8 Days left for the full release and I hope you are as hyped as I am!
So yes, it's official: Erannorth Reborn is coming out of EA next Friday 18/10/19 at the retail price of 18.99$.
Today's build is the release candidate version and unforeseen factors (or bugs) aside, it's the version the game will be launching next Friday. (That's never the case, but can't a Dev hope?)
Aside from several bug fixes and stability improvements this build also includes new Racial cards and a whole lot of new areas and rewards in the Adventure mode. Additionally you can now use the key 'Del' to permanently remove Cards from your stash if you no longer need them there, as after a while your stash might become too large to remain useful.
I hope you'll enjoy the new cards and improvements.
Below you can find the merged patch notes of EA Build 0281, 0282 and the 1.0 Release Candidate.
Patch Notes - v1.000
Misc Additions & Changes
Added new Events & new Unique Summons that can only be found in these Events
Added new Areas & all new Rewards in the Adventure Map
Added +8 new Cards in all the Races (Each Race now has 50 Cards)
Some expanded card rule wordings changed for better clarity:
Multicast All: Create & Play a copy of this Action for each Enemy in the Battlefield.
Multicast x: Create & Play a copy of this Action for each of the first x Enemies.
Fury x: Create & Play x individual copies of this Action on the chosen Target.
Multicast Codex entries rule wordings changed for better clarity:
Multicast All: Create a copy of the Multicast card for each enemy in the battlefield, and target them (play a copy in them) according the order they appear. (You can Drag & Drop enemies to rearrange them to a different order.)\n\nIf the Target is an Ally or Self all Copies instead Target that Ally or Self.
Multicast x: Create a copy of the Multicast card for each of the first x enemies in the battlefield, and target them (play a copy in them) according the order they appear. (You can Drag & Drop enemies to rearrange them to a different order.)\n\nIf the Target is an Ally or Self all Copies instead Target that Ally or Self.
If Verbose mode is on it will give additional details when playing a Multicast action or a Fury action
In Stash: Hovering over a Stashed card and pressing [Del] will permanently remove the Card from the Stash
When interacting with the Adventure Tactical Map:
'C' key will switch between the Character & Map view
'M' key will show/hide Exploration Options if the Map is visible & the Map if it isn't
'T' Key will open/close the Town view, if a Town is available in that location
Text stating how many cards can be picked from the loot container moved to the top center of the dialog
Changed the various Loot Containers to offer more variety. You can invoke them as the following functions in your events:
Backpack: (3 items max pick 2) Contain Accessories or Consumables
Chest: (4 items max pick 2) Contain Commodities, Weapons, Offhand, Armor, Accessories or Consumables
Allies can count as more than one type using SummonRace:[Type] [Type] [Type] [etc], i.e SummonRace:Vampire Witch, Ally type will count both as a Vampire and a Witch
Internal resources can be defined as transformation graphics in a card using OverlayArtworkIn:Folder, i.e OverlayArtworkIn:Witch, will allow to use any of the Witch artworks as the overlay effects.
"DestroyUndead" effect is now Destroy[Archetype] and will work for any Archetype not just Undead. i.e DestroyHuman:10, will Destroy a Human with HP less than 10.
Bugfixes
Fixed a bug in Draft mode (introduced with the Stash update) that prevented archetype Skill Cards of showing up even though said skill trees are empty in Draft mode.
Fixed a bug in Card Drawing algorithm affecting cards with custom amount of copies in deck i.e those using MaxDeckCopies:x
Re-adjusted the viewport for Skills, Stash & Deck tabs
Fixed some typos in the tutorial
Fixed a Stage Indicator visibility issue introduced in the main 0281 build (after using the [C] shortcut in Adventure Mode.)
Casting a Spell with the Smart Preview open could in some rare cases lead to exception errors
EnemyBane effect was not working correctly when the Archetype was a Faction
Invoke should now work properly if set as an ally ability
Controlled Enemies turned into Allies would display a blank artwork after loading a saved game
Patch Notes - v1.001
Misc Changes
Enemy Area is now scrollable and aligned to the left.
