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

Erannorth Chronicles

Sandbox Rewards Overhaul

Hi folks,

Before we get to the juicy bits of today's patch, I should probably mention that Chronicles has joined Steam's Festival of Persistence, and you can get both it and Ancient Ruins discounted by 50%.

While Chronicles isn't a rogue-lite per-se, it requires persistence to learn and master. To help you with that, there is a new tutorial series you can check out on my YouTube channel, and I also updated the player's manual in the Guides section with a few more additions.

https://www.youtube.com/watch?v=sGB5r9Pr8eY

https://steamcommunity.com/sharedfiles/filedetails/?id=2684594806

Sandbox Rewards Overhaul

Today's patch brings in an Overhaul in the Sandbox area rewards that will give you more control in pursuing your build.


  • Your 0-Rank skills will be excluded from the Area completion Rewards.
  • Skills with 4 or more ranks lower than your highest skill will be excluded from the Area completion Rewards. So in practice, the more you pursue and increase specific skills, the more of them you'll be seeing as rewards.
  • This exclusion happens when the rewards are regenerated at the session's start. (The rewards are then locked for the duration of the session).
  • Low-rank skill cards will still appear in Town stores (if the player's filter settings allow them to show).
  • Low-risk Challenges will offer significantly fewer PP & XP rewards. They will still provide plenty of gold and influence. But it should be way less worthwhile to bother with them and motivate you to take more risks in modes without Doomclock / unique areas.


You can read more details in the patch notes below.

Patch Notes - 05/05 # 1.038.6




  • Optimized several game functions; you should see a speedup across various game sections and the player handbook searches.
  • The default discard phase in vanilla (and custom editor modes) is to let you keep your x first cards instead of discarding them down to x at random. ("DiscardPhaseIsSystematic" is set to true in these modes, you can set it to false if you prefer the random Discard phase). Discard phase settings in the game mode editor will automatically include DiscardPhaseIsSystematic:true.
  • You can forsake up to 4 Skills in all modes (AllowToForsakeSkills:x can still be used in your Game Mode option to increase or reduce this value to x. If unset it'll default now to 4.).
  • Changed the Level 5 progression reward to 2 LP (from 1 LP & Survival +1)
  • Sandbox mode Area Rewards overhaul
  • Improved Area Completion rewards bias towards the player's preferred skills.
  • 0-Rank skills will be excluded from the Area completion Rewards.
  • Skills 4 or more rank lower than the highest will be excluded from the Area completion Rewards.
  • This exclusion happens when the rewards are regenerated at the session's start. (The rewards are then locked for the duration of the session).
  • Low-rank skill cards will still appear in Town stores (if the player's filter settings allow them to show).
  • Low-risk Challenges will offer significantly fewer PP & XP rewards. They will still provide plenty of gold and influence. But it should be way less worthwhile to bother with them and motivate taking more risks.
  • Challenges 1 level below the PC level will give half the normal PP & XP.
  • Challenges 3 levels below the PC level will give a quarter of the normal PP & XP.
  • Challenges 5 levels below the PC level will give 0 PP & 0 XP.

Elemental species, new Cards, and Auto-Attack button for Allies.

Hi folks,

Most of the work continues behind the scenes for DLC2, but some exciting additions are worth mentioning in today's patch. The first is an Auto-Attack button for your allies, which you can find near the end of the turn button:



Clicking on it will have all your allies attack, in order, the first enemy (that is still alive). Once they are done, or all enemies are defeated, your avatar will notify you with a banter text that you can resume your turn normally.

The second significant addition is some new (and some returning from Reborn) Elemental species, along with 36 new Elemental cards in each corresponding skill (Pyromancy, Hydromancy, Aeromancy & Geomancy.



If you are already using mods to add Sylphs & Undine as they were in Reborn, keep in mind that your modded version will win and overwrite these vanilla versions.

