It's been a while since I gave you an update of what I've been up to.
Well, between the new baby who arrived the first days of September and her 3yo sister, life have been pretty wild in our little house. Ok, so far way less wild than I was expecting. And updates have been rolling unexpectedly often, as I am able to find plenty of quiet time on PC. But it's probably due to baby mostly sleeping for the time being, and my guess is the calm before the tempest. :D
Back on Erannorth, if you skim through the latest patch notes you'll notice that aside the usual bugfixes and minor improvements, most of the stuff are new modding additions (some of which I am pretty hyped about).
Which is probably why, I often get the question if I am working on the next DLC4.
Sadly, I am not, but again DLC3 is far from the end of the line. It's just due to my highly chaotic life (at the moment), I am not planning or commiting on releasing a new DLC in 2020. Which again, is probably a relief for all of us, as there are so many awesome games coming before 2020 is gone, that given time I want to play too :D
That said, I am here, always listening and will keep on improving the game as much as I can. Not sure if I'll keep adding more modding additions, as sadly there isn't much modding activity, but we'll see ;)
Have fun and I'll be seeing you around!
Below you can find the patch notes since the last time we talked, (which I think was late August?).
Patch Notes - 1.071.6
Bugfixes
The Dragon's Wings, Bulwark & Spiked Armor cards optimal Target changed to Enemy
Corrected a typo in Nereis.json preventing travelling to The Twin Pillars.
ApplyStatus is properly marked as 'Hostile Effect' and cards with it will correctly Auto-Target enemies
FullArtwork Ally Specials will now show the proper Fallback image instead of a white backdrop
Choosing Game Mode wasn't displaying the proper Deck Minimum for Draft mode
Searching for Stance cards in the Player's Compendium i.e Heron Stance, wasn't showing up all results.
Reincarnation bonus Mastery wasn't adding up in the Organization
The Setting for not zooming into Full Artwork cards wasn't working as intended.
Fixed some localization issues. These changes should affect only localized game versions. Synergy, Teamwork, Split, Resist, Amplify and some other composite effects wasn't properly localized. Codex entries in localized versions was missing the detailed explanations
Misc Changes
The Deck Builder Tooltip and hovering over "Cards in Deck" area in the Deck Builder will both show the Min/Max Deck Limits
Hovering on Pouch & Rations icons in the Town will display the relevant Tooltips
Drain immunity is now listed on Known Enemy immunities. Additionally it can be affected by the immunity, weakness fields and with Affects/While QuestStates.
Attaining the 'Noble' status later in game i.e through QuestStateCountsAsNoble:true, will properly unlock Conquest Influence ranks above 2+
Card Templating
Synergy Mentor +1, will just display as Synergy Mentor
If Compact rules are enabled, the Enemy conditionals will appear in their shorter notation similar to the Caster's but in a red color. While Codex/Detailed rules will also display the expanded form of the rule.
Conditionals that need the value to just exist = 1, will now display as Resource -> Effect. i.e Heron Stance -> Deal 5 Intense Damage. If you have Heron Stance deal the extra damage. (That is instead of Heron Stance 1+ -> Deal 5 Intense Damage)
(New) Special Quest States
You can make the player count as any archetype mid-game using this Quest State: CountsAs[Archetype]:true i.e QuestStateCountsAsWicked:true
You can permanently modify certain effects to always affect enemies regardless immunity through the Special Quest State: "QuestState[Status]Affects[Race,Class,Faction]:true"
You can set those both through perks or events
i.e Bewitched Affects Undead = true (QuestStateBewitchedAffectsUndead:true) will make Bewitch bypass Undead immunity to it. (It can still fail if you don't pass potential or the D100 roll.)
i.e Immobilized Affects Golem = true (QuestStateImmobilizedAffectsGolem:true) will make Stun bypass Golem immunity to it. (It can still fail if you don't pass potential or the D100 roll.)
The Immunity will be permanently removed from such enemies and will not display in their details as an Immunity till the Quest State is set to false
You can temporarily modify certain effects affect enemies regardless immunity *But only* if the player has a (certain) Buff, and of course this Special Quest State: "QuestState[Status]Affects[Race,Class,Faction]While[Special Buff]:true". Special Buff must be declared in Mod Manager as a Special Buff (See notes below on SpecialBuffs).
i.e Bewitched Affects Vampire While Empower (is 1+) = true (QuestStateBewitchedAffectsVampireWhileEmpower:true) will make Bewitch bypass Vampire immunity to it, but only if Empower is active and assigned as a Special Buff. (It can still fail if you don't pass potential or the D100 roll.)
i.e Entangled Affects Plant While Unclad (is 1+) = true (QuestStateEntangledAffectsPlantWhileUnclad:true) will make Entangle bypass Plant immunity to it, but only if Unclad is active and assigned as a Special Buff . (It can still fail if you don't pass potential or the D100 roll.)
The Immunity will be temporarily removed from such enemies and will not display in their details as an Immunity till the buff debuffs
Status Punishing Perks
You can give ModifyEffectDOT[Status]:x, as a Perk Reward
ie ModifyEffectDOTBleeding:3, Before a Bleeding Enemy attacks they lose 3 HP
ie ModifyEffectDOTGallop:5, Before an Enemy with Gallop attacks they lose 5 HP
This life loss will occur before those Enemies attack you. And in case of 'Bewitched' right after they attack their ally.
This life loss is not related to the amount of Counters they have. If the Bleeding Enemy in the above example had 10 Bleeding, they'd lose 10 + 3 HP.
New Composite Keyword: DiscardEffect[Scripted or Single Effect] (:x)
You can use any Scripted or normal effect that UnravelEffect supports ie. DiscardEffectMeditate=2;Focus=1:1 or DiscardEffectDamage:3, etc.
The Discard effect can trigger instantly once you discard the card (manually) ie. Drag & Drop to the Specter or Ctrl+Click. Any other card effects are ignored.
The Discard effect won't trigger if you play the card normally or if Feeblemind, Hex or a similar effect discard the card.
Using a Discard effect won't consume Uses from the Card
A card can have only one Discard effect
The Discard effect won't trigger
DiscardEffect can become conditional to a buff using WhileCaster[Buff]:value
For example WhileCasterJudgement:3, DiscardEffectWrath:3, Discard effect will only trigger if additionally the Caster has Judgement +3
For example WhileCasterBlessing:3, DiscardEffectHealing=3;DebuffAllBlessing=1:1, Discard effect will only trigger if additionally the Caster has Blessing +3, as part of the Discard effect Blessing can be Debuffed.
DiscardEffect can become conditional to an Archetype using WhileCasterArchetype[Buff]:1
For example WhileCasterArchetypeVampire:1, DiscardEffectDrain:3, Discard effect will only trigger if additionally the Caster is a Vampire
WhileCaster can be used along with Not to allow the Discard effect only if the Caster has Status < x. WhileCasterNot [Status]:x
ie. DiscardEffectBlood Offering:3, WhileCasterNot Blood Surge:1, if the Caster doesn't have any Blood Surge, Discard will give Blood Offering 3
WhileCaster can be used along with Not to allow the Discard effect only if the Caster isn't Archetype < x. WhileCasterNot Archetype[Archetype]:x
ie. DiscardEffectConsecrate:2, WhileCasterNot ArchetypeUndead:1, if the Caster isn't Undead, Discard will trigger Consecrate 2
New Keyword: MaxDraw (:x)
MaxDraw can prevent Focus & Invoke cards from exceeding a certain value. i.e Have a T7 card, but that can draw up to 1 card even fully evolved.
New Keyword: Effortless (:1)
Effortless Actions don't spend any Concentration.
