Erannorth Reborn - Raven
Hi folks,

The new Anniversary build is live and you may update to it now. If you are using any mods that modify the Localization file, you may want first to temporarily deactivate them, till they are updated to this version. Nothing will break if you don't but some things might be off.



You can find the detailed release notes below. Let me know if you have any questions or have any issues. And if suddenly you feel nostalgia for the old card frames or portraits.

Don't worry! They are both already in the workshop!

Patch Notes - 1st Anniversary Update 1.075.1

Bugfixes
  • Improved Combat algorithm, added additional checks to prevent exceptions in weird/rare cases ie. Killing the same enemy 'twice' before the first first death could be processed could cause the Enemy remain 'Un-killable' in battlefield with negative HP. etc.
  • Fixed some minor issues with the Card Templating algorithm introduced in the previous patch
  • In some cases Revival & Ascension wasn't generating a new stage from scratch but instead was using the last saved stage, causing parts of completed events or 'Dungeon' areas to be expanded when they shouldn't.
  • In some cases after Ascension, the Player's stage indicator was 'outside' the DungeonEntry
  • Targeting the player with the 'Vulnerable' effect will now properly inflict 'Vulnerable' (Defend -)

Balance - Shields & Reinforcement Waves

While personally I believe that Shields are pretty easy to overcome once one gets a little familiar with how Enemies state-based AI works and the many ways they have to overcome them, they seem to buffle new players.

As such now the magnitude of Shield is fully customizable on a Game Mode basis, and additionally Enemies won't heavily rely on them any more. Enemies with the Shield tactic will now use it once per Encounter. In contrast Defensive Stance is now permanent once activates, and as such make sure to pack some non-Physical damage along.

Reinforcements in all modes now have a fixed amount of waves. After that new enemies will stop spawning. This is something you customize on a Game Mode basis so it won't apply on your own custom modes or vanilla modes you have modded. But it's pretty easy to set with ModifyGM or the in-game Editor.

In detail:

Balance adjustments in Enemy Shield/Level (EnemyShieldPerLevel) & Max Reinforcement Waves (MaxReinforcementWaves). These changes are on a Game Mode basis and will only apply if you haven't mod these games and use the vanilla files.

Base Modes
  • Casual: Enemy Shield/Level = 2, Max Reinforcement Waves = 2
  • Normal: Enemy Shield/Level = 3, Max Reinforcement Waves = 3
  • Ironman: Enemy Shield/Level = 5, Max Reinforcement Waves = 5
  • Mentalist: Enemy Shield/Level = 4, Max Reinforcement Waves = 4
  • Seer: Enemy Shield/Level = 5, Max Reinforcement Waves = 6
  • Demigod: Enemy Shield/Level = 6, Max Reinforcement Waves = 8
  • Adventure: Enemy Shield/Level = 3, Max Reinforcement Waves = 3
  • Drifter: Enemy Shield/Level = 4, Max Reinforcement Waves = 4
  • Conquest: Enemy Shield/Level = 5, Max Reinforcement Waves = 6
  • Agent: Enemy Shield/Level = 6, Max Reinforcement Waves = 8
  • Draft: Enemy Shield/Level = 4, Max Reinforcement Waves = 2
  • Expert: Enemy Shield/Level = 6, Max Reinforcement Waves = 8
Plus Modes
  • Adventure+: Enemy Shield/Level = 5, Max Reinforcement Waves = 5
  • Ironman+: Enemy Shield/Level = 7, Max Reinforcement Waves = 7
  • Conquest+: Enemy Shield/Level = 7, Max Reinforcement Waves = 7
  • Demigod+: Enemy Shield/Level = 8, Max Reinforcement Waves = 10
  • Agent+: Enemy Shield/Level = 8, Max Reinforcement Waves = 10

Balance - Misc
  • Balance edits in various cards (way too many to list)
  • Tweaked the XP & Farthings curve. Experience and Farthings earned are now based on the Enemy's Level (rather than the Enemy's Tier) and are slightly more random.
  • Controlling an Enemy will properly give Experience
  • Shielded Enemies can't provide the Benefactor Shield benefit
  • Shield Rule addendum: "Once the Enemy's Shield collapses, they can't use the Shield Tactic for the remainder of the Encounter."
  • Once Enemies activate Defensive Stance they'll keep the Tactic active for the remainder of the Encounter. However they now only have a 50% chance to avoid retribution damage (instead of always avoid retribution damage)

Retirement Mechanic

Added a Retire button under the character's portrait. Clicking it will give you the choice to retire your character into the book of Heroes. Based on the areas you have already cleared this Action will cost you 100 Farthings x CS & 2 Rations. ie at Stage 5 you need to Pay 500 Farthings and 2 Rations etc.

