Erannorth Reborn cover
Erannorth Reborn screenshot
Genre: Role-playing (RPG), Strategy, Adventure, Indie

Erannorth Reborn

Smarter Codex, Minor UI Improvements. Added 60 new Cards in the DLC.

Hi folks,

This patch implements a smarter Codex that will also display any Teamwork, Synergy, Conditional or Blood Tribute rules whenever you click the card details button.

There are also some additional UI improvements, and an extra button in the player portrait to take you directly to the Deck builder (if you are not very fond on using the Keyboard shortcuts).

Patch Notes - v1.044.6



Misc Changes & Improvements



  • Weapon/Armor/Accessory Merchants won't show any items the play owns in their inventories, as you can sell those in the 'Sell' tab anyway
  • New Modmanager flag [## FullArtSummons] will turn all Summon cards into Full Artwork cards regardless of their Full Artwork setting
  • New Game Mode properties: MinDeckOverride && MaxDeckOverride, overrides the Class/Race max deck values on a Game Mode basis. i.e "MinDeckOverride":24, "MaxDeckOverride":100, will make the min Deck for all archetypes (in that game mode) to 24 & max Deck to 100 cards. (Use with caution: This will make archetypes without enough cards unplayable in that game mode!)
  • New Action Effect [CardXP:x], When played the action get +/- x XP. i.e SynergyCardXP:3, the next action played gains +3 XP (in addition to the +1 XP gained once per casting)
  • The Preview Card panel can now only be dragged around while also holding down the Ctrl Key
  • Fixed/Edited/Nerfed/Boosted several cards in both Vanilla & DLC Card set
  • Adjusted some perks to be mutually exclusive
  • Added 60 new Cards in the DLC
  • Updated the Leadership Perks in the DLC: All races excepts humans now get two shared & one unique Headquarter option, tendency/fame perks require Leadership.
  • Updated several Codex entries to improve their clarity. Added the missing Codex entry for Hex Ward.
  • When clicking the Card Info button (Scroll behind AP cost): Any Teamwork, Synergy, Conditional or Blood Tribute rules will be automatically included in the Detailed Rules as "Rules Addendum". (Due to the increased Card Rules amount, Combat Log will now clear once the Card Info is clicked and will auto scroll to the top.)
  • In Player's Handbook & Enemy Gallery: Codex entries will auto-scroll to top
  • In Book of Heroes: The available tokens will display in the Book of Heroes
  • In Main UI: Added a shortcut button to Deck Builder in Player's Portrait
  • In Character Sheet: Shortcut letters will display next to each corresponding tab. Empty Deck & Deckbuilder buttons are visible regardless the tab
  • Updated the Detailed Game Mode rules generator to include several missing rules
  • Localization file has been updated with additional entries (If you use any Localization mods make sure to add the new entries)


Bugfixes



  • Aetherborn Giant cost corrected to 'Aether'
  • Dog Event was missing its artwork after the 1.044.2 cleanup
  • Armors was missing from the Loot tables in Towns
  • Event Artworks using Card or Enemy artworks (* or > ReUse modifiers) are now properly replaced by any artwork overrides
  • Clicking the Scroll Info button while in relevant cards preview wasn't showing the card details
  • While viewing cards in the Character sheet, the Addendum Ruleset wasn't appearing in the log
  • Some Human & Nephilim 'Knight' allies wasn't properly marked as such
  • OnDraw effects were triggering before the card triggering them got removed from the deck. If that effect could cause a card draw the same card triggering it could get redrawn.
  • Quick art replacement will now work properly on vanilla Cards with ReUseArtwork
  • Quick art replacement was still not working on DLC Cards with ReUseArtwork
  • When an artwork is replaced all card using this artwork (through ReUseArtwork) will be replaced to be that of the override
  • Removed legacy duplicate artworks (pre-ReUseArtwork era)
  • When having negative fatigue AP cost of cards in hand will display properly adjusted

Randomize your Character Combination and a Critical Hotfix

Hi folks,

This is a small patch but highly recommended to upgrade to as it fixes a critical bug in the Perks handling function.

It also adds in the Character Creation two buttons you can use to pick randomly your character archetypes. Perhaps you want to try something different or you are undecided what to play next?