Patch Notes - 02/05 # 1.038.5




  • Fixed a couple of typos in card and perk definitions.
  • Tweaked a couple of older cards to be more attuned with the modern meta.
  • New Elemental species, with Vulcan, Undine, Sylph & Homunculus subspecies.
  • Added 36 new cards (Pyromancy, Hydromancy, Aeromancy & Geomancy).
  • Desert Naga will now count as Xerocole species. (QuestStateCountsAsXerocole:true)
  • In an Arid/Desert environment, Xerocole species start each node at -1 Fatigue.
  • In Coastal/Underwater environments, Xerocole species start each node with +1 Fatigue.
  • Aquatic species will receive their Environmental penalty in Deserts too.
  • Added a new button to automatically command all the (active) allies to attack the first enemy.

Modding Additions and Support for Custom Organizations

Hi folks,

This patch contains mainly modding additions, dlc2 resources, and some modding-related fixes.

But, there are also two particular features you may all find useful.

Using Enemy, Ally, and Local Artworks as a portrait without Mods.

Often, you see an Enemy or Ally and want to be able to use their portrait as your avatar without resorting to mods. And while there is a mod for that in the workshop, perhaps you wanted to be an Earth Elemental in this particular run only. Or a character no modder would add in their portrait pack.

And why not? Now you can.

The field below your avatar will display the artwork name of your avatar but will also allow you to set it to any vanilla sprite.



To find the sprite name of an Enemy you can hover over them in the Enemy Gallery, while for the vanilla Allies, is always the same as their card name.



Additionally, you can use any path on your local computer to quickly use suitable character miniatures without installing them as mods. By setting there the full path. Ie. C:\Pictures\Avatar01.png

Custom Organization Support

One of the most requested features by our modders is the ability to create their custom organizations. Now they can. And once they do, we can use the Custom Organization option below to play as that organization. Or, in the meantime, create our own 'fake' organizations with no gameplay benefits for more RP immersion.



Patch Notes - 18/04 # 1.038.1



Bugfixes

  • Fixed a few typos in a couple of cards and perks.
  • "DebuffLowResistance" setting wasn't visually displayed while predicting the chance of resisting certain effects.
  • "FailedDebuffsFracture" setting was incorrectly affected by DebuffLowResistance and the card's DChaos modifier.


Misc Addtions

  • In Character Appearence tab, added an input field that will display the current player's avatar.
  • If this field is changed manually to a valid vanilla avatar it will also update the avatar. ie. Earth Elemental
  • If this field is changed manually to a valid local png file, that png will be used for the PC artwork ie. C:\Pictures\Avatar01.png
  • Added a button to roll a random avatar for your character.
  • You can now choose a custom organization during character creation.
  • This can be an organization added through a mod. The organization perk must exist and must be classified as Unique:Organization. You can implement & define their perks and cards the same way as the vanilla organizations.
  • Or a fake organization with no benefits (for RP purposes). The only restriction in naming a fake organization is that there should be no perks matching this name.


Modding Additions

  • Added support for reusing (vanilla) miniatures in Allies. (You don't need either if you are using your own miniature artworks.)
  • You can reuse both [Allycard]'s miniature and artwork in a different card by using ReMiniature:1, ReUseArtwork:Artworks/[AllyCard]
  • ie. a 'Veteran Conscript' card could have 'ReMiniature:1, ReUseArtwork:Artworks/Eager Conscript', to reuse the cover art and miniature of the Eager Conscript card.
  • You can reuse just the character's miniature (and have a different artwork or reused artwork) by using Miniature:1, ReUseMiniature:CharacterName
  • ie. a 'Veteran Conscript' card could have 'Miniature:1, ReUseMiniature:Eager Conscript', to reuse the miniature of the Eager Conscript card but have its own artwork.
  • Overlay effects will directly affect the PC avatar. Enemy Artworks can be used as an Overlay effect for the player to (visually) polymorph them to any enemy for the duration of the overlay effect.

QoL and Modding Additions, Canon Mods and DLC2 News

Hi folks,

The second Expansion for Erannorth Chronicles is in the works and it will be coming sometime in mid/late Q2. Like Ancient Ruins, its focus will be to make each location unique, to visit and explore, by offering you cards and rewards that you can only find there, and nowhere else in the world.

