I would like to start today's news by thanking Huntsman, Essarielle, Swen & Kobold for participating in Modding Contest #2. Which is now officially closed.
Normally, at this point we would have to vote for each category's winner. But as it happens, we have two entries in each (of the two) categories. Thereby I can declare all four participants winners of the first place in their category (ordered by category, upload time).
Prize: They can choose 2 out of the 3 DLC Keys + Modder Role in Discord + Exclusive access to all (future) Beta DLC builds.
2nd Place: The spectacle once more...
If you wanted to participate, but wasn't able to complete your mod in time, it's ok.
As long as there is interest in modding, I'll keep supporting modders and of course there will be more modding contests in the future. Hopefully with more participants ;)
Last but not least, if you want to help with the community translation project and be able eventually to play Erannorth in your language: join the fun!
Patch Notes - 1.057.7
Balance Changes: Teamwork Nerfed
Teamwork Rule changed to: Exhaust an Active Ally. If you do, the next Action you play this turn gains Synergy [Effect] x + the Ally (or the PC) Level (whichever is lower).
Teamwork Level Bonus is now basically capped the Player's level. i.e A Level 3 Ally will still give a +3 bonus to a Level 5 Player, but a Level 10 Ally will only give a +5 Teamwork bonus.
Organized Perks in filterable Trees
DLC1 Leadership Perk Tree moved to Universal Perks (defined via ## UniversalPerks in DLC1 ModLoaderUser.conf)
Replaced the Perks Button filter with a Dropdown
The default categories are All, Racial Perks, Class Perks & Universal Perks
The list will be also populated by any user-defined Perk Trees, based in one of the default Categories
To group several different perks in a tree use PerkTree:[Tree Name]
Classified DLC1 Perks in Trees
Classified DLC2 Perks in Trees
Classified Temptress Perks in Trees
Classified (Most) Core Perks in Trees
Misc Changes
Unity Engine updated to the latest 2019 revision
After unlocking a Perk the view will remain in the selected Tree or reactivate the old filter
Discovery's extended description will further clarify that you gain the "Discovery" as a permanent perk.
Multiple changes and additions in the localization English.json file
A popup will display whenever the player is harmed from a Spiked Armor, or from their own cards.
Hourglass Tooltip will change (to reflect the change of function) based if you are in the middle of an Encounter, can Explore or can interact with your Headquarters.
Headquarters menu is now accessible in all Sandbox modes & not just Conquest. (if the user has a custom Headquarters.json or WFR DLC active)
Added a failsafe to prevent Event choices from executing twice ie. in case of a mouse glitch registering multiple clicks
The +1 XP cards get per use is now awarded right after the Card is played
Changing Enemy Acting Order is now locked during the Enemy Turn
PC's death will register immediately after the enemy stops acting and any healing effects won't apply to avoid confusion (they couldn't revive the PC anyway)
All Cards using the legacy Unravel:x & Unravel[Resource]:x effects have been upgraded to the newer UnravelEffect[Effect]:x, format for more consistency in the card format.
Shortened the Card Templating from 'Choose One: Random Card or...or Random Card' to 'Choose One: from (up to) x Random Cards.'
In Character Creation: Class/Class option will switch the archetypes to allow for a manual multiclass selection. Clicking Race/Class will switch back to the proper archetype chooser
## Race^2 directive in ModLoaderUser will activate a Race/Race option.
Class/Class & Race/Race randomizer will never pick the same archetype twice.
The player can still choose manually the same combination, but the game won't start and instead display a relevant message
Removed the Gallop from Ambush pre-buffs (to prevent confusion as to why it doesn't deal any damage)
Added a Button to trigger the Ally Ability (for systems where Right-click isn't possible)
Shortened several card rules
Added in Tutorial & Glossary a reminder that any cyan color-coded effects will apply on the Caster even when they target an Enemy
Added in the Glossary a reminder that Heal & XP Gain will go to the Caster if they target an Enemy or Self and on Target Ally if they target an Ally
Bugfixes
Fixed some typos
Clicking on the Gender switch button after setting class or race wouldn't update the gender text in Character Details
Hovering over a sold item was changing the Button label back to "Sell"
Spending/Gaining AP during an event wasn't refreshing/padlocking the cards in Hand
In Puppeteer modes with Hourglass: Hourglass button gets disabled whenever the puppeteer wheel is visible & is active when the puppeteer wheel is invisible
Fixed some issues with new Perk system in Blank Slate modes like the vanilla Draft. Universal Perks won't be added in Blank Slate modes
Cards in the Event Merchant was missing the new 'how many copies you have in your Collection' widget.
