Usually when it comes to "modding", the first image coming to mind is the ocean of possibilities and then frustration. As more often than not is a tedious and "arcane" process. Aside from a deep understanding of the modding kit or tools, it usually requires an assortment of different software and tools. So most people just don't bother.
But thankfully here things are much simpler when it comes to modding. All you need to start is a text editor like Notepad and/or perhaps an image editor to crop artworks to certain dimensions like Ms Paint. And of course a deep understanding of the 'arcane process' of creating... folders. :P
Everything else you can learn as you go.
So if you were waiting for a chance to dust off your modding skills, or wanted to get into modding Erannorth but wanted a nudge, the time is nigh! ;)
Erannorth Reborn - Modding Contest
All the entries have to be original, your own and created exclusively for this contest. There will be two different categories at this time for Beginner modders & Advanced modders. And you can read in the FAQ below how you can participate.
A. Beginner Category
You will compete in the Beginner Category if your mod falls in one of the categories below:
Artwork Overrides for Enemies (can be all Enemies in the Core Set, a DLC or just a Faction)
Artwork Overrides for a Card set (i.e the Vampire or Mercenary Card sets etc.) or Event Covers etc.
PC Portait packs
New cards for existing Classes, Races, or new Consumables, Equipment etc.
New Enemies
Prizes
Bragging rights and DLC 1&2 keys for the 1st and 2nd place.
1st Place: Choose 2 Keys from: 1x Blood Coven Rise DLC key, 1x War for Roverford DLC key or 1x [3rd DLC] key
2nd Place: Choose 1 Key: 1x Blood Coven Rise DLC key OR 1x War for Roverford DLC key
All Participants: "Modder" Role in our Discord server and exclusive access to the preview versions of DLC3 as it develops through Discord.
Notes
Almost everyone can compete in this category. Creating a cosmetic mod is as hard as cropping .png files to 330x330px and copying them in the proper folders.
Creating new Enemies or Cards is a step further, but still falls in the beginner category. You can use new artwork for them or just reuse in-game resources.
You will compete in the Advanced Category if your mod falls in one of the categories below:
New playable Race or Class
An Event Pack
Prizes
Bragging rights, DLC 1&2 keys and full key (with beta access) for DLC3 for the 1st and 2nd place. (That is whenever DLC3 is in a playable beta stage: mid June to early July)
1st Place All 3 Keys: 1x Blood Coven Rise DLC key AND 1x War for Roverford DLC key AND 1x [3rd DLC] key
2nd Place Choose 2 Keys from: 1x Blood Coven Rise DLC key, 1x War for Roverford DLC key or 1x [3rd DLC] key
All Participants: "Modder" Role in our Discord server and exclusive access to the preview versions of DLC3 as it develops through Discord.
After learning to setup basic mods it's time to take the next step and create your own playable races and classes. You may start from a mashup and build it further or start from scratch.
Or if you prefer the true modder's way: by reverse engineering the vanilla content. You have full access to it and is located in the /Content folder or /Content/Expansion folders.
FAQ
Q: How can I can compete? A: Submit a Mod in the Workshop, then share a short description & your Workshop link in our Discord #modding-contest channel. You can find Erannorth's Discord server here: https://discord.gg/aKPRXvz
Q: Till when I can submit my Entry? A: From 20 April till 20 May. When this event expires, all entries will be considered final.
Q: Hmm, Wouldn't it be smart to wait and upload my entry in the last possible moment? A: Hardly. But up to you. You may need to tweak things, fix bugs or update things during the course of the contest. The more time our community is exposed to your mod, the more chances you'll have to get their vote once the voting starts at 20 May. ;)
Q: How can I submit my Entry? A: You can use the in-game Steam Workshop Uploader.
Q: Can I instead use Nexus to upload my mod? A: Yes, if your mod contains adult content or is way too large feel free to use Nexus.
Q: Who will decide the winners? A: The community will vote for each category and decide the winners.
Q: How long will the voting go? A: From 20 May till 25 May.
Q: Can I can compete in both Categories A: It would be best if you didn't. But yes you can.
Q: Can I can compete with more than one entry? A: If you think that's improving your odds more, then go ahead ;)
Q: How much content should I add in my mod? A: That's up to you to decide. You are also free to update your entry at any point till 20 May.
Q: Can I upload an Adult mod in the Workshop? A: No. Workshop entries are visible by the entire Steam Community, and can popup in places where minors can see them. Especially the cover. Despite Erannorth is protected behind an age gate and allowed to have Adult content your workshop entry can't. You should upload any Adult mods only on Nexus, and tag them appropriately.
Q: But I can participate with an Adult mod Yes? A: As far I am concearned sure. But I won't be the one voting, and you may reduce this way your chances of winning (as your mod will potentially reach less audience). If your mod is NSFW, make sure to include that in the description when you post your link in the #modding-contest channel.
Q: My question isn't covered here! A: Then feel free to ask me ;)
The focus of the latest patches (aside of course the various hotfixes) was to overall improve the clarity of various rules and glossary entries, as well as implement some QoL improvements to make your life easier.
The most noteworthy change is perhaps the new live Synergy previewer.
Whenever any synergy is active now, hovering over a card that can trigger it, will immediately change that card's text to include any active synergies at their final value.