You can go with the normal vanilla Race/Class combo, or spice things up by using the Class/Class button which will let you play unconventional characters like Shadow/Hunter, Exorcist/Warlock etc without the need of modding or a mod.

That said the random pairs will not only consist of the playable archetypes you have unlocked but also those you have added through mods. ;)

Patch Notes - 1.043.4



Misc Additions



  • Blood Coven Rise DLC: Leadership Perk Tree (WIP) (Edited all playable Race .json files)
  • Random Race/Class & Random Class/Class selectors during the Character Creation
  • When choosing a "Class/Class" combo, the combined Starting Equipment is added to your Inventory. (The gear of the 2nd Class is automatically equipped.)
  • When view the Deck in Cards View it will display all the card copies in your deck
  • Enemy Artwork can now reuse internal artworks of Allies (or Cards in general) ie to use the Undine/Artemis artwork set Enemy Artwork as Artwork:Undine/Artemis
  • Aether & Nether Attunement cards are now Swift (discarded upon draw & played for free) & won't cost extra Concentration once they are played through Attunement or the Summoner's Staff

Bugfixes



  • Swift Actions wouldn't gain XP after getting played
  • Cards starting Events i.e Treasure Map can also target Allies.
  • Demonic Prince Gift & Might Summoner cards wasn't unlocking as soon as the player claimed them as Skills
  • Vanilla Archetype Override mods wasn't working properly after 1.042 balance patch
  • Upon reloading: 'Active' equipment could appear twice in the player's Hand
  • Band of Reincarnation, Mail of the Phoenix, Charon's Gift have limited charges but weren't marked as 'Active'.
  • Mirror on the Wall Pride Contigency had a typo & wasn't triggering
  • Perks granting cards in Stash were adding them there multiple times (upon taking the perk & at every game load) instead of only once (upon taking the perk).
  • Contingency & Conditional Discard & Fatigue no longer increase with Card Levels

Blood Coven Rise DLC Released!

Hi folks,

The Blood Coven Rise DLC is now officially available for purchase on Steam.

Eldanoth's defeat not only didn't bring peace in the troubled lands of Folkswave, but end up spreading even more chaos and instability. The Pirate Coalition fleet still ravages the Northern & the Southern Seas under the banner of the Dreaded Russo Sisters. And between them and the Ulniir Commanders amassing the largest army yet seen in the East, the revered Deacon of Roverford seems unable to control the situation. Amidst this turmoil an ancient & more sinister evil stirs...

Bring in your best Deck and overcome over 115 new Enemies (that include 32 new Bosses). Fight in over 30 deadly Adventure challenges and claim unique and powerful rewards.

Loot brand new Equipment Sets, form new Alliances, unlock over 600 new Cards & experiment with new builds & mechanics.

You can read more details here:

https://store.steampowered.com/app/1208660/Erannorth_Reborn__Blood_Coven_Rise/

You check out the new archetypes here:

https://www.youtube.com/playlist?list=PLREgpHrK4gtZz4YT0Qp7lXYg4KuW2mEpM

Finally, before you decide to purchase it or not, enable the maturity filter & have a good look in the extended portraits: The new enemies artwork contain partial or full nudity & wear revealing and skimpy outfits. So unless you are ok with that or plan to replace them: don't purchase this DLC.

Have fun!

Important Balance Changes, Contest Entries close in 2 Days.

Hi folks,

If you plan on taking part in the modding contest you still have 2 days! Entries will close this Sunday. By the look of things (1 entry so far), we probably won't be having a vote or any future contests. ːsteamsadː

https://steamcommunity.com/games/1055990/announcements/detail/2989758706114983424

Patch Notes - v1.042



The following balance changes take into account your collective feedback on Debuffs & Sneak Attack as well as my personal experience with the upcoming DLC Content (Mid-High Level Enemies).

This patch adjusts way too many things in both Vanilla (EnemyDB.Core) & DLC (EnemyDB.Exp1) Enemies, their .json files & their coded definitions to list them all below.