Ascension Freedom

Improved the Ascension code to allow ascensions from any mode to any other mode. Aside from the 'quick' ascensions and revivals defined in the game mode and are suitable for you PC, you can instead manually ascend or revive in any mode you like using the new 'Choose any Mode' dropdown menu. Reviving in a custom Mode will still cost you tokens based on the PC level.

UI Changes
  • Misc UI Improvements & Improved visuals. Changed many textures, icons and the presentation of most elements.
  • Refined the area around the End of Turn button. The buttons for Shuffling & Viewing the remainder cards in Deck are in a more prominent spot.
  • Refined the Visual Puppeteer widget to fit the new design.
  • Replaced the black loading screen after logo intro with a Loading Screen.
  • Rations display is now Rations/Max Rations. (From Rations)
  • Summon Limit display is now Currently Summoned/Summon Slots (From Summon Slots)
  • Cards in Deck, Perk Points you can spend and Sheet Shortcuts are more prominent in the Character sheet.
  • New Portraits + Ragdoll versions. Using the ## GoFigure global in ModLoaderUser will switch to the Ragdoll portrait set.
  • Ragdoll portraits (transparent png) will no longer display as a card
  • New Card Frame (Light & Dark). You can find the old ones as a mod in Workshop.
  • Morale, Special & Demise are replaced with Icons in card rules. (Ally buttons for Attack & Special replaced with the same Icons for consistency.)
  • In the Buffs display, negative status like Bleeding, Feeblemind etc. will display first
  • Tweaked the Buffs display to fit longer buffs without line-wrapping
  • Redesigned the Event UI
  • Active Perks will now display in an one-column list
  • Perk requirements and cost will no longer display on already unlocked perks
  • In Character Sheet: You can now click anywhere on the player avatar to change their portrait mid-run.
  • F1 will now work as a toggle (will open Glossary if it's closed and close it if it's open)
  • Active effects will now display an icon next to each effect and with a hyperlink to the relevant glossary term.
  • Increased the size of Deck Manager // two columns of deck presets are shown at a time
  • Added a Button to display the Action Effect modifiers from perks. Any terms with matching entry in the log will appear as links leading to the Glossary.
  • Most active effects (Buffs) will now appear localized (this unfortunately doesn't include custom resources ie. Judgement)
  • When Looting Actions there are three buttons instead of one and you can choose between Deck, Stash or Draw. If you own max copies of an Action, you can only Draw (a temp copy).

Card Templating Improvements
  • Improved Line-breaks / fixed some wrapping issues.
  • Changes in the card Templating algorithm & card formatting to improve card readability.
  • Negative Defend will display as 'Gain Vulnerable x'.
  • Negative Status on PC will display as 'Gain [status] x' ie. Gain Bleeding 2
  • Added TargetTypeAlly:1 in some cards with UnsummonAlly:1 & ReactivateAlly:1 that was missing it and was relying only in Archetype for explicit targeting.
  • You can now override both the light & dark card templates (separately) in your mod using CardTemplateLight.png & CardTemplateDark.png, in this case the proper one will be displayed according the player's settings. Priority is: CardTemplate[Race/Class] => CardTemplate[Light/Dark] => CardTemplate
  • If modded versions of Light & Dark templates exist their example versions in Settings will now reflect that.

Misc Changes/Additions
  • In Game Editor: Added the option to create Draft but keep your perks in 'Gaunlet, Endless or Adventure' category. In Enemy Reinforcements you can now control the max Waves of reinforcement that can appear in a Node.
  • Detailed Game Mode rules will now display how much Reinforcement Waves can appear (The detailed rules appear if you look up the Mode in the Codex. Otherwise the short description is shown by default.)
  • When Reinforcements arrive a text notification appears along with a Wave indication. If MaxReinforcementWaves=0, then the text changes simply changes to 'Enemy Reinforcements"
  • Misc optimizations & under the hood improvements in the card search algorithm
  • Updated Steamworks net version to latest release.
  • Updated Unity Engine to the latest release.