Effortless can be used in Contingencies i.e OnCasterStatusArchetypeMercenary:1, ContingencyEffectEffortless:1, If the player is Mercenary then Action is effortless
Effortless can't be granted through Synergies. SynergyEffortless isn't supported and won't work.
New Keyword: ApplyStatus[Status] (:x)
Apply x [Status] counters to Target Enemy, where x is positive value affected only by Perks
Counters will apply regardless if Enemy is normally Immune to this Effect or they don't have this tactic.
i.e ApplyStatusVulnerable:2, will apply 2 Vulnerable.
i.e ApplyStatusRage:2, will apply 2 Rage.
Other Modding Additions
(Perk Rewards) MinDeck:x & MaxDeck:x, will increase or decrease player's Deck size by x/-x effectively modifying any Game Mode limits
(Perk Rewards) ModifyEffectAllyPowerCap:x & ModifyEffectAllyHealthCap:x will increase or decrease the Ally Power & Health cap by x/-x above the vanilla (99 limit) or the Game Mode limit
(Perk Reward) ModifyEffectLustDamage:x, will increase the Lust Damage multiplier from 5 to 5+x
(Perk Reward) ModifyEffectPrideDamage:x, will increase Pride Damage dealt by x
(Perk Reward) You can give an additional Dice in xDx effects through perks.
ie. ModifyEffectAddD4:1, will give +1 to all D4, making a 1xDx4:1 effect to 2xDx4:1, a 2xDx4:1 to 3xDx4:1 etc.
(Perk Reward) ie. ModifyEffectAddD10:2, will give +2 to all D10, making a 1xDx10:1 effect to 3xDx10:1, a 2xDx10:1 to 4xDx4:1 etc.
You can specify a custom Min & Max Deck size for Draft Mode using MinDraftDeck:x & MaxDraftDeck:x in Game Mode properties. In this case you'll have to provide a modded Draft.json as well if the player's draft deck requires more than 12 cards. New Perk Reward: You can increase or reduce the chance of an Entangled Enemy not acting with ModifyEffectChanceEntangled:x
New Game Mode Properties - set manually in GameMode.json
"ClearBuffs":[strings], you can force certain buffs to debuff completely at the start of EoT *BUT before enemies act* (even if they normally don't). So it's not for things like Retribution or Defend that you need during enemy attack phase, but rather Stances, Resources and Overlays.
ie. "ClearBuffs":["Overlay"] will make the Overlay buffs Debuff completely.
New Mod Manager flag ## SpecialBuffs
## SpecialBuffs [strings], You must declare any buffs you want to work along with Affects/While QuestStates. You need to define at least 2 special buffs. But keep it reasonable and declare only the buffs you use in this context.
ie. For the Empower and Unclad states to work in the above example we also need in the ModManager the line ## SpecialBuffs Empower, Unclad
Some of Demise produced cards wasn't displaying in the Related cards dialog
Fixed multiple typos of 'Gauntlet' missing the 't'
After removing a card from deck, the 'Destroy Card' button was properly activating but had no effect once clicked
Misc
Clicking on the Hourglass button during combat will show the current turn and how many Reinforcement Waves the player has encountered so far. (These values reset upon advancing Node)
New Game Mode options
The following values can be set on a game mode basis with the ModifyGM Tool
"MaxReinforcementWaves":x, After facing x waves of reinforcements reinforcements will stop arriving for the duration of the encounter. Default/0 = unlimited.
"MaxEnvy":x, Defines the maximum Amount of bonus Envy Damage can reach. i.e setting this to 20, will cap Envy to +20 damage even if Envy + Life lost is more than 20. Default/0 = unlimited.
"EnemyShieldPerLevel":x, Defines the max Shield an enemy can get per level (vanilla is 5), so a level 4 enemy can shield to 20. changing it to 1 (lowest value) will make that enemy Shield for 4. Default/0 = 5 / level.
Patch Notes - 1.072.5
Misc Changes
Reworked some parts of the Prologue
Clairvoyance rule changed to: 'Remove the top {0} Card(s) from your Draw Pile. Choose & Draw one, then Discard the rest.'
Slightly reduced the space between cards in Deck Builder to fit more cards in each row
Starting Deck will display 1 copy of each card and a quantity indicator
In Tactical Map: Hovering over Rations, Farthings & Deck Builder will show the respective tooltips
Deck View is now a filter in Deck Builder view / Cards in Deck appear as a stack instead of solo copies. You can also use the filter "Show Deck".
Codex, Player's Handbook, Enemy Compendium and Deckbuilder searchboxes are no longer case-sensitive
Added search field in Glossary. It will also try to match partial matches i.e searching for 'flow' will recommend the Game Flow/Phases section (English only)
F1 'shortcut' key opens the Rulebook
Updated Unity to the latest version (2020.1.5f1)
Bugfixes
'Chaos' perk bonus wasn't displayed on Card text
Inflicted Statuses on Player through cards (Bleeding, Burning etc.) will no longer display or apply negative values (if a perk modifies them to a negative value).
Cards with no Tier value defined will fallback to Tier:-1
Enemy Codex wasn't displaying all Enemy racial types
The light card border graphic (for copies) wasn't properly displaying.
Changed Deck View filter to "Show Deck" as "Deck" was showing also cards with the MaxDeckCopies effect
Modding Additions
Modding Stage Graphics
Place your custom .png files in /CustomArtworks/Stages/
Recommended dimensions: 1920x1080
You can override the following vanilla graphic sets: Destroyed Village x15, Arid Hills x15, Dark Forest x15, Ghost Town x15, Icy Mountains x15, Coastal x15, Lush Forest x15, Marsh x15, Old Ruins x15, Old Temple x15, Infernal Gate x15, Stronghold x15, Temple Ruins x15, Lush Jungle x15, Fossil Caves x15, Moonstone Mines x15, Scorched Fields x15, High Garden x15, Ghost Ship x1, Ship x5, Cherry Blossoms x1, Treacherous Dunes x1, Shipwreck x1, Cultist Lair x1, Devil's Keep x1, Witch Lair x1, Smuggler's Den x1, Valley Overlook x1, Witch Hut x1, Eerie Clearing x1, Gambling Parlor x1, Jungle River x1, Mistwood Overlook x1, Mortimer's Boat x1, Underwater Ruins x5, Underwater Mines x5, Submerged Temple x5, Flooded City x5
Naming Convention Set[Stage Set]_Area[X].png or Set[Stage Set].png
ie. SetDestroyed Village_Area1.png,...,SetDestroyed Village_Area15.png will override Areas 1-15 of the Destroyed Village graphic set.
ie. SetStronghold.png will override all the areas of the Stronghold graphic set.
You can ovewrite certain areas ie. 1 to 4, then fallback to a default graphic
You can also create your own custom sets. i.e SetEldanoth's Lair_Area1.png, SetEldanoth's Lair_Area2.png, SetEldanoth's Lair.png [in custom sets always end your sequence with a fallback, or use just the fallback].
Custom Sets don't have any associated Leylines though, you can associate the vanilla leylines by including the vanilla graphic set in the name. ie. SetTethys Shrine_Submerged Temple_Area1.png, so here Tethys Shrine_Submerged Temple will have a custom graphic that uses the Submerged Temple environment and leylines.
New Perk Rewards - AutoBuffs
Syntax: ModifyEffectAutoBuff[Buff]:[value (not 0)], At the start of their turn and after the Debuff phase, player's [Buff] becomes equal to value
ie. ModifyEffectAutoBuffGrace:1, At the start of their turn and after the Debuff phase, player's Grace becomes 1
AutoBuff sets the value / doesn't modify it, so if a buff already exists it's set to [value] ie. if in the above Example you had alreade Grace 3, it becomes 1.
