New Targeting Systems, Looting shortcuts and Font Size Setting
Hi folks,
This patch fixes an important bug regarding the Ally Limit, and also adds several requested QoL improvements. The major four being:
a) When you open a Grimoire, a Journal or Chest etc. and get the option whether to Stash the Card or Add it to your Deck, you can ignore the default destination and while clicking the Add button:
Hold 'Ctrl' to send the Card to your Stash (instead of whatever is the default destination.)
Hold 'Alt' to send the Card your Deck's Discard Pile (instead of whatever is the default destination.)
Hold 'Shift' to just draw a temporary copy in your hand. (Card won't be added to Stash or Deck, but you can use it right away)
Whenever such options are possible a reminder with these Shortcuts will appear in the Container Dialog.
b) You can now designate an Ally (or Enemy) as the 'Preferred Target' for automatic (Smart Casted) Ally (or Enemy) Actions. They'll get picked as the Target each time an Action is casted automatically (ie. when you Right Click an action).
Furthermore if you exceed your summon limit and get to sacrifice an ally, the 'Preferred' Ally Target will be sacrificed first, protecting your more valuable allies.
c) You can now click on the 'Crossed Swords' icon on your allies to attack the first enemy (or the 'Preferred 'Enemy' Target' if you have set one).
d) You can go to 'Settings' and choose a different Font size for the Combat Log if the default Font size is too small or too big for your resolution.
Patch Notes - v1.036.1
Bugfixes
In Adventure Mode: Tactical Map Shortcuts (C,M,T) were locked immediately after returning to the Tactical Map from an exploration
Cards that Unsummon or Sacrifice Allies and then Summon something else, will no longer count the recently departed Summon towards the Ally Limit
The message about Unsummoning Ally because the limit exceeded was displaying twice in some cases
QoL Improvements
Manual entries for Backpack, Shuffle & Character sheet sections (Stash,Skills,Equipment etc) now also mention their shortcuts
Hint for Discarding cards, will now mention that you can Ctrl+LClick cards to discard them.
New Setting: 'Combat Log Font Size', Default is 18 (slightly larger than before), You can set it from 14 to 26 Points
While Looting Chests or Grimoires: As you Click any 'Add to Deck (or Stash)' Button you can:
Hold 'Ctrl' to send the Card to your Stash (instead of whatever is the default destination.)
Hold 'Alt' to send the Card your Deck's Discard Pile (instead of whatever is the default destination.)
Hold 'Shift' to just draw a temporary copy in your hand. (Card won't be added to Stash or Deck, but you can use it right away)
You can use the new 'Preferred Target' button ('Dagger on Card' icon) to set an Enemy or Ally as the Target of all 'Smart Casted' Actions that would target that type. That target will persist across turns (not saves) and as long as its alive will receive all 'Smart Casted' Actions.
'Smart Casted' actions are those you don't get to pick the Target i.e When you Right-Click a Card or Ally or an offensive equipment triggers and they target an enemy or ally etc.
In the absence or demise of a specific Target, the first Enemy or Ally is used just like before, till a new target is set.
Furthermore any Ally set as the Target of Ally Actions will also be the one sacrificed if you exceed your Summon Limit by 1. If no target is set or you exceed the limit by more than one, the First Ally will get sacrificed (or follow up in the sacrifice chain) instead.
Setting a Target won't affect Multicast Actions, as they aren't Smart Casted & target the first x enemies specifically. It won't affect Chaotic or Chain effects, as they as they aren't Smart Casted either & target a random enemy specifically.
There is a new 'Attack' button (Crossed Swords) on Allies. You can use to have your ally attack the enemy set as the 'Preferred Target' without dragging them around.
Equipment Redistribution and Loot Engine changes
Hi folks,
In preparation for the DLC and future expansions, v1.035 changes (under the hood) how the Loot tables are treated by the game engine, and (more profoundly) the distribution of old and new Equipment to the various archetypes.
Speaking of the DLC its price has been set to 4.99$. It will contain at least 2 Archetypes, will have over 600 new cards, over 115 enemies and around 30 new Challenges. Will be announcing more details and perhaps further additions to the planned content as we approach closer to release ;)
If it's something you'd be interested in, you can read more here (and maybe wishlist it?):
For the modder souls out there, as a reminder you can win two keys for free, by competing in the Modding Contest below alone or with a teammate and earn one of the 3 top spots. ;)
Now back to the patch notes. In a nutshell this is what changed and how it will affect you:
a) All Equipment has been moved to a Discipline matching their Slot. ie. Weapons are in Weapon Discipline. Then virtually re-assigned among the various archetypes. While many are now universal for all, others are exclusive to 1 or 2 specific archetypes. But overall you'll start finding more diverse loot in the Stores & Chests. b) In Player's Handbook this division is clearer. All the former 'Loot' Discipline is now broken into Consumables, Weapons, Offhand, Armors, Accessories, Rings, Amulets & Cloaks. For easier searching and filtering. c) If you have enough Mastery in either your Race or your Class you will qualify to unlock/find Loot of that Tier. i.e Tier 3 Cards Unlock at Mastery 30 so having 30 Mastery in either your Class or your Race will let you find Tier 3 Loot in Stages 3+. etc. So in a sense all 'Loot' cards (Equipment & Consumables) are treated as part of your highest-mastery Archetype and (unless they are exclusive to certain archetypes) you have a chance to find them.
In practice however (other of what you can find) most of the game-play and your save files will be completely unaffected by this change.
You can read more about these changes in detail below.
Patch Notes - v1.035
'Loot' Discipline & Equipment Changes
'Loot' Discipline Cards broken down into 8 sub-disciplines: Consumable, Weapon, Offhand, Armor, Accessory, Ring, Amulet & Cloak to easier filter them in the Player's Handbook, decrease search/filtering times and give modders more flexibility in assigning them to multiple archetypes (read details below) or unlocking them via Perks.