Modding the World Map Graphics
  • You can now change the World Map, Location Pins & Player Token graphics
  • You can put a AltWorldMap.png (1920x1080) in CustomArtworks/Tales to set the World Map graphic to AltWorldMap.png
  • You can also have different maps based on the player's Class or Race using instead AltWorldMap[Archetype].png. Override Priority is: AltWorldMap[Class].png / AltWorldMap[Race].png / AltWorldMap.png
  • You can put a PlayerToken.png (in CustomArtworks/Tales to set the Player Token graphic to PlayerToken.png
  • You can also have different tokens based on the player's Class or Race using instead PlayerToken[Archetype].png. Override Priority is: PlayerToken[Class].png / PlayerToken[Race].png / PlayerToken.png
  • You can put a MapPin.png in CustomArtworks/Tales to set all Location pin graphics to MapPin.png
  • To set a different graphic / location: Add a MapPin[Location Name].png in CustomArtworks/Tales i.e MapPinLanmerih.png, MapPinRoverford Valley.png, and MapPin.png to customize all the remaining locations.

Modders can override manually the line-breaks
  • Individual Card Texts can be fine-tuned on a Card by Card basis using NNLB[match]:1, NNLA[match]:1 in card definition.
  • The first will add a Line break before [match], and the second after [match].
  • ie. NNLA. :1, after every occurence of .[space], add a new line character. ie. to break down each effect in a separate line.
  • ie. NNLBSyn:1, before every occurence of 'Syn', add a new line character. ie. to break down a synergy that wraps in the wrong way.
  • In a more massive scale (not really recommended), Card Text can be fine-tuned via the ModLoader ## NNLB[match] && ## NNLA[match] globals. The first will add a Line break before [match], and the second after [match].
  • ie. ## NNLA. , after every occurence of .[space], add a new line character. ie. to break down each effect in a separate line.
  • ie. ## NNLBTeam , before every occurence of 'Team', add a new line character. ie. to break down each Teamwork effect in a new line.
  • In all cases the [match] keyword shouldn't match exactly a keyword to avoid parsing it as an effect.
  • These replacements will happen on the final card text, so it can be already localized.

English.json

Aside from adding TooltipRetire, VictoryScreenRetire entries and adjusting Tooltip colors, all other formatting changes are optional and you don't have to add them in your customized English.json.

  • Added in English.json: TooltipRetire, VictoryScreenRetire
  • All CardRules: Several card rules got a <size =-2> font size, others wrapped with <nobr></nobr> to better control line-breaks
  • Added sprite tags in the Morale, Special & Demise related rules
  • TooltipStrength, TooltipAgility, TooltipResilience, TooltipIntellect, TooltipWillpower, TooltipCharisma (Tooltip is now light in color so you should adjust the tooltip colors for light background. New vanilla colors are: Major #360072, Minor #004985 & Sole #713600.)
  • StatusShield, StatusDefensiveStance - rule addendums
  • StatusImmobilized, StatusEntangled, StatusFrozen, StatusBleeding, StatusEnvenomed, StatusBurning, StatusBewitched, StatusWeaken, StatusVulnerable - Affected characters are now referred to as 'Characters' rather than 'Enemies'.
Erannorth Reborn - Raven
Hi folks,

The Anniversary edition is coming together pretty well, and is available in the public beta branch if you want to try it out. Let's check out some of the changes since last time we talked:

Changed the presentation of active perks.



The Effect Modifiers button will show you a list of any Action Modifiers you have through perks.
Of course these are already calculated in your card texts, but hey, some of us min/maxers need to know these things.

Clicking on hyperlinks like these will open the Rulebook in the relevant section.




For those looking for a legit way to abandon the run and move to the Book of Heroes to ascend in a different mode. Not free as to feel you aren't cheating, but still pretty cheap.



