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Elona+ [v2.24 Fix] [Ano犬]

Elona+ [v2.24 Fix] [Ano犬]

August 26, 2024F95


Elona+ is a roguelike D&D-esque adventure RPG game, with a ton of customizable content.

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Elona+ is an extensive modification being developed by Ano犬 based on the original “Elona” by Noa, released in 2007. Elona+ is not an official continuation of Elona. The original Elona has been on official development hold for years. This game has adult content, but it is not a main point of the game.

Thread Updated: 2024-08-26
Release Date: 2024-08-17
Developer: Ano犬 BlogWikiWiki
Censored: Yes
Version: 2.24 Fix
OS: Windows
Language: English, Japanese
Genre:
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2d game, 2dcg, character creation, female protagonist, male protagonist, pixel art, rpg, sexual harassment, turn based combat.
Installation:
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1. Extract and run elonaplus.exe
[INDENT]If installing Custom:[/INDENT]
2.Extract the contents of the Custom-GX’s archive to the main game folder and overwrite everything.
3.Run elonapluscgx.exe
Changelog:
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v2.24 Fix
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[Fixes]
  • Fixed high jump rat not using Jumping Drop because the ID wasn’t set correctly.
  • I forgot to set some precautions that are necessary whenever NPCs summon more of their own type.
    • Rush rats were ignoring the fact that they had already summoned rush rats and kept trying to summon more, causing an infinite loop and making the game freeze.
    • The endless summoning that was ironically game-ending has been fixed.
  • NPCs not in the pet list will now always be able to use shift cores in their inventory as it will ignore date and time.
    • This is because it’s unfair that the opponent in the EX Arena can’t use it when theirs is on cooldown.
  • Added precautions to prevent the crash that occurred when the opponent in the EX Arena used a shift core.
    • NPCs not in the pet list will no longer change their appearance.
    • Their name will change and they will receive the appropriate buffs.
  • Fixed NPCs not receiving the 5 buffs when they use a shift core in their inventory.
  • Added precautions to prevent overflow when calculating additional damage from the “combine ___ spells” equipment attributes.
    • The additional damage from these equipment attributes is now capped so that it can only do as much damage as the original attack.
    • Reduced the equipment attribute strength needed to reach that cap.
  • Fixed having a tatie set for the character on the left side of a tag team causing issues like both taties becoming the same picture or disappearing when selecting certain options.
    • Also, Mind unlock is no longer usable in tag evochat.
  • Fixed “It only works on the Crop” message showing up for crop tiles outside farms.
v2.24
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  • Added 1 new item obtained solely as a monster drop: pet training ticket.
    • For early game when you can’t afford to pay for your pet’s training.
    • Added some lines to trainers’ random lines in conversation windows that contain explanation.
  • Made skill learning cost a fixed 5 pp regardless of the number of skills learned.
    • This is to alleviate the need for platinum pieces in early game and let players achieve a particular character build faster.
    • The player character is also able to learn skills via skill debris now.
  • The dryrock, [crop] field, and Compost tiles will now function only on their respective deed maps.
    • (Also, crops no longer leave behind buds when harvested outside of a farm.)
    • These tiles are now available in Design mode in all deed maps.
    • This should allow people to have more options when designing their maps and allow people to fix things should the original tiles get destroyed by fire or something.
    • You can fill the entire farm map with crop tiles now if you like as long as you don’t get sick of managing it.
    • Made slight changes to the red books pertaining to farms and ranches.
  • Adjusted the prices of deeds so that the different types don’t vary in cost as much.
    • Their cost should go in the following order now:
    • shop < farm < museum < ranch
    • This is to nudge players to get a shop first as it really helps to have one, but if people prefer not to they can easily get something else.
  • NPC shops will now sometimes use their own money to increase their rank.
    • The idea behind this is that shops you often patronize will naturally flourish.
