Hi folks,
The patch 1.089.4 is now live in the main branch, which I hope will make your Erannorth Reborn experience even better.
I also added a milestone branch 'legacy_1.088.8', for those who find that prefer better the old way of generating enemies and encounters. If you find any bugs or anything out of ordinary let me know ;)
You can find the relevant patch notes below.
On a side note, 'Erannorth Chronicles' page is live (a couple of days now) on Steam.
Don't mind the screenshots and page contents at this point, as they are from a very early stage in development. And are using placeholder content from Erannorth Reborn that may (or may not) be part of Chronicles.
You can wishlist or follow its Steam page below, if you want to follow the development. I will be posting any news related to that project there. Probably starting next month.
https://store.steampowered.com/app/1580800/Erannorth_Chronicles/
Patch Notes - v1.089.4
Bugfixes
- Cards were displaying a minimum damage of 0-1 even when the actual damage range was 0-0. This could wrongfully appear higher if an amplify bonus was active. (Amplify doesn't boost 0 or negative damage.)
- Damage estimation algorithm was predicting less damage when Split or Imbue was involved. Split/Imbue value was getting substracted instead of the enemy resistance.
- Damage estimation algorithm wasn't taking into account the Amplify bonus that the player already had prior to casting, thus displaying a lower damage estimation.
- Sixth Sense will properly take into account cases where the enemies ability is in the last turn of a cooldown and it will be available to use once they act.
- Applying 'Inevitable Healing' to an enemy will properly prevent them from Healing
- Portrait Mods weren't initializing properly after patch 1.089.0
- Dungeon Entry tooltip's Enemy level estimation has properly a min value of 1.
- In certain cases Amplify bonus was displayed incorrectly in the Card text. (It was still dealt properly).
- Clicking while ModManager loading should no longer make the game unresponsive.
- After acquiring Desecrate and Consecrate boosting perks, these effects were reporting the wrong amount of damage. (The perks boost duration. Not Damage intensity.)
- 'Oak Skin' had 'Water' as element instead of 'Earth'
Misc Improvements/Changes
- Moved the 'Resume' slot to a more prominent spot. Should be impossible to miss.
- Split Damage will now appear directly in the card along with any relevant modifiers (amplify).
- While Imbue is active the Damage in cards in your hand will appear individually along with any relevant modifiers (amplify), as if every card had Split. Hovering over the enemy with that card will show you the total damage estimation.
- World Map areas will just display the Recommended level. Once in the area, the Dungeon Entry tooltip will display an accurate estimation of the Encounter level range in the area.
Enemy Database Optimization & related notes
- Deprecated Enemy variants setting.
- Enemy database is now populated on-demand rather than being pre-seeded.
- This should speed up loading times by a lot.
- Enemy levels can scale to infinity (aka as high as an integer can get) since they are generated on demand.
- Encounters will have a bias to be as close to PC levels in Gauntlets and to the Area upper threshold in Sandbox.
- But since small fry tiers are also in the mix, enemy progression should feel smoother.
- Since now Enemies can be of any level, they must be at least Level 1 to create an Illusory Copy. The lowest resulting copy will count as level 0.
- Since now Enemies can be of any level, Enemies must be at least Level 2 to split through Multiply upon dying. The lowest resulting copy will count as level 0.
- Note to modders: The new spawn system allows to create enemies of a lower level than their defined Tier. Even negative or 0 level enemies. But it's not recommended, as it may have unforeseen results in their stats & resistances/weaknesses.
- Grinding & overleveling in Gauntlet modes will (still) scale up the enemy levels to match player, but now is capped at 2x the stage level (instead unlimited).
- i.e in Stage 3 as long as PC is level 3 (or less) they'll meet up to level 3 normal enemies (up to Stage). From level 3 to 6 enemies will match PC level (up to Stage x 2). After reaching level 6 the max level of a normal enemy PC can find in this stage will be capped at 6.
- i.e in Stage 9 as long as PC is level 9 (or less) they'll meet up to level 9 normal enemies (up to Stage). From levels 9 to 18 enemies will match PC level (up to Stage x 2). After reaching level 18 the max level of a normal enemy PC can find in this stage will be capped at 18. (instead of equal to PC level)
- The point of this scaling was (and still is) to discourage grind and instead motivate players to finish 9-Stage run around level 9-10. But if they want to grind, they still get (eventually) that brief moment in the sun where PC can dominate the stage like before. (Before PC could do that because the DB would eventually run out of enemies. But now it can't run out of enemies as they are created on demand, therefore a cap had to be enforced.
Changed files in this update