Erannorth Renaissance combines deep character customization with a dynamic sandbox world. Your choices drive the narrative and strategic hex-based battles shape your fate. Explore, make meaningful decisions, and forge your unique legacy through alliances and rivalries.
Hi folks,
The latest build, 0.5.89, is live on the beta branch and ready for testing! Anyone who wants to try it before the official release is welcome! This is our second major update (out of the nine planned) and includes a significant content expansion, continuing our main storyline, locations, recruitable companions, and plenty of new mechanics to explore.
[b]Beta Access[/b]
The beta is available on the Steam beta branch, no password needed!
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[*] Right-click on 'Erannorth Renaissance' in your Steam Library.
[*] Select 'Properties'
[*] Go to the 'Betas' tab.
[*] In the dropdown menu, choose the 'beta' branch.
[*] Steam will then download the beta version. Launch the game, and you're ready to explore!
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[i]The full update is planned to launch for everyone in early December.[/i] With your help, I hope we can catch up and fix any major issues before then.
[u][b]Starting a new game is highly recommended[/b][/u] due to structural changes in tiles, companions, and story events to avoid any lingering bugs from the previous version. But you can still resume from an older save:
[b]How to resume an existing save?[/b]
The following steps aren't needed if you start a new game in this build, but only if you are continuing with a character from previous builds:
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[*] You can resume from an older save to follow up on the Agent of Darkness by visiting Harronwell Manor.
[*] You can resume from an older save to follow up on Destinies by visiting the Merry Pixie inn in Heygrove.
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[b]What is the currently the status of the game?[/b]
The game has come a long way since its early access release, and now feels like a good time to take stock of where things stand and where they’re heading. Two of the planned nine major content updates are complete, and while significant progress has been made, there’s still plenty of work ahead.
Right now, the game features over 220,000 words—just counting the conversations. That’s the length of two hefty novels. On top of that, there are more than 1,000 items and actions helping to shape a detailed, immersive world. All the major story paths are wrapped up, with multiple endings that could easily close the book if this were just a traditional choose-your-own-adventure.
But Erannorth Renaissance is more than that.
The sandbox aspect sets this apart. The goal isn’t just to finish our story; it’s to use your choices in this story to shape the world, then step into that world and live with the consequences. And experience even more stories.
So, what’s next? There’s still work to do. The completed sections need more roleplaying options to give you greater freedom to shape your journey and your character.
Balancing remains an ongoing challenge. Some systems feel unpolished and need fine-tuning to create a more fair and engaging experience. The main story is progressing well, but many characters could use more depth. Relationships—whether friendships, rivalries, or romances—still feel underdeveloped.
Sidequests and sandbox elements also need attention. Once you’re on the main story’s path—or finish it—there’s not much else to do. Expanding these areas would give you more reasons to explore and engage beyond the main plot. Exploration itself could also use a boost. Every tile type should bring its own unique challenges and events, making the map feel more dynamic and exciting.
Interactions with random NPCs feel a bit one-dimensional right now. Adding meaningful exchanges, especially in romance and rivalry, would bring more life and variety to these encounters.
This update marks both a milestone and a step forward. I’m happy of how much has been accomplished so far, but I also see how much more can be done. With every update, the vision becomes clearer. Step by step, we’re getting closer to making this the truly immersive experience it’s meant to be.
[i]The patch notes below may contain light spoilers.[/i]
[h2]Patch Notes - 28/11/24 # 0.5.88 [/h2]
[b]Bugfixes[/b]
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[*] Fixed an issue where Sir Augustin's conversation in camp could incorrectly go to the wrong branch instead of the placeholder branch for the camp.
[*] Fixed an issue where Janus could be recruited again from the barracks after the Taymoor Ruins events.
[*] Fixed an issue where the Bloodline of Dominus choice did not grant the same perk to Reyla.
[*] Entering a downtime area will clear the tile highlights from the previous downtime.
[*] Fixed a few typos in various perks descriptions.