All Class (& Race) specific equipment moved to the CardDB.Loot.tdb (& CardDB.Loot.Exp1.tdb) and belong to their respective Discipline i.e Weapons in Discipline:Weapon etc.
All 8 new 'Loot' sub-disciplines will appear in the proper Loot tables (Chests & Stores) if the Player has enough Mastery in their own Class or Race (unless explicitly excluded) i.e for a Tier 2 Weapon, this means that it can appear in Stores regardless Class or Race but only if the player has 15 Mastery in their Race or Class. To prevent it from appear in Loot tables (Chests & Stores) use ExcludeFromRandomLoot:1
To make the item exclusive to certain Races or Classes, first exclude it & then specify Only[Archetype (or Discipline!)]:1 to include it again for that particular class/race
ie adding: OnlyNephilim:1, OnlyExorcist:1, OnlyCelestial Weapons:1, ExcludeFromRandomLoot:1, to make the Weapon exclusive to Nephilim or Exorcist characters and to those with the 'Celestial Weapons' discipline (which the modder can grant through a perk).
Slightly improved 2-Handed Weapons stats
Removed all exclusive Equipment from all Archetypes then re-assigned it
Blood Coven Rise (Development Branch)
Added new Cards (new Total: 474/?)
v1.035.1 Hotfix
Fixes the empty Knapsacks. (Don't use any before you upgrade to this version!)
Erannorth Reborn - Modding Contest 2020
Hi folks!
Only two & half weeks are left before the New Year and what better way to celebrate it (and to heat up things a bit) other than with a Modding Competition?
(Well that was a rhetorical question, so yes I am sure you can come up with better celebration ideas :P)
The objective is simple
Create a custom (& original) playable archetype. So either a Race or a Class. Your choice, but it should have a Starting Deck, some Skills, Perks, as well as its own custom set of cards.
You can use your own artworks, ask permission from Deviant Art artists or just ReUseArtwork existing in-game resources. Once done you should upload your submission to Steam Workshop, using the in-game uploader, before 12 of January. Entries in Nexus won't qualify, but you can still upload them there as well.
So you have one Month ;)
The grand prize
Aside for the bragging rights & everyone's appreciation, the top three entries (as voted by the community in the coming week after the deadline (12 to 18 January), will each win two Steam keys for the upcoming DLC Blood Coven Rise, for them or to share it with their friends.
Yes, I know not much, but the fun and thrill of making your own mod will make up for it ;)
If you need inspiration you can find some great mods in Steam's Workshop:
And of course in the Nexus as well ( see the Classes & Races section in the pinned topic: "List of Known Mods" )
Have questions or need help?
Join our Discord server here: https://discord.gg/CmnnneV and head to the "modding" channel. ;)
Haven't mod Erannorth before?
It's just text files, containing data entries, so you will get the hang of it really fast. Fire up your favorite text editor and start playing & experimenting.
To get started you can use the 'Hands on Guides' listed in the pinned topic "Modding Erannorth Reborn 101" and just mind the gaps ehm spaces.
Wait! What about today's patch?
Right! Well aside for modding resources & additions, this patch will mostly interest you if you are in the Development Branch, as it contains dozens new Enemies, hundreds of new Cards, and a new playable Race: Fay, as part of the DLC Preview.
Patch Notes - v1.034
Bugfixes
It was possible to choose and discard cards with Unravel[Resource]
Equipment & Summons with 'Uses/Durability or Charges' will no longer show under Consumables in Towns but in their respective categories
Typing in the Character's Name field during Character Creation could trigger certain shortcuts
Modding Additions
You can use OnCasterStatusDaytime:1 & OnCasterStatusNight:1 to check if it's Daytime or Night
You can use ShowAsSummon:1, as Action Keyword, to have the Action listed in Town merchants in the 'Allies/Hideout' even if the card doesn't contain the 'Summon' keyword in it. i.e uses Afterimage or Bloodtribute to Summon something.
New Keyword: Penetrate:x, Increase/Decrease the Action's overall Potential by x.
As a reminder: Potential = Your Level + Card Level + Your Empower + (new) Card Penetrate. Cards with lower potential than an Enemy's level can't bestow negative statuses to them.
Penetrate effect can only be increased/reduced by Perks and Synergy. (i.e won't increase with Card Level, as Potential already includes Card Level)
Blood Coven Rise (Development Branch)
Faction Sets are unlockable in their respective Classes through Perks.
New Playable Race: Fay. Can be unlocked with 90 Tokens & Contains 60 new Cards (+6 Race related)
New Enemies (DLC Total: 115/?)
New Cards (DLC Total: 458/?)
Balance Changes, Modding Additions and Summoner's Revision 2
Hi folks!
The main highlight of this build is a new algorithm determining how much XP the allies get in certain situations.
Under the hood there are also several improvements in various action effect's code and in the save/load system code which should improve the overall game stability and prevent some rare bugs from happening.
In the development branch you will also find the 2nd revision of the Summoner class, which contains critical bug fixes and changes/additions in various of their perks.
(You can read all about it in the changes below.)
Patch Notes - v1.033
Balance changes
The following balance changes regard the Ally XP Gain.
Allies can now gain XP up to the amount of damage the enemy actually suffered. i.e Dealing 50 damage to an enemy with 4 HP will yield 4 XP. While Dealing 50 damage to an enemy with 50 HP will yield 50 XP. (instead of Damage Dealt XP)
Allies will gain +5 XP when dealing the killing blow. (instead of 0)
Allies will still gain +2 XP when their damage is completely mitigated (instead of +1)
Allies using Defensive Stance will still gain XP equal the Defend bonus they provided, but allies using a different ability will now gain +2*Level XP (instead of +2 XP.)
(A message will display in the combat log informing how many XP the ally got.)