And in case you haven't read the Synergy Rule and still feel confused on the why my Tranquility Synergies improve my L2 Confusion this much, is because Synergies are added at a base value and then all proper bonuses (unless already there) apply retroactively. ;)
This will happen regardless of your Verbosity setting, so some of the detailed rules, particularly those that needed more explaining have been cut out and converted into addon sections, to unclutter things a bit for those who play with the Detailed rules on.
You can view the detailed rules of any card and its addon sections by clicking on its scroll icon, or as the on hover popup will now tell you by alt + click on the card. (Left Alt + Left Click). Right Alt + Left click will also work as a shortcut but will instead just zoom on the card. So you can read the text more clearly if needed.
Here I am using the Expert verbosity setting, so my bottom-right preview doesn't contain any rule details or hints, but as you can see the detailed rules themselves still contain all the relevant explanations and addons. So you don't have to check the Glossary or search the Codex.
In the same spirit the Defeated Enemies info button will now give you a roundown on their various abilities like so:
Neither of these info are new, they've always been there. And after a point or perhaps already you will no longer need them. Whenever you do need them though, I hope that now are much more easier to find & access.
Last but not least, Summon card text have been simplified to Summon Ally. All the numerical values can be found on the card and they'll update live to include both Synergies & Leyline effects.
For instance my Nereid (Water) is boosted because of the Leyline effect but my Nymph (Earth) is penalized. The other allies are unaffected by the leylines.
You can read more details in the patch notes below.
Have fun! And if you encounter any issues with the new additions let me know.
Patch Notes - 1.054.9
QoL Improvements
Card Details shortcut
You can now Left Alt + Click on an Action or Ally (instead of their Scroll icon) to view that information.
Alternatively you can Right Alt + Click on an Action to just zoom it in the Card Preview window. This method skips the detailed rules in the codex, the associated cards or the active synergy and is just to let you zoom on the card. (While there you can still click the card to view any associated card or click the scroll icon to access the detailed rules etc.)
You can then just use 'x' to close the popup once you are done.
When dragging an Action or Ally over an Enemy
their relevant resistance will highlight red (if they are resistant) or green (if they are vulnerable)
their Resistance/Vulnerability will take into account the leylines then get substracted/or stack with their current Vulnerable counter and you'll get a Damage Modifier indicating how much more or less Damage this Action/Ally can (potentially) deal.
The Active effects area under the player's portrait is scrollable
Added a reminder that you can Alt + Click on a card to see its detailed rules & addon sections (regardless verbosity).
Lot of entries in the Localization file English.json have changed, make sure to check them out if you are using a modified version of this file.
Explicit Target text is now color-coded to easier see that you need to target a specific target
Optimal Target in such cases will change to the appropriate archetype you need to target for the card to work and also change in color.
Reactions in your hand will highlight with a blue border, to grab your attention.
Hovering over a card while having an active Synergy it will add it directly to the card text and the bottom right card preview popup will include that synergies display regardless of the verbosity mode.
Summon Cards will now just say "Summon Ally" instead of Summon Ally with Power x , Health x & Lifespan x. These values can be seen in the top right part of the card and will update if a synergy or leyline affect them to reflect the final summon values. If the Leyline effect is a penalty they'll turn red, otherwise they'll turn green.
The Enemy Info button will also display their Tactics
Changed a couple of cards from Conditional Focus to Conditional Synergy Focus, as these cards also had Echo making their Focus conditional during the Echo step useless.
Misc Changes
Added Support for Conquest in the Custom Game Mode Editor (War for Roverford DLC only): you can create your own Conquest mode variants
Added Support for Conquest in the ModifyGM tool (War for Roverford DLC only): you can turn any existing (Sandbox) mode to Conquest with: ModifyGM MyAdventureMode=>Conquest=>true
Added a button in Book of Heroes/Fallen that allows you to instantly empty a slot and get rid of an unwanted character. Make sure you really don't want that character, as the process is irreversible!
Smarter Benefactor Healing: The Enemy Healer won't use up their spell till there is at least one of their allies hurt & below half HP. If there are they'll only affect those of their allies that are in need of healing.
Updated several Codex/Glossary entries to improve their clarity.
Updated the Card Rules generator to improve the clarity of some rules, make things more consistent & cut text (where possible) without reducing the clarity. Some optional clarification moved to the detailed rules so expert players can cut them through Settings.
Bugfixes
Drain Soul was missing its Glossary entry. Fixed some typos.
Fixed an error in Split Damage calculation preventing one of the halves to apply properly if the other was fully resisted.
Not picking all allowed picks while looting, wouldn't properly reset the counter in future looting instance causing the dialog to auto-close before it should.
Hideouts, Traps & Barricades will be properly handled as 'Passive' regardless of any additional types
Leylines will now affect (as a bonus or penalty) how much damage an Ally can deal to an Enemy
The last Echo action Draws are now discounted from your handsize during the Draw Step only if the Focus effect actually Drawn/Produced those cards in practice. Verbose log will display a message under the relevant Echo Actions if Verbose mode is active.
