Full notes
Full Erannorth Chronicles update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Events
- Maps
- Balance
Hi folks,
This patch fixes a few bugs and adds a basic (but fully moddable) Visual Novel system for our modders to peruse and tell their stories in. [This system isn't used in the vanilla game at the moment.]
You can read more details in the patch notes below
Patch Notes - 17/01 # 1.065.0
Bug fixes
Fixed an issue with Enemy Impact SFX not playing after transitioning to the new feedback system.
Fixed an issue with Overworld events triggering while traveling in the sea.
Fixed a few typos.
Visual Novel system
Modders can now create "Visual Novel" style cutscenes with up to 2 actors at a time.
Cutscenes can be defined in ModLoaderUser.conf: ie.
>> Cutscenes CutscenesDB.Chronicles.tdb.
Cutscene names can be used as nodes directly or by prepending them with CS:
i.e., In the Map room or CS:In the Map room, the latter is recommended to avoid name conflicts with the Event system.
Cutscenes can start inside events with ExecuteFunc: Cutscene: Name,
i.e., ExecuteFunc: Cutscene: In the Map room. In this case, the event remains active but hidden in the background layer, and the cutscene plays on top of it.
You can check if your Cutscenes work as expected in the shell F10: StartCutscene Name, i.e., StartCutscene In the Map room.
Syntax
The title can be set with ## Title.
The background can be set using -- BACKGROUND: background, i.e., -- BACKGROUND: MapRoom.
Actors can be dynamically set to PC. with --RIGHT: & -- LEFT:, i.e., -- RIGHT: PC, to Empty -- LEFT: Empty, or to a sprite -- LEFT: Academy Scribe, an image name, etc.
Actor lines can be spoken with > LEFT: and > RIGHT:, i.e., > LEFT: Academy Scribe: Explorer, have you seen the ancient scrolls I left on the table?
Narrator lines can be spoken with > CENTER:, i.e., > CENTER: In a time long past, two adventurers stood in a map room...
Rewards can be given in a cutscene with -- REWARDS:, i.e., -- REWARD: XP:10, PP:5.
The following variables can be replaced dynamically: {PCLocation}, {PCName}, {PCClass}, {PCSpecies}, {PCSpecialization}, {PCClassification}, {PCOrganization}.
The following tags -- CHOICE_START to -- CHOICE_END can create a section with choices, i.e., that's one choice. A choice block can have up to 10 -- CHOICE blocks.
ie. -- CHOICE: Try to avoid the confrontation. @ Avoid Confrontation > LEFT: Jason: It doesn't matter. The past is the past. I've moved on. > RIGHT: Aisha Wilkes: Have you? Or are you just telling yourself that? > LEFT: Jason: What do you want, Aisha?
You can also incorporate requirement checks in -- CHOICE: text | requirements, i.e., Level=3, Class=Mercenary.
You can use both vanilla or custom .png for characters. To use custom .png, place them in CustomArtworks/Miniatures/, i.e., BexleySmiling.png. Then use it, i.e., -- LEFT: Bexley | BexleySmiling.
Your custom .pngs for background should be placed in CustomArtworks/Tales/, i.e., MapRoom.png. Then use it, i.e., -- BACKGROUND: MapRoom.
Example Mod
/ModLoaderUser.conf:
>> Cutscenes CutscenesDB.Chronicles.tdb
Cutscenes/CutscenesDB.Chronicles.tdb
## CS:Library Scene 1
-- BACKGROUND: Library > CENTER: In a time long past, two scribes stood in a library... -- LEFT: Academy Scribe | Academy Scribe -- RIGHT: PC > LEFT: Academy Scribe: {PCName}, have you seen the ancient scrolls I left on the table? > RIGHT: {PCName}: Ah, those old parchments? I thought they were mere scribbles from a student and used them to note down some coordinates.
-- CHOICE_START -- CHOICE: Apologize sincerely. @ SincereApology > RIGHT: {PCName}: I deeply regret my carelessness. I'll do everything I can to find and return them. > LEFT: Academy Scribe: That's all I ask. Let's begin our search. -- BACKGROUND: Village > LEFT: Academy Scribe: Quickly now, every moment counts. -- RIGHT: Empty > LEFT: Academy Scribe: Off you go! Our academy's history is at stake! -- REWARD: XP:10, PP:5
-- CHOICE: Deflect blame. @ DeflectBlame > RIGHT: {PCName}: Perhaps if they were stored properly, this wouldn't have happened. > LEFT: Academy Scribe: Now's not the time for pointing fingers. We need to find those manuscripts.
-- CHOICE: Offer to pay for the scrolls. @ OfferCompensation > RIGHT: {PCName}: I can pay for the loss. Name your price. > LEFT: Academy Scribe: Money can't replace our history, but it might aid in our efforts to recover it. -- CHOICE_END
The same CutscenesDB.Chronicles.tdb file can contain multiple scenes. Or you can break them to multiple files for better organization.
CustomArtworks/Tales/Library.png CustomArtworks/Miniatures/Academy Scribe.png
That's all folks! Looking forward to see what you'll make using this new system.
Source
Changelog.gg summarizes and formats this update. How we read updates.
