It was an awesome journey, but I can finally say with certainty, that I added all the features that I wanted in Erannorth 1.
So this (1.088.x) was (hopefully) the last regular update for Erannorth 1.
I also updated the Unity Engine to the latest version, which should be fixing any lingering engine related bugs (that may or may not affect us) and cleaned up some more unnecessary/unused resources that fly under my radar in the previous maintenance update.
This is what causes the 100mb download size, as the resources need to repack.
In the coming months I'll be focusing heads-on in Erannorth 2 development, so I won't be communicating much through news posts.
If Erannorth 1 needs any bugfixes, they will of course be arriving in a timely fashion, and you'll be able to track the updates in the patch notes section.
Otherwise, the game is yours now fellow modders ;) Have fun!
Sixth Sense, Protected Toggle, Refill, Mentor Hints and Deckbuilder Improvements
Hi folks,
This patch fixes an important bug in the Ascension system and a few minor ones. And alongside brings several QoL improvements and a few other picks from your suggestions. And a rule change.
Control Rule changes
The new Control Rule now reads: "If Target is of [Archetype] & has Power less/equal than x, they become an Ally for [Card Level + 1] Turns. Once the effect ends they are removed from Combat. You can control Enemies up to 2 levels higher than you."
ie. If they are level 6, you need to be *at least* level 4 to Control them.
If you don't meet either the Power or the Level requirement. Control effect will fail and the log will state that the 'Enemy is too powerful to control'
(If you still see the old rule, is because you use a modded English.json file.)
Sixth Sense
The biggest addition is probably 'Sixth Sense'. Which basically reveals the Enemy next move as long as their status stays unchanged.
The key phrase here being "as long as their status stays unchanged". That's because Enemy plans aren't set in stone, and they'll react to the battlefield and anything that alters their status.
Example 1
For instance, if I pass here "the Hound will use 'Illusory Copy'". That pretty much is certain,
But if I damage him enough & then hover again, notice that his plans change to a Benefactor Shield.
Example 2
Now. Imagine for example that the first Enemy is planning to use 'Benefactor Flank', and the rest Enemies plan to use Flank. Will they? The answer is no. They can't. Because 'Benefactor Flank' will already place them in a Flanking position. When their turn comes they'll do something else.
The first Enemy 'Benefactor Flank' set a chain reaction and prevent allies with a plain Flank ability to use it.
I could go on forever. But the takeaway is that enemy plans can and will change as your turn and their ally turns progress. So inspect the battlefield carefully before drawing your conclusions. Think of the actions you have Echoing, if bewitched enemies can harm their allies etc.
By default 'Sixth Sense' is ON and will appear for Enemies you have defeated. If you find that it confuses you more than it helps, or that it makes things easier and strips away the joy of deduction, you can disable it from your settings by checking the box that disables it. ;).
Protected Toggle
You can click this little incospicuous lock to change Unprotected allies to Protected and vice versa. No one prevents you from unprotecting a Unique, so don't, unless you want to of course.
Mentor Hints
Refill
Finding used up consumables doesn't suck anymore. You can click 'refill' and replace the consumable with one that has full uses. This ointment is in my stash with 4/5 uses. Clicking refill will give me one with 5/5 uses.
Card Copies Filters in Deckbuilder
These filter your Deck cards based how many copies you have in it. 0x, 1x, 2x or 3+. In this case I have active the 2x filter.
You can read everything in detail in the patch notes below.
Patch Notes - 1.088.5
Misc / QoL changes
Added a verbose log entry with the miss chance when the enemy avoids all damage due to concealment/incorporeal or gallop.
If an enemy avoids damage due to Concealment, Incorporeal or Gallop evasion, their icon will follow up after the shield icon to give you a hint that this was the reason that damage was blocked (in case you play with the log hidden.)
Added an 'F' in the Advanced Filters icon, to indicate it as the shortcut.
The 'x' button (that appears when a filter is active) will also appear next to the active filters for the 4 basic categories allies, backpack, actions and commodities.
The 4 basic categories allies, backpack, actions and commodities, can be included in more complex queries by prepending them with only. They can still be filtered using their old icon.
ie. only allies&&element=poison, will show only the poison allies.
ie. only actions&&element=poison, will show only the poison actions skipping allies and consumables etc.