Below are just the major changes. But all codex entries have been updated automatically, so make sure to check them once more as previously familiar enemies may now have a different set of immunities & weaknesses. ;)

Balance Changes



Misc Enemy Adjustments


  • Spirits & Wraiths: No longer immune to Frozen. Immune to Sneak Attack.
  • Golems: No longer immune to Frozen & Weaken effects. Immune to Sneak Attack.
  • Plants: No longer immune to Kill effects. Immune to Sneak Attack.
  • Undead: No longer immune to Immobilized & Weaken effects. Immune to Sneak Attack.
  • Death Knights: Have all Undead Traits except Vulnerable & Bewitched immunity.
  • Angels: Got Immunity to Burning, Bewitched & Weaken


Vampires

Being the focus of the upcoming DLC Vampires separated in four different age categories: Fledgeling Vampire, Vampire, Elder Vampire & Ancient Vampire, each with different immunities & tactics.


  • Fledgelings (DLC Only): They don't count as Undead yet, but Light Effects like (Blessed & Consecrate) will still harm them.
  • Vampires (Vanilla+DLC): Count as Undead. Are only immune to Sneak Attack. (can be affected by Bleeding, Envenomed, Bewitched & Kill). They can also get harmed by Silver, Blessed & Consecrate.
  • Elders (Vanilla+DLC): Count as Undead. They are immune to Sneak Attack, Bewitched, Vulnerable, Bleeding & Kill. But can be Envenomed & are harmed by Silver, Blessed & Consecrate.
  • Ancients (DLC Only): Count as Undead. They are immune to Sneak Attack, Silver, Immobilized, Bewitched, Bleeding, Vulnerable, Frozen, Kill. They can be Envenomed & Consecrate and Blessed will harm them.
  • Feed Response: Successful Feeding on PC will also remove all Bleeding or Vulnerable counters from the Vampire Enemy
  • (Improved Response) Feed II: Same as Feed but will last (stay active) 3 Turns (instead of 1).


Weaken

Most enemies (except a handful of exceptions) can now be affected by Weaken.

Sneak Attack

Many enemies that lost their Vulnerable immunity are now instead immune to Sneak Attack & some particular tough enemies will be immune at both.


  • Certain Enemies (i.e are or count as Undead, Golem, Spirit, Plant, Ooze or Frosttouched) are now Immune to Sneak Attacks.
  • Sneak Attack on non-Immune enemies will work exactly like before
  • An attempt to Sneak Attack an immune Enemy will fail but won't Debuff any Concealment



Blessed


  • Blessed additionally inflicts Vulnerable Counters to the affected target equal to the Card Level + 1
  • Extended rule is now: "Target Undead, Spirit or Demon suffers +x Damage & gets +(CL + 1) Vulnerable (regardless Immunity)"
  • i.e Blessed 8 in Level 2 Card will Deal +8 Intense Damage & Inflict +3 Vulnerable counters (Regardless Enemy Immunity)
  • Enemies Immune to Vulnerable don't lose this Immunity & cannot be affected by 'Inflict x Vulnerable' cards. But as long as the enemy has those Vulnerable counters you can increase them by effects that Adjust Vulnerable or trigger Conditional effects.


Alchemists Bombs

  • Improved the less useful Bombs.
  • Nerfed slightly the Silver Bombs
  • Added a Holy Water Bomb.


Vanilla & DLC Enemy Statistics

You can now lookup Enemies based on their immunities. Using in Search Immunity[Effect]. i.e ImmunityWeaken etc. There is a varied distribution of the immunities and in every case you should have more than ways to deal & neutralize each threat.

With the expansion (348 Enemies + 65 Bosses (413)) the results were the following:


  • 26 are immune to Weaken
  • 30 are immune to Frozen
  • 30 are immune to Entangled
  • 56 are immune to Immobilized
  • 59 are immune to Burning
  • 87 are immune to Envenomed
  • 88 are immune to Bleeding
  • 101 are immune to Vulnerable
  • 102 are immune to Sneak Attack
  • 115 are immune to Bewitched
    etc.