Getting a second perk that modify the same autobuff increases [value]
ie. Perk 1 gives ModifyEffectAutoBuffDefend:1 & Perk 2 gives ModifyEffectAutoBuffDefend:2, At the start of their turn and after the Debuff phase, player's Defend now becomes 3.
Any further increases/reductions/expends of that buff in the main phase apply normally. ie. in the previous example we started our turn with Defend 3. Playing in our turn a card that gives Defend 2, as you expect will make the player's Defend 5.
AutoBuff [Buff] can be anything. i.e you can use it to set up an alternative Mana/Resource system or to modify existing resources or buffs
New Summon Modifier - Mercenary
Syntax: Merc:1
Mercenaries act in a similar fashion to Companies. a) You can have only one with the same name in play. b) the new instance will replace the old version but instead of boosting all stats by 25%, it will only boost Lifespan by +50% of listed Lifespan.
Deck size can be an Action Requirement
DeckReqLess:x, Unless the player's deck has < x cards, action will fail.
DeckReqMore:x, Unless the player's deck has >= x cards, action will fail.
New Keyword - Rally:x
Remove the top {0} Ally Card(s) from your Draw Pile. Choose & Draw one, then Discard the rest.
x value is capped at 4. or at the 'MaxDraw' value if it's less than 4.
If your Draw Pile has 0 cards or no Ally Cards, Rally has no effect.
New Keyword - Supplies:x
Remove the top {0} Consumable Card(s) from your Draw Pile. Choose & Draw one, then Discard the rest.
x value is capped at 4. or at the 'MaxDraw' value if it's less than 4.
If your Draw Pile has 0 cards or no Consumable cards, Supplies has no effect.
English.json
Edits: ManualShortcuts, 'Drawpile' references in English.json changed to 'Draw Pile'
Expand your Erannorth experience with ~600 new Cards, ~100 new Enemies, 4 new Areas and more!
6 new Organizations: Join one of the 6 Major Organizations and experience a different Sandbox run each time. Former enemies become friends and vice versa. Their new keywords, tactics, mechanics and cards can enhance and give life to old and familiar archetypes, and offer new ways to build your character.
7 new Classes: Each of the Organizations will also give you access to its own unique Class. With its own cards, perks and advancement options. So instead you can play as a Plaguelord, a Shadow Templar, a Night Witch, a Blood Scion, a Templar or a Grove Warden and experience the Organization card sets from a different and more close perspective. Additionally you can unlock and Play as a Monk regardless of organization affiliation.
100 new Enemies & Bosses: Spice up your runs with hundreds of new Enemies and Bosses.
New Adventure Areas: Adventure in new areas, visit new locations, do new Challenges & Treasure Hunts.
Canticum Noctem DLC is ready, as tested as it gets, and I am awaiting eagerly the final OK from my publisher to hit the publish button. Oh wait... That's me!
You can wishlist it if you want, to get a notification from Steam when it's live. And assuming Steam lets me release it before 31 July, honestly not sure if this has changed, that will be in 6-8 hours from now. ;)
Kinda important, but if you are using any mods that modify the English.json file in particular, for translation or other reasons, make sure that they are updated to 1.070.2 version (which is already live as we speak) before installing/activating the DLC. Otherwise card texts will be missing.
At this point I'd like to thank both Ashthh (Gurrflumfr) & Swen for their invaluable help and support during the whole development/testing cycle of the DLC.Ashthh also prepared for us an awesome Monk class which will be part of the DLC as well.
As is traditional, all the new classes, require tokens to unlock. That's not to make your life miserable, but to ensure you have the necessary experience to enjoy them. For example, If you only played as a Mercenary, playing as one of the new classes will be overwhelming as there are more keywords and mechanics in play.
The total Unlock cost of the 7 Classes are 120 x 6 + 90 = 810. You can still play with the Organizations without unlocking them, and in-fact will be a nice way to gain those tokens if you miss them and also fully unlock the organizations card sets. And to alleviate the unlocking costs of the increasing collection of archetypes (for new players) the Vampire and Nephilim races, will now start out unlocked.
Otherwise for those who hate unlocking things, the console command (with any active character) is F10: ModifyMasteryTokens,810 (or as many as you need).
There are many new mechanics to learn and lot of things to take in. So take your time and once you do, activate the Compact Rules setting. It will minimize the card texts A LOT and it's highly recommended for experienced players. Those who use custom artworks may also find the full artwork setting a nice addition as well. ;)
The new game mode 'Agent' is a mix of Constructed and Conquest. But, its rules are much more hardcore, for example DOTs like bleeding persist till cured or expired, or you sneak save/load your way out of them. Overall things will be way harder than conquest and is optimized for the increased power level Organization classes bring into the table.
Still if you find yourself hard-pressed in Conquest, then leave this mode till you have some more experience under your belt. It's by no means a DLC highlight, but rather a mode I made based on a certain discusion we had. The main differences with Conquest are:
a) you start in a Sealed environment. b) to make things worse the Deck minimum is 30 cards. c) it is even harder as more strict rules and enemy boosts are in place.
So a mode for more hardcore players, like this old dinosaur here *points at himself*. ;)
I don't think I have anything more to add, but probably forgetting something important. So, If you have any questions at all, maybe regarding the new mechanics or perks, let me know :)
---
Below you can find the patch notes since last time we talked.
Patch Notes - 1.060.4
Misc Changes & Additions
Changed 'Valor x' to 'If your Target is higher/equal Level (than you), they suffer +x Damage. If also 'Wicked' double that Damage instead.'
English.jon: Updated Entry on Valor & Organizations. New Entries after "CardRulesOnCasterStatusArchetype" (Line 1391+)
Conditional Statements can check if the Enemy is of certain Archetype or Faction
Syntax is: OnEnemyStatusArchetype[Archetype]:1, AddEffect[Effect or Scripted Effect]:1
Improved Error handling during modded Archetypes import, console will display a message to modders indicating in which file they have parse error.
DLC3 Changes and Additions
Adjusted the new Sandbox areas
Choosing an Organization will now impose restrictions on which races and classes you can use.
This is moddable and can be adjusted in the ModLoaderUser.conf
The list is one of exclusions i.e ## Organization Canticum Noctem # Race,Race,Class,....,etc.
Added +10 new cards (341/600).
Added 6 new Classes: Blood Scion, Grove Warden, Night Witch, Plague Lord, Shadow Templar & Templar
These classes are exclusive to each Organization and can only be picked by members of that Organization.
All 6 Classes are fully playable but still under development, Perks, Skills & Cards are all subject to change
Patch Notes - 1.060.5
Fixed an issue with presets not loading race and class after patch 1.060.4
Playable archetypes count Wicked will properly heal from Desecrate get harmed from Consecrate
Wicked archetypes will display that in the archetype description
Updated the archetypes that count as different types - descriptions, to match DLC3 classes format. The description will list Automatic perks in a Level -> Perk / Description format (rather than Perk -> Level)
Loading Preset wasn't properly updating (visually) the starting Deck
Whenever you gain a Free/Automatic Perk the 'banter popup' above player's portrait will briefly notify you on that
In English.json: Added codex entry for 'Wicked'
Patch Notes - 1.060.6
Bugfixes
Morphed OnDraw effects & Morphed Coven effects will display their proper values in Detailed Rules
Coven will properly take into account the Witches order in the battlefield rather than the order they got summoned
Replaced legacy PC Race detection code with the newer version that takes into account subraces defined through CountAs. i.e the Blood Scion is now properly treated as a Vampire & Nocturnal.
