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Erannorth Chronicles screenshot
PC Steam
Genre: Strategy, Adventure, Indie

Erannorth Chronicles

Improved World Map and Event Graphics and QoL Improvements.

Hi folks,

Today's patch brings several bug fixes and quality of life changes to enhance gameplay. The algorithm handling map collisions has been improved to prioritize interactable areas, and the magnifying glass icon has been removed for consistency. Additionally, the player token can now be anchored more quickly and with minimal adjustment, and a new circle will appear when the player is anchored at an interactive location. The patch also includes the second part of DLC4 content and updated graphics, while several typos have been fixed, and the Unity Engine has been updated to LTS 2021.3.18f1.

You can read more details in the patch notes below.

I'd also like to remind you that two Community contests are still ongoing for the duration of February, and there's still a chance to participate and win early access to our upcoming expansion. As of now, we have received two entries for the modding contest, and no entries for the YouTube contest, which means the odds of winning are incredibly high. Don't miss out on this opportunity to showcase your skills and be the first to experience the new expansion.

Below are the current entries of our modding contest:

https://steamcommunity.com/sharedfiles/filedetails/?id=2925041100

https://steamcommunity.com/sharedfiles/filedetails/?id=2933025057

Patch Notes - 15/02 # 1.055.1



Bugfixes


  • 'Craftable Now' filter wasn't working correctly for Equipment.
  • Cards that no longer exist in a savefile ie. because a mod was uninstalled mid-game, will be ignored while loading the file.
  • Fixed some perk and card typos.


Misc changes and QoL Additions


  • The algorithm handling map collisions will always choose interactable areas if the player collides both with them and a non-interactable environment.
  • Removed the magnifying glass icon when hovering on the major locations. All the locations in the map will simply display the 'Point of Interest' tooltip for consistency.
  • If the location has a Town the tooltip will display additional information like the Market Tier and local populations.
  • The player token can be anchored at locations more quickly and with minimal adjustment.
  • Whenever the player is anchored on an location they can interact with, a circle will appear over this location to make it more obvious.
  • Added the second part of DLC4 content/resources.
  • Updated several Event & World Map graphics with improved versions.
  • Updated Unity Engine to LTS 2021.3.18f1

Scout Area, Leylines Preview, Journal Improvements and news about the 4th DLC.

Hi folks,

I had originally planned to release this as a larger patch at the end of the month, as it also includes a significant amount of the resources for DLC4, unfortunately, due to some critical bugfixes, it couldn't really wait. Despite that, I'm thrilled to announce that this patch also brings in many exciting new additions for you to enjoy.

But before we get to that, let's talk briefly about what to expect from the upcoming expansion.

Untold Tales and Legends Expansion



As a game developer, I strive to create a rich and immersive world for players to explore and enjoy, but this is a continuous effort that takes a lot of time and planning and can't happen overnight.

Which is why each expansion builds upon the last, offering an ever-increasing level of depth and complexity for those who love the game.

The first expansion introduced low to mid-level content and emphasized the role of allies. The second expansion added mid to high-level content, focusing on new equipment options. And the third expansion brought high to epic-level content, delving into the world's organizations and high-level options.

With the latest expansion, "Untold Tales and Legends," I want to focus more on narrative events and open world interactions, adding even more depth and variety to the game world. Of course, there will also be new cards and enemies, focusing to rejuvenate the variety of the low to mid-levels.

So whether you're looking for a rich and complex world to explore, or simply want to experience the game on its own terms, there's something here for everyone. And I'm excited to continue growing and improving the game with each new expansion.

It's also important to note that each one is not only optional, but also a point where you can stop buying them and still fully enjoy the game. The choice is yours, whether you want to continue your journey with new challenges and adventures, or simply bask in the full experience of the base game.

I planning for a mid-late March release, but that of course is an estimate and by no means a promise.

Community Contests



As a reminder, You all have the chance to get early access to the new expansion through our two community contests that will run the entire February. You can find more details on how to participate.

Back to today's Patch...



Before you embark on your next adventure, you can now scout the area in the world map and get an idea of what enemies you might face.



Quests that are part of a chain now have a link icon in the journal, so you'll know when completing one might lead to more.



And finally, the active Leylines will now be displayed with an icon next to the ripple effects icon.



In addition to that there some community requested changes, that both made perfect sense and I agree that they will increase the tactical depth of the game even further.