If the user hasn't customized their settings volume will be set automatically to 25% (from muted) & enemy attack speed at 2s from (1.2s)
Changing Gender or Portrait will now leave any assigned attributes points intact
You can now drop allies in their zone to summon them in addition to other existing methods. (They'll automatically target the most suitable target if they have an effect)
Updated the Game Modes descriptions to include a Difficulty tag
Boss Tokens & Mastery rewards increased to 2 x Stage Cleared (+2,+4,+6,+8,+10,+12,+14,+16,+18) from 1 x Stage Cleared (+1,+2,+3,+4,+5,+6,+7,+8,+9)
All Enemies in Casual have now 80% less Power & Health (Game Mode setting)
Reduced the XP earned in the Adventure Mode (Game Mode setting)
Bugfixes
Smart Cast (i.e afterimage) wasn't taking into account the active synergies while determining the optimal target
Fixed a visual glitch after loading a saved preset: affinities weren't display properly even though they were properly set
Final Stage Graphics, Card Stash System and a galore of UI and QoL Improvements
Hi folks,
Build 0280 is available now on both branches, and it brings a galore of UI improvements, beautiful stage graphics and a new stash system.
I have talked in previous posts about all these changes, and if you have missed those posts you can read the merged patch notes below.
But that's not what I want to talk to you about today.
After 110 Builds and five and half months, our EA journey is almost nearing to its end. If all go well, I plan to release the game out of Early Access in 18 October (initially only for Windows x64 & in the English language as is now).
My post development DLC plans is to keep expanding the game modding potential further by adding new Action Effects & new enemy AI responses, expand the adventure mode with stories and lore and also support additional languages, operating systems and store platforms.
There won't be 'Premium' editions with silly portraits, skins & cheap content you can make yourself in a heartbeat or soundtracks now or ever. So if you are waiting on buying the game, this is the best time to hop in and get advantage of the EA discount. (After EA ends I will be increasing the price by 4$ to 18.99$)
For the next 15 days & till release, I'll be mostly playing the game & fixing any bugs I'll encounter and also add the additional events I've been working on in my word processor.
If you've been waiting for the full release to start modding or playing. You really shouldn't wait any longer! Go ahead and have fun and let me know if you encounter any issues or have any last minute balancing recommendations! If you need help in customizing things, modding or have any questions don't hesitate to reach me in the Discord server.
Last but not least this is the one and only time that I'll ask this: If you've been enjoying the game consider leaving a review. I know you have heard it countless times but it does help indie developers. ;)
[Below you can find the merged patch notes from 0273 to 0280 Build]
EA Build 0280.1
New Stage Graphics & Environments
Changed the Background Graphics of all Stages to their final versions
Non-Adventure saves are unaffected by this change, but Adventure save games may be incompatible with this version especially if you are in the middle of an active exploration as some early areas are now named differently. It's recommended to finish the Area Exploration & return to the tactical map before upgrading to this version!
This also changes the in-game Enviroments and can affect your Enemy, Event & Location Mods
Environment "Ice Cave" renamed to "Old Ruins" & Cave event to "Old Ruins"
Environment "Bandit Camp" renamed to "Destroyed Village" & Bandit Camp event to "Destroyed Village"
Environment "Beach" renamed to "Lake"
Dungeon event was renamed to "Old Temple"
Environment "Infernal Cave" renamed to "Infernal Gate"
The new Area Graphic Sets you can use in Locations are now: Stronghold, Old Ruins, Destroyed Village, Old Temple, Infernal Gate, Lush Forest, Marsh, Dark Forest, Lake, Ghost Town, Temple Ruins, Arid Hills, Icy Mountains
The new 'Environments' you can use in events & enemies are: Old Ruins, Destroyed Village, Dungeon, Forest, Marsh, Lake, Arid, Arctic, Infernal Gate, Urban. (Any Custom enemies or events in other Environments will be impossible to appear, so you'll have to update them to a new environment or remove the Environmental condition.)
Reassigned the Graphic sets in the Adventure Locations
(New) Stash System
Cards removed from the Deck are no longer lost but instead go to your Stash (or collection if you will).
Cards in Stash can be freely moved back to Deck.
You can move anything from your Deck to your Stash and vice versa (including trinkets, consumables, commodities etc.)
Both Cards in Stash & Deck count towards Card Copies owned. i.e By default you can own 3 Card Copies. If you have 2 in Stash, you can have 1 more in your Deck.
Misc Changes
Cards in Market will now never go below 10 Farthings.
Converting Cards to Skills is now by default disabled in the vanilla game modes. You can enable this by setting "ConvertToSkillCost":x in your game mode. This can coexist with the new Stash System.
Updated the ? button help information to include some of the latest features.