Sixth Sense (Enemy Intent): Will let you predict what the enemy will do on their turn. This calculation will happen only when you hover over an enemy as it's pretty taxing to have it update for all enemies. The prediction will be accurate as long as nothing changes the enemy's status before they act. 'Sixth Sense' is optional and can be turned off in the Game Settings.
If you have any innate resistances, gaining a temporary resistance under the PC portrait through a card, will display your new total resistance in a parenthesis.
Mentor hints: If an Ally can't be mentored ie. has an effect as ability, produces two cards etc. this will show in their description (once they are in play). If an Ally can be normally mentored, but not with the card hovering them, then a warning will appear.
You can use the (alpha-numeric) keys 1 to 8 to trigger the corresponding node in the puppeteer wheel.
During loot opportunities: finding singleton Consumables with expended uses (that you already have) will give you the opportunity to pick up a refilled version of them in stash or deck (depending where the consumable is stored at that moment.)
Deckbuilder fiter 'show deck' expanded to use >=, =, <= to also filter cards in deck of certain quantity. ie. show deck, will show all the cards in your deck, but 'show deck=2' will show the cards with exactly 2x qty and 'show deck<=2' with qty 1 or 2.
Added icon filters in Filters panel for 0x, 1x, 2x & 3+ copies in Deck. Replaced 'Not in Deck' button (redudant) with an 'Allies' button.
Added a toggle on Allies to make them Protected or to lift their Protected status.
Setting an Ally as the preferred target for automatic 'Ally' Actions will no longer mark them as the preferred ally to sacrifice when exceeding the summon limit.
Bugfixes
Advancing the turn with space after having toggled the protect/unprotect button would toggle it again.
Gnome Quartermaster (and his merry band of clones) properly joined the rest of the pirates in the Urban & Coastal areas
An exception error introduced in 1.088.x patches would prevent cards that add ally types from going to the discard pile after use.
Ascending from a Sandbox to a Gauntlet mode could offer the wrong Hourglass options (Headquarters instead of Exploration option)
Ascending from a completed Sandbox to a Gauntlet mode could set the character in an extremely high stage or (worse) auto-complete it.
Backback category in deckbuilder could display Allies with uses when it shouldn't
Multiple perks affecting MinDeck & MaxDeck would result in a higher Deck Requirement.
'Adventure' mode wasn't set to dynamic in DLC combinations that didn't include WFR. Causing some setups not have rewards in some areas.
Illusions Grimoire was teaching Inquisitor instead of Illusionist actions
Balance
Control Rule changed - it now reads: "If Target is of [Archetype] & has Power less/equal than x, they become an Ally for [Card Level + 1] Turns. Once the effect ends they are removed from Combat.You can control Enemies up to 2 levels higher than you."
ie. If they are level 6, you need to be
at least* level 4 to Control them.
If you don't meet either the Power or the Level requirement. Control effect will fail and the log will state that the 'Enemy is too powerful to control'
Added 'Ignore Synergies' in a few cards with (unconditional) Reactivate Allies effects.
Modding Additions
Game Mode properties: AdventureModeScaleEnemiesToPC:x & AdventureModeScaleChallengesToPC:x will additionally boost slightly Enemy stats in addition to the area levels.
(This property isn't used in any vanilla modes other than 'Campaign'. Campaign by default is available only through Ascension in Book of Heroes.)
Normal Enemy Power & Health become Power + 2x and Health + 4x respectively
Boss Enemy Power,Health & Level become Power + 3x, Health + 6x and Level + x respectively.
When it comes to this scaling, as x I have in mind a value of 3 or less. ie.
For a Level 18 PC an x = 3, means that all area levels increase by +6 (+3 to +6)
If the normal enemy has power 24 it becomes 30, if their health was 30 it becomes 42.
If the boss enemy has power 24 it becomes 33, if their health was 30 it becomes 48 and if their level was 3 it counts as 6 (Where potential, dispel and control effects are concerned).
'Max Rations' & 'Max Farthings' can be given as Event Rewards to affect the max rations or farthings the player can carry (similarly to their perk equivalents)
'AddAllyType[Type]:1' will ignore the 4 types limit if '5' is used as value instead of 1. i.e AddAllyType(Protected):5 will allow the ally to gain 'Protected' even if they already have 4 types.
