk and card typos.
Misc Additions:
All the Ink variables are now synced automatically without the need to call 'Update.'
This patch adds support for the following auto-sync variables:
VAR PCState[Quest State] = ""
VAR PCInfluence[NPC/Location] = 0
VAR PCPerk[Perkname] = false
VAR PCAlly[AllyName] = false
VAR PCHas[Cardname] = false
Added support for checking for up to 4 additional enemy statuses (before, this could only happen through OnEnemyStatus) using: OES1/AddEffect1 to OES4/AddEffect4
In this example, if the enemy has weaken, the first bonus effect triggers. The second bonus effect will also trigger if vulnerable is successful or the enemy is already vulnerable.
(New Keyword) ChainApply[Status]:x, If this card's Chain effect damages an Enemy, apply (to them) [Status] x (regardless of Resistance).
After finishing an interaction with an NPC, the Town UI will open up again automatically.
Updated the World Map graphics.
Added a new island east of Crowhaven.
Added a few more location placeholders/points of interest.
In Events: Non-challenge Tasks can be displayed to the player using: NewTask:Task/Location/Instructions ie. # Grant:Rewards # NewTask:Embark for the Skull Isle/Crowhaven/To complete this task, talk to Captain Hawke in Crowhaven.
In card definitions: FlipArtwork:1, will flip the card artwork horizontally. i.e. to make it slightly different if it recycles an artwork with ReUseArtwork.
Added some missing Journal thumbnails.
Added extra resources for DLC4.
Areas & Activities in locations are now ordered by Enemy Min Tier.
Patch Notes - 20/02 # 1.055.3
Hi folks,
This patch fixes a few bugs and adds some QoL improvements and features needed for the upcoming expansion. You can read more details in the patch notes below.
Patch Notes - 20/02 # 1.055.3
Bugfixes
Fixed an issue with Presence not applying on HP-based Befriend checks.
Effects that apply debuffs as a secondary effect will properly account for the maximum debuff cap.
Fixed some perk and card typos.
Misc Changes/Additions
Events can pop up a notification if they unlocked a challenge by giving as a reward 'UnlockedChallenge:Challenge Name/Location'. The pop-up will stay open, hidden behind the Event, to be interacted with after the player finishes with the Event. In addition, it will show the location's thumbnail and offer a button to center the map to that location.
The same popup will now show up after completing a challenge in a chain after returning to the world map.
In Events, NPCDB, etc., NeitherState can be used to check if neither quest states are present. For example, in NPCDB, 'NeitherStateAcolyte Theron=>Completed/Failed' will return true if the quest is neither Completed nor Failed.
Increased the size of the Event UI to make reading the longer texts of the new events more comfortable.
Added a separate Border for Town Activities, Trainer NPCs, and Quest NPCs to be more evident at a glance.