Modding Additions
Perks can modify the HP Regen rate of unused Allies (Unused allies normally restore 2 HP / turn)
ModifyEffectAllyRegenRate:x, will affect the regen rate of all allies. i.e ModifyEffectAllyRegenRate:3, Allies will now restore 2 + 3 = 5 HP / Turn
ModifyEffectAllyRegenRate[Type]:x, will affect the regen rate only of allies with that type (type should match exactly)
i.e ModifyEffectAllyRegenRateDemon:3, Demon allies will now restore 2 + 3 = 5 HP / Turn (but a Demon Zombie for example won't)
Aetherborn & Netherborn types are scripted to be an exception i.e ModifyEffectAllyRegenRateNetherborn:3 will also affect a 'Netherborn Familiar'.
ModifyEffectAllyRegenRate[Element]:x, will affect the regen rate only of allies with that element
i.e ModifyEffectAllyRegenRateDark:-3, Dark allies will now restore 2 - 3 = -1 HP / Turn (they'll be losing 1 HP each turn they stay active)
You can modify multiple regen rate types in the same perk
This modification is checked during EoT, so changing an ally's element/type after they are summoned will let them benefit from this effect
Perks can modify the Power, Health & Lifespan of specific-Element allies only.
Allies definition is unchanged
You can use ModifyEffectPower[Element], ModifyEffectHealth[Element], ModifyEffectLifespan[Element] to modify specific element allies
i.e Non-Dark allies get -2 Power: That could be: ModifyEffectPower:-2, ModifyEffectPowerDark:2 (All Allies get a -2 Power (including Dark Allies) but Dark allies also get a +2. So -2 + 2 = +0 Power).
This modification happens during Summoning, so changing an ally's element after they are summoned won't modify their stats.
Misc Changes
Misc optimization/Stability improvements in Save/Load & Combat systems
Blood Coven Rise (Development Branch)
Misc Changes
Modified several of the Summoner Perks & their starting Deck
Bugfixes
Several fixes in the Summoner Card set
Aetherborn & Netherborn familiars now have the type (& will save as) 'Aetherborn Familiar' & 'Netherborn Familiar' (Aetherborn & Netherborn Ally cards can now target them normally & they can coexist with other race or class "Familiars")
The new Summoner Class is now available in the DLC preview.
Hi folks!
Aside of the many new additions and resources for our modding community, the major highlight of this build is the new 'Summoner' class.
The Summoner will be part of the upcoming DLC (and as promised, while it's in development you have full & free access to the entire expansion through the Development Branch).
So you can go ahead right now, switch to the development branch, unlock the Summoner & play with it or just dissect to enrich your own mods with its new mechanics.
The Summoner is an expert-difficulty class, so it assumes a good understanding of the ally system and managing alternate resources (Aether & Nether in this case).
It also requires an entirely different play style, as now you'll have to rely heavily on your Summons and their abilities, rather than your own spells to overcome your enemies.
So unless you have a good experience with all (or at least most) of the vanilla classes, don't skip ahead to unlock this class!
There are many different/mutually exclusive perks and skills you can acquire and 154 (new) Summoner-specific cards to unlock. That is 80 Class Cards & 74 support cards (Ally abilities, multiple card options etc.) Along with many staples across various classes and races, makes up for lots of new mechanics to explore, many new different tactics and builds to try & of course plenty possible balancing issues to help me iron out. :P
So looking forward for your feedback in the Discord server or the discussion boards!
Have fun!
Patch Notes - v1.032
Bugfixes
Playing cards on Allies was displaying twice in the Combat log.
Card Changes
'Familiar' is now a Unique Type. Cat Familiar, Cat Familiar (S) , Sylph Familiar, Raven Familiar & Dolphin Familiar are all Unique, of type Familiar and will count as your 'Familiar' when come into play. Witch Cards like Gather Components & Empower Me, will work with all 'Familiars'.
Modding Additions
Resistance Groups
Added the following shortcut notations for Resist[Damage Type] as Action Effects:
ResistPhysical (translates to Resist Slashing, Piercing & Bludgeoning)
ie. UnravelDefend:3, if the card is unused player gains +3 Defend. UnravelMomentum:-3, if the card is unused player loses 3 Momentum (or goes down to -3 Momentum)
There can only be one Unravel effect in a Card
Unravel[Resource] value can also be 0. In this case the Card will just get discarded.
New Choice Wildcard
ChooseOne, PlayOne & Gambit can use "Deck Top" as option, in this case the first card of the Deck is Drawn & if not picked is Discarded
i.e ChooseOneDeck Top#Deck Top#Deck Top:1, Player looks the top 3 cards of their deck and pick one. Then discards the rest.
You can have mixed choices or more than 4 choices, but only 4 random choices among them will display.
i.e ChooseOneDeck Top#Deck Top#Deck Top#Random Card#PickFromMercenary:1, will display 4 random choices among the seeded cards
A better alternative however is to use the new Clairvoyance effect instead.
New Action Effect: Clairvoyance
Clairvoyance x: Look at the top x Card(s) of your Deck. Then Choose & Draw one. Discard the rest.
Clairvoyance won't work well along with ChooseOne, PlayOne and other effects that open a Choice dialog. Only one Choice dialog can be open per card.
Clairvoyance will work & display in a card if its value is (or becomes) positive.
Clairvoyance value can never exceed 4 regardless bonuses.
New Perk Reward: AddStash
AddStash[Card Name], can be used as a Perk reward to add a Card to the Player's Stash
Blood Coven Rise Progress
New Playable Class: Summoner
The Summoner is an expert-difficulty class that relies heavily on Summons, their abilities and resource-management.
The minimum Deck size for the Summoner is 24 Cards.
The Summoner starts with a +1 in their Summon Limit (4 Allies without any Perks / 6 Allies with Perk Upgrades)
The Summoner has few initial Skills. Additional Skills can be acquired through Perks.
Most of the Summoner's perks are mutually exclusive and there are many ways you can go about building your Summoner.
New Cards
Added +26 Loot, Consumable & Faction Allied Cards
Added +154 Summoner Cards (80 Class Cards + 74 Support Cards i.e Ally Abilities, Options, Secrets etc.)
