Enderal
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News

12.16.2016 - 17:52
Enderal: Forgotten Stories needs your support!



Enderal: Forgotten Stories is an expansion-pack/DLC for Enderal. It is being developed mainly by Nicolas Lietzau, one of the project leads and lead writer of the main game, with the support of a small part of the SureAI-team. “Enderal: Forgotten Stories” aims to bring in parts of the story’s content that had to be cut from the initial release, adding 10-20 hours of new quest content, as well as improving several aspects of the main game. Without further ado, here's a small teaser we prepared for you meant to give you an idea of what "Forgotten Stories" will be about:






  • Two guild quest-lines: Join the Golden Sickle, Enderal's most influential merchants’ guild and experience an exceptional non-linear story that deals with intrigue and greed. Delve into the secrets behind the Rhalâta, the mysterious cult ruling the Undercity.


  • A story mission revolving around the Sea Of Eventualities and Yuslan Sha'Rim's past


  • A quest shedding light on the Veiled Woman's origins


  • A mission that allows the player to explore in detail the death of a certain character


  • A secret ending for the main-quest


  • New bounty missions


  • Professional localization in both German and English (starring, amongst others, Dave Fennoy from "The Walking Dead" and Lani Minella from "Skyrim")


  • New weapons and sets


  • Several game-play changes and additions, such as hidden talents, rebalanced and overhauled crafting skills, high-level crafting, and enchantment that makes investing in craftsmanship a lot more rewarding.







Assuming the world doesn't end anytime soon, Enderal: Forgotten Stories will be released eventually, just as the main game was. However, I – Nicolas – am currently developing this DLC as a full-time endeavor and am paying for the time invested from my private savings. While the project cannot be supported directly, you can support my work as a writer by donating through PayPal (the upper button on the page)– any donations would be greatly appreciated and will help me cover my basic expenses. You can also support me through my (still very basic) Patreon-page!

If you cannot donate, you can still support us by spreading the word and/or voting for us at the "Mod Of The Year Awards 2016", the winner of which will be decided on December 21st! Just follow this link and click "Vote", no registration required. A huge thank you to everyone who has supported us thus far!






Will old saves be compatible with "Forgotten Stories" or will I have to start a new game?

Generally speaking, Forgotten Stories will be compatible with old save-games. However, we advise starting a new play-through, particularly for those players desiring to unlock the hidden ending. Forgotten Stories is designed and balanced so that it fits and enhances the main game rather than as a stand-alone.

When will "Forgotten Stories" be released?

2017. Even though we are following a tight schedule, we cannot give a definite release date as of now.

Why isn’t the whole SureAI-team working on this?

Because many members of the core team are now heavily involved in other projects. Enderal - Forgotten Stories was originally intended to be created by me alone, but, thankfully, some other members (and new, external contributors) agreed to help, which takes a lot of weight off my shoulders and even allows us to work on some yet unannounced features which I simply could not have done on my own. This does not mean that SureAI doesn’t exist anymore or is somehow compromised: It simply means that Forgotten Stories is more of a private side-project by me as Enderal’s writer.

But there are still bugs in the main game! Shouldn’t you be fixing them rather than developing new content?

We are. Both me and some of our team are still working on bugfixes daily, and there will be more patches to come.
01.20.2017 - 00:49
Enderal Patch 1.1.7.0 is downloadable!
Feel free to visit the patch overview in our wiki!
Launcher version: A55
Patch size: 140 MB


Changelog 1.1.7.0:


Quest:

  • "Gnarldalf has to die!" (NQ06): Giving the horse or mule an empty name is no longer possible. Thanks to Zorg!

  • "Trails of the Past" (NQ19): Now, the posting in front of the Dancing Nomad tavern actually starts the quest, providing an alternative path to starting the quest via talking to Tiwon or finding an artefact (Script wasn't compiled).

  • "Part Of Something Momentous, Part II" (MQ05): A few failsaves moving Aixon and the player to the intended places if they don’t arrive.

  • "The Word of the Dead" (MQ07a): The conversation with Lexil Merrayîl cannot be interrupted by bumping into him.

  • "Deus Ex Machina" (MQ07b): The first encounter with Lishari should now be less prone to bugs.

  • (MQ07bAftermath): Player alias now gets cleared after the quest. Also, the script on the alias should now work.