[*] Fixed tense inconsistencies and missing quotation marks in dialogue where the main character was speaking in the first person.
[*] Fixed an issue in TileInspector where activities or actors registered to older saves, and that no longer exist (due to being removed, renamed, or killed) could appear as the placeholder prefab (narrator icon).
[*] Fixed some inaccessible nodes in Olivia's dialogue.
[*] Fixed an issue in the method pooling randomized NPC events that could cause story NPCs to appear in them.
[*] Fixed an issue in the entry randomizer method that could cause it to always display the first entry instead of a random one.
[*] Added missing entries to the Codex.
[*] Invalid actors and locations in the Tile Inspector are now properly destroyed instead of displaying placeholder icons.
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[b]Quality of Life (QoL)[/b]
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[*] Weapons will now indicate if they are 1H, 2H, or Dual Wield.
[*] In the actions bar, added a tracker near the MC's portrait to display any unspent PP or SP.
[*] Added a version history button in the save file's metadata. You can track the game version in which a file was created or updated, starting from version 0.5.66.
[*] In Save/Load UI added a dropdown to filter your saves by character name.
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[b]Balance[/b]
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[*] Rebalanced several weapons and many combat actions.
[*] Randomized events with Strangers are now flagged as unique and will no longer repeat.
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[b]New Content[/b]
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[*] Added the city of Valetport, including map tiles, locations, random NPCs, and merchants.
[*] Continued the storyline in Valetport.
[*] Added several possible conclusions based on your chosen path. One particular path ends in a cliffhanger for now (to be continued).
[*] Revised journal entries for main and side quests (new games only).
[*] Added new actions across all skills.
[*] Introduced initial properties and bonus actions for various rings.
[*] While ending the day in camp, you can now experience a variety of interactions with your companions (and/or with you), shaping your relationships.
[*] You can now enter [spoiler]the renovated Harronwell Manor in Heygrove. Inside, there is a bed for resting and a door for exiting.[/spoiler]
[*] Added new conversations with [spoiler]Marie and Reyla in Harronwell Manor. [/spoiler]
[*] Introduced a new possible branch after [spoiler]exsanguinating Reyla in Harronwell Manor, whether intentionally or accidentally.[/spoiler]
[*] Added various potential conclusions for [spoiler]choosing to betray Reyla and rebel against her in Harronwell Manor.[/spoiler]
[*] [spoiler]Betraying Reyla unlocks the ability to recruit Jake, Jasmine, or Bobby Harronwell as companions.[/spoiler]
[*] Depending on your choices in Valetport, you may have the opportunity to [spoiler]recruit Karrick, Dreya,[/spoiler] or [spoiler]Claire.[/spoiler]
[*] Added a couple of new intimate scenes.
[*] While selecting your romance preferences in the journal, you now have an additional choice: retain the canon or break it, making yourself irresistible to the gender or genders of your choice.
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[b]Technical/Modding Additions[/b]
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[*] In the Actions editor, added a Linked Actions field to preview linked actions.
[*] New Passive Benefits:
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[*] Enhanced Harvesting (Material) +1: Increases the yield and also satisfies the tool requirement to harvest this resource node.
[*] Feint Defense +x: Increases the defense bonus of successful feint actions.
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[*] New Effect Modifier: Caster.
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[*] Syntax: 'Caster [Effect]:x' can be used to apply an Effect to the caster regardless of the target.
[*] For example, 'Caster Accuracy:10' will give the caster a 10% accuracy boost, independent of the action's target.
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[*] New Action Effects:
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[*] Silver: Deals additional damage to undead or shapeshifter characters.
[*] Lacerate: If the target is Bleeding, deals x damage per Bleeding stack and then removes all Bleeding stacks.
[*] Blight: If the target is Poisoned, increases damage per Poison stack by +x, but each stack’s duration is reduced by x turns, down to a minimum of 1 turn.
[*] Adrenaline: Apply Adrenaline Rush. Gain a free Move action this turn if you haven't used a free move yet.