The new expansion, will of course include new Enemies and Bosses with their own Card tactics and challenges to make your life as miserable as possible. Secret challenges with extremely strong optional Bosses you can easily miss etc. In other words 'more Erannorth'.

Similar to Ancient Ruins, there will be no new classes, organizations, or species as part of the Expansion itself. And any new archetypes will be free content updates or free mods in our Steam workshop etc.

The reason for this approach is practical. On one hand I want the expansions to be as self-contained as possible, Meaning that each expansion should feel optional, and if you choose to skip it, you should still be able to have the most complete experience. After all the only reason to buy an Expansion instead of just modding it yourself, is to support the game's future development. Otherwise all the new features in the modding engine are at your disposal to use regardless of DLC ownership.

The second is a bit more of a convenience. Reborn was a debugging nightmare among other things. Oftentimes x archetype would end up using the y card from the z expansion or I was forced to use cards only from the base game which was restrictive. I honestly prefer to work on new interesting archetypes, that make use of the entire card pool than chase around dependencies.

Which brings us to the "Canon/Vanilla Mods".

When it comes to mods, and I guess all things in life, there is a division. Some folks like me love mods - It's literally the first thing I do when I buy a new game; see if, and how it can be modded. I wouldn't care less about what is vanilla, but rather have fun in the limited time I can get to play that game, my own way.

Others hate mods and never use them. Whichever division you belong, the canon/vanilla mods in Erannorth are 100% official and dev. maintained/approved mods. You can easily install in the game with a single click to their subscribe button, casually report bugs for them as if they were in the game itself, and expect an experience as if they were integral parts of the game - 100% tabletop-style balanced!

Other devs like to give such content as free DLCs, but I prefer to give my free DLCs as mods. This way I can shamelessly update them multiple times per day, leaving the base game alone.

So as we wait for DLC2 you may find these two Canon/Vanilla mods interesting:

https://steamcommunity.com/sharedfiles/filedetails/?id=2790399905

https://steamcommunity.com/sharedfiles/filedetails/?id=2782725113

That's all for today folks!

We'll be talking more about the upcoming expansion in a future post.

Patch Notes - 13/04 # 1.037.8



Bugfixes

  • Fixed a few perk typos.
  • In Character Creation: Using the clear Specialization/Classification buttons will properly reset the archetype details back to that of the base class/species.


Misc Changes and Additions

  • In ModManager: Added a checkbox in the Modder's Log to show/hide warnings. If warnings are shown, they'll now display after any errors.
  • In Perks Preview: Perk preview will only auto-close if you click outside its scrollable area, but not if you click on its scrollable area (to prevent closing it accidentally).
  • When an Enemy resists a negative status effect, they'll also display the chance they had to resist it.


Modding Additions

  • In Events subsystem: Added support for Equipment cards in Remove:[Cardname] and Has:[Cardname] 'reward' strings.
  • Ripple Effects additions

    • The following ripple effects will trigger only when the respective [*AlliesOfType] effect triggers, and for every such ally, it triggers ie. if ReactivateAlliesOfTypePirate:1, reactivates 5 Pirates the attached ripple effect will trigger 5 times. etc.
    • Reactivate [Type], ie. 'TempStateRippleEffectReactivate Pirate>Draw=1:1' could trigger from 'ReactivateAlliesOfTypePirate:1'
    • Enlighten [Type], ie. 'TempStateRippleEffectEnlighten Witch>AmplifyAstral=2:1' could trigger from 'EnlightenAlliesOfTypeWitch:'
    • Extend [Type], ie. 'TempStateRippleEffectExtend Knight>Healing=2;AmplifySlashing=2:1' could trigger from 'ExtendAlliesOfTypeKnight:'
    • Strengthen [Type], ie. 'TempStateRippleEffectStrengthen Shadow>DChaos=2;Bleed=2:1' could trigger from 'StrengthenAlliesOfTypeShadow:'
    • Fortify [Type], ie. 'TempStateRippleEffectFortify Witch>Meditate=2;AmplifyAstral=2:1' could trigger from 'FortifyAlliesOfTypeWitch:'
    • Heal [Type], ie. 'TempStateRippleEffectHeal Witch>PayLife=2;Discard=1:1' could trigger from 'HealAlliesOfTypeWitch:1'
    • Harm [Type], ie. 'TempStateRippleEffectHarm Living>Healing=2;Empower=2:1' could trigger from 'HarmAlliesOfTypeLiving:1'
    • Muster [Type], ie. 'TempStateRippleEffectMuster Undead>Damage=2:1' could trigger from 'MusterAlliesOfTypeUndead:3'
    • Ripple effects are casted automatically and they won't necessarily target the ally that triggered them.