Morphed Focus effects wasn't working as intended after it morphed and the defined morph value was a negative number
Modding Additions
'Enemy' can be used as Archetype ie in ControlArchetype & Destroy to make those effects work on any enemy regardless of type.
ie. DestroyEnemy:10, will destroy any Enemy with HP <= 10
In cards that "Invoke", you can now specify a different Discipline than that of card using along with the Invoke, a InvokeDiscipline:[Discipline]
ie. Invoke:1, InvokeDiscipline:Noble, will change the Invoked card's type from card Discipline to Noble.
English.json Edits
Updated CardRulesFusionEx,CardRulesCraftRecipeEx,CardRulesAdjustStatus & (all) Valor entries.
Added new Codex Entries for Fusion & Recipe.
Reaction, Fleeting, Trinket, Commodity & Expend Buff Keywords are now in a size=-2 & bold
DLC Progress
Fixes & Balance edits in various Cards
Added 67 Cards (408/600)
New Perks & Trees for all 6 'Organization' Classes
Patch Notes - 1.060.7
New Modifier - Chaos:x
Chaos can increase Chaotic:x Targets to x, (If x is >=2). Chaotic effect triggers x times instead of 1, damaging up to x random enemies and as long as enemies exist in the battlefield.
Chaos can increase Destroy[Archetype]:x Targets to x, (If x is >=2). Destroy effect triggers x times instead of 1, targeting up to x random enemies and destroy them if both archetype and hp requirement are met.
Bugfixes
FixedCost was prevented ExpendBuff reduction cost perks to work properly
ExpendBuff will properly disappear from the card if a cost reduction perk reduces that cost to 0 and below.
Morphed Empower effect will display its proper evolution value in Detailed Rules
Evolved Blood Tribute effects was showing up leveled up values, however Blood Tribute effects don't gain any level benefits.
Misc / Modding Changes and Additions
Added font support for Japanese
You can alter Karma & Order values through Perks
Karma:x, Order:x, will modify Karma & Order by x
SetKarma:x, SetOrder:x will set Karma & Order to specified values
In Scripted effects i.e. Morale Abilities, you can (silently) specify the target using tttSelf=1, tttEnemy=1 & tttAlly=1, as more advanced auto-targeting options are unsupported there.
ie. AllyPassiveMoraleHealing:3, by default targets the Player but AllyPassiveMoraleHealing=3;tttAlly=1:1, will target the Ally.
Cards from Limited Sets have a chance to appear as Challenges rewards in Dynamic Sandbox Modes
Moved the trigger order of Focus effect before the Clairvoyance effect.
DLC Progress
Bonus Cross-DLC Content (if they are available)
Tweaks/Fixes in various DLC cards
Added +61 Cards (469/600)
Tweaked organization Class Automatic & normal Perks.
Added new Perks in all organization Classes
Adjust all Challenges rewards to be Dynamic, except for the epic Level Challenges (18 Level)
Patch Notes - 1.060.8
Additional character support for Japanese language
Added ??? Class by Ashthh (Gurrflumfr)
Added +83 Cards (542/600)
Patch Notes - 1.070.2
Bugfixes
Saving in a Custom Slot & Reloading during Draft mode would re-enable the Perks when it shouldn't
Permanent Status verbose message will appear only if the status exist
Unsummoning an Ally to Heal All Allies would cause the Unsummon to fail
Minor fixes of typos in Perks
non- Archetype modifier wasn't working if the intended target was the player
Misc Changes & Additions
DLC3 Release Candidate build
Vampire & Nephilim races now start unlocked
Organization mastery can be awarded through events using: OrganizationMastery:x
New Game Mode Option: BlankSlateKeepPerks:true (default is false), will let you remove the Skills from the PC but keep their Perks.
Game Mode Option: Agent:true (default is false), will create a sealed environment of up to 45 cards from the PC race, class and organization
Changed Lanmerih's 2nd Area to Always be Level 1 and have a different set of Affinities than the 1st Area
In Events rewards: RemoveAilments:[Status or All] will debuff that Status or All statuses.
ie. RemoveAilments:Bleeding, can debuff just Bleeding etc.
Added Settings to Force Full Artwork mode in cards and to Lock to it and not zoom into the normal version.
DLC3 Development cycle is finished (bugs aside...)
Organizations & Class Cards will share the same icon and same spot in the Player's handbook.
Added Alchemy Discipline/Expertise Ranks and 5 consumables that require this expertise
Added Occult Discipline/Expertise Ranks and 39 cards that require this expertise
Final Card Set 606/606 cards & Perk additions
Refined Ally portraits
All DLC3 Classes are now unlockable: Unlocking the Monk requires 90 Tokens and the organization classes 120 Tokens.
Added Mastery Achievements for the new Classes
Organization (and Organization Class) cards both unlock by gaining 15,30,60,90 & 120 Mastery in the Organization. As long as the player is part of an Organization they'll gain Mastery in it, whenever they earn Class & Race mastery.
New Game Mode Agent: Much harder Conquest/Agent variant with some additional rules and twists.
Re-organized Headquarters menu for better expandability. Added Healer option in Chambers to heal & debuff any permanent statuses in modes like Agent.
Way too many to count and list Bugfixes, Hotfixes and other pre-release tweaks, that you won't particularly care about ;)
The development cycle of the Canticum Noctem DLC will conclude hopefully in less than two weeks. And you are probably thinking, that it's about time to update you with what I've been working on the past two weeks. ;)
So the Enemy set is done, the new areas of the world are populated with new challenges and repeatable quests, the Organizations part is almost complete too, way too many perks, 6 new archetypes etc.
Ok, in some ways the expansion came out much grander in scope (and work hours) than I have anticipated and in comparison to both DLC1 & DLC2 combined. Even though I did cut back on some of the things I wanted to add (Events).
Truth is that to fully realize the potential of all the modding additions done in the past three months, modders and I would probably have to work non-stop producing content for the next year.
Unfortunately I won't be able to join them in those efforts. Family circumstances (my wife and I are expecting our second child in September) prevent me even from pushing the release day of this DLC further down the road.
So after the release of the Canticum Noctem DLC near end of July, I am planning to take a long six month hiatus for some family time and to get to know my new daughter. During that time, I will still be around and offer support, bugfixes, help to modders etc. but don't expect anything more than that ;)
Before we talk about the 6 new Organization Classes that I am developing (there will probably be 1 more archetype other than them), let's first talk a bit on what organizations are bringing in the table.
What's the difference of Organizations and Factions?
a) Similar to Factions, Organizations will enhance your card collection with additional cards, about 60+ cards each. So whatever archetype you are playing with, you may come across some interesting and unique cards from the organization side of things, to spice things up. And all organizations despite their focus and playstyle will have something to offer to many different builds.
b) Each Organization has their own unique Perk tree, which has options for lieutenants, extra cards and various different bonuses you may find useful to enhance several different builds.
c) Your lieutenant will offer some extra options once per encounter (similar to the hourglass menu), that will let you earn extra PP, XP, Farthings and cards among other things. Or fight some extra encounters per node, to grow up in power faster.
d) The downside?, or what will make most of your runs distinctive? is that all the normal enemies from your Organization will no longer appear in Encounters, except perhaps in the Boss nodes of gaunlets. And in sandbox modes you can't do any challenges against your own organization, these will simply disappear from the world. So picking an Organization will also change how the entire run feels.
And that's not all.
Organization Classes
Each organization also comes with its own unique class that you can pick during character creation.
i.e After you pick Ordo Tenebris you can also pick if you want their unique Class: Shadow Templar, and start the game with it.