Clicking on the Map icon wasn't loading properly the custom headquarters.png
In Adventure Mode: Pressing 'C' during the Area Completion Reward screen, was returning the player to their Headquarters losing the opportunity to pick a reward
After completing an area: Stage reset will now happen after the player returns to the World Map. The Hourglass & Backpack button will get disabled till the player returns to the World Map.
In Events: NextNode keyword will now add the new node by pushing any existing nodes to the right (instead of replacing the Next Node)
Minimized Events could result in a blank white image if their foreground image wasn't set.
New Modding Additions
New Ally Passive: Demise
Each ally can have only one Passive Ability ie. Morale: Whenever deals damage → effect OR Demise: Once leaves play → effect but not both.
The Demise Ability will trigger once the ally leaves play and automatically target the most suitable target
Harmful abilities that can target the PC, WILL target the PC if no enemy is around once the ally's Demise resolves
An ally leaves play when: They die from lethal damage, their lifespan expires, you feed them to the ghost, a card you play on them unsummons or sacrifices them, they are automatically unsummoned because you exceeded your Summon Limit (can't prevent that) etc.
So it's up to you (the modder) to decide how this ability should increase the summon's AP cost considering it can trigger instantly ie. Player exceeds his Summon Limit, feeds the ally to ghost etc.
Syntax: AllyPassiveDemise[Keyword or Scripted Effect]
i.e AllyPassiveDemiseFocus:1, When the ally leaves play draw a card
i.e AllyPassiveDemiseAoE=4;Element=Fire:1, When the ally leaves play target enemy (the first or preferred) and their allies get 4 fire damage
i.e AllyPassiveDemisePayLife=3;Discard=3:1, When the ally leaves play lose 3 life and discard 3 cards
Crafting Recipes through Event choices
Modders can define Crafting Recipes through the Event System using the following syntax:
or Recipe:Ingredient Card+Ingredient Card+...+Ingredient Card=Result Card#Result Card#...#Result Card (if the craft attempt can have multiple results and we want the player to choose)
or Recipe:Ingredient Card+Ingredient Card+...+Ingredient Card=Concept (shouldn't match any card name) (we want to spend those ingredient to achieve something else. Offering to a God? Make a Camp?)
i.e Recipe:Fur+Wood+Wood=Tent, if we have 'Fur' & 2x 'Wood' Cards craft succeeds and player gets (the option to loot) a 'Tent' Card
i.e Recipe:Tent+Campfire=Set up Campsite, we can check if we have a 'Tent' & 'Campfire' Cards in stash, then if the player makes the choice consume ingredients (player won't loot anything) but we can now follow up and maybe trigger a 'Campsite' event.
In either case it's up to you (the modder) to decide if the cost is worth the benefit.
Same Syntax is used both in Requirements (Check if we should show the choice) and is Rewards field (Craft the recipe if we find all the ingredients in the player's stash)
Checking for Requirements is optional. You can just use the Reward field. Recipe has internal checking and will succeed only if the player has all the required ingredients in their Stash (Not Deck)
Moddable Card Level up Rules
Modders can define new Rules for Card Level up directly in the Mod Loader (obviously mods changing the same rule will conflict)
The following syntax can be used (one line per effect) ## LR#[Effect]:value, value can be positive or negative
So if you want to use a Custom Rule for Defend, Vulnerable & Multicast, you would do it like so:
## LR#Defend:2
## LR#Vulnerable:1
## LR#Multicast:1
Defend will gain 1 (default level up bonus) + 2 (custom level up bonus) = +3 / Level
Vulnerable will gain 1 (default level up bonus) + 1 (custom level up bonus) = +2 / Level
Multicast will gain 0 (default level up bonus) + 1 (custom level up bonus) = +1 / Level
New Action effect modifier: Morph
Morph can be used to add effects to cards but only after they reach a certain level
i.e Morph=>2=>Focus:1, will add Focus:1 to the card once the card reaches Level 2.
The value is added as a base value, so at Level 2, Focus:1 gets all retroactive bonuses and becomes => Draw 3 Cards.
On the player side, this is seamless. i.e Card text before Morph resolves will read: Morph 2 → Draw 3 Cards, and once it resolves 'Draw 3 Cards'.