Fixed some bugs in the Damage Modifier Assessment
Damage Modifier Assessment will take into account Split Modifiers and will additionally highlight any Split/Imbue Resistances or Vulnerabilities
Enemy Display Info button wasn't working for some enemies
Locked Full Artwork cards in Gallery weren't showing as Grayscale
Yes, I know I am supposed to be on vacation/hiatus for the rest of the April. But since some medium/high priority bugs came to my attention, I also added in the hotfix mix some requested QoL improvements.
There are in particular some new options in your settings that you may want to check out.
The first is that you can now pick a Light Card Template, if you don't like the Dark one, and also lock the Scrollability of the Text rules, to be able to drag the card from anywhere. If you do that, the only way to scroll through the rule text-box is by grabbing its red scroll bar and hold-drag up and down.
The (existing) Dark Template
The (optional/additional) Light Template (for whoever thinks is better)
And of course you can still use your custom templates.
The second is that you can mute the detailed rules that appear when you hover over a card. And assuming you know them, instead use that space to preview active synergies on hover and overall have a more enlarged zoomed version of the card rules. You can also permanently toggle on the Verbose log mode if its something you find yourself often enabling.
For instance the Tranquility preview in the bottom-right corner. Detailed rules are gone & instead you can view directly the Synergy effect without clicking on the Card Info button.
Last but not least if you are looking for some additional portait options, check out my latest pack in the workshop ;)
You can read more details in the patch notes below.
Patch Notes - 1.054.4
QoL & other improvements
Adding the same spell components (with different value ie. Synergy Damage 2 & Synergy Damage 3, will now display them summed up in the Log & not individually like before. (This is just a visual improvement to declutter the log in Spell Component intensive classes like the Dreamshaper or Arcana. The end result was and still is Synergy Damage 5 in this example)
You can now choose between the default Dark card template & a Light card template, as well as to allow the rulebox to be scrollable or locked.
While hovering in Enemy any active debuffs and active tactics will also appear in their preview details. Their 'resistances' will display separately as resistances & vulnerabilities.
New 'Verbose Options' Setting
Beginner: Hovering over cards shows the Detailed Rules (as it has always been)
Advanced: Hovering over cards skips the Detailed Rules & if there are any active synergies they become part of that preview
Expert: Like Advanced but also turns on the Verbose Log (permanently can't be toggled off)
Bugfixes
Lust, Pride & Chaotic trigger order will now match that of the card text (after any statuses have been inflicted)
Shadowmancer's Hooded Cloak no longer has Echo (shouldn't have it in the first place)
Selling an Item with Durability/Charges or Consumable with uses will reset its charges back to full (Note to modders: its now even more important that all multi-use consumables are also Singleton.)
When changing the Card Target because of Synergy the new target will also change color along with text but will also get prepended by * if its now different than before so you can tell that the target has been modified due to your synergy.
Synergy Spell Component wasn't working properly
The Card Preview button will no longer Show up the Synergies version if the card is Spell Component (thus ignores synergies)
While viewing Cards in Towns or Merchants the Evolution indicators weren't highlighting properly
Fixed some additional typos
'Dueling Sword' will now unravel properly.
Misc Balance Changes
Dreamshaper's Staff will now ignore synergies (act as a 'Spell Component')
Lustful Thoughts changed from Reaction:1 to UnravelEffectLust:2
This patch adds 136 Enemies as a free update in the War for Roverford DLC to spice up your runs.
(Therefore the large update size.)
If you don't like them (too skimpy or too DAZy for you?) you can just disable them (along with all vanilla enemies) from your Mod Manager settings while retaining all other expansion benefits. All the new enemies will play along just fine with my Rs Monster Compendium mod in the workshop and show you some additional Challenges & Treasure Hunts.
There are however conflicts/overlaps with my Community Enemy Expansion modding resource, but on the bright side a large part of these enemies now have vanilla artworks. So adjust things accordingly if you are using it in your mods.
I will be mostly playing and modding Erannorth for the remainder April. So stay tuned till the end of the month for the next development cycle (May to July Roadmap) and any future DLC plan announcements. Have fun and stay safe!
Patch Notes - 1.054.2
Misc Changes & Additions
You can now turn off 'Blood Coven Rise' or 'War for Roverford' enemies (while keeping intact the rest of the Expansion data) through your Mod Manager Settings
Leaving the Card Rewards empty in a "non-Procedural" stage ie. Challenges or Treasure hunts will populate them Dynamically.
Bugfixes
The tooltip preview of stat upgrade benefit was showing up wrong Action points benefit.
Couple of effects that trigger before Conditional checks were listed after them in the card text. They'll now appear in the correct order.
Fixed some typos
Control Archetype cards using 'non-' weren't working properly ie. Dominate
Crazed Warlock ability wasn't working properly
Conquest & Storytime mode Aversions were wrongfully treated as Affinities giving bonuses instead of the proper penalties
The first area of Lanmerih will always stay L1 regardless of the Dynamic setting (Note to modders: Setting the Min/Max Tier of an Enemy to 0 in an Adventure Area will now keep enemy levels from fluctuating in dynamic worlds, or increase them by exactly +AdventureModeEnemyLevelBoost if such a setting is on in the game mode)
New Node-Based Rules
If node based rules are active and exploring Underwater environments
Aquatic Races will start the node with -1 Fatigue.