Passive & Protected won't count as types when determining if you can grant your ally a new type.
Passive, Hideout & Landmark allies can't gain new types through AddAllyType effects
(New Action effect) 'RemoveAllyType[Type]:1' can be used to remove a [Type] from an ally.
English.json Edited: CardRulesControlArchetypeEx & CodexControlArchetype, to reflect the changes in the 'Control' rule.
Canticum Noctem & Underworld DLCs
Tweaked Underworld Endgame. It was missing Node 3 bosses (and Node 2 was too easy).
Removed the 'Talk' card from 'Lieutenant' Allies.
This change can't affect Lieutenants already in play, but those you summon from now on.
You can use the new 'Interact' button to interact with them.
Lieutenants gaining XP by fetching the Talk card was a necessary evil (prior to the 'Interact' button) rather something desired.
[Important] Community Translations
Hi folks,
This is a heads up if you are using one of the four Workshop translations in progress.
Due to a technical hiccup we couldn't update them, and as such I had to upload new versions.
Be sure to unsubscribe from the old versions and subscribe to the new versions below.The old version are missing several important strings which will cause a variety of issues and errors.
If your localization file is incomplete this warning will appear:
So to unsubscribe from the incompatible mod go to your workshop page and click Your Files -> Subscribed Items
As soon as any additional languages reach a 40%+ completion will be adding them too.
I'd like to thank everyone who has participated (and is participating) in our Crowd.in translation efforts, and hopefully soon you'll be able to play the game in more languages.
I'd also want to stress out that these are unofficial translations made by our community. I have no clue what any of the words in them mean, or if they are accurate.
Please don't buy the game hoping that these translations will localize it fully in your language, it won't. Even when they are complete. The localization file covers mostly the ui, rules and the rulebook. That is about 22.3k words out of the over 100k-150k? words in the game that would need translating, ie. it doesn't include events, perk descriptions, card names etc.
Maintainance Update - v1.087.3
Hi folks, This patch actually *removes* unused assets from the game. But since the assets need to repack, we have to download 200 mb in order to reduce the game footprint by 100 mb. Don't ask me who thought that this is a good idea. :P
Otherwise this patch fixes a few bugs and for those who use my Hag mod updates Hag Actions & Perks definitions to v2.x.
You can read more details in the patch notes.
I just wanted to give you the heads up on the update size.
Again sorry for that.
Equipment Loadouts, Scrollable Ally zone and other Bits and Ends.
Hi folks!
I appreciate all your suggestions about Erannorth's sequel both here in Steam Forums and in our Discord server. There are some pretty cool ideas in there. I am reading them all, and will consider them when the time comes. ;)
Which probably means that I should first address the elephant in the room. :P
Sequel when?
At the earliest mid/late 2022. We are probably a few months away, before I have any (substantial) news to give you on that account. The sequel is happening and is at a planning phase. If there is an EA or closed beta before that, will of course let you know ;)
But, in the meantime let's see what's new in Erannorth Reborn
Because as long as there are bugs, features tend to sneak in the code...
a) Equipment loadouts. Unlike decks though, you can have saved two equipment sets. And freely switch between them through the Deck/Equipment switcher, which is now accessible with the 'W' shortcut.
b) A setting aptly named to 'Disable Throw Animation' will disable the card 'animation' thrown at our PC. Instead, the attack card will briefly float over the enemy like status effect cards.
c) The Ally zone is now scrollable. So if you have full retinue and the log open, you can just scroll to view any allies hiding behind it.
Instead of closing the log:
I can just scroll ;)
You can read more details in the patch notes below.
Patch Notes - 1.087.1
Equipment Loadouts
You can store & quick load two different equipment sets using the quick Deck/Equipment switcher (Hand Icon on the PC portrait.)
QoL Improvements
Added a Headquarters button in the world map to open the Headquarter options faster. (Headquarters interaction event is still useable only once per downtime)
Added a setting to disable the Card slinging Animation
'W' key will show the Quick Deck/Equipment switcher
If an Ally counts as other types ie. Wicked or Elosar but that aren't part of their actual types they'll now display in gray italic letters. (Enemies already had that, updated the formatting in there too to match that of allies.)