But if we as modders wanted the effect at Morph 2 to be 'Draw a Card', we would define the card as Morph=>2=>Focus:-1, then on the player side would look Morph 2 → Draw a Card.
So consider the final evolution/result you go for, and plan your morphs accordingly.
Once an effect morphs, further card upgrades will upgrade it normally as if it was always there.
Unless of course an effect doesn't level up. In which case the Morph will stay as we added it: Multicast, Penetrate and Fury for example won't level
Morph shouldn't be used with Composite effects, like Synergy[], Spellcraft[], Afterimage[], CustomBuff[] etc. as the text rendering engine will probably break, so these particular effects are made compatible through the usual suspects *, >, @ & ++.
Morph=>2=>Nether++:1, will gain Nether +3, at Level 2
The following effects are and so will remain unaffected by Level:
Morph=>2=>Focus*:1, will gain Synergy Focus:1, at Level 2
Morph=>2=>Curiosity>:1, will gain Afterimage 1x Curiosity, at Level 2
Morph=>2=>Curiosity@:1, will gain Spellcraft 1x Curiosity, at Level 2
You can use one effect at a time, but you can add as many Morph chains as you find reasonable.
Morph=>2=>Focus*:1, Morph=>3=>Multicast:2, card gains Synergy Focus:1, at Level 2 & Multicast 2 at Level 3
Each key in the Effects dictionary needs to be unique, and as it happens: Morph=>1=>Multicast & Morph=>4=>Multicast are two different (unique) keys.
So you can morph even the same effect multiple times and its instances will eventually stack:
Morph=>1=>Multicast:2, Morph=>4=>Multicast:1, card gain Multicast 2 at Level 1 & Multicast 3 (2+1) at Level 4
While you can try to use the Morph system along with a Custom Level up Ruleset, I wouldn't recommend it unless you provide custom descriptions, otherwise Morphs won't preview properly
Other Modding Changes/Additions
Using ? in Encounter:Enemy Name - Lv ? as Event Reward (instead of setting a specific level) will generate a random enemy level
New Game Mode property: PlayerPermanentDOTs:true or false, makes PC Dots (Envenomed, Bleeding, Burning, Frostbite & Feeblemind) Permanent. They'll not Debuff upon changing into a new node, but persist across nodes, till they are removed or their duration ends.
TargetTypeActive Ally:1, can be used to specify an Active Ally as the explicit target. The action will fail if the target isn't an Ally (or Active).
Enemies Artwork index will no longer override (by default) Card Artworks of the same name
If you were using a merged index in your mods (Enemies & Actions with the same name have the same Art) you can re-activate this behavior by adding all your artworks (Enemies & Actions) in CustomArtworks/Unified/ instead of using the separated folders ../Actions & ../Enemies.
Adding in your ModLoaderUser.conf one of the flags below can alternatively enable one of the following behaviors. (It is recommended however, to use the Unified folder instead.)
## MergeArtworkIndices, Actions Index will get expanded by the Enemy Index. If any entries are Common they'll be overwritten by the Enemy Index entry
## ExpandArtworkIndices, Actions Index will get expanded by the Enemy Index. If any entries are Common they'll be ignored
The focus of the latest patches had been mostly bugfixes and some additional community-requested QoL additions. (You can read more details in the merged patch notes below.)
The next phase of the development (from now and till the end of May), will be focused on modding additions and new mechanics for the Canticum Noctem DLC. So unless any reported bugs are of gamebreaking severity, any other bugfixes and updates while this phase lasts, will be heading to the Development branch.
I'll be giving you more details on DLC3 near the end of the month.
Last but not least as a reminder, there are still around two weeks left for our Modding Contest #2, so plenty of time to join in, or complete the mod you are working on. If you have no idea what I am talking about, make sure to read the details here, and gain exclusive beta access in the upcoming DLC as develops, DLC keys, Discord titles and bragging rights. ;)
Updated Empower entry to include the list of effects it can affect.
When hovering over a loot container that can be modified by the Alt, Shift or Ctrl modifiers, having any pressed will also update the button text
Cards found as Loot, previewed as Rewards (in Sandbox mode) or in Shops will tell you if this is a "New" card (you have x0 copies) or if you own it, how many copies you have in your Collection.
Cards outside the player's Hand won't appear disabled if they can't afford the AP cost or Expend Buff cost
Changed the Event choices into a 2 column grid. Text enclosed in [...] has a slightly different formatting
Filtering Equipment (ie Showing only Armors), will not affect (hide) any of the Equipped items, and hiding all Equipment will just leave the Equipped items visible.