Canticum Noctem: Night Witch
Ordo Tenebris: Shadow Templar
Resurgant Tenebris: Plaguelord
Blood Coven: Blood Scion
Order of Light:Templar
Fae Alliance: Grove Warden
The Card Sets of Shadow Templar & Ordo Tenebris are exactly the same which might seem a drawback as it will give you access to a smaller Card set. For example when you playing a Human/Witch/Ordo Tenebris, your card set is by 1/3 larger than when playing a Human/Shadow Templar (= Ordo Tenebris card pool wise.) On top of that the new archetypes have insane minimum Deck requirements of 22 to 28 cards, except for Templar which pays for that with an Ally Slot.
I can hear a dear player in the audience gasping in shock, as he has repeatedly demonstrated his dislike for both limits. But this limits are what define this class. You can't be a Night Witch with an 18 Card Deck. So if you want to keep close to minimum, keep your deck at 28 cards. Because that's the *minimum deck* for the Night Witch. Perhaps all these drawbacks in a first glance seem counter-intuitive.
But each path will let you progress better within the organization, give you access to full playsets of skill cards, entirely different perks / perk trees that can further expand the organization's play-styles, automatic perks progression that will save you tones of perk points, and a way more focused style to make you feel closer to the organization you represent. So for me it's worth any drawbacks, especially since its just an extra way to experience each Organization in a different manner.
And well to be honest I do enjoy larger decks. I find them more interesting and more challenging to put properly, but that's just me. You can mod it your way ;)
Ok so what archetype combinations I can make in practice?
Organization/Race/Class, Organization/Class/Class OR Race/Organization Class or Class/Organization Class
In all cases I hope you'll get a different experience. ;)
Cool, but shouldn't you also restrict what archetypes can belong in an Organization?
Briefly, I considered to enforce similar restrictions on what archetypes each Organization can accept, which is debatable if that makes sense or not.
Probably half of you would like that, and half of you wouldn't. And you know that my stance is you can't make everyone happy, so the only way it makes sense to try is by giving you the choice.
Can a Vampire really be part of Order of Light? I guess, one can find arguments in both side unless they don't want to. So what other Organization/Class/Race combos you can play, I will leave it to you to decide based on what you want to role-play.
I implemented a fully moddable framework of applying such restrictions, and modders are free to do whatever they like with it. You can even mod things to make a Resurgant Tenebris/Night Witch possible, getting simultaneously access to both organizations.
Can I join Organizations without DLC3?
You could, but would be pointless without the proper content in place. To fully enjoy the new Organization gameplay you'll need their cards, perks/ranks and enemies. So while the DLC is not a hard requirement, someone does have to create that content in order for the Organization system to activate. So if you don't plan getting this DLC you can still add those Organization cards and perks yourself. DLCs are just text files describing the new content. Everything is already in the game.
---
So that's about all I wanted to tell you at this point.
I'll try to replace the deprecated preview videos with new gameplay footage as soon as possible. But in the meantime, you can get a taste of what has been added in the game since the last time we talked, by reading the patch notes 1.060.2 to 1.060.4 below ;)
Patch Notes - 1.060.2
Bugfixes
Ally race detection algorithm was failing to properly classify certain allies as certain supertypes ie. Vampires as also Undead, if the ally had multiple types.
Redundant types in the Enemy Type won't display twice in the Enemy Preview popup
Perks that heal active Corrupted allies should now work properly
Changed the main 'Kill' message to simply display failure or success, verbose log rolls are unchanged
Edited the definition of a couple of cards that weren't working as intended
Fixed a Typo in Eldoran - Favor of Midnight card
Fixed an issue in the event 'A Rescue Mission'
Fixed the textbox size in the arrival message after a travel node to fit larger & two-word location names
Fixed a bug in Sandbox Ascensions i.e Conquest to Conquest+ not starting directly in the Tactical Map
Fixed the Ally text fields to adapt in higher than the vanilla values, in case you kidnap a very powerful enemy
Misc Changes / Additions
Weaken can no longer affect 'Demigod' enemies
Deimos Chasm is excluded from the starting areas when switching to a Sandbox mode / land in a randomized area
Player's location will fallback to Lanmerih, if during the ascension to a Sandbox mode we can't locate a better starting area (in the cases where the player lands in the randomized area)
Organization buttons will activate/deactivate if the proper Organization perks exist (regardless of DLC3 ownership)
Modding Additions
PP & LL can be awarded through Perks (ie. Automatic Perk that grants 20 additional PP), using PP:x, & LP:x as Perk rewards.
Special Resources (Stances)
Modders and content creators can define & utilize an assortment of Custom Stances to create interactions between different cards. Custom Stances don't provide any special benefits on their own. But similar to 'Resources' they can be used to Pay additional casting costs when you are using Actions, or enhance Actions with additional effects. For instance a card may require of you to expend part of your 'Dragon Stance' bonus. If you can't, that Action will fail. In a different scenario a Card might give you additional effects if you have 'Oni Stance' and it's bonus is more or less than a certain value. But in either case just having the 'Lion Stance' or 'Turtle Stance' doesn't provide you with any special benefits.
You can have only one Stance active at a time. Each time you activate the same Stance its bonus increase by +1. And each time you activate a different Stance it debuffs all other Stances.
Otherwise any accumulated Stance bonus will last for the entire Encounter
You can define a Stance in cards using "Stance:[Stance]" ie. Stance:Dragon, will display as "Dragon Stance.", playing the Card will give the CustomBuff "Dragon Stance" 1, replacing any other 'Stance' buffs.
You can expend a "Stance:Dragon" bonus like so: ExpendBuffDragon Stance:1
You can check for a "Stance:Duelist's" bonus and add an effect like so: OnCasterStatusDuelist's Stance:2, ContingencyEffectDamage:2, (if the player has 2+ Duelist's Stance add some damage)
DLC Progress
Added Graphic Assets & Resources for the upcoming DLC
Added +54 new Enemies (100/100 Enemy set is done)
Patch Notes - 1.060.3
Misc Changes / Additions
In Character Creation: Added fields to display the initial Summon Limit of the combination and the Minimum Deck
If a Summon Limit is specified in both archetypes the resulting limit is the Max of Archetypes (instead of the Sum)
If a Deck Min is specified in both archetypes the resulting Deck Min is the Max of Archetypes (instead of the one the Class uses)
Enemies that count as 'Wicked' (affected by Consecrate) will now display that next to their Race. ie. Undead Wraith Wicked. Some cards will now attempt to Destroy or Control Wicked enemies, and some effects like Valor, can have additional benefit if their target is Wicked.
Bugfixes
Resist Effect wasn't triggering properly when the card target was an Ally
Edits/Changes in English.json
Added new Entries in the end of the file: Line 1361 / CombatLogShadowShiftConcealment and below.
Adjusted the relative size in Singleton, Max Copies, Destroy, Control (size=-2) Card Rules, Added \u00A0 in Expend and Lose Life Card Rules to control better their wrapping.
Modding Additions & New Action Effects
Specifying Additional Action Requirements
ExpertiseReq[Expertise]:x, If the PC doesn't have Expertise >= x, Action fails
ArchetypeReq[Archetype/Discipline]:1, If the PC isn't Archetype or have Discipline, Action fails
TimeReq[Daytime/Night]:1, If it isn't Daytime or Night, Action fails
(New) Keyword: Shadow Shift
Shadow Shift:x
Lose x% Concealment, then deal x Damage. If you can't, instead gain {0}% Concealment.
x Damage type is fixed, matches the card element and can be resisted.
If you have x% Concealment you will lose that much. Your Target then gets +x Damage. If you lack the required Concealment, instead of dealing Damage, you gain x% Concealment.
For example: If you play a Shadow Shift 3 spell without having 3% Concealment. It justs give you 3% Concealment (regardless the target). If however you play the same spell with 6% Concealment, then it will convert 3% of it, to 3 Damage and leave you with 3% Concealment.