The ally zone is now scrollable
Once an ally attacks and expends loyalty or their morale ability triggers, the card activation / deactivation function is called in case something has changed. i.e no longer have loyalty to play a card.
Game Mode rules
These two Game Mode rule, are by default disabled in all Vanilla modes, but can be set manually in your Adventure modes with "dynamic" Enemy Levels, to make the world 'scale up' along with you.
"AdventureModeScaleEnemiesToPC":x, every x PC levels enemy area levels will get a slight boost to remain relevant (after PC Level 3). This won't affect challenge levels. Max Tier Boost = PCLevel / x. Optimally this should be used instead of [AdventureModeEnemyLevelBoost] which boosts enemy levels regardless the PC level.
"AdventureModeScaleChallengesToPC":x, every x PC levels Challenge area levels will get a slight boost to remain relevant (after PC Level 3). This won't affect the boss level but their retinue. Max Tier Boost = PCLevel / x. Optimally this should be used instead of [AdventureModeEnemyBossMult] which boosts enemy levels regardless the PC level.
Balance changes
Enemy Concealment & Cover now take a full action and they won't also follow up with an Attack.
Bugfixes
Fixed an issue with Chaotic reducing Amplify in cases where the card had both Amplify & Chaotic and it shouldn't
The 6 nomad 'Tribe Leaders' in DLC4 will properly count as Nomads
Minor Update - 1.086.3
Bugfixes
The remaining uses wasn't properly tracked in cards that don't gain XP (Tier -1) and was instead recharging to full value. ie. Family Treasure.
Vulnerable stacks weren't properly boosting Chaotic Damage landing on a Vulnerable enemy.
Spelldancer's 'Twin-Blade Attack' card renamed to 'Twin-Blade Strike' to resolve a conflict with DLC4 'Twin-Blade Attack' card (Nomad). Setups without DLC4 will still have a hidden 'Twin-Blade Attack' card (Spelldancer) to avoid breaking saves that use it.
Changed Naga Broodmother's level recommendation to Level 14 (From 10).
Witchcraft Ritual event had a typo allowing characters without Witchcraft to join the ceremony
Misc Changes
In English.json: Expanded expertise entry with info on how you can upgrade expertises
An Interact button will appear above your ally, whenever that Ally has interactions and is interactable (active and not in encounter).
In Player's & Enemy Handbooks: reduced filters height to prevent tooltips from getting cut and made the scrollbar visible for easier navigation.
Underworld Hotfix 2 - 1.086.2
Hi folks,
This is the 2nd minor hotfix for Underworld, fixing a few perks not working properly (or as described).
Fixed an issue with Quest States that remove specific immunities not working properly when targeting all enemies. i.e Notoriety.
Fixed a couple of Underworld Perks with mismatched effects/descriptions.
Let me know if you see anything else out of the ordinary ;)
Underworld Hotfix - 1.086.1
Hi folks,
This is a small (but quite) important hotfix for Underworld. So, if you have Underworld, make sure to update your game to the latest version. (Exit and re-open Steam to force it detect the update both in DLC and game files.)
Upon restoring (or restarting a game), earned Nomad or Crime Lord mastery wasn't restoring up properly from the save-file, showing up as 0 in the Character Creation Screen and the Character Sheet. Consecutive loads or restarts could accumulate a large loss of mastery.
Feral Wererat was in the wrong Tier (1 instead of 4). Meeting one could lead to an early grave. ;)
In 'An Old Graveyard' event -> Gravedigger Encounter would spawn only one Gravedigger
Modifying Farthings or Rations while in Headquarters, wasn't instantly refreshing the corresponding resources in the Map View
Underworld DLC Release Notes
Hi folks,
Before we get into the juicy bits of the new expansion, there are three really important things to be aware.
a) Underworld DLC modifies most of the vanilla Event files. If you have mods that overwrite any of these json files, things will not work as expected. I have updated my own Workshop mods to no longer modify any event files and they should all be compatible. b) Underworld DLC is incompatible with my Unofficial Expansion Pack (UEP) 2.x or earlier. I have uploaded a new compatible version in our Discord server. If you are using UEP and plan to get Underworld, update it to version 3.0. c) Translation mods and mods changing the card formatting ie. Alternate text layout, will have to be updated to the latest English.json file (build 1.086.0+), because otherwise some card texts will not render correctly. Especially If you see any text saying 'This is a fallback text', or along these lines, make sure to disable such mods till they are updated. This error message means that entries are missing from your English.json file.