  • "The Lion's Den" (MQ09): The player should definitely be unable to jump over the barricads of the nehrimese camp.

  • "The Lion's Den" (MQ09): After the "Cycle" theme has finished playing during the player’s second encounter with the High Ones, there will be silence until the scene with Tealor and Taranor.

  • "The Lion's Den" (MQ09): Removed stucking cricket sounds, maybe fixed a bug in which the music was removed during the follow-up quests.

  • "Angel" (MQ11a) Calia now has a fallback AI package.

  • "A Song in the Silence" (MQ11c): The Scene with the Dog is hardened against pathfinding failure.

  • "A Song in the Silence" (MQ11c): The player should no longer get the key to the cave twice. The script now checks if the player already has the key.

  • "Every Day Like The Last, Part II" (CQJ02): Silence box now works (script was not compiled).

  • "Every Day Like The Last, Part II" (CQJ02): Jespar shouldn’t stop during the scene at the top of the watch tower due to pathfinding failure. If the scene still stops use "resetai" on Jespar in the console.


Tech:

  • MGEF _00E_MQ12c_KillerArrowME: Removed the empty script.

  • Quest "Abilities": removed useless script QF_Abilites_0100A680.psc. Various other edits in the same vein.

  • Quest "Levelsystem": removed various useless string properties.

  • Fixed the broken lockpicking script again. Now, a skill of lockpicking over 25 will not allow you to open every chest/door.

  • The level-up message now also includes your current level, as well as your current attribute values. Thanks to ravenscans!

  • Now it is no longer possible to push the levers for the hidden safe in Riverville several times to solve the riddle. Fixed the script _00E_SecretPressurePlates.

  • Fixes for out-of-bounds getAt errors in various scripts.

  • Bountyquests: Fixed CTD when a dead bounty target was soul-swallowed.

  • Fixed the bug causing Yogosh & The Experimentator to trigger a purple explosion on death and not leaving an Ash Pile to loot. Also, Yogosh now uses Entropy spells and is twice her original size.

  • Grave guard shields are now visible on all races.

  • The "Fine Dress" which could be looted on Andrasta now also displays correctly on men. It can also be purchased by Elumund Noblegarn and provides a bonus to rhetorics.

  • Purchased sets of furniture can now properly be returned in Arks noble house.

  • Shopkeeper Mirella should now sell her potions, even after completing the quest.

  • Ark, Stranger Area has been further optimised.

  • "Dimensional Rift" can no longer be cast on summoned creatures.

  • Removed wrong entry from the "Blade Breaker" affinity.

  • The Affinity "Dark Keeper" now increases the entropy damage correctly.


World:

  • Fixed various leaks in the Stranger Area, in the Barracks Quarter, at the Bank, at the Suncoast, at the Strange Place, in the Heartlands, in Old Ishmartep, in Thalgard, in Old Dothulgrad, in Mayor’s House, in the Starship, at the Butcher's House, in the Tailor's House, in the Living Temple, in the Powder Desert, at the Western Cliff, in one SHOAEPINC Building, in Lightgrove, in the Dark Valley, in the Forbidden Tunnels and in the City of a Thousand Floods.

  • Fixed various floats in the Suntemple, in the South Quarter, at the Suncoast and in the Dark Valley.

  • Fixed lightning in the butcher's house and in the tailor's house.

  • Fixed positioning of a chest in the heartlands.

  • Fixed Z-Fighting in the player house in the Noble's Quarter, in the Curarium, in the Chronicum, in the stables of Castle Dal'Galar, on the Half-Moon Island in the Heartlands and in the Starship.

  • Fixed collision in the Barracks Quarter, at the Suncoast and in one SHOAEPINC building.

  • Fixed terrain traps in the Stranger Area, in the Forbidden Tunnels and in the Suntemple.

  • Fixed bleeds in the office of the Golden Sickle and in Lightgrove.

  • Fixed navmesh in the heartlands and in Riverville.

  • The player can’t walk behind the exit of Old Ishmartep anymore.

  • Fixed the balcony door of Dal’Geyss Manor.

  • Fixed bounds in the Starship.

  • Fixed two world map icons.

  • Fixed moving boat in Duneville.

  • Fixed furniture in the Curarium.

  • Filled lackluster Cell Forbidden Tunnels.

  • The smith in Castle Dal'Galar is accessable.


Balancing:

  • Gagantua has more health (Bounty Quest, Ark).