Non-Aquatic Races will suffer Frostbite (+5) at the start of the node
If node based rules are active and exploring Coastal environments
Aquatic Races will start the node with -1 Fatigue.
If node based rules are active and exporing Arid environments
Aquatic Races will start the node with +1 Fatigue.
(these effects apply after everything else has Debuffed)
To make a race "Aquatic", add it in their archetype CountsAs field. i.e CountsAs:"Aquatic,OtherTypes,OrWhatever"
War for Roverford
Added 136 new Enemies
While Exploring (Hourglass menu) as an Ulniir Noble you can use the new option 'Lead a Raiding Party' (similar to Noble Reconnaissance but with a chance to meet War Deserters)
Added new Challenges & Treasure Hunts. Treasure Hunts are Challenges in all regards, but much easier & (more) generous (risk-wise) as in the last node instead of fighting a Boss you get instead to open a treasure Chest. Aside from the final Chest their card rewards unlike challenges are Randomized and will change dynamically every time you start a new game. To convert any Challenge to a Treasure Hunt you can change the last node to 'Chest'.
Balance tweaks in the Power & HP for several new T1 to T3 enemies.
The highlight of the previous and today's patches is the addition of a new Glossary of terms. You can use it to explore the various game rules and mechanics, and I hope that along with the searchable codex and the card details button, it will make learning the various game rules and mechanics much easier.
All the definitions are in the Localization file English.json, so you are free to create your own mods that expand the glossary to explain things better or simply adapt them more to your liking. If you still find terms missing or any concepts vague feel free to let me know and I will add them as soon as possible.
Monster Compendium I
I promised you a free Enemy addon when I have suitable artworks for it. And thanks to an amazing Graphicriver stock artist aravlik, I now do.
All the graphics resources are already part of the game as of the previous patch and starting today you'll find the free enemy pack in Workshop.
I still plan to eventually render an additional bunch of enemies to add the 'War Deserters' & 'Canticum Noctem' factions in the game, but in the meantime I wanted to make a mod that adds some Underwater challenges in Tethyar vicinity and I needed some suitable enemies faster.
(Will be sharing that mod with you as well when its ready)
The Monster Compendium I mod adds (currently) 71 new mostly monstrous enemies & bosses, which are different than the ones you'll find in our Discord mod repository and can use both at the same time if you have artworks for those.
The new monsters will appear in high Tier stages & high level adventure mode areas that match their environment. So after you subscribe to the mod you are bound to meet them eventually.
Featured Mod of the Month
Last but not least, while you are in the Workshop, make sure to check out the other mods there and in particular Gurrflumfr's Mega-Mod. Gurrflumfr is one of the modders who have vastly contributed to the Vanilla DLC1 & DLC2 content, and his latest creation adds a huge amount of new cards and playable archetypes in the game while it perfectly blends in the overall world design.
Princess Zefya the Second had a typo in her definition and couldn't learn any new abilities.
UniqueName(d) allies will display only that UniqueName in their description and not their whole type to avoid confusion. i.e Unique(Bailiff) instead of Unique(Vampire Bailiff), as you can have only one Bailiff regardless of their race.
After using a "Swift" Action, a text will also appear on top of the player's portrait briefly to give you the heads up
Expanded a bit the brief explanations in Book of Heroes & Fallen to give you more details on what they entail.
Devils are now weak to Blessed, Silver & Consecrate effects. They are Immune to Burn effect. Devileye & Marsh Devils will properly count as Devils. Marsh Devils are additionally immune to Venom effect.
Glossary implementation: All available terms are shown in the glossary & you can click to view an entry instead of searching for it. Added Extra entries in the Glossary & organized some more important sections to always appear first and in reading order.
Slightly Reduced Ally size to fit up to 9 in the Battlefield (with the Log closed). Detailed rules window will now longer overlap with your allies.
SummonLimit wasn't hard capped. It's now capped at 9. Any further SummonLimit boosts are ignored. Vanilla Perks that increase the Summon Limit edited to mention that the Max cap is 9.
Expanded Dreamshaper's Special rules to clarify (further) that they only start with 4 Dreamshaper Actions and can't learn any Dreamshaper actions before they summon their Soulmate
Your current Summon limit value is now displayed in the UI next to your rations & inside Character sheet under your Level
I thought to give you the heads up that the next patch (that I'll upload shortly) is going to be quite large in download size (around 360mb).
This won't affect much the overall game footprint in the disc as it mostly replaces existing files which means that the resources files had to be rebuilt from scratch.
The game size itself will increase by 80-90 mb or so, as I also added around 75 artworks for the free (upcoming) enemy addon and 4 additional underwater environment/stages.
You can read more details in the patch notes below.
Patch Notes - 1.053.3
Added 75 artworks for the (upcoming) free enemy addon.
Changed all the Enemy Artworks Post-process method to look a bit more hand-painted and blend better with the actual hand-painted artworks.