Now I can reincarnate and collect my rewards so far. The 'Resume' slot is destroyed. But of course you are free to save manually and then exploit this system to cheat for tokens and mastery (the hard way). So use or not use this feature, exploit or not exploit it. It's your game ;)



Now in the Book of Heroes, aside from the quick Ascensions as defined in the mode you played, you can manually go anywhere you like.



Why not go for a beer? Ehm... I meant in Seer?



The puppeteer wheel is now a square. As a reminder the middle button will let you go on the preordained course. So in cases of events with multiple screen, you need to just hit space/continue.



The active status under your portrait are now more prominent.



And are also hyperlinks to the Rulebook.



Last but not least the Events got a slight facelift.



---

So when will the update come?

Critical Feedback/Bugs aside, my best guess is as early as Monday 12/10. So why not switch to the public Dev Branch and give it a test drive? ;)

Can I have the old portaits? Geez! Don't they burn in the tropic Folkswave climate with all these clothes on? Plus I prefer your mustached champions.

Of course ;) You can find the Legacy Portrait pack here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2252347961

In the last update Comments, you also promised a moddable World Map... Just saying...

It's already here. You can find more details in the Patch Notes.

---

And that's all for today folks!

Have fun and if you come across any problems let me know!
Erannorth Reborn - Raven
Hi folks,

A little less than a year ago (18 October 2019) Erannorth was officially released on Steam (at v1.001) and now about 736 patches later, well it's probably an entirely differently game than how it came out from EA, but still quite far from my final vision.

To commemorate the 1st year Anniversary, I present you Erannorth Reborn - Anniversary Edition. Ok, just a fancy name for the free update you'll all be getting at 16 October 2020, a major part of which is already live in the Development Branch.

As usually, is better show rather than tell, situation:

Cleaner Character Creation Screen


New PC Portraits
You've seen these awesome Stock portraits by Forrest Imel in literally *every* Indie Game, and still can't get enough of them? Look no further!





For those who somehow prefer the old ones you can find them all in our Nexus.

NPCs are unchanged and in their full Daz awesomeness. And It's really doubtful I'll ever have the budget to change those, since I don't even charge you for the new portraits, but there are already 2 awesome mods that can do that for you ;)

Cleaner UI and 'Dark' Card Frame



Light card frame is unchanged, and of course you can still use your own custom card frames.







And more...

There are also many Optimizations, QoL additions, under the hood improvements in the code, and a couple of balance changes here and there. Not so impressive put into patch notes, as the actual work in the Anniversary edition has been happening behind the scenes right after DLC3 release (1.070.0).

But honestly, I didn't think I'd be able to pull off this update in time therefore the secrecy.

Either way bugs aside or super-cool suggestions, it's mostly done (for now). So as we impatiently await for BG3's arrival, why not switch to the Development branch and give it a try? And of course if you find any nasty bugs, be awesome and let me know? ;)

Below you can find the Patch Notes since last time we talked

Patch Notes - 1.073.6 (Development Branch)

Balance
  • Tweaked the XP & Farthings curve. Experience and Farthings earned are now based on the Enemy's Level (rather than the Enemy's Tier) and are slightly more random.
  • Controlling an Enemy will properly give Experience
  • Shielded Enemies can't provide the Benefactor Shield benefit
  • Shield Rule addendum: "Once the Enemy's Shield collapses, they can't use the Shield Tactic for the remainder of the Encounter." - You may want to boost Shields intensity in your Custom Game modes.
  • Once Enemies activate Defensive Stance they'll keep the Tactic active for the remainder of the Encounter. However they now only have a 50% chance to avoid retribution damage (instead of always avoid retribution damage)

Misc Changes/Additions
  • Added TargetTypeAlly:1 in some cards with UnsummonAlly:1 & ReactivateAlly:1 that was missing it and was relying only in Archetype for explicit targeting.
  • Misc changes in the card Templating algorithm & card formatting to improve card readability.
  • Misc optimizations & under the hood improvements in the card search algorithm
  • Misc Card Templating improvements
  • Misc UI Improvements & Improved visuals. Changed several textures, icons and the presentation of most elements
  • Increased the size of Deck Manager // two columns of deck presets are shown at a time
  • New Portraits + Ragdoll versions. Using the ## GoFigure global in ModLoaderUser will switch to the Ragdoll portrait set.
  • Ragdoll portraits (transparent png) will no longer display as a card