If the card dealing Shadow Shift Damage has Sneak Attack, it will get multiplied/affected by it, assuming sufficient Concealment remains for Sneak Attack to trigger. And if Sneak Attack triggers it will debuff any remaining Concealment normally.
(New) Keyword: Decay
Decay:x
Decay x: Target loses x HP per Doom counter, then gain a Vulnerable counter for every 10 HP lost this way.
Enemies will receive any Vulnerable counters produced by Decay even if normally they are immune to Vulnerable.
Life loss from decay can't be prevented and counts as Intense Damage.
Before Decay can even affect an enemy, the card Potential must be higher or equal to the Enemy level.
(New) Keyword: Coven
Coven:x
Coven x: Exhaust the first x (active) Witches you control. You gain +x Empower & +2x Defend for each (active) Witch exhausted this way and +1 Fatigue per Witch you couldn't exhaust.
You can still cast spells with Coven alone, however you'll get Fatigue for each Witch you fail to exhaust.
It's possible to set Coven value higher than 9, any additional witches required above 9 will always convert to Fatigue.
(New) Keyword: Valor
Valor:x
Valor x: If your Target is higher Level (than you), they suffer +x Damage. If also 'Wicked' double that Damage instead.
This Damage can be resisted and will matches the card's Element. Any suitable modifiers will apply normally.
If the Enemy is lower or equal level with you, then Valor has no effect.
(New) ExcludeFromAreaRewards:1
will exclude the card from being added in Area Completion rewards of Dynamic Sandboxes. The card will otherwise appear normally in its relevant loot tables.
Conditional Statements addons
Conditional Statements can check if the Caster is of certain Archetype or Discipline
Syntax is: OnCasterStatusArchetype[Archetype]:1, ContingencyEffect[Effect or Scripted Effect]:1
The work on the upcoming DLC continues, and so far still on schedule, but at the same time work on the base game never stops. Today's build will make some additional improvements in the Card Templating, by implementing some additional rules on where words can wrap etc. Some keywords or keyword parts are smaller in size, to accent them better and other minor changes here and there. Aim being to improve readability, but also keep the rules as compact as possible to avoid scrolling, again if possible.
Ehm, Raven why don't you just create static rules instead of relying on a Card Rules generator? It's only 3640+ cards don't tell me you are that lazy?
No. And glad you asked. The main reason we rely on an algorithm to create the card text is because that Card Text changes dynamically each time you add effects ie. through a Synergy, as your perks and stats improve, as the card gains level or it morphs etc. So a static rule in terms of our favorite TCGs while possible already with the OverrideDesc keyword, wouldn't adapt dynamically to any of these dynamic changes.
In addition to those changes there is a new Verbosity setting for advanced players, that will cut off some excess texts, and do some additional changes to the card layout.
And from this:
You can go to this:
So you can try it out by setting the Verbose Options to '+Compact Rules', and you can always create your own formatting mods, just by providing a customized English.json file. Or use it along your own mods.
Remember that you need to Click 'Apply & Save' for that to work, and that if you are already using your own customized English.json files, either to change formatting or Language, make sure to check on the Patch Notes below how to quickly locate the fields that changed.
Another popular request was to be able to see the defeated Enemy Immunities directly into the on hover preview. Well now you can:
This won't show the Weaknesses, as there isn't space for both, and only after you have defeated that enemy at least once.
Have fun, and let me know if you encounter any formatting issues that slipped my radar ;)
Merged Patch Notes - 1.059.5 to 1.059.8
Quite important Changes
Unique Events & Challenges, Influence and Quest States no longer reset if the Character uses the 'Revive' option in 'Book of Fallen'.
After Ascension in 'Book of Heroes' *only* the Challenges done will reset and you can do them anew. Everything else will remain intact (Events done, Influence earned & Quest States).
(!!) Multiple Changes in English.json
If you are using modded versions of them make sure to update those mods, or disable them till their creators update them ;)
Adjusted several font sizes in English.json to a relative size to improve card the card templating and readability. Note to modders: You can find all these searching for 'size=-'
Edited most (if not all) CardRules
sections in English.json to better optimize text wrap / break points. Note to modders: you can find all these searching for '\u00A0'
Misc Additions
New Verbosity Setting: + Compact Rules: Compacts some rulings and removes others (like Morph) from the card text, and moves them to the codex entry. Recommended for expert players who know very well their cards, and want to unclutter the text box a bit.
While using Verbosity L4, the Ally Specials will display in a smaller font, and Morph the level of the upcoming Morph.
Defeated enemies will now display their 'Known Vulnerabilities' in the bottom-right preview pane
Events System Additions
Farthings & XP rewards can be randomized from x/2 to x using Farthings:x? and XP:x?
i.e Farthings:12? will give the player 6 to 12 Farthings
You can check which Area the player is Exploring with the Exploring:Area, check. i.e Exploring:Your Headquarters can check if the player is currently in their Headquarters.
Onwards function will end turn/advance node only if there aren't any enemies in the node, otherwise will just hide the Event window
Triggering an Encounter will no longer close the Event window automatically, but instead display a button to hide the Event window
Cast method updated to use 'smart' casting instead of always targeting the PC.
Modding Additions
In ChooseOne style definitions: PickFromClass, PickFromRace & PickFromOrganization can be used to Pick a random card from the Player's Race, Class or Organization
ie. ChooseOnePickFromClass#PickFromClass#PickFromNecromancer:1, the first two picks are from the player's Class, whatever that maybe, while the third pick is from the Necromancer discipline.
Bugfixes
After a Level Up cards in hand are checked again to see if their AP requirements are now met.
Morale effect will properly trigger *after* the Ally attack damage is dealt & resolved and not in between.
Fixed some visual glitches in Perks filtering
The default "Revival" Sandbox alternative in Book of Fallen, wasn't set to follow the new ascension settings added in the previous patch
Unique single use Summons will no longer display a Max Level version as it's (in practice) unattainable.
DLC Progress
Various fixes in DLC Cards
Added Alchemy Expertise Perk Tree
Added 24 Lieutenants (4 in each Organization)
Missions/Interactions with them & 24 Perks to recruit them. 260/600 Cards
Missions will no longer appear while interact with your lieutenant in the Headquarters
Nerfed the Card drop rates of Missions
fixes in DLC Cards
Reworked the Organization Perk Trees for smoother progression.
You can find the DLC Preview videos in this playlist, but as far as the first three go, they are already outdated, sorry. But will be having a new video coming up as soon as possible ;)
It's been a while since the last time we talked, and if you wonder what have changed in the game during that time - probably several things. Along with the DLC additions and content preparation, there have also been some reworks and changes in various aspects of the game (based upon your feedback and suggestions).
So I went ahead and merged/organized the patch notes since the last time we talked (1.058.5 to 1.059.4) and you can find them below (if you haven't already read them in the forum).
Regarding the DLC itself, six of the Organizations you'll be able to join are almost ready and I'll be recording & posting some preview videos this weekend. Each of these organizations currently has 40+ new Cards and their own perk trees to allow you advance in their ranks.
Some of these cards will be available in Grimoires, and you'll be able to purchase them in towns, but the bulk of them will be granted exclusively through perk ranks and by undertaking quests and missions given through the organization's contact.
So joining any of these Organizations is optional, advancing in one is also optional, and even if you don't join one of them, there will still be many additional ways to improve your character and take advantage of the new DLC. But more of that in the next post. For now let's meet the major players in the aftermath of War for Roverford.
Canticum Noctem: You are devoted to Goddess Hecate, practitioner of Witchcraft and Keeper of the Old Ways.
Resurgant Tenebris: You have pledged your soul to Morheliss - Goddess of Undeath and Corruption. Your ultimate goal is 'Immortality'. At any cost...