First, the removal of permadeath from Conquest and Collector mode was a popular request. This change will allow you to focus more on experimenting in these modes without the fear of losing your progress.

I also added a 4 skull 'Vanilla' mode for those who want to experience the normal difficulty with as few limitations as possible.

You'll now only pay maintenance costs when an exhausted ally becomes active, and allies from Doom or Contract will start exhausted.

Imbue/Split, will now benefit from the secondary Element's attribute bonus too, and you can offset the negative damage from negative Leylines with a positive amplify.

That's all folks!

You can read more details in the patch notes below.

Patch Notes - 06/02 # 1.054.6



Bugfixes

  • Fixed an issue with Unique allies leveling up much faster.
  • Decay resistance wasn't showing up on Enemies' information.
  • Greater (Stun/Freeze/Bewitch) tooltips incorrectly stated that the effect would break after more than x damage is dealt; it will now correctly say that it'll break if x or more damage is dealt.
  • Stun/Freeze/Bewitch Codex entry was missing the fact that damage can't break more than 4 of their counters.
  • Fixed an issue with Greater (Stun/Freeze/Bewitch) not accounting for the card level.
  • Fixed an issue with Enemy Cards using the wrong card frame.
  • Fixed some perk and card typos.


Community requested Changes

  • Removed Permadeath from Conquest and Collector.
  • Added a 4 skull mode 'Vanilla' for the players who want to experience the 'Normal' difficulty with as few limitations as possible.
  • Changes related to Allies:

    • Maintenance cost is now only paid when an exhausted ally becomes active. Therefore, you will no longer pay a maintenance cost when summoning new allies or if they are already active during their activation phase.
    • If an Active ally participates in a duel, they become Exhausted.
    • If an Exhausted ally participates in a duel, they deal half damage.
    • Allies created from Doom or Contract come into play Exhausted.

  • Changes related to Imbue/Split:

    • Imbue/Split Damage will now benefit from the secondary Element's attribute bonus.
    • If the card's damage becomes negative due to negative Leylines, a positive amplify can offset that.



QoL Improvements & Misc Changes/Additions

  • Scout Area: In the world map, before choosing an activity, you can scout the Area and get an estimation of what enemies to expect. Scouting an area consumes time.
  • Added an icon to display the active Leylines next to the ripple effects icon.
  • Added an icon for the modes that have active the 'Permadeath' setting and a tooltip on what it means.
  • In Journal: Quests that are part of a chain now have a link icon before their name. Their entry will also mention this "Quest Chain: Completing this quest may open up additional quests if you meet their requirements."
  • Updated the Codex entries related to this patch changes.
  • Perks can modify the Primal's Amplify effect using PrimalAmplify[Element]:x, ie. ModifyEffectPrimalAmplifyWater:3, this will make playing Primal Water cards give +4 Amplify Water instead of the default +1.
  • New Keyword: Exhausted:1, this Ally comes into play Exhausted. (Note to Modders: This keyword can only be used on cards that summon allies.)
  • Added the first part of the DLC4 resources.

120+ new Perks, 45+ new Cards and January's Summary.

Hi folks,

January has been an exciting month for Erannorth. The latest patch, 1.054.1, marks the conclusion of the balance pass and the first major content update of the year that began on January 9th. In summary, January's additions include 20 multi-path narrative events, 59 brand-new cards, a vast array of 151 new perks across different character archetypes, new graphics for various stages, and various other improvements.

With this task accomplished, I'm eager to dive into the next step: the 4th expansion. Although I don't want to reveal too much just yet, my aim, like with my previous expansions, is to bring even more depth and individuality to the world and each of its locations.

You'll all have the chance to get early access through our two community contests that will run the entire February. You can find more details on how to participate.

You can already dive into the first entry of the Modding contest here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2925041100

I've included for you below the latest patch notes.