(Your Card's Potential still need to be greater/equal than the Enemy Level in order to affect them)

Bugfixes



  • Feed Response wasn't working properly
  • Some immunities were only listed when viewing the enemy in the compendium but not when viewing those details in combat log.
  • DLC: Regenerating Shield & Fire Aura II weren't displaying the correct Icon & Description

Misc Ally Changes, Card Overview and DLC Status Update

Hi folks,

I'll start with the DLC status update: This patch concludes the remaining 5% of the DLC development cycle with the Limited Edition set and all done. I will be spending most of the coming week playing ahem, testing the DLC. (This also means that the release date will probably move as early as 20 January.)

Our three Modding contest winners, will each get their 2 early access keys to the full DLC in 18 January, and join the fun ahem testing a weekend ahead the official release.

Misc Ally Changes

You probably noticed in the previous Hotfix v1.040.1 that some allies can no longer attack. Hideout, Barricades, Traps all now count automatically as 'Passive' allies and can no longer attack. There is also a new '(Passive)' type, which modders can use to make any Ally or Permanent unable to attack.

In this patch I added to several additional summons of various types, this Passive sub-type to reinforce their utility nature. Allies like Yorik, Walls, Incubators (and overall most allies that used come out of the box with 1 Power) now have the (Passive) type and can't attack (out of the box) even if you buff them.

Don't get me wrong, having grown up with MTG I find absolutely nothing wrong with Lands & Walls or Hideouts attacking. But now it will require the extra step of changing their type, which all but few archetypes can really do that. And will give us (the modders) the creative freedom to design more utility-oriented allies.

The other thing I want to give you the heads up, is that all Horse & Mount cards are now of the Unique Type 'Mount', meaning you can have only one in the battlefield at any given time (similar to Familiars & Hideouts). Such cards now will display as Unique (Type).

Card Overview

There is a new button (Deck of cards icon) in the Filters section of the Character Sheet (Shortcut: O). You can use it to view your Stash, Skills, Deck, Equipment or Filtered view Actions into a fullscreen Card Overview. This is similar to when you press the same button in Character Creation and view the Starting Deck, but this time only one copy of each card will appear and in the exact order they are listed in the view you are inspecting.

You can read more details in the patch notes below.

Patch Notes - v1.041.1



Ally related changes



  • Horses, Griffin Mount & Nightmare Mount are all now of Unique Type (Mount). (You can be only one 'Mount' in the Battlefield). Unique Type cards will now display as Unique (Type).
  • Several (utility) Ally cards are now marked as Passive (can't attack)
  • Ally Cards are now aligned to the left of the Battlefield. Up to 6 Allies will comfortably fit in the battlefield (with the Log open) & a max of 8 (with the Log closed). Most Vanilla archetypes can eventually have up to 5 Allies at once. With the exception the Summoner who can have up to 6 Allies at once.


Misc Additions



  • In Adventure Mode: Possible Rewards screen will also display how many picks you get after completing the area (1 or 2)
  • Events can now have up to 19 Choices (+4)
  • While in Stash, Skills, Equipment, Deck, Deckbuilder (and any of their filtered views), pressing 'O', will display any actions in that view into the Card Overview. Pressing 'O' again will close this view.
  • Updated to the latest Steamworks SDK


Blood Coven Rise DLC



  • Added Summoner, Naga & Fay preparation options in the 'Explore' menu
  • Card Set 610/610
  • Enemy Set 120/120
  • Assigned the Limited Edition Rewards in the Adventure mode Challenges


Addon - 1.041.1



  • 'Penetrate' value wasn't added in the Potential during the actual check
  • Verbose Logger (Shortcut +) will now display the Potential check result when trying to Debuff Enemies & whenever enemies get a status or debuff
  • The Debuff result will now state clearly if the action failed due to Low Potential or Immunity

Improved Encounter generation, Portrait filter and additional DLC resources

Hi folks,

This is a minor patch, despite the large update size (due to to adding the remaining graphic assets for the DLC).

The most important change regards the encounter generator.

In high-level areas of the adventure mode or in advanced stages of the Gauntlet is now more likely to meet better-leveled groups than before. For instance in Stage 6 normally you could meet enemies from (1 to Stage) Level. Now there will be a much higher chance to meet (Stage-2 to Stage) Level enemies.

In this example 4 to 6 Level enemies instead of 1 to 6 Level. Which as you can guess will increase difficulty significantly if you are unprepared. (And by higher chance I mean if such enemies exist in the Enemy DB then will appear. If not it will fall back to (Stage-4 to Stage) Level and finally to the legacy (1 to Stage Level) if it's impossible to find such enemies.