Unlocked the restricted settlements in the non-Conquest sandbox Modes (i.e Adventure or Drifter)
Game Modes Display
All vanilla game modes (assuming they exist) will appear in a specific order:
Casual, Normal, Ironman
Mentalist, Seer, Demigod
Adventure, Drifter, Conquest
Draft, Expert
Any Custom Modes will appear after them. Additionally each Mode will now display which type of mode they are (Gaunlet,Puppeteer,Sandbox etc.)
Modding Additions: Universal Perks
Universal Perks aren't declared on the Archetype files but can be declared in the ModLoader directly. This way you can add new Perks to any archetype(s) without editing the Archetype files and also have Game Mode/Adventure specific Perk sets. Multiple Perk mods by different modders can now be used at once without any need for them merging mods or touching any archetype files.
So a perk overhaul mod can now consist of just a PerkDB file and a ModLoader that both loads the DB and assigns the new perks to archetypes.
Universal Perks are useable by all archetypes as long as the Character meets their requirements.
Universal Perks can be defined directly in the Game Mode rules using:
"UniversalPerks":["Perk:Level",..."Perk:Level"]
i.e "UniversalPerks":["Traveler:3","Explorer:6"]
Or better in your ModLoaderUser.conf using:
## UniversalSandboxPerks [Comma Separate perk list] (will restrict these Universal perks only to Sandbox modes)
## UniversalPerks [Comma Separate perk list] (will make these perks Universal to all Game Modes)
Modders can override the Headquarters graphic by placing in the CustomArtworks/Tales any of the following graphics (ordered by less to higher priority):
HeadquartersAll.png (Will override the Headquarters for everyone)
Headquarters[Race].png (Will override the Headquarters if the PC is of [Race])
Headquarters[Class].png (Will override the Headquarters if the PC is of [Class])
i.e You have a HeadquartersAll.png and maybe override it further by adding a HeadquartersVampire.png
Bugfixes
In sandbox modes: Fixed an issue with nodes going invisible during traveling
If the benefactor Healer decides to attack (instead of using Benefactor Healing) they'll now properly receive retribution damage
Fixed several typos
Ctrl+Click on Cards outside the player's hand could still destroy them leading to all sorts of errors
Workshop modded Card Sets wasn't properly taking priority over Core/DLC content in cases of conflict (Mod versions should always win based on their (alphabetical) loading order)
Calculations checking if the HP & AP of PC are more/equal or less than half retain their decimal digits
'T' shortcut in Sandbox mode allowed bypassing Town entry restrictions.
Hitting Unravel 0 in cards would prevent them to properly Unravel, they'll now unravel properly.
Refreshing Echo Actions will also refresh their visual order to match their new trigger order
Aside some essential hotfixes, today's patch (and the last two patches before it) focus mostly on some balance tweaks and community requested QoL improvements. Including some changes on how the Protected allies are handled.
So I would highly recommend to skim through these patch notes, see what's changed since the last time we talked, and also before going to the next node: check your Decks once more to make sure that the Cards in it still work as you expect/remember. ;)
Patch Notes - 1.056.2
Balance Changes
Tweaked some Starting Deck Cards
Boosted/Revisited several Blood Mage cards
Boosted EnemyBane Effects to be more useful as their cards are somewhat situational
Changed all Passive Equipment that need to Expend a resource in order to be activated to "Active" (Drawn/Use is optional).
All vanilla cards with Multicast All (except the 3 Legendary Spells) changed to Multicast x (values are based on their flavor but also Tier).
Note to modders: Multicast All isn't deprecated. And you can still use it in your mods. This is a balance related change and MulticastAll:1, will keep working and be supported as before. However I will personally reserve it for Legendary Actions only. When Multicast All was created, an Encounter would roughly consist of 4-5 enemies so it made more sense balance-wise. As what I had for All back then designing those cards was a value of up to 5. Cards that would give Multicast x synergy weren't also a thing. Now almost all classes can get such cards through Equipment. And in many modes (like Conquest and + variants) you can easily get between 8-10 enemies as the norm.