  • More Merchants should now sell Ambrosia.

  • The Safe of the Foxhand's can only be opened with the key, it’s not a master lock anymore.

  • Placed two guards into the Bank to make bank robbery more difficult. Furthermore changed the Cell-Owner from Player to ArkBankFaction.

  • Aeterna boots now only need two shadowsteel ingots to be crafted.

  • Entropy spells have been slightly buffed in terms of damage.

  • Added two more "Magelight" spells with longer duration and higher magnitude, increased the duration of "Magelight, Rank II" by 15 seconds.


Localization:

  • Corrected the descriptions of the affinities.


Sound:

  • Fixed wrong soundmarker in duneville - tavern sounds were played in an empty area.



Edit: 1.1.7.1: Added missing Script.
12.24.2016 - 01:20
Enderal Patch 1.1.6.5 is downloadable!
Feel free to visit the patch overview in our wiki!
Launcher version: A54
Patch size: 185 MB


Changelog 1.1.6.5:


General:

  • Furniture purchased via the furniture board in the player homes can now be “returned”. The player will re-gain a portion of the gold spent.

  • Some textures have been optimized, hopefully saving a lot of VRAM.


Quest:

  • "The Voice from the Water" (NQ15): Fixed a bug causing Jugar's dialogue to be interrupted if the player bumps into him.

  • "Trails of the Past" (NQ19): This quest can now also be started by activating a note either in the Stranger Area of Ark or the Marketplace.

  • "The First Steps" (MQ03): Fixed a bug causing a blackscreen during the coversation with Konstantin and Jespar. Furthermore, the Jespar greeting after the quest is now unquittable.

  • "The Word of the Dead" (MQ07a): The player's pathfinding failure no longer blocks a scene in the old era.

  • "All the Dead Souls" (MQ11b): The dialogue with the innkeeper from which the player gets the package does no longer freeze. The dialogue now calls the package-giving function indirectly, through an OnUpdate event.

  • "Forgotten Homeland, Part II" (MQ13b): Fixed a bug allowing the player to open the Atrium door.

  • "Forgotten Homeland, Part III" (MQ13c): Fixed a bug causing Jespar not following the player into the Botancium. Please give Feedback, we aren't sure if the fix actually works as intended.

  • "Every Day Like The Last, Part VI" (CQJ06): Fixed a bug causing two Jespars to appear.


Tech:

  • Fixed the Blocking Base Enchantment so that it can actually be used in Enchanting.

  • Protection of Magic spells now have a casting art and light.

  • The perk "Vagrant: Lightweight" is now working properly.

  • The perk "Keeper: Iron Will" now actually gives 15% Magic resistance instead of lowering all incoming magic by 15%.

  • Fixed "Fists of the Well-traveled One" and the Ratcatchers-set.

  • Removed obsolete scripts from activators, unused AI packages, various quest. Removed various ununsed perks. Rebuilt some scripts.

  • Applied more of Arthmoor's Fixes. Thanks!


Localization:

  • Renamed "Vagrant: Unhindered" to "Vagrant: Lightweight".


Sound:

  • Calia now doesn’t say her line “As you wish” in MQ07b (Deus Ex Machina) twice.
Comments: 1
12.15.2016 - 02:03
Enderal Patch 1.1.6.0 is downloadable!
Feel free to visit the patch overview in our wiki!
Launcher version: A54
Patch size: 110 MB


Changelog 1.1.6.0:


General:

  • The hero-menu can now be bound to a custom key: Open "Mod-Configuration" and the "Enderal"-tab to do so. Note that this might not work with older savegames! However, even in these, the hero menu should still be open-able with the default key [H].


Quest:

  • "The Void" (MQ02): The player can no longer fast travel into Ark before arriving with Jespar.

  • "The Void" (MQ02): The starling lock puzzle now gives the player different amounts of time depending on the difficulty setting of the game. (At adept, it’s the same timespan as we previously had.)

  • "Angel" (MQ11a): The conversation with Calia after the Starling barrier vision should work more reliable.

  • "Angel" (MQ11a): Fixed the critical bug that caused savegames to corrupt when the player has magelight active while equipping the fire arrow in the Starling barrier riddle.


World:

  • Fixed bleeding healthpotion in Castle Dal'Galar.

  • Fixed various leaks in the heartlands and the tavern of Riverville.

