Erannorth Chronicles

Erannorth Chronicles

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Gurrflumfr's Mega-Mod - Chronicles
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315.289 MB
18 Jun, 2024 @ 8:57am
27 Feb @ 3:04am
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Gurrflumfr's Mega-Mod - Chronicles

Description
This mod is a conversion of the "Gurrflumfr's Mega-Mod" from Erannorth Reborn to Erannorth Chronicles.

All races (Dragonkin, Dwarf, Skeleton, Spiritkin and Wench), plus the Pirate class are all fully playable (races, class, cards and perks converted).

The avatars from the original mod were upscaled and got a frame around them. They are also included.

Card images that were smaller than 512pxx512px were upscaled to that size.

  • Dragonkin race is available as an Ulniir Classification/Subrace.
  • Skeleton race is available as an Undead Classification/Subrace (obviously).
  • Dwarf race (now named "Fuli") is available as a Dwarf Classification/Subrace (obviously).
  • Wench race is available as a Human Classification/Subrace.
  • Spiritkin race is available as a Celestial Classification/Subrace.
  • Pirate class (now named "Privateer") is available as a Pirate Specialization/Subclass (obviously).
  • A new Starter Kit for the Privateer subclass is now available (Privateer's Gear).
  • The noble houses (and their consorts) that were available to the Noble class in "Erannorth Reborn" are now available to the Aristocrat class.
  • Rarity tiers are now enabled for most equipment cards in this mod (Normal, Masterwork, Superior and Exquisitive).

Most of the values of cards and perks from this mod are the same as in the original mod, so I need help to balance it for Chronicles. If anyone has any suggestions on how to balance cards and perks, please tell me. Help is very much appreciated!

Also, I couldn't test this mod as much as I wanted to, so if you find any bugs please report them on the comments or on a thread. Thank you very much :D .
  • Thanks to "Gurrflumfr" for allowing others to convert their mods from Reborn to Chronicles.
  • Thanks to "Casul Gamer" for finding and reporting a ton of bugs.
  • Thanks to "Blue Marsalis" for finding and reporting bugs.
  • Thanks to "Zarrk" for finding and reporting bugs.
  • Thanks to Raven (Erannorth's creator and developer) for helping me when I had some problems, and for making such a great gaming series.
  • Thanks to my wife for being supportive of my modding hobby.
51 Comments
Risewild  [author] 13 Jan @ 7:37pm 
Thank you so much for reporting this bug! :steamthumbsup:

And it couldn't have come at a better time, since I was about to upload a new version with added compatibility between the "Privateer" subclass and the "Multiclass" and "Expert" background perks.:steamhappy:

This was a pretty dumb oversight of my part. :steamfacepalm:

I fixed it and uploaded the new version. Thanks again for the report!
Zarrk 13 Jan @ 6:53am 
Hello, I just noticed that the initials cards for Wench have not been updated after the name change on late November meaning the starting deck have no way to generate the Morale resource despite having a card requiring it
Risewild  [author] 10 Nov, 2024 @ 4:25pm 
I'm glad the fix is working.

Thanks again for reporting the problem. :steamthumbsup:
Zarrk 10 Nov, 2024 @ 5:02am 
Tested with a new character (I was stuck quite early so I didn't keep the save), looks like it 's working now, thanks for the quick response.
Risewild  [author] 9 Nov, 2024 @ 7:01pm 
Thank you for the report :steamhappy:

I found the problem and fixed it, the fixed version is now uploaded to Steam. This should fix the card.

I think that the way the game works means that it won't apply the fix to the ally if it's already summoned. So you should unsummon any that are already on the field, or wait until they disappear by themselves before you directly attack enemies.
Zarrk 9 Nov, 2024 @ 1:59pm 
I"m encountering a problem with the following Ally: Carrick Informant there should be two on attack effect (is it intentional ?) give 4 Morale resource and craft'n'play a card giving 4 Morale.
What's happening is I got 4 tokens of a blank resource I can't use to pay Morale cost and then I'm unable to quit the encounter node and proceed further.
Risewild  [author] 4 Nov, 2024 @ 6:08am 
Nice, I'm glad it's finally working as it should. :steamhappy:

In theory, they should be able to also appear as area rewards (they are not excluded from doing so in the code). Still, there is such a small amount of faction allies (usually between 4 to 6 per faction) that statistically, they should appear very rarely (since hundreds if not thousands of other cards are available as rewards).

Thank you for your help testing and reporting problems :steamthumbsup: .
Casul Gamer 3 Nov, 2024 @ 8:53am 
The pirate hunters are now showing up in shops and I think also grimoires. I don't think I saw any in area rewards, but I'm actually fine with that (assuming none are ridiculously expensive). It's more deterministic this way and if I don't want any more, they don't clutter area rewards.
Risewild  [author] 1 Nov, 2024 @ 8:31pm 
Thanks again for the reports :steamhappy:
I swear, without you this mod would be a buggy mess :steamfacepalm:

I found the problem and fixed it. I forgot to add the code for the Invoke ability of those cards to target a specific Discipline. :steamsad:

New version uploaded to Steam now. :steamhappy:
Casul Gamer 1 Nov, 2024 @ 1:35pm 
The Fuli Kingdom craft x cards aren't working. The one that crafts allies works, but the ones the allies creates don't work (wanderlust and patriotism). I've tried targetting the ally and myself and neither makes a difference. I do get the amplify/defend effect from the patriotism card, but not the craft cards.