If that makes things much harder or it's still too easy for you, remember that you can create your own game modes with the in-game mode editor. And adjust enemy stats, resistances & more to adapt the game to your skills.

Passive Allies (added in 1.040.1)

Some of the Allied permanents are now considered "Passive" and are unable to Attack regardless of their Power. They can only use their Special Abilities.

Hideouts, Traps, Barricades and (Passive) type Allies all are treated as "Passive" permanents.

When you try to attack with a "Passive Ally", they won't get exhausted. A message will display in the Combat Log and remind you that you can instead use their Special.

There is also a new portrait filter to declutter the portrait gallery.

if you are using your own portraits, don't like the vanilla portraits or don't like the skimpy vanilla portraits, or just need a few quick options for streaming. (You can still disable all vanilla portraits from the Mod Manager Settings.)

You can read more details below:

Patch Notes v1.040.1



Passive Allies



  • All Allies with the type Hideout, Barricade & Trap count as Passive (they can no longer Attack enemies directly regardless of their Power.)
  • You can add the special type "(Passive)" to any other ally type (including the Parenthesis), to make them unable to Attack. i.e SummonRace:Watchtower (Passive). In this case the Ally counts both as a Watchtower & as a (Passive) Permanent (Can't Attack).
  • Changing an Ally's type (with a card) to any of the Passive types will permanently prevent them from attacking (and vice versa).


Misc Changes



  • Reduced the amount of portraits showing in the portrait menu to 10 per gender
  • Added a checkbox to activate the remaining 75 (this includes Skimpy & Nude portraits, so if you don't like them: keep this checkbox unchecked. You can still disable all the vanilla portraits from the ModManager settings. Current saves using any will still work.)
  • Added 10 New Portraits/Gender featuring characters of the upcoming DLC. Will appear only if the checkbox above is turned on and you can use them regardless if you get the DLC or not.
  • Improved the Encounter generation algorithm. Encounters will be more biased to include higher enemy levels if such enemies exist in the Enemy DB. (EL - 2 to EL (if such enemies exist), EL - 4 to EL (fallback) or 1 to EL (legacy fallback))
  • Added the bulk of the remaining graphic assets for the DLC Expansion.


Bugfixes



  • Equipment & Stash cards properly unlock once acquired by the player. You don't need Mastery to use Equipment or Stash Cards (if you somehow acquire cross-discipline Equipment or Actions i.e in the Adventure Mode). For Equipment you still need to meet the level requirements.
  • Primal Perk bonus wasn't displaying on Card (visual issue/it was properly applied).
  • Passing through Elite nodes could in some cases increase the Ambush Chance even with the Ambush ruleset disabled.
  • A couple of dual Environment allies were missing the + in their primary environment causing them to appear only in their alternative environments.

DLC1 Preview Ended today and DLC Content removed from the Development Branch

Hi folks,

Have an awesome and Happy New Year ahead!

I just want to give you the heads up, that the DLC preview content is no longer available in the Development Branch. And any save files of characters relying on this content won't load properly without it. If you still have an ongoing game with the DLC Preview active you can disable automatic updates till you finish it, and afterwards turn them back on.

And of course if you got the chance to play with it during its development, I am looking forward for your feedback either in the Discord or in the Discussion forums!







Naga Race in DLC Preview, Bugfixes and Minor QoL improvements

Hi folks,

First of all, I'd like to wish to you a Happy New Year, with health, love and joy!

If you are in the Development branch, you'd be happy to know that the Naga race made it there just in time for the final draft of the DLC preview.

Speaking of which, the content I wanted to include in it is 95% done. What is missing are around 41 cards out of the 600 which will be mostly exclusive cards for the Adventure Mode (Challenges Rewards) therefore a surprise.

So today is the last public pre-release update of the DLC content. As a reminder it is (and will be available in the Development branch) till 1st of January.

If you are using the DLC preview in your games, it's highly advisable to finish any ongoing games you have with it and switch back to the main branch.