Elite Nodes will start to appear in (procedural) Sandbox mode areas after the player is Level 2+
Intersection nodes (Ruins, Dungeons etc) will start to appear in (procedural) Sandbox mode areas after the player is Level 3+, and before that are replaced with Grimoire nodes, to help boost the initial player's collection
Area Completion will now give a small XP bonus (up to a max of +25xp)
Protected Rule changes
The first x Protected allies are always ignored/protected when determing which ally is going to be Unsummoned if you exceed your Summon Limit. Where x = Your Summon Limit. Having a full retinue of Protected allies will prevent Summoning any further Allies (excess ally will get auto-sacrificed). To Summon further allies you'll have to manually Sacrifice an Ally by dragging them to the Specter. Aside from the Ally types that are always Protected (Soulmates, Unique & Companies), there are cards that can give this Status to other allies that are normally non-Protected.
Companies already in play (in your savefile) won't get retroactively the Protected Status. And of course all these changes regard only Protected allies. Your non-Protected summons will still get unsummoned if you exceed your Summon Limit.
Rules changes
The "You Deal x [Element] Damage and x/2 Weaken", effect is now called "Cripple x" and works exactly the same as before. In short format will display simply as Cripple x. The detailed rules will show the former description. (You Deal x [Element] Damage and x/2 Weaken). While Synergy (Cripple) will add this effect to your next card.
Note to modders: I added a compatibility layer so any actions using the legacy Poison:x effect will be seamlessly converted to the new Cripple:x effect, about would otherwise recommend to start using it as Cripple:x.
Synergy (Spell Component) will now display as Synergy (Ignore Synergies) for better consistency and clarity.
"Next Action costs x AP" to "Strain x" => "Your next Action (and any follow-up Actions that 'Ignore Synergies') cost {0} AP this turn."
Note for modders: Modding wise these changes don't affect you and older mods will still work as is. In fact: 'Ignore Synergies' is still declared as Spell Component:1 and their synergies as SynergySpell Component:1. Similarly 'Strain:x' effect is a merely an alias of SynergyActions:x. And all your mods using it will merely display this effect as Strain:x.
Misc Additions & QoL improvements
Added the Faction Allegiance as Flavor text in the cards that are aligned with a certain Faction, so you can use it to search for the various Faction cards i.e "Resurgant Apostates"
The damage indicator will also display when the DOTs during your EoT damage along with a banter popup
Turn Report: At the start of each Turn PC's HP & AP will display showing any increase or decrease since their last turn
Passive Allies will include an additional hint in their description that they can't attack
A random amount of non-Export Commodities will now appear in the Trade Commodities section of Towns, the rarity/Tier of which depend on the Town Tier.
Chest message "You can pick x cards" will change whenever you pick a card to reflect the remaining picks
Bugfixes
Fixed several typos
Granting Synergy Multicast in a Multicast All card will no longer break it, and it will still affect all targets.
Destroying cards from collection, removing cards from your deck, or buying cards will keep the view intact
Willpower tooltip was displaying a wrong AP value estimate for increasing it
Querying for a fallback event would in same cases fetch Events parts it shouldn't
Reducing the Lifespan of Unique allies to 0 could prevent certain cards working on them
First, I want to thank you all for your kind reviews and ongoing support in the game. It means a lot, and I hope that these trying times find you and yours in a good health and spirits.
On today's news, I have started working on the next Development cycle which will go roughly for the next three months (May, June and July). Aside from DLC3: Canticum Noctem, there will be several UI & QoL improvements, a galore of new effects and modding additions for modders to use and build upon regardless DLC ownership, more mid-to-high level content and more ways to progress and create even more varied & unique characters.
So with no further ado, let's have a look at what is already done in the past week, to give you an idea of where things are heading and how much further modders can already take things ;)
New Deckbuilder
The major UI related addition that is ready is the new Deck Builder. And even though might add some further QoL improvements on it down the road is already (at least in my opinion) a much better way of building a deck.
You can view your entire collection, use the +/- to add or remove cards in your deck, manage your decks and filter cards. All advanced filters you can use in Player's handbook are also usable here.
Automatic Perks
Automatic perks can allow your character to instantly gain Perks similar to a pen & paper class progression table. Modders can have the character gain perks once they reach a certain level, or when they reach a certain level but also meet a specific class or race requirements. Perhaps as part of a prestige class? (Just saying...)
for example like so:
This progression is granted as a free bonus (no PP cost) and is independent to any perks the player chooses for themselves.