  • Fixed various floating trees, rocks/cliffs in the heartlands.

  • Fixed various bleeds in the heartlands.

  • Fixed various activators of chairs and beds which caused NPCs getting stuck in tables or walls.

  • Fixed unnatural lightsources in the player houses will only be activated if the standard equipment is bought.

  • Placed tanning rack in the standard equipment of the house in the nobles quarter.

  • Fixed the position of a case in the player house at the marketplace.

  • Fixed falsely placed sunborns in the monastery in Thalgard.

  • Fixed a missing ceiling in the Star City.

  • Fixed two AutoLoadDoor.


Tech:

  • Fixed enchanting. Big thanks to Alex Ducey.

  • Fixed the magic effect concerning fire enchantments so that the Charges per Use are actually affected by the power of the fire enchantment.

  • Fortify One-Handed enchantments now also affect daggers.

  • The perk "Sinitrope: Quiet Casting" should now work properly.

  • The perk "Blade Dancer: Critical Hit" should now work properly.

  • The perk "Trickster: Fatal Shot" should now work properly.

  • The perk "Infiltrator: Swindler" now actually increases pickpocketing for 50% instead of 0.5%.

  • The perks "Vagrant: Wind Walker", "Vagrant: Unhindered" and "Vagrant: High Dexterity" should work properly with light armor.

  • The perk "Vagrant: Snakeblood" has corrected conditions.

  • Removed a false entry for the perk "Elementalist: Disintegrate".

  • Cleared out "non existing" perks.

  • After leaving the player house, the activation reach of the player is now properly reset to 180 instead of 150. Thanks to jcdenton99 for the hint!

  • A script bug that caused an "arraylength" error to frequently show up in the Papyrus logfile has been fixed. Thanks to jcdenton99 for the fix!

  • The self-damage for Eldritch concentration spells is now lowered rather than increased when skilling the "Concentration" perk.

  • Weapons now cannot be used in the skill menu anymore, preventing them from staying transparent.

  • Fixed various ArmorAddons and biped models.

  • Fixed a clipping issue with Calia's "casual" dress. Thanks to Ratrace!

  • Fixed keywords of food items, of ingredients, weapons.

  • Fixed bash data sets and block material on various shields.

  • Done various cleanup operations (this should reduce the spam in Papyrus.log): Removed useless/broken scripts, activators and packages. Cleared the canDisease flag on various traps. Fixed broken properties (cell, furniture and activator). Thanks to Arthmoor!

  • Script _00E_EisprankeSCN is now localizable and uses a messagebox instead of string. A messagebox will explain their use the first time you pick up an ice claw.


Balancing:

  • Bound Arrows are now properly balanced.

  • "Mana Potion (Exclusive)" now does cost more than "Mana Potion (Quality)".

  • All forms of the "Dagger of the Righteous Path" have been rebalanced to do less damage than their Aeterna counterparts.


NPCs:

  • Riq and Sebald can't attack each other.

  • Marius Vondervol will no longer act like a beggar.


Sound:

  • Fixed some sounds when the player is eating food.

  • Soundfix for nehrimese soldiers.
Comments: 12
12.05.2016 - 00:08
Enderal Patch 1.1.5.6 + 1.1.5.7 are downloadable!
Feel free to visit the patch overview in our wiki!
Launcher version: A54
Patch size: 102 MB

Changelog 1.1.5.7:

Tech:

  • Added more housing fixes. If you weren't able to place funiture, please enter the cell again.


Changelog 1.1.5.6:

Quest:

  • "Gnarldalf has to die!" (NQ06): The player can now no longer buy a horse from Freda if it has been killed before.

  • "A Touching Effigy" (NQ17): Erika now no longer gives a reward to the player when he tells her the truth about her mother’s doings. Also, she does not tell the player to leave if he lied to her.

  • "Trails of the Past" (NQ19): The artefacts should not fall through the ground anymore.

  • "Apotheosis, Part I" (NQ23): Pahtira appears correctly in Yerai’s house after rescuing her in Goldenforst.

  • "Apotheosis, Part II" (NQ26): Fixed a minor spelling mistake.

  • "Apotheosis, Part II" (NQ26): Fixed a bug that prevented the scene from advancing after the player opened the four valves. Simply talk to Pathira if you’re stuck, this should start the scene again.

  • "Apotheosis, Part II" (NQ26): The valve opening sequence should now work properly again.