Patch Notes - 30/01 # 1.054.1



Balance Changes

  • RULE CHANGE: 'Effortless' and 'Contact' cards now skip the discard pile (They can't be recalled).
  • RULE CHANGE: Resolve can't apply more than 100% Fracture.
  • RULE CHANGE: Debuffs can't apply more than 100 counters.
  • New Game Mode setting: MaxDebuffsOnEnemy:x, can set the maximum amount of Debuffs (and generally counters) an Enemy can get. The vanilla default of 0 is up to 100.
  • Note: You can change this value permanently with F10 and "ModifyGM ModeName=>MaxDebuffsOnEnemy=>x" ie. ModifyGM Conquest=>MaxDebuffsOnEnemy=>300
  • Perk Economy changes:

    • (Buff/Nerf) Tweaked the costs of certain perks for a more seamless experience.
    • (Nerf) Reduced the amount of PP gained per level in some vanilla modes.
    • Note: You can change this value permanently with F10 and "ModifyGM ModeName=>PPGainedPerLevel=>x" ie. ModifyGM Conquest=>PPGainedPerLevel=>30
    • (Buff) Increased the cap for the PP that can be gained from challenges and exploration (from 100 to 120).

  • Buffed several Psychokinesis cards.


Bugfixes

  • Fixed a few hotspots in the Worldmap that were problematic to enter.
  • Fixed an issue with Bane Apply not working correctly.
  • Fixed some perk and card typos.


New Content


  • Added 47 new cards and 129 perks. In detail:

    • Added 40 new Shapeshifter perks (8 per classification) and 16 new Shapeshifter-exclusive cards.
    • Added 21 new Naga perks (7 per classification) and 11 new exclusive cards.
    • Added 16 new Human perks (Elosar, Elosian, Nephilim & Cambions) and 4 new exclusive cards.
    • Added 12 new Undead perks and 6 new exclusive cards.
    • Added 6 new Hag perks and 4 new exclusive cards.
    • Added 6 new Celestial perks.
    • Added 11 new Dwarf, Mountain Dwarf & River Dwarf Perks (4 are shared with the Ulniir Pureblood)
    • Added 3 new Human (Nomad) Perks
    • Added 4 new Gnome (Mountain Gnome)
    • Added 10 new Fay Perks.



Misc Additions


  • Added a different frame to common cards that can't drop anywhere except as fixed rewards to differentiate them from other common cards.
  • StatusReq[PassiveStatus]:x, can be used as a card requirement. The card will only resolve if the targetted enemy already has this status.

YouTube and Modding Community Contests

Hi folks,

It's that time of year! Our two new community contests will run from today, 24/01/2023, till the end of February, so you'll have plenty of time to work on your entries.

Similar to our previous contest, there will be two separate contests — one for modders and one for YouTubers. You can participate in either or both and even win twice.

Erannorth Chronicles - February 2023 - Modding Contest




  • Create a mod for Erannorth Chronicles.
  • Your mod can be in any category you like (archetypes, locations, events, NPCs, etc.) except Cosmetic mods, i.e., no PC Portraits, please.
  • Upload your mod in Steam Workshop before Wednesday, March 01, 2023.
  • Share its workshop link in our #modding-contest Discord channel.
  • Small Prints:

    • The mod must be made specifically for this contest and uploaded in Steam Workshop between 24 January 2023 and 01 March 2023.
    • You can participate only once. Please specify which is your final contest entry if you submit multiple entries.



Erannorth Chronicles - February 2023 - YouTube Contest




  • Create a video about Erannorth Chronicles. Your video can be in any category you like (tutorial, strategy guide, tips, playthrough, etc.), but of course, about Erannorth,
  • Upload your video to YouTube before Wednesday, March 01, 2023.
  • Share its link in our #modding-contest Discord channel.
  • Small Prints:

    • The video must be made specifically for this contest and uploaded on YouTube between 24 January 2023 and 01 March 2023.
    • You can participate only once. Please specify which is your final contest entry if you submit multiple videos.



How to win

The community will vote for their favorite entries after the contest conclusion. How many have subscribed to your mod or liked your video doesn't matter, and it's unfair as it's heavily affected when the entry is uploaded. So the final word belongs to our Steam community: You.

We'll discuss that in more detail when that time comes.

Prizes

  • 1st spot: 4x Steam keys of your choice from my following products: Erannorth Chronicles, Ancient Ruins, Relics, and Armaments, Guilds and Secret Societies or for the upcoming DLC4 when it's ready.
  • 2nd-3rd spot: 2x Steam key of your choice from my following products: Erannorth Chronicles, Ancient Ruins, Relics and Armaments, Guilds and Secret Societies or for the upcoming DLC4 when it's ready.
  • You can request each product key multiple times, i.e., to gift them to friends.
  • All 3 top winners of the Modding Contest will be getting the honorary title of 'Modder' in our Discord community (if they don't have it).
  • All 3 top winners of the YouTube Contest will be getting the honorary title of 'Influencer' in our Discord community (if they don't have it).