Event rewards can now skip the world clock to night or day using Nightfall:1 or Daybreak:1
In your Headquarters (Conquest only): [1 Ration] non-Vampires can retire in their chambers, they'll heal 15 HP & 15 AP. World clock will skip to early morning (stores are opened)
In your Headquarters (Conquest only): [1 Ration] Vampires can retire in their coffin, they'll heal 25 HP & 5 AP (wake up hungry). World clock will skip to midnight (stores are closed)
"Quest States" can be additionally awarded through perks i.e a 'Waterbreathing' perk could grant QuestStateWaterbreathing:true, then use this in events to check if the player has Waterbreathing.
Added 4 new 'Underwater' Environment Graphic Sets: Underwater Ruins, Underwater Mines, Submerged Temple & Flooded City (5 Slides each). (Note to modders: Non-Underwater generic enemies will still appear there so better use them for Challenges. Maybe also restricting entry to races or players with waterbreathing through a quest state?)
In Sling's Bay: Mortimer's boat moved below challenges (as the first area determines the travel stage difficulty)
Fixed a typo in Brawl & Feline Reflexes preventing their contingencies for triggering
The War for Roverford DLC is now available for purchase on Steam. It features countless new mechanics both in cards and inside the new game mode Conquest. So if you have any questions don't hesitate to ask.
If you've been running the DLC2 preview, it's best to uninstall it before installing the new DLC to avoid conflicts. Last but extremely important: Before you run the DLC make sure you are also running the latest game build 1.053.
Patch Notes - v1.053
Misc Changes & Additions
Extra layers of protection for Soulmate allies to prevent accidentally losing them: The first Soulmate (you are supposed to only have) will always get skipped first (regardless of the protected type) when determine which ally to sacrifice (over exceeded limit)
(Protected) Allies can't have their type reset/altered through a "ChangeAllyType" effect. (They can still gain new Types through 'AddAllyType' if they have less than 4 types)
Updated Artworks for several Runecaster cards
Added a check in Challenges to verify if the listed Bosses & Factions actually exist in the Player's setup before appearing in the activity selector.
ie. DLC1 challenges will only appear if the player has DLC1 installed and the boss you are supposed to defeat exists.
this will also prevent errors from occuring if the Faction or the Boss is mistyped while defining the area challenge.
Modding Support for Persistent Influence with NPC, Locations or Factions
You now can check / set the Player's influence with factions, npcs, locations etc through events
This influence is persistent across sessions like quest states & is saved in Player's save file. Will only resets if the player Ascends or starts a new character.
Unlike Quest states though Influence is represented by numerical values. If the value exists it increases or decreases by x. If not is set to x.
As Event reward: Influence[Key]:x, will set or increase/decrease Key by x.
i.e InfluenceGrysbog:3, could represent Player's fame in Grysbog and set value at 3. Then the player does something bad there InfluenceGrysbog:-1, new Influence becomes 2. etc.
As Event requirement: Influence[Key][Comparison]:x where comparison is <,<=,> & >= or ==
i.e InfluenceGrysbog<=-3, will check if Grysbog influence is <= 3
Conquest Mode Additions
Completing Quests & Challenges will increase the Player's influence in each Location.
Player's status in the City/District will change once they reach influence 25, 75, 175, 225 & 425
25 or less: Meager/non-existant influence. You access lower Tier Equipment, Allies & Trainers than normally (-1)
25-75: You have some connections. You have no bonus or penalty to the Equipment, Allies & Trainers you can access.
75-150: You are well-connected. <i>You can access higher Tier Equipment, Allies & Trainers than normally (+1).
150-225: You have 'friends' in high places. You can access higher Tier Equipment, Allies & Trainers than normally (+2).
225-425 (Noble only): You have a seat in the local Council. You can access higher Tier Equipment, Allies & Trainers than normally (+3).
425 or higher (Noble only): You are the Governor of [Location] <i>You can access higher Tier Equipment, Allies & Trainers than normally (+4).</i>";
Mods can now remove specific Bosses
In Enemy DB mods: you can now remove bosses from vanilla content or mods with higher priority using REMOVEBOSS#
i.e REMOVEBOSS# Hulda
Roverford DLC (release candidate)
Updated several ally artworks with improved versions
Noble, Ulniir & Dreamshaper are now fully integrated in game Unlockable & with Mastery Achievements.
Added new Areas in the Adventure mode locations
Added final rewards & additional challenges in the Adventure mode areas
Finalized Roverford Card Set 641/600
Patch Notes - v1.053.2
Starting up the game will check if there is any conflicts between installed mods & dlc (namely the DLC preview mod & owning the actual DLC) and display a relevant message if there is a conflict. You'll still need to delete the conflicting mod manually. This message will only display only if you do own the DLC & also have installed the preview mod.
Added support for a third faction in Conquest areas for modder's use in the Adventure mode locations: "AffiliationTertiary":"Faction name"
Boosted the amount of influence yields on exploration & challenges. Challenges completed after this patch will yield significantly more Influence & Perk points than before.
Added the missing Dreamshaper Preparation option in the Hourglass menu
Blank ChangeAllySpecial:1 rule will display as: "Ally loses all 'Special' abilities, then gains 'Defensive Stance"
I hope that these trying and difficult times find you and your loved ones in good health and spirits. There isn't really much one can say on this topic without sounding like our gloomy Poet, so I think I'll just skip ahead to today's news.
There are some mixed news regarding DLC2.
