Erannorth Reborn - Raven
Hi folks,

Last time we talked I mentioned I was working on a major update, part of which was all about re-balancing several aspects of the game in preparation for the upcoming season of DLCs, and in particular the Underworld DLC which is planned to arrive in Q1 of 2021.

Well, It's done. And before making it live in the main branch, let me tell you: this is a major update, that will forever change the way you play Erannorth.

I estimate that during the past week overdrive, I revisited over 2000+ cards. So before you update make sure to finish any active runs, and forget everything you take for granted.

And preferably don't resume an existing character but start a new game. Nothing will break, but your deck and picks might no longer make much sense.

This update will affect radically the veteran players with established tactics, as they'll now have to take many steps back and re-evaluate many of their strategies. And it's safe to assume that not everyone would be happy about everything. After all, change isn't always welcome.

This why I created a 'Legacy' branch, where you can switch at any moment. I won't be updating the 'Legacy' branch, but you can always save the 'Content' folder if you haven't already and mod back anything you don't like to the way it was.

So before we dive in, I'd like to thank everyone for your feedback and suggestions during the testing of these changes ːErannorthRebornCheersː, and also remind you that our Modding Contest ends at 30 November.

Balance Changes

Enemy AI Changes

Enemies are smarter and will try harder to destroy you, employing a better variety of their tactics.

  • Frost Touch, Feeblemind, Bleeding Strike, Envenom, Fire Aura I & II now all have a cool down of 4 turns before they can be used again by the same Enemy
  • Enemies created through an Illusory Copy or a Multiply effect are no longer able to use these tactics themselves
  • Enemies will stop spamming the same debuffs once they exceed a certain amount (relative to player's level).
  • Flank tactic has a Cooldown of at least 2 turns (if its intensity is lower than 2)
  • Flanking Enemies will try to break your Defend more aggressively once it exceeds certain thresholds
  • Cover tactic will last for 2 turns and has 2 additional turns cooldown before it can be used again, additionally to the old Cover benefit it will also remove several stacks of Vulnerable
  • Healing Tactic will now remove several stacks of Bleeding & Envenomed counters from the healed Enemy (relative to the tactic rank)

Card Level Up rules

Many effects now have customized level up rules. Some increase by more than +1/CL (Card Level), while others don't. So not every card will become 'better' in an obvious way, but will still improve in potential and allow for triggering better synergies. So before assuming how the card will evolve, click on the Scroll Icon behind the AP cost, to find out ;)



You don't need to adjust your own custom Level up rules if you have any. Any common rules will be automatically get replaced by your own. And to undo any of these to the old vanilla setting, you can set the rule back to 0. i.e ## LR#Farthings:0 in your ModLoaderUser.conf.

  • Farthings +5/CL instead of +1
  • Concealment +3%/CL instead of +1
  • Pride +2/CL instead of +1
  • Chain +5%/CL instead of +1
  • Double +4%/CL, Triple +3%/CL, Quad +2%/CL instead of +1
  • Lifespan 0/CL instead of +1
  • Power +3/CL instead of +1
  • Health +5/CL instead of +2
  • Kill 0/CL instead of +1
  • ExtendAlly +0/CL instead of +1.
  • ExtendAllies +0/CL instead of +1. ( ExtendAlliesOfType[x] will still gain +1/CL. )
  • UnravelEffectMeditate +0/CL instead of +1.
  • AdjustStatusConcealment, AdjustStatusShield, AdjustStatusIncorporeal, AdjustStatusFlying, AdjustStatusCover will now gain +0/CL instead of +1/CL
  • Focus & Invoke +0/CL instead of +1/CL
  • Destroynon-Undead:+2/CL, Destroynon-Wicked:+2/CL, DestroyUndead:+2/CL, DestroyWicked:+2/CL, DestroyEnemy:+2/CL, Banish:+2/CL (Instead of +1/CL)