Bugfixes
  • Improved Combat algorithm, added additional checks to prevent exceptions in weird/rare cases ie. Killing the same enemy 'twice' before the first first death could be processed could cause the Enemy remain 'Un-killable' in battlefield with negative HP. etc.
  • Fixed some minor issues with the Card Templating algorithm introduced in the previous patch

Card Templating Additions
  • Individual Card Texts can be fine-tuned on a Card by Card basis using NNLB[match]:1, NNLA[match]:1 in card definition.
  • The first will add a Line break before [match], and the second after [match].
  • ie. NNLA. :1, after every occurence of .[space], add a new line character. ie. to break down each effect in a separate line.
  • ie. NNLBSyn:1, before every occurence of 'Syn', add a new line character. ie. to break down a synergy that wraps in the wrong way.
  • In a more massive scale (not really recommended), Card Text can be fine-tuned via the ModLoader ## NNLB[match] && ## NNLA[match] globals. The first will add a Line break before [match], and the second after [match].
  • ie. ## NNLA. , after every occurence of .[space], add a new line character. ie. to break down each effect in a separate line.
  • ie. ## NNLBTeam , before every occurence of 'Team', add a new line character. ie. to break down each Teamwork effect in a new line.
  • In all cases the [match] keyword shouldn't match exactly a keyword to avoid parsing it as an effect.
  • These replacements will happen on the final card text, so it can be already localized.

English.json
    Mostly formatting changes, which won't affect you (much) if you are using a custom localization file. But you still may want to update the following entries, especially the Tooltip colors.
  • CardRulesHealAllies, CardRulesReactivateAllies, CardRulesChooseOne, CardRulesLootOne, CardRulesPlayOne, CardRulesPurchase, CardRulesSerializerEffectGambit, CardRulesGambit, CardRulesExtendAllies, CardRulesExtendAlly, CardRulesStrengthenAllies, CardRulesStrengthenAlly, CardRulesFortifyAllies, CardRulesFortifyAlly - texts shortened.
  • Several longer card rules got a <size =-2> font size.
  • TooltipStrength, TooltipAgility, TooltipResilience, TooltipIntellect, TooltipWillpower, TooltipCharisma (Tooltip is now light in color so you should adjust the tooltip colors for light background. New vanilla colors are: Major #360072, Minor #004985 & Sole #713600.)
  • StatusShield, StatusDefensiveStance - rule addendums




Erannorth Reborn - Raven
Hi folks!

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
  • Ctrl+Click discard wasn't properly triggering DiscardEffect
  • 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.
  • Multiple perks giving this bonus will stack
  • Supported Statuses are: Benefactor, Immobilized, Entangled, Frozen, Bleeding, Burning, Consecrate, Desecrate, Envenomed, Frost Touch, Bleeding Strike, Feeblemind, Fire Aura, Envenom, Cover, Bewitched, Weaken, Doom, Contract, Defensive Stance, Summoning Circle, Reanimate, Animal Ally, Rage, Dispel, Gallop, Empower, Healing, Regenerate, Flank, Hex, Vulnerable

Triggering effects by Discarding a Card
  • 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

English.json
  • New entries: CardRulesApplyStatus, CardRulesApplyStatusEx, CardRulesDiscardEffect, CardRulesDiscardEffectEx, CardRulesDiscardEffectIf, CardRulesDiscardEffectIfEx, CardRulesDiscardEffectIfSingle, CardRulesDiscardEffectIfExSingle, CombatLogPlayerDoTClear, CardRulesOnCasterStatusBuffSingle, CardRulesOnEnemyStatusEffectCompact, CardRulesOnEnemyStatusEffectCompactSingle, CardRulesOnEnemyStatusEffectCompactEx, CardRulesEffortless, CardRulesEffortlessEx
  • Edited: CardRulesDiscovery, CardRulesxDx, CardRulesUnravelEffect

Patch Notes - 1.071.7

Bugfixes
  • 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'
  • Added: CardRulesMerc, CardRulesMercEx





Erannorth Reborn - Raven
Canticum Noctem DLC is out now!
  • 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.

https://store.steampowered.com/app/1301870/Erannorth_Reborn__Canticum_Noctem/
Erannorth Reborn - Raven
Hi folks!