You may also notice a new patch, 1.053.0, today.

You can read the patch notes below.

Patch Notes - 24/01 # 1.053.0



New Content

  • Added 8 new Events. [Spoiler]Cabin in the Woods, Into the Pit, The Vampire Hunters, The Wounded Wolf, The Peaceful Meadow, The Mountain Tribe, Peer in the Flames, The Mountain Pass

<*> Added new Stage Graphic: Outskirts (Urban & Forest)
<*> Several 'Outskirt' areas will now use this Environment.
<*> Updated the graphics of several Stages.


Bugfixes

  • Fixed an issue with the "Available" perk filter not working correctly after patch 1.052.2
  • Fixed some perk and card typos.


Misc Changes/Additions

  • Added a Rulebook on Maintenance and Effortless.
  • Expanded the Rulebook sections on Concentration/Fatigue and Mentor.
  • Changed the wording of Invoke rule to specify that the crafted cards are random.
  • Double Environments will now count as either for Event requirements.

New Events, Positioning Arrows, Optimizations and Misc Improvements.

Hi folks,

Today's patch adds 12 new narrative events to the game. Few feature combat as an option, while the majority focus on providing RP opportunities and situations that will put your skills to the test. Based on the outcome, you may acquire one of the ten new unique cards exclusive to those events. Depending on the environment and your level, you will encounter these events as you play.

There are also two new arrow buttons on each enemy and ally, offering an alternative way to re-position them on the battlefield.

You can read more details in the patch notes below.

Patch Notes - 16/01 # 1.052.1



Bug fixes


  • While using certain Loot cards from the Deckbuilder, the Deckbuilder UI could remain open, and trying to reuse the same card could cause an exception error. Both issues have been fixed.
  • Invoke Ally will no longer invoke Unique Allies.
  • Invoke Song will no longer invoke cards that have ExcludeFromRandomLoot:1
  • Fixed some card and perk typos.
  • A few Consumable & Equipment cards were unavailable in towns if the character hadn't acquired that Expertise through their Species or Class.


New Content


  • Added 12 new Events. Demon at the Crossroad, Lost in the Fog, The Bodysnatchers, The Coming Storm, The Lost Hiker, The Merchant's Plight, The Sea Monster's Tale, The Spider Swarm, The Tavern Girl, The Three Anglers, The Tranquil Cove, The Wounded Ranger,
  • Added 11 new Cards.


Misc Changes/Additions


  • Added arrows in Enemies and Allies for repositioning them on the battlefield.
  • Corrected the wording in card Morale Ripple effects from "Whenever x Ally attack" to "Whenever x Ally deals combat damage."
  • Changed the short description of Status for better clarity that they can be resisted.
  • StockPile & HoardCard cards will show up in the Codex preview automatically (ShowRelated[card] is no longer required to display such cards)
  • Event rewards will display outside the text story, under the story graphic.
  • Events can modify player attributes directly using Attribute:x or Attribute:x? For a randomized modification. Ie. Willpower:1.
  • Updated the Ripple effect section in the Rulebook as it contained some outdated information.
  • Added rulebook entries for Weave, Gambit and CardXP.
  • Optimized the code handling the Soundtrack and SFX playback.
  • Negative 'Cursed' will display simply as Cursed. Such a card still counts as Cursed for the purpose of ripple effects but won't cause any loss of life or discard if it's in the player's hand.
  • In Town UI: If the Game Mode rules cap the Town Tier, the Tier indicator next to the Town name will appear in red.
  • Updated Unity Engine to 2021.3.16f1 LTS

Major Balance Update, New Perks and Modding Additions.

Hi folks,

I hope you got to read last Friday's post and are prepared for what's coming. If not, please take a moment to read about it here, as it's crucial.

The first patch for 2023 will be a significant balance pass and will come as early as this Monday, 9 January.

Many of you are probably wondering what 'Balance' has to do with your Single Player game and why I am trying to destroy your power fantasy. I am not; in fact, I am all in with you to break the game in many ways as long as this is your choice.

As you may know, this single-player game has released many updates, including three expansions, surpassing 5k cards. With the introduction of new mechanics and keywords at different times, it's understandable that the meta has changed and will continue to evolve. That's why it's essential to occasionally review the ruleset and cards to maintain consistency and provide a cohesive and enjoyable gameplay experience. Most of the changes made are based on your feedback on various aspects of the game in the past year.