Card & Effect Tweaks, Nerfs & Buffs

Some effects were costing too little AP for their impact in their table, while others too much. This has been adjusted. And now more expensive effects will feel more rewarding, or if you prefer: more rewarding effects will now be more expensive.
  • Fury & SynergyFury: Minor/Medium increase in AP cost.
  • SynergyMulticast: Minor/Medium increase in AP cost.
  • Multicast: Medium/Large increase in AP cost.
  • Envy: Minor/Medium increase in AP cost.
  • In certain Cards 'Fury'/'Multicast' were used along with 'Chaotic' for the sole purpose to deal multiple damage the Chaotic damage, those will now use the 'Chaos' modifier instead which will just increase the number of the random enemies affected, while keeping their power level (and cost) lower.
  • Echo: Minor/Medium increase in the AP cost.
  • Focus & Invoke effects are now fixed and in many cases seen a Minor/Medium AP cost increase.
  • Kill: Major increase in AP cost. Boss status now grants an automatic immunity to Kill. There are now around 24 cards with the 'Kill' effect (down from around 60). In some cases this has been replaced with 'Destroy' effect.
  • Streamlined the various vanilla Destroy[Type] effects to fall under these 5 categories: Destroynon-Undead, Destroynon-Wicked, DestroyUndead, DestroyWicked, DestroyEnemy. They'll cost slightly more but affect higher Tier enemies and scale better.
  • Cards with Control Effects: They cost slightly more AP and will affect stronger targets.
  • Expend Buff costs are now fixed. Cards that require additional resources are slightly more powerful or cheaper than their normal equivalents. Additionally the resource cost won't go up as the card gain levels.
  • CustomBuff Effects/Card that produce Resources. As the resources expend cost is now fixed, (most) cards will also produce a fixed amount of resources. This isn't because of Level up rule, but due to a different syntax. CustomBuffs in mods will still increase normally.
  • Abilities unique to Allies are now excluded both from Area Rewards & Loot Tables
  • ReactivateAlly: Minor/Medium increase in the AP cost.
  • Herb cards changed to single use.
  • AoE & Empower effects got a minor AP cost increase.
  • Pride got a significant effect boost in efficiency and also a medium AP increase.

Other Balance changes
  • Fury & Multicast Rule Addendum: Multicast & Fury actions will now consume Concentration equal to their value instead of 1. i.e a Multicast 4 Action will consume 4 Concentration instead of 1. A reminder will display in detailed rules i.e Concentration x2.
  • Amplify Addendum: At the End of your Turn any unused Amplify bonus is lost.
  • Empower Addendum: At the End of your Turn any unused Empower bonus is lost.
  • Increased the minimum Deck requirement to 20 Cards. (This isn't hardcoded, and can be adjusted through the Race .json files.)
  • Demigod Enemies have improved AI abilities.
  • Lowered the Enemy Resistance gain per level from 30% boost per level to 15% (You can still modify this on a game mode basis.)
  • Replaced DLC1-3 Endgame quests with a series of Boss challenges
  • Perks that affect Amplify changed so that they target a specific element. So Pyromancy perk boost is just in Amplify Fire instead of every Amplify effect.
  • Necromancers now count as Wicked.

As a reminder: The bulk of these changes are done on a Card definition level, so if you are using mods modifying vanilla cards (like UEP, Rs Hag mod, New World mod etc.) then any overwritten cards will appear unchanged. And probably more importantly, Level up rules will affect mods designed with the old level up rules in mind in unpredictable ways. So keep that in mind.

Other Additions & Improvements

What the ... with the update size?

I improved the DOF in Enemy & Ally Artworks and thus their resources had to repack, probably if you didn't like them before you still won't, and you couldn't care less about this change... But if you did, then I think they now look way much better (than before).

Bugfixes
  • Fixed a typo in the card For the Highest Bidder making its text invisible.
  • Fixed an issue with Unravel Effects not triggering if their value become 0 due to a perk or card level modifier
  • Load/Resume of a saved file in modes with disabled Skills (ie. Agent) could reactivate them.
  • Immunity[effect]/Weakness[effect] search filters in Enemy Compendium weren't working properly ever since searching became case-insensitive

Herbalism Set & Expertise



Canticum Noctem DLC includes the revamped Herbalism set & Universal Perk Tree from my Hag & UEP mods, so you don't really need the DLC, but for now I haven't tweaked neither the Hag nor UEP version to the new Balance.

UI Improvements



  • Card Level up spoiler now includes the card's 'Potential' Modifier due to the increased level. This includes the Card's Level, Card's Penetrate & Card's Empower effects that are already there. So for example it doesn't include your level or additional active Empower buffs/synergies.
  • Player Handbook search results are now sorted by Tier
  • Split view decklist is sorted alphabetically to match the full card Deck View.
  • The AP cost of cards will also display in the split view decklist.
  • Card effects modified by Node-based Modifiers will now show up directly in the card. i.e Concealment at Daytime, Vampire Healing at Daytime, Leyline modifier on 'Damage' effect etc.
  • While hovering over enemies without a card all their resistances will display in order as "Damage Overview"
  • While hovering over enemies with a card only the relevant resistance or vulnerability will display.
  • '0' Resistances will now appear when inspecting an Enemy holding a card under 'Vulnerabilities'.