Contents
As we previously discussed there is 1 new Race, 1 new Organization + Signature Class, 110+ enemies, 300 new cards, new challenges in the sandbox map, a new Draftquest variant. And 33 edited event/interaction files.
So even though I tried to test everything to the best of my ability, the scope of the content and changes is huge. Minor bugs, typos or balance issues are expected.
So please make sure to report them so I can fix them, or wait a few weeks before getting this expansion.
I won't start working on the sequel for at least a month and till I am assured that everything runs smoothly and is bug free with Underworld. ;)
Enemy Artworks are of the usual skimpiness. You've been warned ;)
New and returning Mechanics
Also, it's probably obvious, from c) but I'll just say it anyway: you need at least build 1.086.0 or later to run the Underworld DLC.
Now with all that out of the way let's get started!
Alternative Cost / Effects
Some cards have an alternative effect which you can trigger by manually discarding that card. ie.
For instance "Survive the Streets" cost 2 AP. If you play the card normally it's a Ranged Card that deals 4-9 Bludgeoning damage and give you Loyalty +1.
But if you instead drag it to the specter, ctrl+click it, or click the highlighted button. That card will be discarded and give you +2 Defend instead.
Similarly "Balanced Dagger" has Sneak Attack x3 and deals 3 to 7 Piercing Damage, but also an alternative cost / effect. So If you discard it it will inflict Bleed 2 and deal 3 to 6 Piercing damage to the first Enemy (or the one you have marked with the dagger icon).
When you trigger the alternative effect of a card by discarding it, you don't pay any additional costs, you don't spend concentration and also you don't trigger any synergies.
Loyalty
Whenever an Ally attacks add 'Loyalty' as a bonus to their Damage and reduce your remaining 'Loyalty' by 25% (rounded down). If your Loyalty is 2 or less it becomes 0.
For example if you have 10 Loyalty, the first Ally that attacks deals +10 Damage, then Loyalty drops by 25% down to 8 (-2.5 rounded down). The second Ally deals +8 Damage and Loyalty drops to 6. The third Ally deals +6 Damage and Loyalty drops to 4 etc.
Loyalty resets to 0 during the Debuff phase. Loyalty can also be used as a resource. i.e Some cards require loyalty as an additional casting cost.
Rally
Remove the top x Ally Card(s) from your Drawpile. Choose & Draw one, then Discard the rest.
This effect doesn't trigger a deck reshuffle, and will have no effect if your Drawpile is Empty (or doesn't have any Allies in it).
Some cards have a specific Rally effect. i.e Rally Henchman 1. This will remove the top 1 Henchman ally card from your Drawpile, you can choose to draw it or discard it.
Supply
Remove the top x Consumable Card(s) from your Drawpile. Choose & Draw one, then Discard the rest.
This effect doesn't trigger a deck reshuffle, and will have no effect if your Drawpile is Empty (or doesn't have any Consumables in it.
'Supply' effect won't work on Allies even if they have 1 use.
Stockpile
Add x [Cardname] to Drawpile. Temporary cards added with this effect, are removed once you draw them (or Shuffle your Deck).
i.e When you play Madam Ophelia you add 3 Honeytrap cards to your Drawpile, you can wait to draw them or fetch them with Supply. But once they end up in your discard pile they'll disappear. So if you do use Supply and bring those 3 honeytraps as choices, and you pick 1 of them, you lose the other 2 as they end up in your Discard pile.
Effortless
As long as the Effortless Action doesn't get Fury or Multicast it won't consume any Concentration. That's all there is to it.
Legendary Hero
Well just Hidolfr in this case:
If a Legendary Hero is already deployed instead of Summoning a new instance: Reinforce their Lifespan by 50% (of listed stats) & Reactivate them. In this case it doesn't matter much because once Hildolfr attacks he disappears. But assuming you were to cast him multiple times, you'd just end up with one Hildolfr in the battlefield and its casting would increase his Lifespan only. So similar to Companies, but in this case each casting just boosts their Lifespan.