The bad news is that due to unforeseen circumstances I'll have to cut the Enemies from this DLC. As the alternative would create a domino effect with probable result pushing the DLC release date to June and beyond.
The good news is that you'll all be getting them for free, once/if/when I get to render their artworks.
Ok I know that most of you don't really care for these artworks anyway so in the meantime I'll also be sharing the enemies database file in the modding repository of our Discord server for any modder to use them or modify freely and reshare in their own mods.
With the Enemies & new bosses cut, the rest of the DLC is actually ready (aside very few minor details). So most likely will be releasing it next week, and that's the reason why the DLC preview is no longer available in our Discord server.
So If you had the chance to play the DLC preview and plan to buy the actual DLC make sure to uninstall the preview version first through the mod manager to prevent conflicts. Now will also be a great time to give me your feedback and impressions on the DLC preview if you haven't already.
Last but not least let's have a sneak peek in the 3rd playable archetype: Dreamshapers.
Dreamshapers are born with immense magical powers. However most live and die an ordinary life, unaware of their true potential.
It is said, that only once bonded with her Soulmate a Dreamshaper can tap into her powers and harness Arcane forces beyond her wildest dreams. But then again, their fates become entwined and often loss of one means loss of the other.
Dreamshapers can move objects with their minds, compel people into doing their bidding, transmute and change the substance of things and conjure powerful illusions.
Dreamshaper's gift passes usually from a mother (who never realized her potential) to her first born daughter. This is just a soft/lore based restriction and you are free to create a male Dreamshaper character if that's what you want.
Deadly Sins effects (Wrath, Pride, Gluttony etc.) will now have their magnitude boosted from Empower.
Several Actions with negative healing will now instead use the new PayLife or PayAllyLife effects. This effect scales up with card leveling so the initial values of life loss cards have been set lower & had their overall card effects improved or tweaked. Some actions still use negative healing as it better matches their theme.
Misc Changes & Additions
Events Options can check for Unspend PP && Unspend LP with PP:x && LP:x
Changed Merge rule to be clearer that the card you play doesn't count. The expanded rule will now read: "Discard all (other) Actions in your hand with the same name. You gain +3 Empower for each of these Actions discarded this way." while the Codex will also offer an example.
Wyverns will now count as Dragons for the purpose of card targeting, Bane & Destroy effects
Squeezed a bit the Archetype selection during Character Creation to fit more archetypes without scrolling
'Intense' effect expanded to harm allies when used on them
New Action effects: PayLife:x, You lose x Life & PayAllyLife:x, Target (Ally) loses x Life (in both cases x is a positive value that will increase as the card gains levels)
Card Rules mentioning HP or AP loss will display in red color.
Card rules displayed in the log will include any adjustments made to them because of the Empower bonus.
Bugfixes
Merge effect message wasn't showing up in the log if only one card was discarded.
Merge effect wasn't triggering before all card effects that could be Empowered, leaving some un-Empowered.
Merge count was one less if the card casting method was drag & drop
ChangeAllyArt[art] effect will now work properly both for vanilla & custom artworks
War for Roverford Progress
Card Set 611/600+
(New Archetype) Dreamshaper
Special Ally type "Soulmate": Player dies & lose the game if their Soulmate ally dies.
Today's patch changes the Adventure mode map to a more colorful design & also adds 4 additional location placeholders. The upcoming DLC2 will be making use of these new locations (and maybe a couple more) & modders can create their own areas in them as well regardless of the DLC.
(You can find more info on the upcoming DLC below)
The location pins, in case you wonder, represent the noble house ruling over this area, and I will give you more information about its significance in a future patch.
The other important change regards travelling to new locations.
Prior to this patch you could travel instantly to the next location. Now you also have to go through a (small) stage of 2-8 nodes before reaching your destination.
This "Travel" stage is procedurally generated & its length depends on the days required to travel to your destination.
It's possible to face no encounters. But if you do, the enemy levels will match the enemies of the first area in that location. So before you decide to travel to a high level area make sure that you can actually survive the journey. As it will be impossible to abort/retreat to the tactical Map during this stage. After completing your journey you may earn a small amount of tokens, mastery, XP,PP & Farthings (or nothing) as is usual after completing any stage and you can begin exploring the new location like before.
Currently while travelling there is a chance to encounter totally unsuitable (flavor-wise) events. Particularly during the sea voyage. I will be amending that in the next patch.
Patch Notes - 1.052
Adventure Mode changes
Changed Adventure Map Graphic
Added +4 New Locations placeholders for DLC2
Travelling to a new area will now take you to a small stage matching in difficulty the first area of your destination. Stage length is the amount of days required to travel + 0 to 4 extra nodes. Retreat is no longer possible while travelling.
Completing travel stage will reward a small amount of tokens, mastery, XP,PP & Farthings.
Misc Changes
in the Card Overview: Added an extra close button for the cases where the combat log hides the x button. Left the x button where it is for those who got used to it.
In Character Sheet: Equipment Upkeep is now reducted from the AP/Turn regen rate, and is also displayed below AP/Turn as "AP Upkeep". While there is an AP Upkeep due to equipped passive equipment both the AP/Turn & AP Upkeep color will change to dark red.