Expertise System
Expertise is a new persistent system that can allow the player to gain non-Combat skills, and then use them in Events or stories to access additional options. It can be for example any of the usual suspects: Lockpicking, Survival, Hunting, Gather Herbs, etc. or something specific to your mod like Artifice, Robotics or whatever your mod is about ;)
The new DLC will also be making use of the Quest States & Influence systems that got developed in the previous DLC, but didn't got used in it as there wasn't any events additions. Quest States & Influence are both persistent systems that will allow modders to make stories and relationships with NPCs span across stages and areas, creating a more RPG experience.
These features are already available for modders to use right now, so if you want more details on how to implement them in your mods let me know. I will be glad to help you get started.
And basically that's all I can tell you for now. ;) Stay tuned!
In the meantime perhaps you want to dive in to our 2nd Modding Contest and have a chance to earn a free key of the upcoming DLC.
There some additional prizes since I posted the Contest news article, so make sure to check it out once more. You can read more details here:
Below you can find the patch notes since the last time we spoke ;)
Patch Notes - 1.055.0
Hovering over your AP will now show you the AP/Regen Rate & Upkeep values
Forcing a Deck Shuffle midways a Focus effect wasn't properly marking previously discarded cards as part of the discard pile. ie. if they had been discarded during the same action like a Multicasted Discard 7 & Draw 7 spell.
All Cards that give Negative Fatigue have now changed to "Spell Components" and can't be Mentored.
Moved the backpack button in the Player's portrait under the deck builder. The discard zone is now marked with the all familiar Specter.
Patch Notes - 1.055.1
Boosted slightly some of the Shield dispeling Actions
In Advanced Filter: You can filter/show cards matching an element using "Element=[Element or Damage Type]" i.e Element=Slashing will show only Slashing Cards.
Added an icon displaying the card element under the AP cost
New Game Mode settings:
"HighMagick":x, as long as its a non-zero value it will boost (or reduce) all Action's Tier by x
"SummonPowerCap":x and "SummonHealthCap":x, as long as either is a non-zero value it will set the respective cap from the default 99 to the desired value.
Fixed an issue that could prevent ascending to Conquest+
If the War for Roverford DLC is installed the Default Sandbox mode for Hall of Heroes is Conquest+ instead of Adventure+
Conquest+ has now HighMagick 3 (All Actions of Tier 1+ start with +3 Tier)
Ally Power & Health cap for Conquest+ was set to 198. Allows of Damage threshold 99-198. (Note to modders: you can set this value higher if you want, but the Ally box won't fit a higher threshold)
Optimal Target wasn't reverting to its default value after the Synergy that changed it was used up
Patch Notes - 1.055.2 (*Dev. Branch Only)
(new) Expertise System
Expertise represents various Skills your Character has and can use during certain Events. For instance to Pick a Lock, Gather Herbs, Survive in a Hostile environment and more. Your Expertise rank determines if you can do something or not, and there are no dice rolls involved. If for example a Lock requires Lock Pick Expertise 3, but you have only 2 then you simply can't pick it. No matter how hard you try.
Expertise is persistent and won't reset during Ascensions.
Expertise can be granted through the Event system using Expertise[Skill Name]:x (or -x), this will set or increase/decrease the player's Expertise by +/- x.
ie. ExpertiseGather Herbs:1, sets (or increases) the player's Gather Herbs expertise to (by) +1
Additionally Expertise can be granted through the Perks system using the same syntax.
Expertise can be checked through the Event system using Expertise[Skill Name][OP]:x where OP is one of: >=,>,<=,<,==
i.e ExpertiseGather Herbs>=:2, this will return true only if the player has Gather Herbs >= 2.
Expertise can also be checked through the OnCasterStatus effect. i.e OnCasterStatusGather Herbs:2, ContingencyEffectInvoke:1
(new) Automatic Perks
Perks can be granted automatically once the player reaches a certain level
You list such perks in the Archetype's Perks list but like so: Level>AutoGrant>Perkname
ie. 0>AutoGrant>Risen from the Grave, will grant the perk Risen from the Grave at the start of the game
Automatic perks are checked & granted if applicable at the start of the game, whenever the Player opens their Perks and they meet the requirements or when the player gains a new level.
You can also restrict such perks by Gender,Class or Race by listing them instead like so: Restriction>Level>AutoGrant>Perkname
i.e Female>0>AutoGrant>Lady of the Manor, if the player is Female she will receive the perk Lady of the Manor at the start of the game.
i.e Mercenary>2>AutoGrant>Supernatural Strength, (in this case we have this AutoGrant in a Race.json) so if the player is also a Mercenary in addition to the race we are in, then at level 2+ they'll receive Supernatural Strength for free. etc.