Ok. A short version of the changes?

The overall impact of the changes is that the early game tactic of using CC (crowd control) is less dominant, and there are now more options for surviving the early game thanks to buffs to both damage and defense. Unique allies will feel more powerful and distinct, while temporary allies will be more disposable. Elite units and companies will be more useful, and legendary items will live up to their reputation.

A new Character isn't required.

While you can safely continue playing with your current save file, specific details may feel different. And you'll only be able to experience the full spectrum of the changes with your new characters. So whether you want to continue your character or roll a new one will be up to you.

You can skip the update or recover the old card definitions to use them instead.

There is also a new public branch called 'unnerfed,' which you can use to switch back to build 1.054.4 anytime. Ie. If you want to grab the old card and perk definitions or don't have steam, update the game and interrupt your game in progress with unwanted changes, etc.


--

That's all for now, folks! Feel free to let me know if you have any questions or if you encounter any issues!

You can read more details in the patch notes below.

Patch Notes - 09/01 # 1.051.5



Balance Changes




  • TL;DR: Major rebalance across several aspects of the game based on your comments, suggestions, and grievances. While everything will apply to games in progress, starting a new character is recommended after installing this patch. You can switch to the Unnerfed Legacy 1.054.4 branch or, if you prefer, things before this balance patch. Or check your items and cards to ensure they are still usable by your characters and continue playing your old character.
  • Buffed the damage of several Weapons and the defense of Shields.
  • Buffed the defense of several cards.
  • Buffed all the Legendary Equipment.
  • Nerfed/increased the AP cost of the low tier/cost cards with Stun, Freeze & Bewitch.
  • Bewitch effect is now much rarer in Tier <=2 cards and often will have other restrictions (i.e., the enemy to have a status already, or target non-boss enemies, etc.)
  • Tweaked all the Starting Deck cards.
  • Temporary Ally instances in play will no longer level up. For Teamwork Purposes:

    • Summoned Allies come into play at Summoning Card Level + 1.
    • Controlled Enemies retain their Level.
    • Temporary allies Lifespan, regardless if they are Companies or Elite, can never go above 12.

  • Whenever a summoning card reactivates an existing Company or Elite Ally, the card itself counts as Effortless, and you'll pay only the ally Maintenance cost.
  • Unique Allies now follow the same XP curve as the (unmodified) PC curve. However, their XP curve won't include the XP penalty modifiers the player has (it'll always be 50, 100, 150, etc...)

    • Unique Allies will receive a slightly increased stat boost from leveling up and will restore 10 HP/level. Additionally:
    • Their Power Max Cap will increase by (Level - 1) x 2
    • Their Health Max Cap will increase by (Level - 1) x 4

  • Some of the Perks that previously increased the Power & Health cap will target temporary and Unique allies separately. Unique allies benefit from both types of perks.
  • ExtendAlly & ExtendAllies[OfTypeX] rule addendum: "This effect can't increase allies' Lifespan above 12. (vanilla modes' SummonLifespanCap is set to 0, defaults to 12)".
  • Streamlined the Ally Stat limits for all vanilla game modes.

    • The following limits are enforced in the vanilla game mode rules and can be changed to anything you prefer.
    • Temporary Ally max limits are 80 Power, 100 Health, and 12 Lifespan.
    • Unique Ally max limits are 120 Power and 160 Health.
    • These limits will apply in the displayed card values as well as display in each card's codex entry.

  • Cards with 'Uses' skip the Discard Pile (unless they are Infused) and can't be retrieved with Recall.
  • Channel using the Discard Pile has the following addendum: "If your Discard Pile count exceeds your Deck count, your Deck count is used instead."
  • The base character's Health formula changed to: BaseSpeciesHealth + BaseClassHealth + Resilience + ModeBonus (from BaseSpeciesHealth + BaseClassHealth + Resilience Modifier + ModeBonus). This will give all characters a few more HP based on their Resilience attribute.
  • Tweaked the initial attributes of several species and classes.
  • Tweaked several perks to support the changes above better.
  • Added around 18 new perks to various species and classifications.
  • Nerfed Iluvann's and Alluna's Bloodline ripple effects.