Patch Notes - v1.052.1
New Location Properties: TownIsLocked:true or false, AffiliationRace:(race), AffiliationPrimary:(faction) & AffilitionSecondary:(faction)
Towns can be Locked & only players with AffiliationRace, AffiliationPrimary or AffilitionSecondary as Disciplines can access them.
New Game Mode Option: Conquest:true or false
Adventure Modes with 'Conquest:true' will let the player purchase additional allies & equipment based on the Location affiliations. If the player also shares that affiliation they will gain access to higher Tier Summons/Equipment than the settlement Tier would normally allow.
Adventure Modes set to 'Conquest' have the Headquarters.json event hooked on the Hourglass button while in Headquarters & Explore.json during Travel/Exploration
Moved the Event dialog slightly down so that Stage indicators are visible
After completing a Travel stage the Area completion message changes to "You arrive in (Location)"
Sea voyage Travel stage will always be shorter and include Coastal or Pirate Coalition encounters
While creating non-procedural stages you can pick enemies for a node through "Environment:(environment)" similar to "Faction:(faction)" i.e "Environment:Coastal"
War for Roverford Progress
Legendary Weapons
Updated/Modified the various Adventure Locations to be ready for DLC2
The vanilla Adventure mode in WFR is now Dynamic (just the Rewards/Enemy & Area levels are persistent)
'Conquest' Game Mode additions (Area Affiliations, Additional Affiliation based summons/equipment in all Towns, New Towns, Initial Headquarter event)
Patch Notes - 1.052.2
Misc Changes
Minor Tweaks in the Adventure UI
SetClass can be given as Perk reward to change the Player's class mid-game ie. SetClass:Necromancer
Increased the bounding box around adventure map locations
Changing Ally Artworks with Cards
(New Action Effect) ChangeAllyArt[Art]:1, can be used to change an ally Artwork to something else. (effect won't appear in Card Text/Use OverrideDesc or Flavor)
ChangeAllyArt:1, (recommended method) can be used to change the ally artwork to the artwork of the card causing this effect (will work whether the card uses vanilla resources or the card artwork exists in artwork index)
ChangeAllyArtCardArtworks/Undine/Rusalka:1, will change the artwork to that of the Undine Rusalka regardless of triggering card name (any art overrides won't work, ally art will lock to internal resources)
ChangeAllyArtNPCArtworks/Fledgeling Vampire:1, will change the artwork to Fledgeling Vampire (artwork has to match enemy artwork file name not necessarily their own name, any art overrides won't work, ally art will lock to internal resources)
ChangeAllyArtSavage Pirate:1, will change the artwork to 'Savage Pirate' regardless of triggering card name (assuming this is a custom artwork that exists in the artwork index)
Before we dive into more details about the upcoming DLC - The War for Roverford, you are probably wondering what's with today's patch: basically the first part of the DLC2 resources.
440/600 cards are done along with two playable archetypes. And the estimated release date has been set to early/mid April. Will however confirm on that at a later date. ;)
I also want to give you the heads up, that some ally types are now "Protected", meaning that if you exceed your summon limit, those protected allies will be ignored when determining which ally will get un-summoned.
Protected Allies
Allies with the (Protected) type won't get automatically sacrificed once you exceed your SummonLimit, unless you have more than 3 (Protected) Allies in Play.
If you have more than 3 (Protected) Allies in Play only the first 3 will count as (Protected).
Hideouts, Consorts, Bailiff & Familiar allies are by default (Protected)
Marking a Protected ally as Preferred Target, will bypass their protection and they'll become the preferred Unsummon target
Dragging an Ally in the Discard Zone (Backpack Icon) can manually Unsummon them
(Protected) type only protects an ally from accidentally losing them because you exceeded your SummonLimit
As I mentioned in an older post, the main theme of the new DLC is War. And the 2 new archetypes that I will talk to you about today are all about War.
War of Roverford Archetypes
Noble (Class):
You are the scion of a noble house and well versed in the treacherous ways of the royal court & politics. For the most part you have been enjoying your privilege, vices and the occasional political maneuvers.
Till today. The time for War and to honor your Oath is nigh...
Ulniir (Race) by Ashthh (Gurrflumfr)
Ulniir was the very first explorers and seafarers that arrived in Folkswave from the Ulnathiir Empire around 760 EC. They established major trading posts and settlements across the entire Northern Folkswave's coast and they even enjoyed several decades of peace & prosperity before their first children started to mutate and display animalistic features and traits; as historians suspect due to Folkswave's unique Leylines. It was at that time that Ulnathiir & the rest of Elos broke ties and trade, leaving the Ulniir cut off from the rest of the world for a couple more centuries.
When the Doventhan Elosars arrived in Folkswave around 994 EC they found several disorganized, barbaric and warring tribes.
In the words of those Doventhans: 'monsters' and 'tree-hugging savages'. Even though the Ulniir fought fiercely, they soon lost to the more advanced weaponry of the Doventhan Elosars.
Ever since, the Skarfjord steppes had been Ulniir home: harsh, cold and deadly but welcoming to all Ulniir brethren. A sacred place were Chieftains of all tribes had to let their differences go, drink and talk together like old friends. And more recently the capital of 'New Ulnathiir' seat of Ulfarg, great King of all the Ulniir Tribes...