Hideout Changes, Modding Additions and New Cards in the DLC Preview
Hi folks,
The two latest builds again contain mostly modding additions & resources for modders, but also some quite important bugfixes. So it's recommended that you update your game to version 1.031 regardless the branch you are in. (If you haven't already)
Normally I would skip the news post (Patch Notes section in the discussion board always contains the latest patch notes), but the rule for 'Hideouts' has also changed so I thought to give you the heads up.
You can now have only one Hideout in play (regardless of the Hideout's name.)
Existing save games will still work, but if you have any Hideout in play you will end up with two instances of the same Hideout. i.e a 'Vampire Lair' and a 'Hideout' that is a Vampire Lair.
So if you have any Hideouts in your current save don't Summon any new Hideout permanents, till the ones in play are unsummoned/destroyed. ;)
Last but not least, if you are in the Development branch you'll be happy to know that the DLC preview now contains 158 new Cards to experiment with.
Have a great week, and let me know if you encounter any issues!
Harmless Synergies Mod
As you well know (or may have come to realize), negative synergies in cards that target you will harm your character. And getting around that - i.e have your Echo actions target enemies, unequip/not use harmful equipment when advancing in a new node, choose what you'll equip tactically etc. (see the many discussions on the topic in the forum for more tactics) - is part of the trade-off to the powerful combos you can pull off using Echo chains & Synergy. With power comes responsibility.
Still many new players may find overcoming this trade-off confusing at first, overwhelming or inconvenient. There are game mode options that get around that & I also put a mod in the Workshop that automatically uses them/activates in all Vanilla game modes a protection from such harmful synergies, and in the case of higher difficulty game modes make all equipment 'Active' so you can target/use it whenever you want, for those who don't know yet how to customize their game experience with the Custom Game Mode editor.
It doesn't do anything you can't already do in the Custom Game Mode editor. But if you just want a mostly vanilla experience, without worrying about accidentally harming yourself while learning the ropes, this mod should do the trick ;)
Patch Notes - v1.030-31
Card Changes
'Backpack' card now has limited uses and no longer casted automatically
There can be only one 'Hideout' permanent in play (regardless of the Card Name) i.e a 'Vampire Lair' played after the 'Old Well' will replace it as your 'Hideout'. This change will take effect on new games, so it's recommended to start a new game. Older save-files will work normally but you may end up having both a 'Vampire Lair' & a 'Hideout' that is a 'Vampire Lair'. (If you preferred the old Hideout system just create an override mod that removes the 'UniqueType:1' from their definitions)
Bugfixes
AP discounting perks & synergies could (in some casting methods) make the 0 AP-cost Actions go negative & restore player's AP by that amount
Death Knight was missing the Apprentice Summoner perk at level 4. (If you use any mods modifying the vanilla Death Knight you may want to add "Apprentice Summoner:4" in their perk trees as well.)
Expert Electromancer perk wasn't properly giving the Air Affinity bonus
In Sling Bay: Added a fisherman that can take player back to Seagull's Rest so they won't get stuck there after completing all the challenges
Perk Points reward in Challenges wasn't properly awarded upon the Challenge completion
Misc Additions
Improved the wording of some Card Rules, to make clearer what they do
Negative buffs like inflicting Bleeding on you, will now display in red color and mention clearer that this is a negative effect targeting you.
Added the missing Nephilim Hideout.
Modding Additions
Added support for OnCasterStatus[Affinity]--:x type of checks. Contingency will trigger if the Casters Amplified Affinity is less than x. i.e OnCasterStatusBludgeoning--:3, will trigger if the player Bludgeoning Damage (amplify bonus) is less/equal to 3.
Daybreak:1 & Nightfall:1 can be used as Action effects to set the World Clock to Sunrise (6am) or Midnight.
New Action Keyword: UniqueType:1, (along with Unique:1), can make a Summon Type (SummonRace:[Type]), Unique.
ie using Unique:1, UniqueType:1, SummonRace:Hideout will name the Unique Summon as 'Hideout' instead of [Cardname]. The next 'Hideout' played (if also uses UniqueType:1) will replace the previous Summon.
New Perk Keyword: Unique:[Unique Category], in a Perk as benefit, will lock/remove all perks from the player that also are of this Unique Category
i.e if there are 3 Perks with Unique:Specialization & the player picks one of them the other two will get locked/removed from their perk list
[Unique Category] can be anything that makes sense in the modder i.e Faction, Specialization, Blood Type, Hair Color, Alien Abduction Result
The player won't see this category label, modder can include some sort of warning in the description any way they prefer: i.e 'Blood Type (You can have only one 'Blood Type' Perk). You gain blah blah...'
Blood Coven Rise progress
Added 110 new Cards (158/?)
New Modding Additions and DLC Progress
Hi folks,
Most part of today's patch notes focus on the latest modding additions. So if you are not modding the game (yet), feel free to skip this post and dive right into playing. ;)
Below you can find the merged patch notes for v1.027 & v1.029.
The following Cards changed
Ring of Three Wishes (Ifrit) is now Equipment/Ring instead of Trinket
Friendship Ring (Nymph) is now Equipment/Ring instead of Trinket
Rune-inscribed Ring (Runecaster) is now Equipment/Ring instead of Trinket
Shaman's Talisman (Animist) is now Equipment/Amulet instead of Trinket
Dragonclaw Talisman (Loot) is now Equipment/Amulet instead of Accessory
Vampire-Teeth Talisman (Lycanthrope) is now Equipment/Amulet instead of Trinket
Wolf Talisman (Lycanthrope) is now Equipment/Amulet instead of Trinket
Crow Beak Talisman (Necromancer) is now Equipment/Amulet instead of Trinket
Topaz Talisman (Undine) is now Equipment/Amulet instead of Trinket
Misc Changes & Additions
Profile Manager save files will also show the File Creation Date/Time, Class & Race.