The 'Blood Coven Rise' DLC is scheduled to release in the first week of February and if you find the core content too skimpy (for a nudity-tagged game?) and the art Daz-y, shitty, cheap or over-whatever, I sincerely urge you to remove it from your wishlist & skip it!!

Otherwise you can wishlist it or read more details here:

https://store.steampowered.com/app/1208660/Erannorth_Reborn__Blood_Coven_Rise/

You can also earn 2 free keys two weeks prior the release, by participating in our modding contest and securing one of the three top spots:

https://steamcommunity.com/gid/103582791464307099/announcements/detail/2989758706114983424

Patch Notes - v1.039



Misc Changes, Bugfixes & Additions



  • Commodity cards can now be sold directly from the Stash. (They used to transfer automatically into player's Deck while in Towns, which could cause minor issues if the player decide to keep them)
  • Commodity cards of different disciplines are now shown too in the Player's Handbook Commodity section
  • Cards in Stash now get unlocked regardless the Discipline mastery (as long as your current Mastery in Race or Class meet their requirement).
  • Added a reminder text in Stash that you can Remove Stash cards by using the Del key.
  • Town Menu view now supports scrolling and will display your entire Sellable Inventory or Commodities in one screen (instead of having to click the button to refresh the view)
  • Boss Tooltip will now display the Stage Progress in non-Sandbox modes, and the Boss Dx in Sandbox modes.
  • Moved 'Nightfall' layer behind Enemy Cards
  • When looting Chests or Grimoires, the Add button will also include the amount of cards already owned


Blood Cove Rise Progress



  • Card Set Progress 559/600
  • The Naga Race is now available in the DLC Preview

Ally issue Hotfix and QoL additions. DLC Preview expires soon!

Hi folks,

This is a small patch, but it's highly recommended to upgrade to this version as it fixes a critical issue with the allies. It also adds some QoL additions requested by the community, like more Character Creation presets and the Ctrl modifier when purchasing cards in Towns.

I'd like to remind you that the upcoming DLC 'Blood Coven Rise' will be available for preview in the Development Branch till 1st January 2020. (At which time it will be removed from the Development branch for closed beta testing.)

So if you haven't checked it out yet but want to, simply switch to the Development Branch. And if you have any unfinished games using the expansion content try to finish them before the new Year's Eve. Then switch to the Main Branch (or disable automatic updates till you do). You are free to keep the Expansion files if you want to study how the new archetypes are made, but make sure to delete them, if you plan on using the Expansion, as they may conflict with the full version once its released.

The DLC is planned for release early February at the retail price of 4.99$. But you can earn 2 Steam keys as a gift (for you and a friend) in 18 January, by securing one of the top three spots in our modding competition.

https://steamcommunity.com/gid/34785691/announcements/detail/2989758706114983424

Patch Notes - v1.038



Misc Changes & Additions



  • Whenever a card effect like healing or enlightenment can target both you or an ally but the target is explicitly specified, card text will change to reflect that.
  • if a card has both a Type & Race requirement it will now display merged as Target (Race) (Type). i.e Target Undead Ally. (instead of Target Undead. Target Ally.)
  • While shopping in Town holding Ctrl, will send the bought item directly to your stash
  • In character creation: You can now save/load up to 8 character presets. (Choose a preset slot from the dropdown and then click Load or Save.)
  • Gambit Effect will first attempt to target the original card target before it gets Smart Casted


Bugfixes



  • Fixed a bug introduced in the Remove Allies algorithm in the previous hotfix. (Preventing cards similar to Let's Train! to work properly.)


Blood Coven Rise Progress



  • Naga Archetype (Race/WIP). (Race is incomplete and unplayable that's why is commented in the Modloader. You can manually uncomment it if you are curious on the direction it's going.)

Book of Heroes, Ascension Chains and the new Plus Modes

Hi folks,

This build adds two major (and highly anticipated) features in the game: The Book of Heroes & Ascension chains.

Ok. At first glance 'Ascensions' sound a bit hilarious in a game where you can create your own unique game modes mixing all the available 70 rules to your heart's desire, and mod everything.

But still. Bear with me. ;)

What's the Book of Heroes



First let's start with: It will be empty the moment you install this update. It will get populated as you complete or die in runs post this patch.