Now aside from these two Archetypes, over 60% of the card set will be expanding all existing Races with new cards, allies and racial factions. There will also be around 100 new enemies, adventure mode locations & challenges. But more of that in another post. ;)
For everyone interested to beta test & preview the upcoming DLC, keep an eye in our Discord server. I will be giving you more details there in a couple of hours. ;)
Patch Notes - 1.051.1
Balances & Rules changes
You can now choose in the game mode options the Max Concealment attainable in that mode by setting the "MaxConcealment":x property.
The default value for maximum Concealment in all vanilla modes is 65%.
Any Concealment buffs played beyond Max Concealment are ignored and instead a relevant message displays.
Updated the 'Equipment' codex entry for more clarity on how Active equipment behaves.
Changed the extended decription of Active, Weapon/Offhand & Passive equipment for more clarity.
Weapon/Offhand: While Equipped, Weapons/Offhand are drawn each Turn before your Draw step (You then draw cards up to your Handsize). Using Weapons/Offhand cards is Optional.
Active/Activable: While Equipped, this Item is added to your Hand each Turn right after your Draw step. Using it is Optional.
Passive/Automatic: While Equipped, this Item is played each Turn automatically on the 'Optimal' Target (but only if such a target exists)
Active/Activable & Passive/Automatic equipment will also state their type in their description as Automatic or Activable
Protected Allies
Allies with the (Protected) type won't get automatically sacrificed once you exceed your SummonLimit, unless you have more than 3 (Protected) Allies in Play.
If you have more than 3 (Protected) Allies in Play only the first 3 will count as (Protected).
Hideouts, Consorts, Bailiff & Familiar allies are by default (Protected)
Marking a Protected ally as Preferred Target, will bypass their protection and they'll become the preferred Unsummon target
Dragging an Ally in the Discard Zone (Backpack Icon) can manually Unsummon them
(Protected) type only protects an ally from accidentally losing them because you exceeded your SummonLimit
Bugfixes
Arquebus is now 2H, replaced its offhand version with a 2H variant
Fixed some typos in the Localization file
Fixed a typo in the Vampire Coven definition.
Entering Dungeon-like areas was skipping parts of the EoT sequence and could lead several bugs like drawing duplicate equipment
Resuming a save game (from the resume slot) was auto-advancing node skipping parts of the EoT sequence
Misc Changes & Additions
Initial Artworks & Resources for War for Roverford Expansion
Added Ashthh's Ulniir Card set & Race
War for Roverford Expansion Progress: 440/600 Cards are done
Patch Notes - 1.051.2
In Book of Heroes: Instead of Revive (Play in the same Game Mode) you can now (alternatively) send your defeated characters in Adventure+
Several Cards that use AdjustStatus[Status] now use Dispel[Status] instead.
Dispel details rule will now read: "A successful Dispel attempt removes up to x Status counters from Target Enemy."
Perk Additions: You can use SetRace:[Race] when defining perks, to change the player's race to something else. They'll retain their current disciplines which you can then add/remove as see fit. i.e A Vampirism perk could be => SetRace:Vampire, AddDiscipline:Vampire
Searching the Codex for 'Custom Resources' like Judgement or Grace will now display the Codex entry of 'Custom Resources'
Fixed a bug preventing the visual indicators - when the player suffers damage or receive a negative status - from showing up on Player's Avatar
Hex Ward explanation was missing from the Codex
Summoning an ally while a synergy was active was give +1 Lifespan
Patch Notes - 1.051.3
Entering a new Area no longer move the Echo Trigger phase to the start of turn. Any benefits earned during EoT from an Echo action are lost once entering the next node.
The message that you entered a new area and that your effects debuffed will now always appear in the combat log regardless verbose mode.
Added support for MinDeckOverride, MaxDeckOverride & MaxConcealment settings in ModifyGM tool
Quest States
Modders can now define & check quest states to determine if certain events or options can/should appear to the player
States are saved in the player's save file and will persist across sessions/will only reset during an Ascension (or a Redemption)
You can Set/Update states using QuestState[State Name]:[State] as Event Reward
You can set any string you find convienient as state name & state
ie: QuestStateThe Poet and the Pond:Met
ie: QuestStateThe Poet and the Pond:Left to Die (This will replace the previous state)
ie: QuestStateThe Poet and the Pond Resolution:Left to Die (while this will coexist along with the first state)
You can check if a Quest state has reached with the same check:
ie: QuestStateThe Poet and the Pond:Met, QuestStateThe Poet and the Pond Resolution:Left to Die (will only return true if the player has both states)
Patch Notes - 1.051.4
Passive/Automatic Equipment will always display their Upkeep costs in the Log
Log will always display a message if Passive/Automatic Equipment was skipped. (& Verbose mode will offer additional explanation)
Fixed a bug that prevented from fetching Trinkets from your stash
Trinkets & multi-use Cards will remain in your stash as you draw them from your backpack. Multi-use cards uses will get consumed as you'd expect. Single use cards will get moved from stash to your deck when picking them up from backpack, and if unused will remain in your deck till you use them (or till an effect forces you to discard them)
Card Text generator will now generate the card effects categorized in the order they trigger