  • New Effect: MusterAlliesOfType[Type]:x,

    • Muster x [Type] Allies - As part of playing this Action, exhaust your first x [Type] Allies.
    • 'Muster' is mainly a proxy for triggering 'Muster [Type]' ripple effects. Even if you can't exhaust any such allies (either because you don't have them or they aren't active etc.) there aren't any penalties, but any ripple effects attached to Muster won't trigger.
    • If you can exhaust x such allies, then the first x such allies are automatically exhausted.
    • Even if you can exhaust more than x allies, only your first x Allies are exhausted.

  • New Game Mode options. The following values can be used along with the "NonBinaryImmunities":true, setting to further customize enemy resistances to certain Debuffs.

    • "DebuffLowResistance":x, you can specify the lowest possible % resistance Enemies can have to Debuffs (Vulnerable, Stun etc.) Enemies that aren't resistant to a negative status use this value. The default value (unset/0) is 0%.
    • "DebuffHighResistance":x, you can specify the highest possible % resistance Enemies can have to Debuffs (Vulnerable, Stun etc.) Enemies that are resistant to a negative status use this value. The default value (unset/0) is 85%.
    • "FailedDebuffsFracture":x, you can specify a Fracture % to apply automatically to an enemy whenever they resist a Debuff, making them less resistant to all debuffs this turn. The default value (unset/0) is 0%.
    • Note to modders: These values are the baseline, to tweak them individually you can set up a perk similar to Apocalypse.

Minor Patch - 08/04 # 1.037.7a

Hi folks,

Hopefully, this minor rule change should prevent you from headaches that could occur with Ripple effects going rogue when there were no enemies to take their harmful effects—like Venom or Bleed, redirecting them like a boomerang to the poor PC.

Rule Update: If a ripple effect triggering can harm the PC (because they are the only valid target on the battlefield), it will be automatically skipped instead. Regardless if the PC is a legal target or not.

The patch also fixes a couple of perk definition typos.

Hotfix - 05/04 # 1.037.7

Patch Notes - 05/04 # 1.037.7


  • During certain Enemy actions, Fracture could persist instead of Debuffing completely as their turn started.
  • As the game starts (or loads), the player's collection will be checked for any cards over the allowed limit (i.e., given accidentally by different perks, changed to a mode that allows fewer copies, etc.); and will be trimmed down to the max permitted copies for the mode currently in.
  • Bewitched, Stunned, Frozen & Taunted enemies about to die from negative effects will correctly display their intent that they'll die from the harmful effects.
  • 'Insight' card was incorrectly appearing in Town merchants.
  • Stopped Marco Ankreus from taking over the Pregens board one reset at a time.
  • Fixed a few typos.
  • Updated the artworks of a couple of events.

Journal Improvements, Apocalypse Mode and Modding Additions.

Hi folks,

While exploring the world, your most invaluable tool is the Journal; it will show you quests near your level, reveal on the map that Godforsaken place - no one has ever heard about, and also help you plan your adventure.

With the newest additions, I hope it'll become even more helpful. You can now order quests by proximity to your avatar and search your journal for places, quest names, parts of their description, etc.

Additionally, Quests are color-coded to match their status (active, completed, etc.)





The second highlight of this patch is Apocalypse. As the name implies, Apocalypse is a hardcore mode that combines the worst traits of Scorched Earth and Campaign and takes them even further. It is aimed at experienced players who like a good challenge and have already completed Scorched Earth & Campaign and found them easy.