Inevitable & Delayed [Statuses]
Both apply (unconditionally) x counters of [Status] to the targeted Enemy, and neither effect can be avoided or blocked. Inevitable Statuses will affect the Enemy regardless the card Potential or their Immunities.
A Delayed [Status] is also Inevitable, with the only difference being that it triggers after everything else has already resolve.
For instance notice Rising Fear. With my Damage synergy. It will Inflict (no matter what) 1 Vulnerable counter. If I pass the potential + enemy is not immune it will inflict 3 Vulnerable more. Then I am dealing the Poison damage I added through Synergy. Finally it will inflict Stun 1. So the enemy is hurt then Stunned. No counters break.
Fusion
Ingredient (In Hand) + Ingredient (In Hand) → Create Copy (in Hand)
As you play this card you discard all 'Ingredient' cards in your hand and create a temp copy of the 'Result' Card.
The card you play itself will also act as one of its Ingredients (if its one of them). Ingredients in your hand are discarded regardless if you have them all, but the Fusion succeeds only if you do (have them all).
For example. If as I play Incriminate I have 2x Illegal Goods in hand. then I craft a Blackmail card in addition to getting the two synergies. My Illegal Goods in this case are discarded, but they aren't consumed (they go to my discard pile)
Expertises
All character classes start automatically with three expertises. These can be used in cards, events etc.
You can learn new expertises or upgrade them by interacting with your Hideout (Shift+Click) or by visiting your Headquarters if you are in the Sandbox mode.
Note, that not every Skill is used everywhere, or as often etc. But at least now can have choices in events you didn't had any before. It will also make a more unified framework for modders to use and expand in their own stories and events.
Re-Imagined Events
Almost every event has something different or new to offer, and there a couple more new. Some have different variants etc.
Again, not every event will have a choice for your character, but I hope that they'll give you a bit more variety in each playthrough. And since they are written in Ink script, modders will be able to translate or expand them more easily.
Punishing Perks
Punish your enemies for using certain tactics or having a certain status/debuff.
And probably a couple more things that I am at the moment forgetting, as an inhuman amount of crunching went in this DLC, and I probably need a week straight of sleep :P
But rest assured, that no animals were harmed during the making of this DLC.
Closing, If you encounter any new mechanics you are unsure what they do, or how they work etc. let me know. ;) Same goes with bugs, typos, broken cards, dead ends in events etc.
I hope you'll enjoy Underworld DLC. Have fun and stay safe!
Underworld Resources and Modding Additions
Hi folks,
This build contains resources for the upcoming DLC and new modding additions. If any of your mods change the English.json file (i.e for translation or formatting purposes), make sure to append the new entries at the end of the file, otherwise your mod won't be compatible with Underworld DLC.
Patch Notes - 1.085.3
Misc UI Changes/QoL Improvements
Log will always autoscroll up when viewing Archetype information ie. during Character Creation
0-cost Perk options and their benefits will be listed in the Archetype info, but only during Character Creation
The scrollbar in the combat log is now visible
Equipment Slots in card text descriptions will appear as an icon instead of text.
Bugfixes
OfType ally effects will properly detect more complex types ie non-Afflicted.
AllyRegenRate Bonuses from multiple types will properly stack
Event function Store:Discipline will no longer show cards excluded from the loot tables or of higher tier than CS + 1
Modding Additions
(New) Action effects: Rations:x, PP:x, LP:x will give or remove x Rations, PP or LP from the player.
(New) Action effects: HarmAllies:x & HarmAlliesOfType[Type]:x, will cause all allies or allies of certain type to lose x HP
(New) Action effect: ApplyDelayed[Status]:x
This effect will appear as Delayed Status. i.e ApplyDelayedBewitched:1 = Delayed Bewitch 1
Delayed Status will apply
after* all other effects have already resolve.
Delayed Status is Inevitable (can't be resisted or blocked.)
i.e Damage:5, ApplyDelayedImmobilized:1 will first deal 5 Damage
then* apply Immobilize (and this counter won't break)
AddAllyTypeUnique:1, can be used in conjuction with ControlArchetype effects to turned the controlled enemy into a Unique Ally.