Ordo Tenebris: You are part of an evil cabal that practices the Occult and operates with secrecy and deceit. The only currency you recognize is 'Power'.
Order of Light: You are part of an elite Knight Order in the service of the Holy Emperor of Doven. You perceive the practitioners of Old Ways as Heretics and the greatest threat against Humanity.
Blood Coven: You are part of a secret organization formed by the 'First' to study the magical properties of 'Blood' and unlock its secrets.
Fae Alliance: You are sworn to protect Mother Nature from all evil and deformation and part of an alliance between the civilized Fae Races.
In the Sandbox map there will be 4 additional locations each with several mid to high level areas and challenges.
Overall, I would say that there is a good progress so far, and despite there are still lots of things to do, for the time being the estimated release date for the DLC remains unchanged.
Prologue/Tutorial 'The Story so far' was simply renamed to 'Tutorial' & Glossary to 'Rulebook' for more clarity as new players could miss them
Verbose Log will display the Kill Roll & Outcome
Added Codex entry for Organizations
In Events: After making a Choice, choices that their requirements are no longer met they'll become inactive and choices that their requirements are met they'll become active. This will not make invisible choices appear, but rather enable/disable choices already visible. This mechanism won't trigger if the player status changed outside the event dialog ie. through playing an action, so before resolving/committing the choice, a second check is made to ensure that nothing really changed in the player status and the requirements are still met. If something has indeed changed, choice won't trigger and all visible choices are re-evaluated.
Clicking on a Card's Scroll Icon (without any Synergy Active) will show the Card at its Max Level version. If the card is already at the max level, you are already looking at the max level version (card won't be shown twice).
/ or the Console command ToggleFullArtworks can be used in addition to * to change the FullArt setting
Changed the Perks presentation (Perks that can be Picked vs Perks that can't because the Requirements aren't met) to be more distinctive
When previewing Cards that aren't in the player's hand (i.e a Chest or Grimoire) the Max Level version will always display even when Synergies are active
Organization choice is now saved along with the Preset
Bugfixes
Some Echo Action Statuses was remaining on the Enemy even after the Echo Action had expired
Codex Entries of Wrath, Envy, Greed & Sloth updated (removed a deprecated part saying that these effects can't affect the PC)
Some Event branches were marked as Unique and were queried as entry points when they shouldn't
Certain Gem Icons on Cards were misaligned by few pixels
Fury & Multicast by themselves could change the card's Optimal target to Enemy, even though the card had no reason to target an Enemy
1.058.7a: Fixed a bug in AdjustStatus effect introduced in 1.058.x updates preventing the effect to work properly. Verbose log will display when Status counters are removed ie through Dispel or AdjustStatus
Log was displaying an Empower reduction even when Empower wasn't actually reduced (i.e Card with Empower)
Fixed a bug introduced in new templating (v1.058.6): Blood Tribute, Contingency & Unravel effects were applying correctly but card was displaying the Level 0 values.
UnravelEffect could level up effects that weren't supposed to be affected by Level up like Fury, Empower, Discard, Fatigue etc.
Revived Characters from Book of fallen will always start with at least 10 HP
Starting Constructed with a Race/Class Mashup (using other discipline cards and 0 cards of their own) would lead to errors and a card pool of 0 cards.
In Constructed: 'Archetype' Cards will now include cards of your Disciplines in addition to those of Class & Race.
Cards with UnravelEffect was getting Shuffled back in Deck upon using the Shuffle button, when instead should remain in the Player's hand till the Unravel step
Daemonologie was both a Skill & Trinket. Removed the Trinket tag.
(Protected) Status was applying twice in Soulmates
Fixed a bug in the Lust calculation. Lust x Effect will now properly deal x Damage to the 1st, x + 5 to the second, x + 10 to the third etc.
Vulnerable bonus will now properly boost Lust & Pride Damage
After loading a Preset the starting Deck listing wasn't refreshing to the new starting deck (visual glitch)
Opening the Perks Sheet after it's closed with a view filter active, will properly reset the view back to 'All'.
Corrected Cryptcrawler card's Target to 'Undead'
Modding Additions/Changes
ChangeAllyEffectMorale[Effect or Scripted Effect]: will change the ally's 'Passive' to a 'Morale' ability [Effect or Scripted Effect]
ChangeAllyEffectDemise[Effect or Scripted Effect]: will change the ally's 'Passive' to a 'Demise' ability [Effect or Scripted Effect]
ie. ChangeAllyEffectMorale2xDx3=2;Silver=2;Element=Light:1, Whenever the Ally Attack will now Deal an extra 2D3+2 Light Damage (multiplied x2 if the enemy is weak to Silver)
In Cards with ControlArchetype[Race]:x effect, AddAllyType[type], can be used to add to the Enemy summon the additional [type]. You can still use (instead) SummonRace:Race, to silently force a specific racial type.
When searching for specific DLC sets in Enemy Compendium you must now add the word DLC too. ie War for Roverford DLC, Canticum Noctem DLC etc. This is to prevent showing both a Faction and a DLC if they happen to have the same name.
In Book of Heroes: The alternative ascension (to a Sandbox mode) is now moddable and can be set using: "OverrideNextSandboxAscension":"A Sandbox Mode". Even though vanilla modes don't use this by default, you can use it to make the next Sandbox Ascension of Casual to 'Adventure' or Normal to 'Conquest' etc. instead of the vanilla 'Conquest+'
OverrideNextSandboxAscension value has to be a Sandbox mode ie "OverrideNextSandboxAscension":"Drifter"
You can also set this value through the console command ModifyGM for any vanilla mode i.e ModifyGM Normal=>OverrideNextSandboxAscension=>Storytime , where 'Normal' is the mode we want to modify and 'Storytime' the Sandbox we want to use as ascension.
In Cards with ControlArchetype[Race]:x effect, SummonRace:[race], can be used to change the Enemy summon to that race
ForceAllyType[type]:1, can be used to forcefully change the type of any ally bypassing any restrictions (ie. can override Protected & Soulmates status. Use with care!)
English.json edits: "CardRulesChangeAllyPassive":"Ally loses their 'Morale' (or 'Demise') ability and gains: <b>{0}</b> → {1}",
You can use DisplayCard[Cardname], to display related cards to the perk even if they aren't given through AddStash, aren't Spell Crafted etc.
Universal Perks can be limited to specific organizations using the following syntax: Organization>>Perk:level ie. Resurgant Tenebris>>Resurgant Novitiate:2
You can modify the default Doom behavior (which enemy is summoned) through Perks or Events using the 'DoomEffect' Quest State. i.e as a Perk Reward
We have to use DisplayCard here, if we want to display the Grave Lurker card to the player when they click on the Perk to view more details.
In a similar fashion, you can modify the default Contract behavior (which enemy is summoned) through Perks or Events using the 'ContractEffect' Quest State. i.e as a Perk Reward
New Action Keyword: ShowRelated[Card]:1, can be used to display [Card] as a related Card when viewing the Action's Codex entry
Hybrid Form appearence can be changed by modders by providing a Hybrid Form.png
Enemy Database Priority
You can now specify a Priority to resolve conflicts between Enemy database files, by default all mods have a Priority of 10, Core Set has 0, 1st DLC has 1, etc..
Today I have for you some additional details on the 3rd major Expansion/DLC for Erannorth: 'Canticum Noctem': Organizations.
So far you've been meeting Enemies from the major Organizations in the world, with no choice but to fight them. But what if you could join them?
What if you could play chess with Eldanoth or learn from him instead of fight?
Ok, the upcoming Expansion won't let you do that :P But still...
Joining an Organization
Being part of an Organization will give you several benefits. Access to new Cards, Perks, Allies, and Contacts from the Organization (I'll be telling you more on Contacts at a later time).