Disabled the legacy 'Tutorial' inside the Settings menu. The ? Button & The Story so Far & 'Watch the Developer Play' videos should be more than enough to learn everything there is about Erannorth. ;)
UI & QoL Improvements
Changed Deck, Equipment & Skill presentation
Changed the initial location and size of the Smart Preview to be adjacent with the Skills & Deck view while in character sheet. It should be also easier to manual reposition it in more convienient locations. Its scrolling is now vertical.
In Character Sheet: While hovering a skill in the character sheet the card preview will immediately appear on the left side of the character sheet. Clicking on a skill will display the related cards. (If the related cards are too many and you need to move the mouse to scroll, don't pass it over another skill.)
While in Skill Tree: Skills already in Deck & Locked Skills will appear in different colors
While in Equipment Tab: Equipped items will appear in a different color
In Character Sheet Deck & Stash count will appear next to their respective buttons
Improved the feedback in loot windows on why you can't pick a card
By default the automatic on Hover Card Preview in Character Sheet is off. You can use the 'Home' key, to enable or disable the automatic on Hover Card Preview in Character Sheet. (You can always click on skill to preview it in any case)
Looking Up a Card in the Terms Codex also shows it in the Smart Card Preview dialog
In Tactical Map added button that switches to headquarter & opens up directly the Character Sheet
[H] key will open up directly the Stash (if Stash functionality is active in the Game Mode)
Misc visual refinements in the game UI
New Action Effects & Modding Additions
ChangeAllyType[Type]:1, will change target Ally Type to [Type]
ChangeAllyElement[Element]:1, will change target Ally Element to [Element]
ChangeAllySpecial[Ability]:x, will change target Ally Ability to [Ability:x]
You can start your custom Classes & Races with cards in Stash using "StartingStash":["Card name","Card name","etc"], in the Archetype json file
The new stash system can be disabled on a Game Mode basis using "StashIsDisabled":true, in the Game Mode json file. With the stash disabled cards removed from deck are lost till found/bought again.
You can force drafted cards to go directly to the Stash instead of Deck (Discard Pile) using "AddToStashInsteadOfDeck":true, in the Game Mode json file. (This is now the default behavior of the vanilla Adventure Mode.)
Perks can modify Rations & Farthings carry capacity with [Max Farthings]:x & [Max Rations]:x. i.e Max Farthings:300, Max Rations:-1
In Mod Manager Settings: You can now toggle on/off Steam Workshop Support from the Mod Manager. While this setting is off the Modmanager will simply ignore all of your workshop mods, but they'll otherwise remain intact (mods are installed, will be automatically update etc.) Default state is on.
Added support for multiple Afterimage & BloodTribute effects in the same card
Added support for the following Composite Effect combinations to play well together:
Other Composite Effects can't be combined together. They may or may not work out of the box, but in any case card text will have display issues unless you override it.
Bugfixes
Tier -1 cards (marked un-upgradable) cost appeared as negative in Towns.
Trinkets found in Random Loot couldn't be added in Deck
Singleton consumables could in some cases added more than once
pressing num+ key on an Equipment card would add it to deck. It will now properly Equip it.
pressing num- key on an Equipment card had no effect. It will now properly Unequip it if it's equipped.
While choosing replacement portrait during a run: drag hold scroll would also move the character sheet in the background
CountsAs definition in Archetype wasn't taken into account while checking if the player is of certain race or class in events
Fixed a bug in Town (introduced in 0275) calculating prices of all Actions as being Tier 0
In Adventure Mode: Using the new Character Sheet shortcut button in the Tactical Map wasn't setting the location to Headquarters
Perks giving bonus/penalty to ControlArchetype[Archetype]:x i.e ModifyEffectControlArchetypeInquisitor:2, will work properly now
Player Skills not in Deck would some times appear in Chests & Grimoire
Fixed a bug in the Artwork caching component causing sometimes the ally artwork to appear blank upon reloading
Deck count across the different UI elements was out of sync or wasn't refreshing instantly in all cases (i.e when a consumable was removed from deck.)
Cleaned up unused resources
New Stash System and other Character Sheet Improvements
Hi folks!
Still in the development branch and part of the larger update you'll be getting (probably on Friday) builds 0274 & 0275 change completely how we manage our cards and build our decks in the character sheet.
Aside from the presentation aspect, which should make for an easier & clearer deck-building experience, the major change comes on how non-skill cards are treated. The preview initial location and size has been re-adjusted so you can do this:
Additionally pressing [Home] key will toggle on/off the ability to view the preview as you hover on cards. I personally found this wanting it on a case by case basis so by default is off. Especially since you can just click on a skill or card to get the same result.