(New) Event function: StashX[Qty]:[Cardlist], will let the player pick [Qty] cards from [CardList]. Cardlist can be separated by # or in Ink events with >>. This is an event reward string and can't be used in Actions. (See below for the action equivalent)
i.e StashX2:Wood>>Wood as event reward will let the player pick up to 2 Wood.
i.e StashX3:Random Card>>Random Card>>Random Card>>Random Card as event reward will let the player pick up to 3 Random Cards.
(New) Action effect: StashX[Cardlist]:x
i.e StashXRandom Card#RandomCard#RandomCard:2, will let the player loot 2 of 3 Random Cards.
(New) Canon expertises. The following Expertise fields: Hunting, Stealth, Survival, Seduction, Lore, Research, Subterfuge, Intimidate, Thievery, Witchcraft, Necromancy, Mysticism, Esotericism, Rituals, Religion, Repair, Illusions, Conjuration, Animism, Blood Magic, Perform, Persuade, Intuition, Occult, Leadership, Alchemy, Herbalism & Haggle can be checked at events without the Expertise tag.
i.e ExpertiseIllusions:2 & Illusions:2, can both be used to check if the player has Illusions expertise 2+.
When specifying a random encounter level, in Events you can also specify the minimum level you need ie. Encounter:Ghoul - Lv 3?
Note to modders: 3? in this case means [max of (3, Random(CS/2 to CS))] level. Let's say the player is on Stage 6, the Ghoul can be 3-6 level. If they are on a Stage less than 3, then the Ghoul will always be at least level 3. etc.
In Ink events. You can tag with () the part that you want to appear in small golden letters as [] is reserved by Ink Script.
i.e
[(Rest) Rest in your chambers.@IF:Not:Race:Vampire]. (Rest) is stripped of () and will appear in small golden letters above the choice text 'Rest in your chambers.'
Underworld DLC
All classes start the game with 3 Expertise fields.
Upgradable Headquarters
You can unlock new Expertises or improve existing ones in your Headquarters Library. Unlocking a new Expertise costs 3 LP while upgrading an existing one costs 1 LP. Some Expertises will be more used than others in DLC4 and others may get separate Perk Trees in a future DLC.
The following Expertise fields: Hunting, Stealth, Survival, Seduction, Lore, Research, Subterfuge, Intimidate, Thievery, Witchcraft, Necromancy, Mysticism, Esotericism, Rituals, Religion, Repair, Illusions, Conjuration, Animism, Blood Magic, Perform, Persuade, Intuition, Occult, Leadership, Alchemy, Herbalism & Haggle are considered canon and will appear in one decree or another in choices or as requirements in cards.
Events Status
(New) A Piece of Parchment
(New) The Mermaid's Song
(Expanded/Converted to Ink Script) A Plea for Help
(Expanded/Converted to Ink Script) A Rescue Mission
(Expanded/Converted to Ink Script) A Small Settlement
(Expanded/Converted to Ink Script) Adventurer's Corpse I
(Expanded/Converted to Ink Script) Bandit Attack
(Expanded/Converted to Ink Script) Mausoleum I
(Expanded/Converted to Ink Script) Pumpkin Patch
(Expanded/Converted to Ink Script) Explore
(Expanded/Converted to Ink Script) Interact with Lieutenant
(Expanded/Converted to Ink Script) Headquarters / Interact with Hideout
(Expanded/Converted to Ink Script) Draft
(Expanded/Converted to Ink Script) Camp
(Expanded/Converted to Ink Script) Herbs
(Expanded/Converted to Ink Script) The Accused Hermit
(Expanded/Converted to Ink Script) The Bone Altar
(Expanded/Converted to Ink Script) The Chained Vampire
(Expanded/Converted to Ink Script) The Clocktower
Card Set status: 261/300
Enemy Set status: 111/111 (done)
Updated/New Challenges & Treasure hunts
English.json
New entries: CardRulesRations, CardRulesRationsEx, CardRulesPP, CardRulesPPEx, CardRulesLP, CardRulesLPEx, CardRulesApplyDelayed, CardRulesApplyDelayedEx