New Advanced Filters for Player Handbook & Deck Builder



  • New filter 'potential' in Deck Builder will display cards that have potential =,<= or >= than x. i.e potential>=4. (matches will be affected by your current level & empower see Potential in Rulebook)
  • && filter in Enemy compendium, Player handbook & Deckbuilder, will now act as [Filter]&&[Filter] instead of covering only a subset of cases
  • ie. Enemy Compendium: 'tier>=2&&tier<=3' will find enemies that are more than tier 2 but less than
  • i.e Enemy Compendium: 'immunitybewitched&&underworld' will find enemies that are immune to bewitched and belong in the underworld faction
  • i.e DeckBuilder: 'show deck&&potential>=3' will show cards in deck that have potential 3 or greater
  • While in Deck builder 'F' will toggle on/off the Filters panel.
  • Added a 'Not In Deck' button in the Filters panel
  • New filter (not::) in Player's Handbook/Deck Builder.
  • i.e not::vulnerable, will exclude cards with any reference to vulnerable
  • i.e level unlocks&&not::show deck, will show the level unlocks that aren't currently in deck.
  • New archetype filter in Player's Handbook/Deck Builder arch::[Discipline] will show card specific to that discipline ie. searching for 'witch' will return all cards of the witch discipline but also non-witch cards that contain the word 'witch'. Searching instead for arch::witch will show only cards that belong in witch discipline. i.e grace&&arch::witch will return all the witch cards that include the 'grace' word in their text.
  • New ally race filter in Player's Handbook/Deck Builder allyis:[race] will allies that are of that type. ie. allyis::knight, will show all knight allies.

Seeding more Enemy variants

As you may or may not know, enemies in Erannorth normally corresponds to 10 Variants (Entries in Database) ie 632 Enemy Definitions in the Ultimate edition become 6320 Enemy Variants From Level = Tier to Level = Tier + 10. So the toughest Enemy is level 20 if I recall correctly.

But what if you want to play Endless or Conquest+ and don't want to mod new Enemies?

I added a setting to increase Enemy Variants. ;)

You can increase this up to 40 (Max Level = Tier + 40), but at a *significant* cost in loading times ie. 632 Ememy Definitions x 40 = 25280. So if you feel that the game takes long to restart probably you should leave this setting to 10. Or reduce it to 5 if you are playing a Gaunlet and not a Sandbox/Endless mode. (There is no reason to have your Enemies at a higher level than 20 if you don't intent to actually meet them ie. embark on an Endless or Sandbox+ mode.



Reset Progress or Unlock all archetypes instantly

While the archetype order and unlock cost is important, in terms of progressively building your Erannorth expertise some people find it a chore to unlock things. While others like me, have done it over 6 times and want to do it again.



  • Added a button in ModManager settings to (cheat) unlock all playable archetypes.
  • Added a button in ModManager settings to fully reset the game progress.
  • Added a button in ModManager settings to reveal the Saves Folder location.

Other Minor changes

[/list]
  • Improved/optimized the encounter generation algorithm for more Encounter variety
  • Deprecated: FixedCost:1 (All ExpendBuffCosts are now fixed. Can be individually overriden through Level up Rules)
  • Expanded CustomBuff[Buff]:x syntax. We can declare CustomBuff[Buff]=x:1 if we want x to remain fixed and don't gain any levels as the card advances.
  • Card details in Player's Handbook will now include the Expansion

English.json

I adapted the changes I was testing in UEP 2.x English.json for formatting. However 'Expend' will drop & Blood Tribute will change to icon only if the rules are set to 'Compact.'

You don't really have to use this English.json, or even change your translations/mods to accomodate this change, but you SHOULD still update the rules for StatusHealing, StatusIllusoryCopy, StatusMultiply, StatusCover, CodexFatigue, CodexEntryConcentrationFatigue, CodexMulticastAll, CodexMulticast, CodexFury, ManualEntryMulticastAndFury, CardRulesMulticastAll, CardRulesMulticastAllEx, CardRulesMulticast, CardRulesMulticastEx, CardRulesFury, CardRulesFuryEx, CardRulesEcho, CodexAmplify, CodexEmpower, ManualEntryTurnFlow. As it may confuse the end users as to why some things happen, whereas they didn't before.
Erannorth Reborn - Raven
Hi folks,

In an alternate universe this post is about the upcoming DLC: Underworld, where I give you all the cool details and spoilers about it.

Or links for more entries of our modding Contest. Which by the way will end (or get canceled if there aren't enough entries) at 30 November.

But in this universe, I want to give you the heads up, that there will be a quite major update, (along a somewhat overdue) balance update. Perhaps next weekend. So before we get to any DLC4 news let's get to that first.

The anniversary update already made some very important changes and addressed some of the common grievances among the new players, like Shields and infinite Reinforcement waves. But for the veterans among us, when it come to balance, the elephant is still in the room smirking at us.

And that is the realization, that once you learn the rules the difficulty drops a lot. We tend to copy ourselves or go on the safe route, maybe rehashing the same winning tactics over and over, as if we are missing the tokens, but damn, they are way too powerful to ignore.

So in my book, the main culprits for that are some really powerful effects like: Kill, Envy, Focus, Empower that can dominate the table if abused. While on the opposite spectrum some effects mostly unused in higher stages/difficulties like Pride, blitz tactics with short-term allies. etc.

For some time I was experimenting both in UEP and my personal setup with some different level up rules and was considering some changes, which I found they refreshed my games a lot. And what a better time to shake up things, ehm balance things, than before the next DLC arrives?