Verbose Logger will display slightly more detailed breakdown for the 'Damage' roll & various multipliers/modifiers
Bugfixes
Unique Ally variants weren't loading properly
Consumable Uses are now saved & will persist across sessions (won't reset upon reloading a savefile)
Game Mode Editor had a bug in Punishing Reinforcements option preventing the Export process
Modding Additions
Equipment Durability & Charges
Equipment Cards can have Durability (Weapons, Offhand, Armor & Cloak) or Charges (Accessory, Ring & Amulet)
Uses/TotalUses will now work for equipment cards and will display as Durability:x/x or as Charges:x/x.
Under the hood you just declare them like you would in a consumable. i.e Uses:10, TotalUses:10. As long as the card is equipment (Persistent:1) Uses will become automatically Durability (or Charges).
Once an Equipment Card Durability (or Charges) drops to 0, it loses all XP, is Unquipped & is permanently Removed from Inventory (Durability/Charges/Uses are common for all the instances of a card and they reset to TotalUses each time the card's Uses drop to 0.)
Repairing Equipment
New Action Effect: RepairEquipped[Item]:x, (Currently) equipped [Item] restores x Durability up to their maximum.
Item can be Weapon, Offhand, Armor or Cloak
This effect can't replenish Charges or Uses
i.e RepairEquippedOffhand:3, will restore the Offhand/Shield item's durability (if one is equipped) by +3.
Effect is ignored if there is no Item Equipped in that slot or if the item equipped in that slot doesn't have limited uses
Defining a Card Set Expansion
New Actions DB directive: @Expansion [Expansion Name (or Custom Filter)]
You can use @Expansion to create a custom filter for your card set, so you can easily search for its entirety in the Player's Handbook
i.e @Expansion Blood Coven Rise, will add in all Cards of the set the keyword 'Blood Coven Rise:1'. Searching for 'Blood Coven Rise' in the Handbook will show all the cards of that set.
Expansion Name should never match or contain a keyword, as all cards in set will get it. i.e @Expansion Spell Component, will give all cards in the set Spell Component:1. It also can't contain the special character :.
Only the last Expansion directive is taken into account so you can change the set midways if you want to group your set further.
Additional Stage Graphics
Added 5 new Graphic Sets for the Adventure Mode: Lush Jungle, Fossil Caves, Moonstone Mines, Scorched Fields & High Garden
Enemy DB Additions/Improvements
Enemies can be assigned to more than one Environment using the + sign i.e Environment:+Marsh+Forest, Enemy will appear in either Marsh or Forest environments but nowhere else
Enemies can transform to a different enemy upon defeat using the Metamorphosis:Enemy Name - Lv x or Metamorphosis:Boss Name properties
i.e Metamorphosis:Haunt - Lv 6, will turn the dead enemy into a Level 6 Haunt. (Level needs to exist in DB (Tier to Tier + 10) i.e for the T6 Haunt valid levels are 6 to 16)
Enemies can be excluded from Random Encounters by setting ExcludeFromRandomEncounters:1
Boss Encounters can have this way multiple phases ie.
a Boss called Zrygol, can have Metamorphosis:Zrygol the Reborn, and the definition of Zrygol the Reborn can have ExcludeFromRandomEncounters:1 so it won't appear as a random Encounter
Zrygol the Reborn, can also have a Metamorphosis:Zrygol the Divine etc.
Excluding/Locking Perks after picking a Perk
LockPerk[Perkname]:1, can be used as a Perk Reward to create incompatible perk trees
i.e You have two trees 'Psionic Bolt/Psionic Bolt II/Psionic Blast' & 'Psionic Shield/Psionic Barrier' that want to be mutually exclusive:
In 'Psionic Bolt' you need to add as Reward 'LockPerkPsionic Shield:1'
In 'Psionic Shield' you need to add as Reward 'LockPerkPsionic Bolt:1'
Children members of the trees will be unattainable but not hidden. To hide them too you can just use LockPerk for the children as you did for the parents.
ie In 'Psionic Bolt' you can add as Reward 'LockPerkPsionic Shield:1, LockPerkPsionic Barrier:1' to lock both the parent and the child opposing perks
ie In 'Psionic Shield' you can add as Reward 'LockPerkPsionic Bolt:1, LockPerkPsionic Bolt II:1, LockPerkPsionic Blast:1' to lock both the parent and the child opposing perks
Misc Changes & Fade
'Spell Component' keyword in Equipment will display as "Ignores Synergies", for better flavor. The effect & long description is the same. Card won't trigger any active synergies.
New Action Keyword Fade:1, Once this Card's Uses/Charges/Durability drops to 0, Card is removed entirely from the Database for the duration of the Session (till a new game is started or resumed)
Card must have Uses/TotalUses for 'Fade' to trigger.
Optimally Card should be Singleton, No Allies should use this card as Ability, can't be a PC Skill, shouldn't be a Blood Tribute/Choose One option etc. Any reference to this Card after is removed from the DB (for the session duration) can cause unforeseen errors or issues.
Blood Coven Rise progress / Development Branch only
Added 30 New Enemies (96/?) & 4 New Enemy Archetypes (20/?)
Added 48 new Loot (Equipment & Consumable Item Cards)
Challenges, New Equipment View and Slots, DLC Progress
Hi folks,
This is a major update and packed with new content & features. Yup. Friday is here a day earlier. Always love it when this happens :P
I would recommend to check out the merged patch notes below for a full list of the changes and additions, but in a glance this patch adds: new Adventure Mode challenges, a new Set of 70 exclusive Adventure Cards you can get as Rewards for completing challenges, new Equipment view and support for 3 additional slots (Rings, Amulets & Cloaks), new Game Mode options and a galore of modding additions.
The other bit of good news is that the development of the first DLC is well underway and you can jump right in the development branch and play it for free as it develops and till before its release. Which I will estimate some time before February. Will be giving you more details about that in future posts ;)
Patch Notes - v1.026
Adventure Mode - Challenges
Unique challenges are short (3-4 nodes) stages vs Elite and specific Bosses & replace the former Unique Areas in the Adventure mode.