  • "A New Beginning" (MQ01): If the player is wearing a torch when Finn asks him to sit down at the campfire, this torch is now automatically unequipped.

  • "A New Beginning" (MQ01): Burner shards will now properly disble after the bandit attack on the camp.

  • "Part of Something Momentous, Part III" (MQ06): Fixed a bug that caused Tealor to not be present at the ceremony.

  • "Into the Deep" (MQ09a): The beams which appear upon inserting the sigil stone in the Living Temple should now show up without an offset.

  • "Into the Deep" (MQ09a): Fixed a bug that caused Jespar to freeze when attempting to confront Firespark.

  • "Angel" (MQ11a): Fixed the bug that caused Calia to be stuck in Dissecting Room.

  • "All The Dead Souls" (MQ11b): The key for the cellar can't fall behind furniture.

  • "Black Light, Part II" (MQ12b): The bug that caused Tealor to never finish combat in the South Quarter is now fixed.

  • "Forotten Homeland, part II" (MQ13b): Calia/Jespar and Yaela will now follow to the second level of the nexus if they were stuck in a different cell.

  • "Forotten Homeland, part III" (MQ13c): Calia/Jespar now always follow the player onto the balcony that can be accessed from the Botanicum.

  • "Forotten Homeland, part III" (MQ13c): Yaela can't start combat with Calia/Jespar/the player anymore.

  • "Brave New World" (MQ18a): Fixed a bug that prevented the player from correctly entering the Starship capsule.

  • "Two Souls, Part II" (CQC02): Fixed a bug where Calia is ported to the Suntemple exterior rather than the Suntemple scuola.

  • "Two Souls, Part IV" (CQC04): Fixed a bug that caused the quest to not advance further after the first piece of dialogue.

  • "Two Souls, Part V" (CQC05): Calia’s companion quest now shouldn’t fail when the player has chosen the romance route.

  • "Two Souls, Part V" (CQC05): The starship engine room door should now be properly unlocked after finishing to talk with Calia.

  • "Two Souls, Part VI"; "Every Day Like The Last, Part VI" (CQ*06): The final part of both quests now shouldn’t trigger after Tealor’s final speech.


World:

  • Fixed the position of various chests.

  • Fixed waterfall at the entrance of the suntemple.

  • Fixed a blurry texture at the suncoast.

  • Monastery Westgard can't be entered from the back entrance.

  • Hidden button in the undercity is now interactable.

  • Fixed navmesh in a shipwreck at the suncoast.

  • Fixed z-fighting in the manor of the old man.

  • Fixed bleeds in the starting area and in the frostcliff mountains.

  • Fixed multiple floats at the suncoast.

  • Fixed multiple leaks at the suncoast, in the abandoned temple, in the starting area, in the manor of the old man, in the tomb of Ark and in the foreign quarter of Ark.

  • Fixed multiple faulty collisions at the suncoast, in the drunken bee, at the star city and in the small depot of the Throatstone manufactory.


Tech:

  • More Housing system bugfixes. Still encountering issues? Let us know in the bug tracker. Thanks

  • The "You've earned EP"-message should now only show once.

  • Robes count as light armor (in the next patch - they will finally work with all perks)

  • Added a new loadingscreen with more information on the "Freezing" system.

  • Fixed three not appearing perk lines, added a missing one in the meditation area.

  • Corrected the world model for the "Helmet of the Inner Frost".

  • Fixed first person model for Fine Leather Cuirass.

  • Power attack for one handed weapons now uses a different animation by mofumofu372!

  • Removed enchantment and a set script from an item which isn't in use.


UI:

  • The spell description for "Arctic Wind" has been updated for more clarity.

  • The amulet "Song of the Winter" has a better description.


Balancing:

  • The dagger "Deathstinger" is now balanced accordingly and equipped with a unique effect.

  • "Shock Nova" has been slightly buffed to deal more damage.

  • The Shadowtongue-Oil projectile now flies slightly faster and has more gravity.

  • Black Widow’s Elegy can now only be obtained via crafting. The finished sword which could be found in the same location the Black Soul Gem was located, has now been deleted. Also, a second Black Soul Gem has been placed in another location.


NPCs:

  • "Into the Deep" (MQ09a): Jespar shouldn't use his idle lines in the living temple anymore.


Sound:

  • More soundtracks now properly use the correct files.