Misc Changes and Additions




  • Expanded the Codex entries for Mastery, Allies, Company, Elite, Strengthen Ally, Extend Ally & Fortify Ally
  • Added Codex entries for Muster, Swift, and Loot keywords.
  • Changed the wording of the perks that reduce enemy resistances to 0% to: 'Enemies have 0% natural resistance to x'.
  • Changed the wording of 'Allies Upkeep' to 'Allies Maintenance' everywhere to be more evident that you pay at least 1 Concentration each time an ally becomes active and not once.


Bugfixes




  • While imbuing an element to a Chaotic damage source, the Amplify of the imbued element wasn't increasing the damage output.
  • When using the 'Attack All' command, Allies will attack in their visual order (as opposed to the order they were summoned).
  • Fixed an issue with Unique allies gaining a large amount of XP if they were active and had full HP. They'll now use +2 XP instead.
  • In the appendix entries of cards, ApplyStatus effects inside PlayOne constructs appeared an additional time with incorrect parsing.
  • Fixed several card and perk typos.


Modding Additions




  • In Game Mode rules SummonLifespanCap:x, 0 defaults to 12 and can be used as a cap for the Lifespan allies can gain.
  • In Game Mode rules, UniqueSummonPowerCap:x and UniqueSummonHealthCap:x can be used to set a separate cap for Unique allies. If set to 0, they default to the same limits as SummonPowerCap:x and SummonHealthCap:x.
  • Perks can modify Allies' Lifespan Cap using ModifyEffectAllyLifespanCap:x.
  • Perks can modify the Power & Health cap specifically for Unique allies using ModifyEffectUniqueAllyPowerCap:x & ModifyEffectUniqueAllyHealthCap:x
  • Added support for UniqueSummonHealthCap, UniqueSummonPowerCap & SummonLifespanCap in the ModifyGM shell command.
  • ##Add#[Cardname]>>Effect1:x, Effect2:y, etc., can be used by modders to add effects to existing cards and leave the rest of the card unchanged.

    • To add 2 new keywords to a card called 'Golden Hammer', the syntax would go like so:
    • ##Add#Golden Hammer>>Presence:2, Hammer:1
    • The directive is ignored if the card doesn't exist.
    • If the card already has these effects, the values will be edited to the new specified values.
    • Note that this method can only be used to add or edit 'string:int' effects, but two specific 'string:string' effects are also supported:
    • ActivationSFX & ReUseArtwork, can also be used to change the ActivationSFX of the card or replace the reused artwork with another vanilla artwork.
    • , ie. ##Add#Golden Hammer>>ActivationSFX:Fire/Fire3, will change the card's Activation SFX sound to Fire/Fire3.wav

  • ##Remove#[Cardname]>>Effect1:1, Effect2:1, etc., can be used by modders to remove effects from existing cards and leave the rest of the card unchanged. Ie.

    • ##Remove#Golden Hammer>>Cursed:1
    • The value isn't used, so it doesn't have to match and can be left at 1, but it shouldn't be omitted.
    • Remove can be used in conjunction with Add to remove scripted effects that can't be edited in order to add them back in a different way. Ie.
    • ##Remove#Silver Hammer>>ChangeAllyEffectMorale3xDx3=3;Silver=3;Element=Bludgeoning:1
    • ##Add#Silver Hammer>>ChangeAllyEffectMoraleFixedDamage=12;Silver=2;Element=Bludgeoning:1, Presence:2

  • Perks can give the player resistance to Bleeding, Envenomed, Feeblemind, Frostbite & Burning using ModifyEffect[Status]Shield:x, ie. ModifyEffectBleedingShield:2 will reduce the Bleeding the player receives by 2 points.

2023 Balance Update Announcement

Hi folks,

Happy New Year! I hope this new year brings you joy, health, and success in your endeavors. May it be a year filled with positive experiences and meaningful connections with the people you love.

The first patch for 2023 will be a significant balance pass and will come as early as this Monday, 9 January.

Many of you are probably wondering what 'Balance' has to do with your Single Player game and why I am trying to destroy your power fantasy. I am not; in fact, I am all in with you to break the game in many ways as long as this is your choice.

As you may know, this single-player game has released many updates, including three expansions, surpassing 5k cards. With the introduction of new mechanics and keywords at different times, it's understandable that the meta has changed and will continue to evolve. That's why it's essential to review the ruleset and cards occasionally to maintain consistency and provide a cohesive and enjoyable gameplay experience. Most of the changes made are based on your feedback on various aspects of the game in the past year.