In some challenges you get to fight more than one boss and in others more than one boss at once
Most Challenges will be really hard at the recommended levels, retreat if you can't easily reach the bosses & try them again at a later level
Challenges have a fixed pool of rewards that doesn't change between sessions or adventures even with the Dynamic Rewards on.
Formerly Unique areas in the Adventure mode changed to be Repeatable
Adventure Mode - Tactical Retreat
While in Adventure mode & any time that enemies are not present, you can choose to abandon exploring an Area and return to the tactical map. You can do that through the exploration option (hourglass button). You will lose all progress in that area & if the area is Unique or a Challenge, it won't get locked and you'll be able to attempt it again once more experienced. (This choice won't be available if your mods overwrite the Explore.json file, and they'll have to be updated by their creators if they want to include this option)
Adventure Mode - Limited Edition Reward Set
Contains 70 Full Artwork Unique Allies that are improved versions of existing Unique & non-Unique Allies
These allies can only be found in the Adventure Mode as Challenge Completion Rewards
Equipment related Changes/Additions
New Categorized Equipment View
New Equipment Slots Ring, Amulet & Cloak
Added support for 3 Additional Accessory Slots: Ring (Slot:4), Amulet (Slot:5) & Cloak (Slot:6)
Older Accessory cards matching any of the above Slots was reassigned to them
New Action Property: Active
Syntax Active:1, Makes Passive Equipment behave like Active Equipment. Armors (s2) & all Accessory Slots (Misc (s3), Ring (s4), Amulet (s5) & Cloak (s6)) are by default "Passive Equipment" (they get Auto Casted), but you can override this behavior using Active:1 in the equipment definition. Equipment with Active:1, will be drawn instead of Auto Casted. Player can choose to use it or not similar to Weapons & Shields & if unused equipment is discarded at EoT.
QoL Improvements
Added Equipment filters for Rings, Amulets & Cloaks
Clicking on the Equipment Category label will also toggle on/off the corresponding filter
You can use Ctrl+Click on a Card in your Hand to quickly Discard it. HP Cost if any set in the Game Mode will trigger normally similar to discarding the card in Backpack. Cards with Cursed, Fleeting & Unravel can't be discarded.
You can use the shortcuts Shift+S to Shuffle Deck & Shift+B to Retrieve Consumables (similar to clicking the respective buttons)
Enemy Search Filter additions
'Enemy Sets' can be used to find these Enemies in the Enemy Compendium. i.e Searching for Core Set or Blood Coven Rise (case sensitive) will show only those enemies
Searching for 'Boss' will show only the Boss Enemies
Misc Additions & Improvements
Added extra Mastery thresholds when deciding the bonus initial points. Initial Bonus points can now reach up to 25 points in a combined Mastery of 1800, from 16 (Combined Mastery of 720)
The Adventure Mode w/o Expansion now contains 18 Challenges featuring various Core Set Bosses & Rewards from the Limited Edition Allies Set
Unique Allies of the same name appended with (A) or (B) count as the same Unique Ally. i.e Rung Jao & Rung Jao (A) & Rung Jao (B) are all count as a Rung Jao ally & there can be only one of them in the battlefield.
Bugfixes
Loading a 'Drifter' game from a manual save slot wasn't properly clearing the player archetype's skill list
High Tier Equipment found in Drifter mode boosters wasn't unlocking properly
Fixed some typos
Modding Additions
Finer control over Enemy Weaknesses, Immunities & Tactics
New Archetype fields: Immunities:["Effect","Effect",...etc] & Weaknesses:["Effect","Effect",...etc]
You can define (or override/cancel) Enemies default racial weakness & immunities in the following statuses: Immobilized, Envenomed, Burning, Bewitched, Bleeding, Kill, Vulnerable, Weaken, Frozen, Entangled, Silver, Blessed, Light (weak vs Light means Consecrate is harmful & immune that Desecrate is harmful), Banish.
i.e Providing a 'Spirit' Archetype override with: Immunities:["Banish"], Weaknesses:["Immobilized","Bleeding"] will make all Spirits immune to banish but no longer immune to Immobilized & Bleeding. They'll retain any other vanilla immunities/weaknesses you didn't overwrite.
i.e Give your custom Archetype 'Naga' some Immunities:["Entangled","Bewitched"] & Weaknesses:["Silver"] without having it CountAs Serpentfolk etc.
You can still use CountAs to define a larger set of immunities/weaknesses in your archetype then finetune it. i.e CountAs:["Undead,Golem"] to give all the vanilla undead & golem immunities/weaknesses and also Weaknesses:["Bewitched"], to make this particular undead/golem creature Bewitchable etc.
EnemyDB files can be prepended with @[Enemy Set Name] to group enemies as part of an Expansion i.e @Core Set & @Blood Coven Rise split the vanilla Enemies into two groups
You can add individual Enemy weaknesses/immunities (aside from any defined in archetypes) by specifying them in the EnemyDB entry. Syntax is: Immunities:+Effect+Effect...+Effect etc. or Weaknesses:+Effect+Effect...+Effect etc. i.e in a Human Boss definition you can add Immunities:+Bewitched+Frozen, Weaknesses:+Silver to give them Bewitched & Frozen Immunity & Weakness to Silver regardless of their racial traits
You can add individual Enemy tactics (aside from any defined in archetypes) by specifying them in the EnemyDB entry. Syntax is: Tactics:+Tactic+Tactic etc. or Tactics:+Tactic=level+Tactic=level. i.e in a Shadow enemy that normally doesn't have Counter Attack you can add Tactics:+Counter Attack=3, to give all the Level 3+ enemies with that name Counter Attack
You can also mix & match i.e Tactics:+Flank+Healing II=3+Healing III=7 etc. Would recommend however to use the Immunities, Weaknesses & Tactics sections in the EnemyDB only for rare exceptions or Bosses
New Enemy AI Response: Retinue
Retinue: Enemy summons all the allies defined in the Enemy 'Retinue' field. Multiple enemies can be separated with
Enemy need to have both the 'Retinue' tactic to trigger the effect & a Retinue field in DB
i.e Tactics:+Retinue=15, Retinue:Lanna*Pergyron,... if the Enemy is level 15 (has the Retinue tactic), once the retinue tactic triggers they'll summon Lanna & Pergyron to fight along with them
i.e Tactics:+Retinue, Retinue:Zefya's Handmaiden - Lv 7*Zefya's Handmaiden (A) - Lv 7, will call a Lv 7 version of Zefya's Handmaidens
If the Enemy/Enemy Level doesn't exist in the DB nothing will happen
New Nodes
Boss:[Boss Name] can be used as Stage node to trigger a fight with a specific Boss and their retinue instead of a random boss
Boss:[Boss Name+Boss Name] can be used as Stage node to trigger a fight with two specific Bosses and the first one's faction retinue instead of a random boss
Faction:[Faction Name] can be used as Stage node to trigger a fight with Elite from a certain Faction
Misc Additions & Changes
Mod Manager now supports Expansion Mods. Expansion Mods cannot be removed through the Mod Manager & but they can be Activated/Deactivated.