The 'Book of Heroes' is divided into the 'Book of Paragons' & 'Book of the Fallen', and each part contains the 3 more recent characters that completed or died in a run. The fallen characters aren't used anywhere, but you can see their score, levels and the game mode name. And if you really want, you can still access their save files (but through cheating. See the Save Backup System below). So nothing really exciting in this part, rather than a way to honor those poor souls.

You can spend 20 x Character Level Tokens to Revive a Fallen Hero. The Save-file used is from the node before their demise, but they'll start with at least 10 HP if they had less at the time & in the start (Stage 0) of the Gauntlet. They'll lose all their Rations, Wealth and Run Statistics (Rooms Cleared, Enemies Defeated etc), but will retain everything else.



In the 'Book of Paragons' things get way more interesting. You can now use your Paragon characters to play their next (scripted difficulty/Ascension) or the new (high-level) Adventure+ Mode.





What are the Ascension Chains



And most importantly what's the difference from creating your own Ascension mode/Challenges?

Let's see. If you finished Casual for example, you can now Ascend that character to 'Normal' mode. Ascending to Normal will start you at Stage 4. instead of 1. You will lose your Score Stats (Rooms Cleared, Enemies killed etc.) but will retain everything else (HP/AP/XP, Stats, Decks, Cards, Card XP, Wealth, Perks, Summons in Play, Their XP etc), as if the mode had never ended. You'll also be able to re-play any Unique encounters once more potentially earning different/additional rewards.

So sure the world gets harder, in the usual 'Ascension Mode' sense. But you also get to keep your favorite character and pit them against even harder challenges similar to a 'New Game +' mode. However which New Game+ option you'll get depends on which mode you finished.

Ascending to Ironman or Demigod depending the modes chain (Casual/Normal/Ironman) or (Mentalist/Seer/Demigod) will be much easier than starting from 0 in that mode. You will end up getting more XP, collecting more (and higher level) Cards etc. But this is just a mere preparation for what is coming after: their Endless variants (Ironman+ & Demigod+).

These are much harder variants and feature some additional rules (Discard Phase, Punishing Reinforcements, Decaying Buffs, Truly Unique Allies along with increased enemy Stats) that will certainly make your life in them hell ehm harder. So be prepared well before ascending to them ;)

Modding wise: The Ascension chains are fully moddable and they only care about finding a Game Mode json matching the Ascension name in your Content or Mod folders. It doesn't have to be part of any ModLoader and it can be a custom vanilla Game Mode modification. So for example, if you are using my 'Rs Harmless Synergies' mod, or any custom Game Mode named the same as these: (Casual/Normal/Ironman/Ironman+) or (Mentalist/Seer/Demigod/Demigod+) the Ascension chains will still work and use the modded versions. Modders can also create their own custom Ascension chains.

(Keep in mind that reaching an Endless mode, in practice blocks any further progress/ascension for that character, as the only way to complete the mode is after 1200 stages or by dying.)
Have fun! I am looking forward to hear your feedback on this latest feature and about your adventures in the new 'Ascension' modes. :)

You can read more details in the Patch Notes below.

Patch Notes - v1.037.9



Book of Heroes



  • The most recent 3 Characters that failed & the most recent 3 Characters that succeeded in the run will appear in the book of Heroes
  • Heroes that completed a Run can Ascend to the next Difficulty
  • The current progressions are:

    • Casual - Normal (4) - Ironman (7) - Ironman+ (7)
    • Mentalist - Seer (7) - Demigod (10) - Demigod+ (10)
    • For custom difficulties the only progression is Ironman+, after the Stage of completion i.e if the last Stage was 8, Ironman+ will start there.
    • Alternatively you can choose to play in Adventure+ which is a higher level / higher difficulty Dynamic Sandbox/Adventure mode

  • Once a hero Ascends to the next difficulty their save file is deleted and a new save is created in the Resume slot. If no game is active, the new game starts automatically using the save in the 'Resume' slot, otherwise 'Restart' is invoked. You can then manually 'Resume' playing with the ascended Character.
  • You can look up Ironman+, Demigod+ & Adventure+ in the Codex to see their exact rules but only while a Character is actually using them (they load only on Demand). But in the nutshell they are way much tougher than their namesake modes and Endless. So the only escape from there for your character is death ;)
  • You can spend 20 x Character Level Tokens to Revive a Fallen Hero. The Save-file used is from the node before their demise, but they'll start with at least 10 HP if they had less at the time & in the start (Stage 0) of the Gauntlet. They'll lose all their Rations, Wealth and Run Statistics (Rooms Cleared, Enemies Defeated etc), but will retain everything else.