So what better time than the beginning of the year?

While you can safely continue playing with your current save file, specific details may feel different. And you'll only be able to experience the full spectrum of the changes with your new characters. So whether you want to continue your character or roll a new one will be up to you.

This patch is already in the Dev. & Experimental branches. Both are public, and none require a password. So if you want to test things yourself, jump into the Dev or Experimental branches and give it a go.

If you do, you can also join the discussion of the patch here.

In this discussion, you'll also find a concise roundup of the changes. But most you'll experience only by playing the game.

The overall impact of the changes is that the early game tactic of using CC (crowd control) is less dominant, and there are now more options for surviving the early game thanks to buffs to both damage and defense. Unique allies will feel more powerful and distinct, while temporary allies will be more disposable. Elite units and companies will be more useful, and legendary items will live up to their reputation.

Last but not least, you will also find a new public branch called 'unnerfed,' which you can use to switch back to build 1.054.4 anytime. Ie. If you want to grab the old card and perk definitions or don't have steam, update the game and interrupt your game in progress with unwanted changes, etc.

Once this patch goes live, the first free content update will come sometime in January and will focus on new Events. After that, the first Expansion of the year probably is around March or April.

That's all for now, folks! Have a lovely weekend, and if you get to try the new changes, let me know your impressions, comments, or suggestions.

Hotfix - 29/12 # 1.050.3&4

Hi folks,

The last two hotfixes resolve some outstanding issues that couldn't wait for the next regular patch. And also implement some QoL additions I was working on at the time. You can read more in the patch notes below.

Hotfix - 29/12 # 1.050.3



  • Low Tier cards that loot Commodities could drop Legendary items in high-level areas.
  • Commodity Codex tags displayed that they can't be purchased in Towns.
  • Tweaked the Codex tags of specific cards to make them more transparent.
  • Tweaked the cards that loot Commodities:

    • They'll take into account the rarity drops.
    • They'll no longer drop Legendaries.
    • They'll no longer drop cards excluded from area rewards.
    • They'll no longer drop cards if the player doesn't have their expertise.
    • The Tier of the potential drops is up to Card Level + 1 (Max 8) instead of area-depended.
    • Local Export or Import will no longer bypass these rules but have a double drop rate.

  • In Character Creation: Added a search function in the Preview Perks section. You can filter perks by effects, keywords, text in the description, etc.


Hotfix - 30/12 # 1.050.4



  • In Character Creation, picking a second shapeshifter classification wasn't updating to its default artwork.
  • Added a warning in the shapeshifter artwork field that it will revert automatically to the default artwork if you return to the Species tab. Change it only after you have finalized your Species/Classification selection.
  • Fixed an issue with Farthings boosting perks; they'll now correctly affect only Actions with the Farthings effect.
  • The "eye" icon for "Battlefield Overview" and "Look around" was upside down.
  • In Character Creation: Added a search function in the Backgrounds & Starting kits section. You can filter the various options by effects, keywords, text in the description, etc.

Saethar Elves and Community-requested Modding Additions

Hi folks, and Happy Holidays!

I wish you and yours the best New Year, with Happiness, Health, and Prosperity! We will talk again in 2023 as there is much more in store for Erannorth Chronicles, but that is a discussion for a different day. Suffice it to say; we have an exciting 2023 ahead!

In the meantime, and while we all wait for Santa's Elves to prepare our presents, a different kind of Elves joins our playable archetypes.

Saethar Elves were the first elven race that settled on Folkswave, and under the rulership of Iluvann Nhoriel the Wise, they carved out a small kingdom in the forests and mountains of western Folkswave. They lived for a few centuries in prosperity and harmony until the day his beloved daughter Alluna fell into a strange incurable affliction.

Iluvann became obsessed with finding a cure and preventing her inevitable death. While Alluna was withering away, he relentlessly studied the ancient texts and artifacts left behind by the long-extinct civilization of the Forgotten. He found the answer (and eternal damnation) in their forbidden rituals.

A new, dark era of suffering started for the Saethar Elves, led by Iluvann, the Bringer of Nightmares, and the elven word for 'Noble': 'Saethar', changed to mean 'Cursed.'




Saethar Elves are highly recommended for advanced Erannorth players as they rely heavily on Cursed cards. Mismanaging them in conjunction with 'Endless Suffering' can easily kill you.



They can also offer an additional path to Vampirism at the cost of slower Level up progression.