[*] Daze: Apply Dazed. Reduces the target's chance to hit and dodge for the duration of the effect. Each turn, there is a chance for the target to be stunned for 1 turn.
[*] Destroy: If the target's current HP is less than or equal to a specified percentage of their maximum health, they die instantly.
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[*] New Lua Extensions:
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[*] RecordEvent: Marks that the player has seen a unique story or choice.
[*] HasNotOccurred: Checks if a unique story or choice has not occurred.
[*] HasOccurred: Checks if a unique story or choice has occurred.
[*] Schedule: Schedules a story or activity for firing.
[*] ShouldTrigger: Checks if a story or activity should fire.
[*] Trigger: Marks a story or activity as triggered.
[*] Planned: Checks if a story or activity was ever scheduled.
[*] LockCompanionInParty: Recruits and locks a companion in the party.
[*] LockCompanionInReserves: Dismisses and locks a companion in the reserves.
[*] UnlockCompanion: Unlocks a companion (regardless if they are in the party or the reserves).
[*] LockCompanion: Locks a companion (regardless if they are in the party or the reserves).
[*] Enemy: Call to turn a former ally into an enemy before triggering an encounter with them.
[*] Ally: Call to turn a former enemy or npc into an ally and add them to the reserves.
[*] ActorRoll: All actors can now perform skill rolls, with outcomes of success or failure.
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[*] The following can also be used as requirement checks for showing up actors or activities:
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[*] Planned, !Planned & ShouldTrigger
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[*] Updated to Unity 2022.3.51f1.
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[h2]Patch Notes - 29/11/24 # 0.5.89[/h2]
[b]Bugfixes[/b]
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[*] Jocelyn's Bodice was incorrectly appearing for sale at merchants.
[*] Fixed a potential blocker [spoiler]when referencing the manor during the conversation with Reyla in Harronwell Manor.[/spoiler]
[*] [spoiler]The Grand Bazaar interaction no longer remains open after completing its story. [/spoiler]
[*] [spoiler] Retrieving the lock box in the Grand Bazaar correctly completes the Whispers of Blood quest.[/spoiler]
[*] [spoiler]Defeating Reyla in the temple now correctly completes the Shadows of Valetport quest.[/spoiler]
[*] [spoiler]Marie's death is now correctly recorded in the Relationship panel after staking her. [/spoiler]
[*] Opening the Character Sheet immediately after changing party members no longer includes removed companions.
[*] Fixed an issue where actor details sometimes appeared incorrect after moving on the overworld map.
[*] [spoiler]During the Agent of Darkness quest, Reyla was incorrectly unlocked in the Reserves after departing for Heygrove.[/spoiler]
[*] [spoiler] Undead Physiology now properly applies to the MC and Marie after becoming vampires.[/spoiler]
[*] Classified new effects to help AI actors determine whether they are harmful or beneficial.
[*] Fixed the timing of Daze's stun chance to trigger at the beginning of the dazed actor's turn.
[*] [spoiler]Updated Ludo's scene at the beginning of Symphonies of Destinies to properly reflect his state of mind. [/spoiler]
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[b] QoL/Balance Changes[/b]
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[*] Removed the minimum distance requirement from "Line" attacks.
[*] Tweaked a few more actions. [Ongoing process]
[*] Companions with unspent PP or SP now display an arrow on their Character Sheet portraits (Green for SP, Cyan for PP).
[*] In the Boons tab of the Character Sheets, any non-zero values now appear in bold for better readability.
[*] Slightly increased the delay before showing tile information on various maps.
[*] Extra PP and SP rewards were added for certain story milestones.
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[b]Technical/Modding Additions[/b]
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[*] Added a new effect, Shaken: Shaken disrupts the target's composure, causing unpredictable effects each turn. The target may lose 2 Action Points, reduce their movement range by 1, or flee in Fear for 1 turn.
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That's all folks, if you have any questions let me know in the comments below!