'Pale Moon Cult' faction renamed to 'Blood Coven' & some old Enemies also joined this new faction
'Pale Moon x' Enemies renamed to 'Vampire x'
Adventure:true/false, can be used as a requirement to check if the player is in the Adventure mode or not.
'Lake' Environment changed to 'Coastal'
New single-Stage Graphic Sets for Challenges: Ghost Ship (Coastal), Shipwreck (Coastal), Cultist Lair (Dungeon), Devil's Keep (Infernal Gate), Witch Lair (Marsh), Smuggler's Den (Coastal), Witch Hut (Marsh), Gambling Parlor (Coastal).
New Game Mode Properties
"NonPassiveEquipment":true/false, setting this value to true will make all equipment Active (drawn to your hand instead of it getting played automatically, regardless the card definition.
"NoobProtection":true/false, setting this value to true will prevent Smart Casted Actions from ever harming the Player. (Actions that would optimally target Enemy/Ally will no longer target the player.)
"PunishingReinforcements":true/false, setting this value to true will make each wave of reinforcements progressively stronger and more punishing
All these properties can also be set in the Game Mode Editor
Blood Coven Rise DLC Progress
While in Beta, the DLC Expansion will be part of the Development branch you can switch to the Development branch & play it for free as it develops.
Converted all the progress in the 'Blood Coven Rise' DLC into an expansion mod that can be activated/deactivated through the Mod Manager.
The Expansion so far includes 16 New Enemy Archetypes & 66 New Enemies
The Adventure Mode with Expansion now contains 31 Challenges featuring various Core & Expansion Bosses & placeholder Rewards from the Limited Edition Allies (Core) Set
End Game boss in the Adventure Mode is now The Gatekeeper (D11)
Blood Coven Rise Expansion (Announcement and Preview)
Hi folks,
As I've mentioned already in the Roadmap, along with the new features & modding improvements that will be added to the base game, there will also be a new Expansion that will be available as a DLC.
After consideration, I decided to include the majority of the content I have planned for November in this expansion. And this is because the Pirate Coalition challenges wouldn't make any sense without the new Enemies, and the new Enemies wouldn't make sense without the new Archetypes, and having those Enemies in your base game will affect your life in Erannorth in more than one way.
So there will be a new content update in November for everyone, but at a smaller scope than I have originally planned. And the Adventure mode challenges will only include bosses from the base game.
Blood Coven Rise
The first Expansion of Erannorth Reborn will be called 'Blood Coven Rise' and will include new Adventure Mode Challenges with unique Rewards, new Enemies, new Actions & new playable Races & Classes. All the resources and tools to create it, will be available in the base game for modders to use in their own creations.
I am still unsure of the exact completion date, but I plan/hope to have it ready before February 2020.
All the progress in this new DLC, will be included with the Development Branch. And will be available there till the DLC is completed and ready for release. Meaning you can follow its progress live.
Main vs Development Branch
Friday's patch will merge the two branches. The expansion preview will remain exclusively in the Development Branch, and the main branch will include all the modding improvements, bug fixes and features after testing them in the Development branch, but not any of the Expansion's content.
If you want to test the expansion as it develops & see if it's something you like to have along with the main game once its released you can switch at any time to the Development branch.
And of course none really is stopping you to just copy/paste the expansion folder when it's nearly done, and never pay a cents for it. Everything in it, will be things you can do on your own using the new game modding additions.
Still I hope you'll choose to support my efforts. ;)
Patch Notes - v1.023 (Development Branch)
Misc
Fixed some typos
Mod Manager now supports Expansion Mods. Expansion Mods cannot be removed through the Mod Manager & but they can be Activated/Deactivated.
'Pale Moon Cult' faction renamed to 'Blood Coven' & some old Enemies also joined this new faction
'Pale Moon x' Enemies renamed to 'Vampire x'
'Blood Coven Rise' DLC/Expansion (WIP/Beta)
Converted all the progress in the 'Blood Coven Rise' DLC into an expansion mod that can be activated/deactivated through the Mod Manager.
While in Beta the Expansion will be part of the Development branch
The Expansion so far includes 17 Adventure Mode Challenges, 16 New Enemy Archetypes & 66 New Enemies.