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. ;)

https://store.steampowered.com/app/1301870/Erannorth_Reborn__Canticum_Noctem/

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
  • ie. OnEnemyStatusArchetypeHuman:1, AddEffectDefend:2
  • ie. OnEnemyStatusArchetypeBlood Coven:1, AddEffectDamage:4
  • 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
  • Refined the 'Limited Edition' set portraits
  • English.json Entries changed/updated: CardRulesExhaustAlly. Added CardRulesOnCasterStatusExpertiseReq
  • Re-balanced Arcana Discipline.
  • 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 ;)
Erannorth Reborn - Raven
Hi folks,

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
  • ie. OnCasterStatusArchetypeHuman:1, ContingencyEffectDefend:2
  • ie. OnCasterStatusArchetypeBlood Coven:1, ContingencyEffectBlood Surge++:4

In Events Functions
  • 'Close' can be used to just close the Event window ie. instead of triggering 'Onwards'

DLC3 Changes & Additions
  • Fixed some typos in DLC3 Enemy Database
  • Misc balance changes & tweaks in the organization card sets
  • Renamed some cards. Older DLC3 saves may have minor incompatibilities issues.
  • Added some additional Lieutenant interactions
  • Added +50 new cards (331/600?).
  • All Organization now have ~ 50 Cards each.

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
  • ie. OnEnemyStatusArchetypeHuman:1, AddEffectDefend:2
  • ie. OnEnemyStatusArchetypeBlood Coven:1, AddEffectDamage:4
  • 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
Erannorth Reborn - Raven
Hi folks,

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 ;)

https://www.youtube.com/playlist?list=PLREgpHrK4gtacyfklAwkxWh9Yvpsiu2Wn
Erannorth Reborn - Raven
Hi folks,

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.

You can follow the DLC and wishlist it below:

https://store.steampowered.com/app/1301870/Erannorth_Reborn__Canticum_Noctem/

Last but not least, as promised the merged patch notes since the last time we talked.

Merged Patch Notes - 1.058.5 to 1.059.4

Improved Ascension Progressions
  • The default Sandbox Ascensions of the vanilla modes will now match the player's level
  • Casual => Adventure, Normal => Adventure, Ironman => Conquest
  • Mentalist => Adventure, Seer => Conquest, Demigod => Conquest+
  • If Conquest is not available it's replaced by the Adventure mode

Misc Changes & Additions
  • Dispel Check will appear in the Verbose log
  • Improved/Expanded Card Templating for Scripted (& non-Scripted) Blood Tribute, Contingency & Unravel effects.
  • 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
  • QuestStateDoomEffect:Grave Lurker, DisplayCardGrave Lurker:1
  • 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
  • QuestStateContractEffect:Infernal Acolyte, DisplayCardInfernal Acolyte:1
  • 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..
  • Syntax is #Priority x, where x an integer value
  • Higher priority entries replace lower priority entries
  • You don't need to specify a Priority to override vanilla content.
  • You need to specify a priority if you don't want to override vanilla content ie. #Priority -1 or if you want to override another mod #Priority 11 etc.

New Game Mode Options
  • LPGainedPerLevel:y, specifies how many LP the player gains during Level up [LP = y per Level (Vanilla y = 1)]
  • PPGainedPerLevel:Z, specifies how many PP the player has at level 1 and how many PP they gain at each Level up [PP = Z x Level (Vanilla Z = 20)]
  • (You can also set these values through the console command ModifyGM)

DLC Progress
  • Graphic Assets for Canticum Noctem (247/600? Cards)
  • Added 247/600 Cards
  • (New) Deck button in Character Creation / Organization section: Clicking it will preview the card set of the (currently) selected organization.
  • Added 60 new Perks for the Organization Perk Trees. (60/120)
  • Linked new & old locations travel routes in the Sandbox mode
Erannorth Reborn - Raven
Hi folks,

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:


https://store.steampowered.com/app/1301870/Erannorth_Reborn__Canticum_Noctem/


I will be keeping you updated, as the DLC develops further. ;)
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