So the scope of this rebalance project aptly codenamed 'Broomsticks and Goblins' is five-fold:

a) To bring some old/outdated cards up to date with the latest DLCs.
b) To nerf some one-stop effects like Kill, Focus & Envy.
c) Make more interesting/viable some of the weaker/neglected effects like Pride.
d) Make the leveling of some effects (more) worth-while.
e) Make playing with non-unique allies a (more) viable strategy.

Some of these changes are already in the development branch, and others will be coming (there) in the coming days. If you are in the public development branch expect an influx of changes regularly and lot of confusion.

So don't get that announcement as an invitation to switch to that branch. Unless of course you are a veteran, what I just said made sense, and want to help shape the future meta of Erannorth.

Anything in there is a clay begging to change. Probably over 400-500 cards have already changed, and I am still testing things out. So they can easily change tomorrow to something else. Still not quite happy with the Pride effect. Now it feels too strong.

The development build of course will contain other goodies and some QoL improvements as well, and so the first time you'll update to it will be over 480mb. But below I'll just focus on the balance part of the changes:

Balance Changes in 1.078.2 beta
  • Boss status now grants an automatic immunity to Kill
  • Major increase in the cost of all Actions with the Kill effect (You can review them in Player's Handbook by searching for kill)
  • Minor increase in the cost of all Actions with the Envy effect (You can review them in Player's Handbook by searching for envy)
  • Further reduced the presence of 'Kill' effects. There are now around 24 cards with the 'Kill' effect (down from around 60). In some cases this has been replaced with 'Destroy' effect.
  • Tweaked the Actions with Destroy & SynergyFocus Effects. Both got a minor AP cost increase.
  • Tweaked Actions with Focus & Invoke effects. With few exceptions ie. Cards with Discard, most cards with the Focus effect now have a cap in the amount of cards they can draw/invoke (MaxDraw 1 or 2). This means that now the only reason to level up some cards would be to boost their potential rather than their effects.
  • Tweaked cards with AoE, Pride & Empower. AoE & Empower effects got a minor AP cost increase. Cards with Pride got a significant effect boost and also a medium AP increase.
  • Core Herb cards changed to single use
  • The following ## LR# Level up rules will now apply by default (CL=Card Level):
    • Farthings +5/CL instead of +1
    • Concealment +3%/CL instead of +1
    • Pride +3/CL instead of +1
    • Chain +5%/CL instead of +1
    • Double +4%/CL instead of +1
    • Triple +3%/CL instead of +1
    • Quad +2%/CL instead of +1
    • Lifespan 0/CL instead of +1 (Lifespan value won't increase as card gains levels)
    • Power +3/CL instead of +1
    • Health +5/CL instead of +1
    • Kill 0/CL instead of +1 (Kill value won't increase as card gains levels)

Closing Notes:
  • You don't need to adjust your own custom Level up rules if you use any. Any common rules will be automatically get replaced by your own. And to undo any of these to the old vanilla setting set your rule to 0. i.e ## LR#Farthings:0 in your ModLoaderUser.conf.
  • The bulk of these changes are done on a Card definition level, so if you are using mods modifying vanilla cards (like Rs UEP, Rs Hag mod, New World mod, Mods adding SFX etc.), then any overwritten cards will appear unchanged. But the leveup rules will still apply.
    In any case, what is canon, is just a mere recommendation in a game where you can mod everything to your image. So if you don't like these changes or the level up rules, make sure to keep a backup of your Content/ folder before this update so you have access to the old definitions, and if feel inclined to be able to mod all these changes away.
  • I'll be updating UEP 2.x and my own mods to match the new changes once all are done and the branches are merged. And if you are a modder you may want to adapt your own mods to the new level up rules. But in the meantime, if you do want to test these changes before they go live, disable any mods overriding vanilla cards.

For any heroic souls who'll decide to brave the maelstroms of the development branch, I am looking forward for your feedback and thoughts. ;) Take care and stay safe.

You can join the discussion here:

https://steamcommunity.com/app/1055990/discussions/1/2985285448985401856/



Erannorth Reborn - Raven
Hi folks,

Before we dive in to the new additions, as a reminder for anyone who somehow missed it :P, there is an active modding Contest, and you can read all about it here ;)

While most of the additions in the recent patches are modding related, and in particular improvements on the Events & Tales systems, there are also several quality of life and UI improvements.

Let's have a quick look in the top three.

3. Starting Attributes Randomizer

During character creation you can now press the new 'dice' button in your Attributes section to have them set automatically for you. The way this works, is that up to 25 points are subtracted randomly from all of your attributes down to 8, then any points you have plus those we took away, are redistributed randomly to all attributes up to 18. Clicking this button repeatedly will reset your attributes to base attributs, and repeat the process offering you different assignments.