Aside from that, our modders have been asking for some time for a better way to add custom perks to existing archetypes while maintaining better compatibility; well they now can ;)

You can read more details in the patch notes below.

Patch Notes - 28/12 # 1.050.2



Bugfixes

  • Player's handbook searches could display one less card than the total results in some instances.
  • Fixed an issue with the second class/specialization disappearing after loading a save. (Fix will apply on new characters only).
  • Fixed a few card and perk typos.


New Content

  • Added a new playable Elf sub-species: Saethar Elf and their assorted cards.
  • Saethar Elves is a species recommended for advanced players as they heavily utilize Cursed cards.
  • It's highly recommended to pick their Bloodline Perk right after creating your character.


Misc Changes / Additions

  • Shopping in Towns (Switching merchants) will only advance time in the Doom Clock modes (Campaign, Campaign+ & Apocalypse). All other vanilla modes now have this setting disabled (HoursPassWhileShopping:-1).
  • Increased the Tier of Tier -1 & 0 cards with Invoke or ChooseOne to Tier 1.
  • In Character creation: classification or specialization-depended free perks will display after the classification or specialization that unlocks them.
  • Added scrolling in the Modding Error log.


Modding Additions

  • It's now possible to add new Skills to a base vanilla archetype (species or class) using:
  • ## InjectExpertise>>[Archetype]#[Single Skill]
  • i.e., ## InjectExpertise>>Elf#Trade will give the Trade skill to the Elf species.
  • It's now possible to add new Perks to a base vanilla archetype (species or class) using:
  • ## InjectPerks>>[Archetype]#Perk1:Level, Perk2:Level, [Spec]>>Perk3:Level, etc.
  • i.e., ## InjectPerks>>Elf#Explorer:4, Saethar Elf>>Adventurer:6, will give the first to all Elves and the second only to Saethar Elves.
  • It's recommended to use this newer method instead of Universal perks; perks injected with this method will also appear in the Perk Preview during Character Creation.

Shapeshift Form Customization, Max Out Card Upgrades and New Portraits.

Hi folks,

Today's patch includes two more community-requested features, 14 new portraits for your characters, and bug fixes to improve your overall experience.

After stashing up a gazillion of farthings, deciding to fully upgrade a high-tier card was a bit of a chore.

You can now max out cards with a single click.



One of the most frequently requested feature about shapeshifters, was the ability to choose a custom artwork (without the need to rely on mods).

You can now choose an alternative artwork for your shapeshifter characters. The button will let you choose from your available portraits, but I went to the Enemy Gallery, found a much cooler Wererat, the Wererat Thug, and added his name in the field.



Whenever my character shifts to their wererat form, will be using this artwork.



You can read more details in the patch notes below.

Patch Notes - 21/12 # 1.050.0



Bugfixes

  • If there was a looting opportunity (i.e., surviving an Ambush) but no suitable cards to loot, the Loot UI could still open despite being empty.
  • Corrected the Codex entry of ExcludeFromTownMerchants cards to "Can't be purchased or sold in Towns." (from "Can't be purchased in Towns.")
  • Acquiring a second organization (through mods) will no longer lock and disable each other upon loading that saved character.
  • Deckbuilder view will remain on the upgraded card after returning from an Upgrade or Max Out operation.
  • The confirmation dialog (to upgrade, consume or recharge cards in Deckbuilder) could, in some instances, appear partially off-screen.
  • The use button of Trinkets without 'Uses' wasn't displaying the confirmation dialog while out of combat.
  • Fixed some details in the World map graphic.
  • Fixed some typos in perks and cards.


Misc Changes/Additions

  • Double, Triple & Quad (Critical modifiers) will display on cards as Double/Triple/Quad Critical.
  • Replicate, Chain, Double, Triple, and Quad effects will display without the percentage if they are guaranteed to succeed (chance >= 100%).
  • Added a field in Character Creation (Personal Details) to (optionally) override the default Shapeshift Artwork (for Shapeshifter and Hag characters only).
  • Added a 'Max Out' option in the Upgrade cards dialog to instantly upgrade the card to its max level.
  • Increased the font size in the Confirmation dialog to improve legibility.
  • New Keyword: InCombat:1, The action will fail if the player is not engaged in Combat.
  • Certain Trinkets now include this keyword and can't be used while out of combat.
  • Added 14 new Portraits (7 Male & 7 Female)