For an example on Automatic perks see Temptress.json (The entire Temptress Vampirism tree is now granted automatically when the various level requirements are met)
Any Automatic Perks will display as part of the Archetype description
Misc Additions
HighMagick, SummonPowerCap & SummonHealthCap can now be set through the ModifyGM tool
You can click on the Archetype icon in the Character Sheet for a reminder on the Archetype info
Patch Notes - 1.055.3 (*Dev Branch only)
Misc Changes
Active synergies will only modify a Card's text if the Card is on Player's hand and not when viewing it in other zones.
Moved Ally buttons to match the location of enemy buttons (for consistency)
Enemy Tactics icons won't display duplicate abilities, i.e if they have both Healing I & Healing II, only one icon for Healing will display, similarly if they have 5 Benefactor abilities only one icon will display etc.
Benefactor abilities can be used every 2 turns (instead from once per encounter)
The names of Encountered Enemies and levels will appear in the log at the start of the encounter and whenever a new enemy is spawned.
New Deckbuilder
New Fullscreen Deckbuilder/Deck View for faster Deck Management
'B' Key & the Deckbuilder button in the PC portrait will now switch to the new fullscreen Deckbuilder
'D' Key will now switch to the new fullscreen Deck View
Added support for Saving & loading deck presets, Quickly Emptying the Deck & Advanced filtering
You can anytime still use and access the legacy Deckbuilder & Deck views from the Character sheet.
While in the legacy Deckbuilder/Deck views the 'O' key will switch to their fullscreen equivalents.
Patch Notes - 1.055.4 (*Dev Branch only)
Deck Builder tab of the Sheet will open the new Deck Builder, added a text reminder that 'O' shortcut can toggle between the Fullscreen and Sheet view.
You can click on the little Skull icon to permanently destroy a card copy and remove it from your collection. Only non-Skill cards outside your Deck can be destroyed this way.
Added (Icon) filters to: Clear all Filters or to View only Actions, Allies, Consumables, Trinkets or Commodities. These filters won't stack.
Patch Notes - 1.055.5 (*Dev Branch only)
While viewing skills it was possible to open the (new) Deckbuilder to them and assign locked skills in your Deck
Default view of the Character Sheet is now the Perks tab
F6 key will open Deck Manager for faster Deck switching
In adventure mode: The new Deckbuilder can be opened directly from the tactical Map with B or the button
New Deckbuilder additions
The current View Deck or Deck Builder will highlight bold
Prepended each button with its shortcut where applicable
Consumables & Trinkets filters merged into a single 'Backpack' filter, additionally such items will now have an icon indicating that they can part of your Backpack.
Icon Filters are only available in the Deck Builder view, and any Advanced filtering will switch automatically to Deck Builder view.
While viewing your 'Deck' its possible to remove cards
The default Order of Cards is by Descending Tier (Higher Tier will show up first) and then Alphabetical
Patch Notes - 1.055.6 - Urgent Hotfix
Fixes a severe bug in Enemy Compendium. Examining the Enemy Compendium in the middle of an Encounter could summon those enemies into play.
Merged branches
Patch Notes - 1.055.7
Attribute tooltips was displaying the wrong value projections for the Elemental & Karma affinities.
Fixed several typos
New Setting: You can Choose whether to use the new or the legacy Deckbuilder. (You can always toggle the new Deckbuilder from the Legacy one using the 'o' key.)
In Player's Handbook: Hovering over a Card set icon will show a tooltip with its name
Patch Note - 1.055.8
In Adventure Map and while using the 'Legacy' Deckbuilder: 'B' key and 'Deck Builder' button will properly take the player to the 'Legacy' Deckbuilder.
Trading Commodities
'Sell Commodities' is now 'Trade Commodities'.
In Sandbox modes: You can purchase local Exports & sell them for profit in locations that Import them
The buy & sell buttons of commodities will now mention if you are dealing with an import or an export
Reduced Merchant profits when dealing with commodities, so that trading commodities could be more profitable and worthwhile activity
Added Export/Imports in all new War for Roverford areas that also have a Town
Fixed some Cards that were meant to be discipline-exclusive but weren't properly restricted
Fixed some issues while Purchasing Rations & Resting in the Small Settlement event
Events can check for Daytime & Night using Daytime:1 & Night:1
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