Unlike Chosen, which makes for a rough start and a slow burn experience, Apocalypse is a much quicker mode with fewer enemies per encounter, a more leisurely start, unique areas, and a 30 days doom clock relentlessly pushing you to complete more demanding challenges or lose precious time.

Can you end the Apocalypse in 30 days?

You can read more details in the patch notes below.

Patch Notes - 04/04 # 1.037.6



Bugfixes

  • Exhaust Ally effect in cards turned negative through a perk or morph evolution will only dim and strikethrough. That is to render correctly in Codex and indicate that it doesn't have any effect, but it still exists in a dormant state. I.e., a different perk can still turn it positive again.
  • Fixed an issue with Fatigue creating multiple status icons in some instances.


New Game Mode: Apocalypse

  • You have 30 days to stop the Apocalypse.
  • Apocalypse is a hardcore Scorched Earth/Doom Clock variant, where all the areas in the world are Unique, and after you complete each of them once, they become unavailable.
  • It is aimed at veteran players
  • who have already completed both Campaign and Scorched Earth modes* and want an even more formidable challenge.
  • Towns can sell regular cards only up to Expertise 2 and start initially locked regardless of the PC origin.
  • Some settlements may stay locked for your entire session as you won't be able to gather enough influence to unlock them.
  • Area Rewards & Enemy Levels change every time you Start (or Resume) your game in this mode. Area levels will fluctuate each session, but the world won't scale up.
  • At the End of the turn: Randomly discard down to 7 cards.
  • DoT effects like Bleed, Venom, etc., persist until they expire or are cured.
  • Ally stats are capped at 80 Power and 120 Health.
  • All Enemies have increased Resistances to these Debuffs: Vulnerable 15%, Bleed 15%, Mark 20%, Stun 30%, Venom 30%, Freeze 35%, Burn 40%, Bewitch 45%.
  • Envy, Loyalty, and Concealment % are capped at 50.
  • Deployed Allies have 1 Concentration / Turn upkeep cost.
  • Once you start an exploration, you must complete it and won't be able to retreat to the Tactical Map.


Misc Changes and QoL Additions

  • Added the option to sort Journal entries by proximity to your current location in the world.
  • Added a search function in Journal.
  • You can search for locations, quest names, parts of the description, partial matches, etc.
  • The search will take into account your active filters. Ie. If Challenging quests are hidden, they'll not show up when searching either.
  • Journal quests follow the color code of their category (active, completed, contacts/assets, etc.) to make the category they are in more obvious when searching.
  • Optimized the Map zooming function.
  • In Outdoor activities, added an option to Patch Wounds (costs 5 AP / reqs. Survival 1). It can be used if you are hurt but not tired enough to rest.
  • Moved Mastery explanation tooltip from the Mastery text itself to a new icon in front of it.
  • Temporary Ripple effects (of the previous turn) will now clear right before the Unravel step (instead of after). (Note to modders: This change allows automatic Equipment and Recurring cards to convert their temporary ripple effects to "permanent." As long as they are equipped (equipment) or held in hand (recurring cards), their effect will persist for the entire turn and clear right before they reactivate.)
  • Updated the Flow / Phases section in the Rulebook to include the new Recurring effects and the temporary Ripple effects clean-up step change.
  • Added two new Elf portraits
  • In Outdoor activities, added the option to Skip Time (2h, 4h & 6h) while you aren't tired. Skip time will slightly tire you and advance the world clock forward.
  • In Character creation (Class & Species tabs), added - buttons to clear the currently selected Classification & Specialization.


New keyword: Recurring

  • Syntax: Recurring:1
  • Before your next Draw Step, play a free copy of every card with Recurring in your hand.
  • You don't pay their AP cost, and you retain them in your hand.
  • Recurring cards are played after the Unravel/Mutate effect triggers and before Equipment is refreshed (See Phases/Flow section).
  • Recurring cards can be discarded normally. (Unless a different effect prevents them from being discarded.)
  • Recurring cards with 'Uses' can recur only as long as they have Uses left. They won't trigger if the card has 0 Uses left. Each time such an action recurs, a use is consumed normally. When all its Uses are finished, the card is destroyed unless it's an Infused card.