The major highlight of this build however is the New Stash System.
1) In the 0272.2 Build, which is the one most of you have right now, when you remove a non-skill card from your deck, it's gone forever unless you turn it into a skill.
It's debatable whether this is good or not for adding extra challenge, but let's face it. That behavior doesn't feel Erannorth; but more like a relic of the past. And in my conclusion doesn't make for a fun adventure mode, where you want (at least I want) to be able to build many different types of decks and counter the varied leyline aversions in style.
2) What the new Stash system in 0275 does, is that when you remove a card from you deck instead of losing it, it simply goes to your stash.
So remove 1x 'Disrupt Ritual' and you get exactly 1 such copy in your Stash. Remove 2x and you have two copies in your Stash. Since this card has a limit of 3 Copies you can own at any point only 3 copies. Spread across your Stash & Deck.
Any time you want to use it, you can go to your stash, pick 1, 2 or 3 'Disrupt Ritual' copies from there and move them to your discard pile.
So next time you shuffle your deck they'll be there.
Found Commodities or a Consumable that's useful once in a thousand years? Stash them. You can now pick all those weird cards you never tried before and try all the deck-building combinations you wanted but couldn't. Or like a true collector get all the Adventure Area rewards.
Don't like the Stash system? In the final build 0280, which you'll get, you'll be able to disable the 'Stash' tab in your game mode, and everything will feel exactly as it was.
The ability to turn cards to skills is now by default off, but you can enable it on a game mode by game mode basis by setting a conversion cost.
Below you can find the detailed patch notes for these two builds.
Have fun! And if you are in the development branch, some feedback on these changes would be nice before forcing them on everyone's throats :P
EA Build 0274 (Development Branch)
Changed Deck, Equipment & Skill presentation
Changed the initial location and size of the Smart Preview to be adjacent with the Skills & Deck view while in character sheet. It should be also easier to manual re-position it in more convenient locations. Its scrolling is now vertical.
In Character Sheet: While hovering a skill in the character sheet the card preview will immediately appear on the left side of the character sheet. Clicking on a skill will display the related cards. (If the related cards are too many and you need to move the mouse to scroll, don't pass it over another skill.) [This behavior can be toggled on/off in 0275]
While in Skill Tree: Skills already in Deck & Locked Skills will appear in different colors
While in Equipment Tab: Equipped items will appear in a different color
New Action Effects
ChangeAllyType[Type]:1, will change target Ally Type to [Type]
ChangeAllyElement[Element]:1, will change target Ally Element to [Element]
ChangeAllySpecial[Ability]:x, will change target Ally Ability to [Ability:x]
EA Build 0275 (Development Branch)
Misc Changes
Cards in Market will now never go below 10 Farthings.
Converting Cards to Skills is now by default disabled in the vanilla game modes. You can enable this by setting "ConvertToSkillCost":x in your game mode. This can coexist with the new Stash System.
(New) Stash System
Cards removed from the Deck are no longer lost but instead go to your Stash (or collection if you will).
Cards in Stash can be freely moved back to Deck.
You can move anything from your Deck to your Stash and vice versa (including trinkets, consumables, commodities etc.)
Both Cards in Stash & Deck count towards Card Copies owned. i.e By default you can own 3 Card Copies. If you have 2 in Stash, you can have 1 more in your Deck.
Additional UI QoL Improvements
In Character Sheet Deck & Stash count will appear next to their respective buttons
Improved the feedback in loot windows on why you can't pick a card
By default the automatic on Hover Card Preview in Character Sheet is off. You can use the 'Home' key, to enable or disable the automatic on Hover Card Preview in Character Sheet. (You can always click on skill to preview it in any case)
Looking Up a Card in the Terms Codex also shows it in the Smart Card Preview dialog
In Tactical Map added button that switches to headquarter & opens up directly the Character Sheet
Bugfixes
Tier -1 cards (marked un-upgradable) cost appeared as negative in Towns.
Trinkets found in Random Loot couldn't be added in Deck
Singleton consumables could in some cases added more than once
pressing num+ key on an Equipment card would add it to deck. It will now properly Equip it.
pressing num- key on an Equipment card had no effect. It will now properly Unequip it if it's equipped.
While choosing replacement portrait during a run: drag hold scroll would also move the character sheet in the background
CountsAs definition in Archetype wasn't taken into account while checking if the player is of certain race or class in events