2. Skills Progression

Did you ever gained a level and never realized that you got free cards you could add to your deck?
We all did, and hopefully sooner rather than later, eventually found the new cards, but still...

Now whenever you gain a level if you have any (already) unlocked skills, that you can use, you'll receive a notification. Like so:



Once you click it, you will see the new cards you gained, and if any are interest you, click the button to jump to your deckbuilder or just close the notification.



1. Split Deckbuilder view and other improvements

There are many notable improvements in the deck builder, but perhaps the most handy will be the new split view.



You can also find quicky the new skills you gained at your current level using the 'Anything New?' button.



Filters aren't something new, but now some most commonly used are easily accessible in the new filters panel. You can click the scroll icon to access it. If you are missing a tooltip or two, is because you are using a mod with an older localization file. That's nothing important or game-breaking to worry about, and there isn't really a need to disable such mods.

In this example I clicked on the Icon to view the Piercing actions in my collection.



In the video below you can see these highlights in action:


Patch Notes - 1.076.9

Bugfixes
  • Fixed an issue with skill card being inaccessible in the deckbuilder if they got unlocked by different means than mastery.
  • Fixed some typos in Consecrate & Desecrate descriptions
  • Fixed a typo in Hatred. Card will now properly get the PayLife effect at level 4
  • Blood Scion Senaschals are properly excluded from Loot tables
  • Summons that are also Skills will no longer appear in the Town merchants
  • Cards returning to player's hand will properly lose the orange glow effect
  • Fixed a bug that allowed cards to trigger/target other cards while returning them to hand
  • Gaining organization mastery could in some cases incorrectly grant the 'Mod warrior' achievement
  • Fixed an issue with Ink Event Rewards not processing properly if given in-between linked paragraphs.
  • Fixed an issue with Ink Events not loading properly on Workshop mods
  • When counting allies to determine if the summon limit is exceeded any allies marked for destruction are now properly ignored
  • Hovering/unhovering over an enemy while they attack was removing the red background under their name indicating that they are the active enemy.
  • Hovering exactly over the numerical value of an Enemy's status could block showing the Status tooltip
  • Drawpile order (upon loading a save) was recreated based on the Decklist order; instead of restoring the actual Drawpile order from the save file.
  • Passing over the status icons holding a card could interfere with the enemy info panel and make it disappear / act clunky
  • Positive & Negative resistances had their colors accidentally swapped in the previous patch, while I was changing their tones to darker.

Deckbuilder Improvements
  • Clicking the 'Anything New?' filter will show the card unlocks of your current level (if any).
  • Added a new button that will toggle dialog box with filters for Element, Tier, Action Cost & Evolution.
  • Added a split Deck/Deck Builder View. The old Deck view is still accessible within the Split view & the 'D' Shortcut.
  • Shortcut 'Q' will take you directly to the Split View (if the Fullscreen Deckbuilder is set in Game Settings as your preferred one). While in the Deckbuilder it will also hide/show the deck panel.

Other UI & QoL Improvements
  • Added a button to randomize attributes & assign automatically available points during the character creation. The way this works, is that up to 25 points are subtracted randomly from all attributes down to 8, then any points you have are redistributed randomly to all attributes up to 18. Clicking this button repeatedly will reset your attributes to base attributs, and repeat the process offering a different assignment.
  • Added a notification/button each time you gain new skill cards during level up. Clicking on it will display them.
  • Misc World Map Graphics Improvements. Changed them Map Pins & added matching tokens for each of the 32 vanilla portraits
  • Added a Button to cards with Discard effect to quickly discard them.
  • Added a setting to revert the Resistances (when hovering on Enemies) back to text. Default display is icons.
  • Added a Notification that game is loading while Purging Data / Initializing the content.
  • Enemy Name will change its background to red when they are acting, to be more obvious which enemy is the one acting
  • When hovering over an Enemy, their Name background will change to green, to be more obvious which enemy you are inspecting/targeting
  • Hovering a non-Ranged card over an Enemy will now display a warning in the cases they have Spiked Armor, Counter Attack or Flying
  • Enemy Resistances & Vulnerabilities will now display as Icons