New Game Mode settings

  • ModifyDeckLimits: x, will increase or decrease Min & Max Deck by x.

    • This modification will apply after starting the game and bypasses the starting deck health check.
    • , ie. If this is set higher than the player's card pool, with no means to compensate (draft, lanterns, wealth to buy cards, etc.), they may not be able to create a legal starting deck.

  • MaxMasteryBonus: x will cap the points of LP granted by mastery to a custom value.

    • , i.e., x=3, means that if your combination mastery gives you +10 points, it'll give you 3 instead. If it gives you less, i.e., 1, it will still give you 1.
    • To disable the mastery system for a mode, you can set this value to -1.
    • Changing from and to a mode with this setting will always reset the unspent LP to recalculate them.

Minor Patch - 30/03 # 1.037.1b

Hi folks,

Both 1.037.1a (yesterday) and 1.037.1b today fix some reported issues with the new Aristocrat class, as well as tweak some underwhelming perks, nerf a few OP cards etc.

In addition to that, there are a couple of community requests I was working on at the time.

30/03 # 1.037.1b

  • Various Aristocrat related tweaks & fixes in perks and cards.
  • New Game Mode settings:

    • DiscardPhaseIsSystematic:true/false, default is false. Instead of discarding at random down to x, you always keep your first x cards.
    • DiscardPhaseIsSystematicReversed:true/false, default is false. Instead of discarding at random down to x, you always keep your last x cards.

  • In Chests, Grimoires and Towns, hovering over the icon of owned cards amount, will also display an appraisal of the card's worth in Farthings (as appraised in the current PC location).

New Organization (Vortex), New Class (Aristocrat) and about a 100+ new cards.

Hi folks,

This is a big update both in size and scope. The main highlights are a new playable Organization (Vortex) and a new playable class for expert players (Aristocrat). You'll find about 100 new cards, including Equipment, expansions of various skills (and 16 new Legendary Contacts to collect in the Ancient Ruins expansion). Lots of cool stuff, so let's dive in, in a more visual format...

[previewyoutube="5fsJk0q6RIY;full"]

Have fun, and let me know if you encounter any issues!

Patch Notes - 28/03 # 1.037.1



New Content (Base game)

  • Added a new Organization (Vortex) and their associated cards. Vortex bonus is Nobility, and either Telepathy (House Jethal), Conjuration (House Nargath), or Seduction (House Aedorr).
  • Added new playable class (Aristocrat) and their assorted cards. (Aristocrat has the Courtier, Liege & Advisor specializations).
  • Added about 100 new cards. (About 40 Equipment cards & 60 new additions mainly across Nobility, Seduction, Conjuration & Telepathy skills.
  • Added 5 new Pregenerated characters.


New Content (Ancients Ruins Expansion)

  • Added 16 new Legendary Contacts that can only be found by exploring certain corners of the world.


Bugfixes

  • Clearing the Starting Kit while viewing Attributes/Overview will refresh their contents.
  • After patch 1.035.9, it was possible (in some instances) to move in the overworld while the encounter message is displayed.
  • Fixed an issue with the Gauntlet "Quest" modes starting at Stage 1. Quest will run from Stage 1 to 3, Heroic Quest from 3 to 6, Epic Quest 6 to 9, Legendary Quest 9 to 12, and Demigod Quest 12 to 15.
  • Allies with the "Trap" type will no longer count as "Living."
  • Drain Soul effect was skipped if the Enemy's death was due to Destroy effect instead of Damage.


QoL Additions / Improvements / Changes

  • You can discard your entire hand using Ctrl+Alt+D. This won't trigger any of the Discard effects. Also, certain cards can't be discarded (i.e., Cards with Unravel, Fleeting, Malady, Cursed, etc.)
  • Ascension to Ironman+ will start the PC at a Stage equal to their level.
  • Optimized Player's Handbook and Enemy Compendium.
  • Optimized the loading times of the Expertise sets previewer.
  • Minor tweaks in older cards to accommodate better the new content.


