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Erannorth RenaissanceNewsNew Perks and Passives, QoL Improvements and Bugfixes
In-game event

New Perks and Passives, QoL Improvements and Bugfixes

Erannorth Renaissance · published 17 Sep 2026, 06:54 UTC · build 25362429

All newsPlayers around this dateRead on Steam

Hi folks,

Our latest update expands further the possible elemental builds with over 85 new perks and 35 new passives, related to them, alongside an overhaul to perk UI readability. You will now see clear icons for action-granting and mutually exclusive abilities, smarter sorting by prerequisites, and faction perks listed directly in your codex. Beyond character progression, dominated enemies can finally be looted after combat, ripple effects are easier to inspect, and there are a few modding additions as well.

Speaking of modding, I added some new modding guides, which you can find in the guides section along with this topic that conveniently lists them all.

https://steamcommunity.com/app/2657930/discussions/0/569297137117068657/

If you have any modding questions, you can ask them there, or join our Discord server and ask in our modding channel.

Have fun and if you encounter any issues, let me know to fix them as soon as possible!

You can read more details in the patch notes below.

Patch Notes - 17/09/26 # 1.2.87

New Content

  • Added 89 new perks.
  • Added 35 new passives.
  • Faction codex entries now display their respective perks.

Bug Fixes

  • Fixed a typo in new perks that prevented mutually exclusive options from properly locking out their counterparts.
  • Fixed the "Boar Physiology" perk description having an unintended trailing space.
  • Fixed autosync variables Terrain and Region so they now register correctly.

QoL/Misc Improvements

  • Dominated enemies now turn into lootable containers once combat concludes.
  • Mutually exclusive perks now feature a split-arrow icon and a dedicated tooltip in the perks menu.
  • Perks that grant actions now display a lightning bolt icon and tooltip in the perks menu.
  • Improved perk sorting for abilities sharing the same rank requirement; prerequisite perks will now appear first.
  • Inspecting an Action (via Shift+K) will now display and expand all active ripple effects (up to 32).
  • In the modifiers tab, ripple effects now display as "Name +x" alongside a ripple icon, with detailed effect tooltips on hover.
  • Increased the number of simultaneously visible ripple effects in the modifiers tab to 4.
  • Clarified the description of the Blood Connoisseur passive to explicitly state that its effects apply only out of combat.
  • Improved automa calculation logic when evaluating whether specific actions are positive or negative.
  • Added new autosync Ink variables:
    • WorldPos: Returns player world map coordinates as an "(x,y)" string.
    • WorldPosX & WorldPosY: Return map coordinates as integers.

  • Autosync Ink equipment variables (Weapon, Offhand, Armor, Attire, Trinket, Ring, Amulet, Cloak, Mount) now return "Empty" instead of null when unequipped.
  • Bound new external methods for Ink modding:

    • Recall(actorId, memory): Access an actor's internal memory state alongside Remember and Forget.
    • PCRelationship(actorId): Returns the player's relationship/influence score with an actor.
    • Tile(tileCoords): Checks whether the player occupies a target map coordinate.
    • TownHas(facility): Detects whether the current town features a given amenity or building.

  • Updated syntax highlighting in the Story Editor to support previously uncolored Lua methods and autosync variables.

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