Modding Related Additions & Changes
  • Map Pins (& travel to them) can now be locked if the player doesn't meet the "ShowMapPinRequirements":[Requirements] defined in their Location.json file.
  • You can start the Sandbox with the player already "exploring" an area by setting the following Game Mode properties:
  • "InMediaRes":bool, if true enforces the location & area settings below:
  • "InMediaResLocation":string, Specify Starting location i.e Lanmerih, this will override the vanilla starting point
  • "InMediaResArea":int, Specify Starting Area (0 = Town, 1 = First Area etc.)
  • i.e "InMediaRes":true, "InMediaResLocation":"Lanmerih", "InMediaResArea":0 - will start the Sandbox with player visiting Lanmerih's Town
  • i.e "InMediaRes":true, "InMediaResLocation":"New Ulnathiir", "InMediaResArea":2 - will start the Sandbox with player exploring area 2 of New Ulnathiir
  • These settings don't have any effect in non-Sandbox modes.
  • You can 'force' Equip an item on the player as a reward using Equip:item as reward. (Loot:item can be used instead, if you just want to grant the item)
  • Modders can specify a custom artwork for all towns or certain town based on their location. Place an AltTown.png in CustomArtworks/Tales to override all towns. Place an AltTown[Location].png (i.e AltTownGrysbog.png) in CustomArtworks/Tales to override Grysbog town.
  • Enemy Logic Changes: After triggering Multiply enemy will rest (instead of also attacking). After triggering a Deck>> tactic enemy will rest (instead of also attacking)
  • New Card>>[Cardname] tactic: You can use it to hand a card to the player directly. Imposed cards should probably have a nasty unravel effect or a curse to make sure the player can't discard them outright.
  • Card>> & Deck>> Tactics both have a default cooldown of 2 Turns.
  • Updated some Event functions: 'Camp' function: a) Having a Ration during Camp rest will now let you restore 15 HP & 15 AP and also cure any ailments or negative statuses you have (in the modes they persist ie. Agent) b) Not having Rations during Camp will restore 5 HP & 5 AP (but won't cure ailments and negative statuses). 'Feed' function: Feeding restores 15 HP, 15 AP and removes Bleeding.
Erannorth Reborn - Raven
Hi folks,

It's 10 days or so since the initial announcement of Ink Script Integration and our new Contest. And if you are looking forward to participate and get a chance to win a 25 Euro Steam Gift Card, make sure to check out that news announcement for more details (if you missed it).

And if you did (miss it), don't worry! There is still a whole month left (till 30 November) to get acquainted with the story system and submit your entry!

Meager prizes and winning aside, I still hope that you'll all at least give it a shot, and have lots of fun both telling your stories and of course playing the stories of our fellow community members.

The news post above contains all the details you need to know, but to give you an idea of how hard it really is, let's have a look at a screenshot from Inklewriter. A free 'what you see is what you get' editor that allows you to write CYOA stories using Ink script without worrying on the 'script' part ;)

So if you can do this:



...and (of course) have a story and time to tell it, then the sky is the limit.

Both I and our Discord community will be there to help you with any minor details or obstacles you may encounter integrating your story deeper with the game.

Contest Entries so far

https://steamcommunity.com/sharedfiles/filedetails/?id=2268852822

Which is pretty cool I may add, and you'd probably want to check it out!

Moving away from the contest, in the past ten days, most of the work went in making a tighter integration with the new/alternative event system, and continuing with the Anniversary Edition improvements. So there are some UI and QoL improvements and some extra modding additions.

The most obvious change is the World Map



Which in case you wonder both location pins, your token and the map itself are fully moddable.

The Enemy info panel will now show their resistances as Icons



Which you may not like for one or another reason, and if so, you can just revert things back by checking the 'Display Enemy Resistances as Text' checkbox and of course 'Apply' in your settings.



Restarting the game will now show you a loading screen to ease your anxiety as you wait for the content cache to reset.

Which might be some time, especially if you have the full pack of the official content/mods - 4300+ Cards and 900+ Enemies (aka 9000 enemy variants) - and perhaps some more mods on the side ;)



For the cooler stuff (that I can't exactly show you), like Enemy Death/Spawn Events, New AI tactics and all the new story telling tools at your disposal I updated the original contest post with the Ink Script related additions, and the Patch Notes section of the discussion board.

Closing comments

I got a few bug reports that Nomad & Night Sister cards aren't working in the Unofficial Expansion pack. They actually do, but if you are using any mod with outdated English.json file ie. without the 'Loyalty' entries, then the card rules can't process/render properly.

You can either temporarily deactivate such mods while you play with the UEP, or update the mod's English.json file with the missing entries.


That's all folks! Looking forward seeing your Contest Entries! In the meantime have fun and stay safe :)





Erannorth Reborn - Raven
Hi folks,

Before we get to the Contest details and tell you how you can win a 25 Euro Steam Gift Card, I guess you probably wonder what is Ink Script and why you, as a modder, should care that is now (fully) supported within our own modding framework.

Ink Script was created by Inkle Studios, the developers of the amazing interactive fiction games like 80 Days and the Sorcery! Series. And as it happens their framework Ink is also open source and can be used to write all sort of CYOA stories. And let me tell you, it's much much more intuitive and flexible than the event system I developed.

Additionally there is already a visual editor Inklewriter which lets you design your Ink story through an UI editor. Add your choices there, the text outcome, even view everything as a diagram to get a better grasp of how your story flows etc.

Whatever method you choose, this produces an Ink file which you can then bring into your Erannorth mod, and have your story playable in Erannorth or simply use it as random events, to add interactions with your allies, enrich challenges with more flavor etc.