Modding Related

  • New Game Mode setting: StartingStageScalesToPCLevel:true/false. (This setting overrides "StartingStage":x and should only be used in Endless modes with an unrealistically high "StagesToCompleteTheRun":x, ie. 1000.)
  • New Perk Reward: ModifyEffectControlIfLevel:x, increases or decreases the level range of Control actions.
  • Deprecated Game Mode setting: "OverrideNextAscensionStartingStage". [Gauntlet modes should have their own 'StartingStage' property. ie. "StartingStage":7, "StagesToCompleteTheRun":9, will create a 3 stages run (stages 7,8,9).]

Elves, Previewing Active Ripple Effects, Quick Log and other QoL additions.

Hi folks,

This patch brings Elves as a playable species.



In some folklore, Fay and Elves are the same; they are different species in others. In Erannorth: Elves have Fay ancestry and count as Fay, but they are an entirely different species. In contrast, Fay aren't Elves and don't count as Elves.

In addition to Elves, there are some QoL additions that I hope you'll find helpful.

1. It's probably easy to lose track of your permanent and temporary ripple effects in effect after a while. To review them, you can hover over this little icon left of the log search bar.



2. You often want to know what went wrong with your spell, so now, instead of opening and closing the log, you can hover over its icon to look at a fragment of it.



3. Instead of the default alphabetic order, you can filter the Town merchandise from the highest to lowest expertise rank.



4. You'll now find that all the new allies have been organized in a * expertise for the folks who have Ancient Ruins. Nothing changed because you can still use them with any character, but now you can squeeze a bit more mileage out of them through your expertise-related perks.

5. Last but not least, the Windowed mode will allow you to resize it. This won't remove the black bars but may let you display the game correctly in otherwise unsupported resolution ratios.

That's all folks!

If you encounter any issues let me know. You can read more details in the patch notes below.

Patch Notes - 21/03 # 1.036.1



New Content

  • Added new playable species: Elf.
  • Elves have the Glade Elf, Shadow Elf & Vrysgga Elf archetypes.
  • Added a few extra cards in Stealth, Perform & Survival.
  • Added 3 male & 3 female Elf portraits.


Ancient Ruins DLC

  • Assigned
  • Expertises to all Mercenaries without expertise (both in the Core set and Ancient Ruins expansion). If they were neutral, they are still neutral, meaning everyone can use them but will now receive extra benefits if you have perk bonuses in the Expertise they belong.


QoL Additions and Misc Changes

  • Added a checkmark in towns to change the default order by expertise.
  • During encounters, the campfire button will change to an eye to indicate that the functionality of this button is now different.
  • Hovering over the Log button will quickly display the last 20 lines of the combat log as a tooltip.
  • Hovering over the 'Ripple' button (left of the log search bar) will display any active Ripple effects (as Human-readable as possible). If they are a lot, clicking on this button will open them in a scrollable popup.
  • If a Control action can't work because the enemy level is too high, it'll display so while hovering with it over an enemy (regardless of whether the power requirement is met). Control Action preview will also distinguish the cases where control can work only if the weaken provided by the same card also succeeds.
  • New phase Ripple Effect: 'RippleEffectEnemy Acts', will trigger before each Enemy acts. ie. TempStateRippleEffectEnemy Acts>Defend#5:1, ExtraRule:Before each Enemy's action this turn; Defend 5.
  • In windowed mode, you can now resize the game window, which may improve things in non-16/9 aspect ratio screens (i.e., Steam Deck).
  • Improved the area generation algorithm.


Bugfixes

  • Multi-use consumables will be properly useable from the backpack as long as their target is "Self."
  • Resuming the session wasn't scaling up Scorched Earth mode areas.
  • In Damage assessment, min damage could, in some instances, display as negative; it'll now show 0.
  • In Damage assessment, Dice-based damage would reroll every time; it'll now correctly display the min/max case.
  • Fixed a minor issue in the Outdoor Activities.ink. PCs with hunting will once again be able to set traps before resting.
  • Fixed a few typos in cards and in-game texts.