On the downside? all the (Normal) Enemies matching that organization are now considered your allies, so you won't be able to encounter them in Random Encounters. In Sandbox you won't be able to undertake Challenges against your own Organization etc.
Bosses from that organization will still Challenge you in Gaunlets, but it will be in a '1 on 1' combat.
Organization Card Sets
As I mentioned each Organization will have their own Card Set and Perks, which you can use along with your Race & Class cards to create new/different build combinations. Currently I have around 137 cards I am testing, which corresponds to 22 Cards / Organization. But there will certainly be more in the final set.
Other Bits and Ends
(Or what (else) I am up to in the Development Branch)
Below you can read about the latest changes & bugfixes from 1.058.1 to 1.058.4, that currently are available only in the Development Branch. There are some pretty heavy code changes in the 1.058.* patches, so if you are in Development branch, a confirmation that you don't have any issues would be appreciated :)
Patch Notes - 1.058.1* (Development Branch)
Ally Interactions (Events)
To make an Ally interactable (trigger an Event) you need to provide an Event with ID "Interact with [Ally Name]"
i.e "Interact with Rysa". You can then put all Interactions with Rysa in that Event.
Some cards i.e Skeletal Minion produce allies that are named after their type ie. Skeleton:1, Skeleton:2 etc. in this case the Event needs to be "Interact with Skeleton" and it will work for all "Skeleton" instances regardless what card produced them. In this case the player can trigger this event multiple times per turn. Once for each Skeleton.
Other cards i.e Raven Familiar produce allies that are named after their Unique Type ie. Familiar. in this case the Event needs to be "Interact with Familiar" and it will work for all "Familiar" type allies you may get. So if you want a Unique Type Ally to have a Unique interaction that was already possible (and still is through a card). i.e Edmond's Revenge Hideout, creates a card that once used lets you talk with the Quartermaster (triggers the event through a card).
Interactions can only trigger outside of Combat (i.e in non-Encounter nodes or after defeating all enemies in a Node)
Hovering over an (Active) ally that has an interaction event, will show in their details the hint that you can "Shift+Click" them to interact.
To trigger the interaction event just Shift+Click your Ally (they need to be Active).
Triggering an interaction event will exhaust the Ally for that turn.
Misc Modding additions
In Events that correspond to an Ally Interaction (i.e An Ally triggered the Event AND that Ally is currently in Play):
You can use as Artwork field "Ally::[Ally Name]"
i.e in the event with "ID":"Interact with Rysa" you can use "MainGraphic":"Ally::Rysa". This will set the Event Graphic to match Rysa's Artwork whether that is custom or vanilla. (The event has no way to know what artwork 'Rysa' has, *unless she is in play*.
Misc Changes and additions
Debuff indicators will show up on Enemies, when the player inflicts Debuffs on them
Damage & Debuff indicators on enemies are "queued" to fade asynchronously
Patch Notes - 1.058.2* (Development Branch)
Minor UI Changes & Visual Improvements
Improved Actions' visual Feedback. It should be much clearer when allies or enemies get affected by actions, when debuffs & damage applies or is resisted, who got targeted etc.
Improved Tactical Map code/Moddability
DLC Locations without the proper setup (.json file) won't appear in the Adventure Map.
DLC Locations with the proper setup (user provided .json file) will appear in the Adventure Map, regardless of DLC ownership.
Canticum Noctem DLC: Added support for 4 new Locations (& their placeholder .json files)
Patch Notes - 1.058.3* (Development Branch)
Visual feedback: Improved card/damage/status effects order & timing. Their speed can now be set through the player's settings (Card Effects Speed)
RemoveEnemies:Faction, as a Perk reward will remove that Faction/Organization from the (Random) Enemy Encounter tables for the duration of the run, by granting the ExcludeFromRandomEncounters:1 flag to those enemies. They are still part of the DB and they can still be summoned (but only by name) in Events.
ExcludeFromRandomEncounters will properly prevent Challenges from appearing, if the only Enemies in that challenge are excluded from random encounters.
DLC Progress: Added Graphic Assets for Canticum Noctem (+95 Cards) / Groundwork on the Organizations & their Card Sets.
Patch Notes - 1.058.4* (Development Branch)
Summon/Trinkets wasn't showing up in Backpack
Spirit & Wraith allies will correctly get affected by Consecrate/Desecrate auras.
Desecrate aura will benefit Corrupted or Afflicted allies, but a Consecrate aura will harm them.
RemoveEnemies, won't remove any Bosses. Bosses that have their Allies removed will still appear in Boss Nodes but without any allies.
DLC Progress
Graphic Assets for Canticum Noctem (137 Cards)
You can now choose to align with an organization during Character Creation. (there are currently no class/race restrictions in which organization you can pick)
Added 137/600 Card Definitions: 6 Organizations (currently: 22 Cards each, couple of cards won't appear in the loot tables - they are reserved to acquire through different methods)
That's about it for today's post. If you want to wishlist the upcoming Expansion (and can ignore the WIP Screenshots & Description) you can find it here:
Today I have for you some more details on the 3rd major DLC for Erannorth: 'Canticum Noctem'.
Ulfarg's assassination in 1238 EC brings the Ulniir Invasion to an abrupt end. With his sole heir Hulda missing (and primary suspect for his murder) the uneasy alliance between the Ulniir tribes soon fell apart, and their chieftains hastily return back to their territories in the East.
In Roverford everyone is happy, celebrating the newfound peace and cheering for their beloved Queen's Regent coronation.
Well, everyone except for the Queen Regent Zefya the First herself. Oh, she would have been happy...
After all this was her dream, for the most part of her four-hundred years of life.
If only she was the one living it, and not chained and starving in the castle catacombs for the past two years.
A skeletal hand caresses her hair briefly. "Your time is almost up my dear. I am you now..."
Ok so lot of things have happened in the world in the past two years, following the War for Roverford. But we'll get to that at a later time.
Programming wise, all the new mechanics in the DLC3 are done (I think).
And modders can use them (right now) regardless of DLC3 ownership. Briefly these include:
1) A persistent Event system (tracking of Quest States, Influence) 2) Support for passive skills (Expertise) 3) Level Up tables (Automatic Perks) 4) Universal Perks 5) Morph (Actions can unlock brand new effects as they level up) 6) Ally Passive: Demise (Ally dying or leaving play can trigger effects) 7) Craft Recipes (Destroy all Ingredients in Stash to (permanently) gain a certain Card or Equipment) 8) Fusion Recipes (Discard all Ingredients in Hand to Create a Temporary Card Copy) 9) Enemy AI can now use Card Actions (any Card from the DB) on the PC along with their AI Responses.
So, bugs aside, in June and July I will be focused on the DLC content itself.
Let's see what to expect overall:
Over 600 new Cards
These will be divided in any new Playable Archetypes (I will give you more details on the new archetypes in a future news post) and new Factions sure, but in the majority: expanded Class sets.
So basically all old classes will be getting something new.
Over 120 new Perks
All archetypes (old and new) will also be getting new Perks and additional build options.
Over 100 new Enemies & Bosses:
Higher Tier Enemies and Bosses for more challenging mid/high level runs.
Over 40 new Events
In addition to brand new Events, short Stories and Encounters, many old Events will also be expanded with additional choices and options.
New Adventure Areas
Sandbox map will be expanded with several new areas, new locations, new Challenges & Treasure Hunts.
And more...
So, lots of cool stuff :) But, just me in a Summer(y) - I want to play games too - mood.
And even though my estimate for the release is some time by mid/end of July 2020 as planned, still, the official announcement's takeaway should be 'when the DLC ready'.
So stay tuned! I will be keeping you updated, as the DLC develops and when its content is closer to completion. ;)
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