The possibilities of what you can do with this robust framework added on top of our own are really endless. Which brings us to our contest!

The Challenge

1) Make a Choose your own Adventure story (as long as you like) or an Event pack if you prefer. But it has to be your original work. (Naturally, the resulting mod should be fully playable inside Erannorth)
2) Upload your mod entry (or entries) on Steam Workshop before 30 November. And give as a link in our Discord #modding_contest, But only one (your highest ranked) entry, will count as valid when it comes to determining your rewards and leaderboard placement.
3) Finally from 1st to 6th December, you will all get to vote on our favorite entries.
4) You'll get 3 votes. You can give all 3 votes to one mod, 2 votes to one mod & 1 vote to another or 1 vote to each of three mods. But you can't vote for yourself !
5) The contest will be automatically cancelled though if we don't have at least 10 Entries by the end of the deadline (by different individuals). In this case voting/reward phases will be skipped. Sorry.

The Rewards

Well aside of the bragging rights, the thrill of modding and playing your own stories?

1st Place: 1x 25 Euro Steam Gift Card + Modder role + a seat in our Discord Modding Council
2nd Place: 1x 10 Euro Steam Gift Card + Modder role + a seat in our Discord Modding Council
3rd Place: 1x 5 Euro Steam Gift Card + Modder role + seat in our Discord Modding Council

--

The Gift Cards are converted by Steam automatically to your local Currency. Also we'll need to be friends on Steam for at least 3 days before they'll let me gift you the card (from what I understand and I don't really mind, so feel free to add me.)

You can read more on Steam Gift Cards here:
https://store.steampowered.com/digitalgiftcards/selectgiftcard

How can I add Ink Script to my Mod

So you wrote your Story excellent! And now wonder how you can make it run in Erannorth. (Pro Tip: don't leave that part to the end)

Below you can read everything you need to know about integrating those two together. The Vanilla Event system is document in our Guides Section/Modding Guide & the patch notes.

1) A json file is needed in My Mod/Tales/ as the entry point to your Event ie.

Chronicles of Oakstead/Tales/A Decayed Corpse.json
{
"ID":"A Decayed Corpse",
"Requirements": "",
"Unique": false,
"AutoIncludeInEventNode": true,
"MainGraphic": "Corpse4",
"Title": "You find the remains of a dead adventurer",
"Inklet":"Chronicles of Oakstead/Inklets/Chapter1"
}

Here we basically just need an ID & the Inklet path and probably a graphic. Optionally we can include it in Random Events or not, make it Unique or have requirements to show up.

2) Empty & false fields (Requirements,Unique etc.) can be safely ommited. The "Inklet" field is what makes things kick. 'Chapter1' refers to my Ink story .ink file, while Chronicles of Oakstead/Inklets is the folder it's in (My Mod/Inklets)

3) You can create .ink files either in a text editor using a very easy scripting language or with this visual tool Inklewriter but export as ink rather as a json. Unity generates different json files out of the files, than the visual tool.

This alone will make your Event playable, so you can play the story from start to finish, but of course as is it has no way of interacting with your Character. At this point you should probably want to integrate it further with Erannorth and make your story interact with your Character more.

Giving Rewards, Setting Quest States, Triggering Encounters etc.

All these stuff can happen in the Vanilla system through the rewards string. In Inkle stories you can pass them as tags like so and Erannorth will recognize them as 'rewards' for the Player.

  • You can define rewards, pass quest states, trigger encounters etc. directly inside the inklet as tags [# TAG # TAG # TAG] i.e like so:
    # Grant:Rewards # XP:4 # AP:-4 # Encounter:Large Spider - Lv 1 # Encounter:Large Spider - Lv 2
  • You can put the above the text or next to the text as per Ink Script syntax
  • To have the tags parsed as Rewards and not as normal tags, start with # Grant:Rewards
  • You can use any reward string the vanilla Event system supports

You can read all about what you can give as rewards, quest states etc. in our modding guide, but this is something new, and you may want to use it to make your Ink stories more live with images, as there is no support for the native Ink Script image tag.

  • You can change the Background & Main graphic of an Event after the event is created at any time using ChangeCover:Graphic & ChangeBackdrop:Graphic as a 'Reward'.
  • i.e as an inklet - # Grant:Rewards # ChangeCover:Anticipate
  • i.e as a reward in Event field - ChangeCover:Anticipate

Displaying stuff about the player in the Ink Story

You can print out the following game-specific variables in your story and choices:
  • name, gender, race, class, location, area, organization, weapon, offhand, armor, cloak
  • Syntax: '>ER>variable' ie. >ER>name - this gets replaced with the PC name once the story executes. etc. These aren't Ink Script variables so they can't be used in checks using the Ink language.