Modding Additions
EnemyDB files can be prepended with @[Enemy Set Name] to group enemies as part of an Expansion i.e @Core Set & @Blood Coven Rise split the vanilla Enemies into two groups
You can add individual Enemy weaknesses/immunities (aside from any defined in archetypes) by specifying them in the EnemyDB entry. Syntax is: Immunities:+Effect+Effect...+Effect etc. or Weaknesses:+Effect+Effect...+Effect etc. i.e in a Human Boss definition you can add Immunities:+Bewitched+Frozen, Weaknesses:+Silver to give them Bewitched & Frozen Immunity & Weakness to Silver regardless of their racial traits
You can add individual Enemy tactics (aside from any defined in archetypes) by specifying them in the EnemyDB entry. Syntax is: Tactics:+Tactic+Tactic etc. or Tactics:+Tactic=level+Tactic=level. i.e in a Shadow enemy that normally doesn't have Counter Attack you can add Tactics:+Counter Attack=3, to give all the Level 3+ enemies with that name Counter Attack
You can also mix & match i.e Tactics:+Flank+Healing II=3+Healing III=7 etc. Would recommend however to use the Immunities, Weaknesses & Tactics sections in the EnemyDB only for rare exceptions or Bosses
New Enemy AI Response: Retinue
Retinue: Enemy summons all the allies defined in the Enemy 'Retinue' field. Multiple enemies can be separated with
Enemy need to have both the 'Retinue' tactic to trigger the effect & a Retinue field in DB
i.e Tactics:+Retinue=15, Retinue:Lanna*Pergyron,... if the Enemy is level 15 (has the Retinue tactic), once the retinue tactic triggers they'll summon Lanna & Pergyron to fight along with them
i.e Tactics:+Retinue, Retinue:Zefya's Handmaiden - Lv 7*Zefya's Handmaiden (A) - Lv 7, will call a Lv 7 version of Zefya's Handmaidens
If the Enemy/Enemy Level doesn't exist in the DB nothing will happen
Enemy Search Filter additions
'Enemy Sets' can be used to find these Enemies in the Enemy Compendium. i.e Searching for Core Set or Blood Coven Rise (case sensitive) will show only those enemies
Searching for 'Boss' will show only the Boss Enemies
The Pirate Coalition and Adventure Challenges (Preview)
Hi folks,
v1.021 (in development branch) introduces a new faction in the game, new enemies and new unique challenges in the Adventure mode. All these changes are in a beta stage, and part of a much larger content update planned for later this month.
I am aware of a minor severity bug, that while manually loading a save file in 'Drifter' mode, all archetype skills become available to the character (even though they shouldn't).
This version fixes this issue. But since I can't merge the branches just yet, if you are playing in 'Drifter' mode, you may want to switch to the Development branch not only for the hotfix but also to try out first-hand the new Challenges ;)
I expect/want those challenges to be really hard to complete at their recommended levels.
So looking forward for your feedback & thoughts once you try them.
If you are a modder and curious how to make such challenges for yourself have a look in the respective locations. ;)
You can read the patch notes below for more details.
Have fun and let me know if you encounter any issues.
Patch Notes - v1.021 (Development Branch)
Bugfixes
Loading a 'Drifter' game from a manual save slot wasn't properly clearing the player archetype's skill list.
New Faction: Pirate Coalition
Added 29 new Enemies & Bosses in the Pirate Coalition. (Additionally some older enemies joined the Pirate Coalition & it now contains 40 Enemies)
The new enemies can be found in unique Coastal areas or areas near water (Lakes)
Adventure Mode Challenges
Added 17 new (Unique) Challenges in the Adventure Areas to meet and fight new & old bosses and their allies.
Unique challenges are short (3-4 nodes) stages vs Elite and specific Bosses & replace the former Unique Areas in the Adventure mode.
In some challenges you get to fight more than one boss and in others more than one boss at once
Most Challenges will be really hard at the recommended levels, retreat if you can't easily reach the bosses & try them again at a later level
Challenges have a fixed pool of rewards that doesn't change between sessions or adventures even with the Dynamic Rewards on.
(Challenge rewards are temporary placeholders, will be replaced will unique rewards available only in those challenges)
Formerly Unique areas in the Adventure mode changed to be Repeatable
Tactical Retreat
While in Adventure mode & any time that enemies are not present, you can choose to abandon exploring an Area and return to the tactical map. You can do that through the exploration option (hourglass button). You will lose all progress in that area & if the area is Unique or a Challenge, it won't get locked and you'll be able to attempt it again once more experienced. (This choice won't be available if your mods overwrite the Explore.json file, and they'll have to be updated by their creators if they want to include this option)
Modding Additions
Finer control over Enemy Weaknesses & Immunities
New Archetype fields: Immunities:["Effect","Effect",...etc] & Weaknesses:["Effect","Effect",...etc]
You can define (or override/cancel) Enemies default racial weakness & immunities in the following statuses: Immobilized, Envenomed, Burning, Bewitched, Bleeding, Kill, Vulnerable, Weaken, Frozen, Entangled, Silver, Blessed, Light (weak vs Light means Consecrate is harmful & immune that Desecrate is harmful), Banish.
i.e Providing a 'Spirit' Archetype override with: Immunities:["Banish"], Weaknesses:["Immobilized","Bleeding"] will make all Spirits immune to banish but no longer immune to Immobilized & Bleeding. They'll retain any other vanilla immunities/weaknesses you didn't overwrite.
i.e Give your custom Archetype 'Naga' some Immunities:["Entangled","Bewitched"] & Weaknesses:["Silver"] without having it CountAs Serpentfolk etc.
You can still use CountAs to define a larger set of immunities/weaknesses in your archetype then finetune it. i.e CountAs:["Undead,Golem"] to give all the vanilla undead & golem immunities/weaknesses and also Weaknesses:["Bewitched"], to make this particular undead/golem creature Bewitchable etc.
New Nodes
Boss:[Boss Name] can be used as Stage node to trigger a fight with a specific Boss and their retinue instead of a random boss
Boss:[Boss Name+Boss Name] can be used as Stage node to trigger a fight with two specific Bosses and the first one's faction retinue instead of a random boss
Faction:[Faction Name] can be used as Stage node to trigger a fight with Elite from a certain Faction
Misc Additions & Changes
Adventure:true/false, can be used as a requirement to check if the player is in the Adventure mode or not.
'Lake' Environment changed to 'Coastal'
New single-Stage Graphic Sets for Challenges: Ghost Ship (Coastal), Shipwreck (Coastal), Cultist Lair (Dungeon), Devil's Keep (Infernal Gate), Witch Lair (Marsh), Smuggler's Den (Coastal), Witch Hut (Marsh), Gambling Parlor (Coastal).