New Game Mode Options



  • "OverrideNextAscension":"Ascension Name", you can create your own custom Ascension Chains by specifying which Game Mode is the next Ascension of your mode. i.e Adding "OverrideNextAscension":"Bob's Brew", will make "Bob's Brew" the next Ascension game mode after your character completes the current mode.
  • "OverrideNextAscensionStartingStage":x, you can override the default starting stage by specifying an x here. i.e if you want to have a mode playable individually and use a higher stage of it as an ascension. i.e "OverrideNextAscensionStartingStage":3, if the player ascends, they'll start at stage 4.
  • "TrulyUniqueAllies":true", will make all Unique Summon Cards in your DB 'Singleton' & 'Single Use' (while playing this game mode). (Once the Ally is summoned their Summoning card is removed from your Deck, so if they die it's over for them, unless you find another copy of their summoning card.) Only Unique ally cards, that are directly summoned by their card will be affected.
  • If the Adventure mode properties are set to Dynamic you can additionally use the following properties (adding them manually in the Game Mode json files)

    • "AdventureModeEnemyLevelBoost":(int)x, i.e 4. Procedural Stages Enemies get +x Levels i.e a 4-5 Level Area will now become a 8-9 Level Area.
    • "AdventureModeEnemyBossMult":(float)x ie. 2 or 2.3, Non-procedural Stages Enemies & Boss Levels multiplied are multiplied by x then rounded down. i.e A Level 2-3 Area is now Level 4 - 6.



Save Backup System (Infastructure for the Hall of Heroes)



  • When Restarting (Through the Restart Button) your Character's save is stored in [Save Location]/Hall of Heroes/Restarted[x].json before it gets deleted.
  • When Abandoning the Run (Reincarnate in a Failed Run) your Character's save is stored in [Save Location]/Hall of Heroes/Failed[x].json before it gets deleted.
  • When Completing the Run (Reincarnate in a Completed Run) your Character's save is stored in [Save Location]/Hall of Heroes/Completed[x].json before it gets deleted.
  • The 3 more recent character saves are stored in each category and then the slots start to recycle. (Newest save overwrites the oldest save)


Combat Log Changes



  • Combat Log text will now remain intact while advancing nodes. But it will clear if when ending your turn has passed a certain (reasonable length). That is to prevent game for slowing down if the (boss) encounter drags for too long. (You can still manually clear it whenever you see fit.)


Bugfixes



  • Empty slots with newer file timestamp (ie of Ascended Heroes) will now be filled up first before replacing the oldest Hero in the Book.
  • Fixed an issue with Deckbuilder not displaying 'locked/unmet-requirement' cards despite them not being skills but stashed cards
  • Quiting immediately after returning to the Adventure Tactical Map wasn't saving properly the Area Completion Rewards
  • A couple of (ranged by concept) weapon cards were missing the 'Ranged' property in both the Core & the Blood Coven rise Loot tables.
  • Some invisible parts of the Ally object were extending to the left & colliding with other allies and causing misactivations
  • Having a full deck was also preventing stashing Grimoire cards (as the button was disabled). While the deck is full now, if the card is free, button will change to Add to Stash. If the card is purchasable ie. in a Town, any bought cards will be send to their stash automatically.
  • In some cases Equipment was losing charges/durability during the Equipment Discard phase (instead of only upon use)
  • Misc Optimizations & code stability improvements in the code handling 'End of Turn' functions.
  • Misc Optimizations & code stability improvements in the code handling 'Save Progress'.
  • While a Synergy was active the SummonRace property wasn't transfering in the Copy.
  • UniqueType:1 allies would break (get summoned without a name) if their summoning was while a Synergy was active


Blood Coven Rise



  • Adjusted several Fay cards
  • Added new Equipment & Action cards