Hiding Choices, Passing Requirements

You can check for any of the usual requirements directly in your Ink script and show or not certain choices based on the check outcome. That is in addition to what you can do with Ink itself, and should be used if you want your Story "talk" with your Character.
  • Syntax: Choice Text@IF:Requirements
  • ie. * [Talk with the Seer...@IF: AP:10, Race:Human]
  • In the above example * & [] are standard ink script definition of choice, Talk with the Seer... is what the player sees as choice and @IF: AP:10, Race:Human our requirements. The player will see this choice if they are both Human & Have 10 AP at that moment.
  • ie. * [Explore the Dungeon...@IF: Rations:1, QuestStateDungeon Entry:Found] etc.
  • (I added an extra space before AP & Rations because Steam tries to replace them with icons. The correct syntax is without a space there!)
  • If there aren't any valid choices the 'Continue' button is shown instead.

Some new Encounter related features you may want to know

  • You can use Encounter:[Enemies] as a node (in custom stages, challenges, event rewards etc.)
  • i.e Encounter:Con Artist - Lv 1, Large Spider - Lv 2, will trigger an Encounter with those two enemies.
  • [Enemies] can also be pulled from the DB randomly using instead of their Names: Race, Class, Faction or Environment and instead of Level ?. With ? you take a random level between max(1, SC / 2 & SC), where SC is the amount of Stages your PC has cleared.
  • Note however that this way you may bring out a boss if they match the query requirements, and killing a boss advances the stage. This isn't a problem in Challenges, or Adventure areas but may lead to a prematurely ended Gaunlets if you kill more than one boss in the same stage.
  • i.e Encounter:Con Artist - Lv 1, Wildlife - Lv ?, Canticum Noctem - Lv 4
  • or with a Inklet tag: # Grant:Rewards # Encounter:Wildlife - Lv 1 # Encounter:Large Spider - Lv ?
  • You can also specify an Element requirement in Parenthesis ie. Encounter:Shadow (Poison) - Lv 1, Wildlife (Slashing) - Lv ?, Canticum Noctem (Astral) - Lv 4
  • Always add some sort of fallback as your query can yield no results i.e Wildlife (Bludgeoning) - Lv ? at stage 1 can't find any matching enemies.

Additions in 1.075.7+

Improved Combat Integration
  • It's now possible to resume story after triggering an Encounter through Ink Script. The Event UI is hidden and the Encounter text instead appears in a different dialog box. If you end your turn after all enemies are dead the Event UI will reappear again and you can resume the story. Trying to open a different event will tell you it's not possible and also resume from where you left things in your story.
  • You can (optionally) pass a Victory Text along the rewards that will display after the Event UI reappears with # PassVictoryText:[Text]
  • i.e #PassVictoryText:You wipe the blood from your >ER>weapon and look around...

Executing ER Functions
  • You can execute a modder exposed 'function' using ExecuteFunc:[function], (that's a different thing fron Ink Script function, and doesn't interfere with them in any way.)
  • i.e ExecuteFunc: Store:Witch, will open a Witch Store. (I added an extra space before Store because steam tries to replace it with an icon. The correct syntax is without a space there!)
  • i.e ExecuteFunc:Chest, will trigger the Chest function etc.
  • You can execute only one function per choice.
  • Note, that it's possible to Execute a function that in turn triggers an Event. Be mindful, as it will replace your current event with the one you are calling. You can find a list of the exposed functions in the modding guide.

LootOne & ChooseOne Workarounds
  • Since # is used to separate tags in Ink, whenever you need to use ChooseOne or LootOne in Ink Script you can substitute the # reward divider with >> i.e # LootOne:Random Card>>Random Card

Additions in 1.075.8+

Enemy Spawn & Death Events
  • You can hook certain Events to trigger when an Enemy Spawns or Dies
  • In EnemyDB at the Enemy's Definition, use SpawnEvent:[Event] or DeathEvent:[Event] (or both) to bind these Events to that Enemy
  • These can be story specific / unique: i.e SpawnEvent:Interact with Eldanoth, DeathEvent:Eldanoth's Demise
  • Or totally generic / more than one Enemy can have them: i.e SpawnEvent:Plan Ahead, DeathEvent:Grimoire
  • If more than one Enemies of the Encounter have Spawn/Death Events and more than one triggers at the same turn, then only the last one triggered is playable
  • If an Inklet is active but hidden ie. caused this Encounter then both Spawn & Death events are ignored

Resetting Turns & Reinforcements
  • You can reset the Turns Encounter Lasted & Reinforcement Arrived counters as an Event reward using ResetTurns:x, ResetReinforcements:x
  • if you plan on having lots of Encounters in the same node, you should probably reset these before each Encounter.
  • ie. # Grant:Rewards # ResetTurns:0 # ResetReinforcements:0 #Encounter:Random

So that's all folks!

If you need more help, jump into our Discord #modding channel! I'll be happy to help and welcome you, as you embark in your magical modding journey. And of course if you come into any issues, or have suggestions on improving Ink integration, I am all ears ;)

See you there!
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/
...