    • This so that stingy players and new players who don’t know about investing won’t get stuck with a shop that never grows its selection of wares.
    • It’s also so that you can’t buy an extremely expensive item, then slowly recoup all the money by selling things to them, essentially making the item “free” in a sense.
    • Now that this works the same way as traders, the option to invest has also been added to traders.
  • Rebalanced the cost of investing in NPC shops.
    • Investing experience gained is no longer fixed; it will now increase with shop rank.
    • Cost of investing now caps out at shop rank 200.
    • When investing, the shopkeeper’s Impress now increases more at higher shop rank and with higher Investing skill.
  • When taking on a [town board] quest, the quest giver’s Impress will now increase slightly. Failing the quest will not decrease it.
    • After beginning town management, you can check your popularity in town (dependent on the sum of Impress of all NPCs who have some kind of job) by talking to the mayor or chief (in Melugas it’s Orville) and selecting the option in the conversation window.
    • In the future I plan to make [popularity] affect the outcome chances after enacting policies and also have your choices affect Impress in turn.
  • Added the option to invest in a guild (that increases their “size”) to the conversation window for the guildmasters of the 3 guilds.
    • Added the option to do Guild mass training once a month.
    • The rewards received for fulfilling the guild quota will increase slightly with guild size.
    • Guild mass training increases the attribute potentials of player character and all pets by an amount dependent on current guild size.
  • Increased the number of platinum pieces rewarded for meeting the Thieves Guild quota so that it matches that of the other two guilds.
  • Renamed the special action <Gauge Release> to <Gauge Save/Release>.
    • The default setting will cause gauge attacks to proc as soon as they are available just like pets on Onslaught directive.
    • Using the special action toggles it to allow you to save up your power gauge just like pets on Intercept directive.
  • Renamed Pregnant special action to Parasitize.
    • If the player character has been parasitized, the status ailments on the left will now display “Parasite”.
  • Added a new special action Brain Parasitize.
    • The parasite cannot be removed by drinking poisons as it is in the brain, not the torso.
    • Instead, this is cured when the host takes nerve or lightning elemental damage.
    • Existing methods that prevent pregnancies will also work to prevent these.
    • Some NPCs will now use this instead of the other Parasitize attack. This change will not affect instances of the NPCs spawned in previous versions.
    • Rest assured, no enemies will use this in early game.
  • Parasitize and Brain Parasitize are now considered hostile actions.
    • When used, the target’s guard break gauge will now increase by 10% whether the attack succeeds or not.
    • With this, using it on an already parasitized character will no longer waste a turn.
  • Changed Voracity Fang special action to constitution element.
    • It will now also apply a Constitution-weakening effect to its target.
  • When a character uses Drain Blood special action while afflicted with bleed, the potency of bleed is now reduced by a small amount.
  • ShikiOrigami-Crane had significantly higher damage output than the other two types.
    • Hence, the ShikiOrigami special actions that are learned later will summon higher level characters and vice versa.
    • The level cap [dependent on lowest dungeon floor cleared] still applies on top of this.
  • When ShikiOrigami, summoned undead, shades from Shadow Hop, and dark guardians defeat enemies, the player character will now gain an enemy character level-dependent amount of Control Magic skill experience.
  • Added 8 new rat race NPCs.
  • Changed the sprite for rat (the one in Irva) and its evolution (NB: name appears in English version as “EV” but is “electrical mouse” in Japanese version).
    • This change does not affect those spawned in previous versions of the game.
  • Changed the sprite for capybara.
    • This change WILL affect those spawned in previous versions of the game.
    • This is a sprite that was contributed by someone so I was reluctant to alter it. My apologies, but I’ve made it more realistic.
  • Using a shift core now applies Speed, Hero, Gem Power, Concnetration, and Divine Wisdom in the same turn. These buffs have a potency dependent on the user’s character level.
    • These buffs would probably be of higher potency if you had applied them yourself, but the form Shift buff by itself felt kind of lacklustre compared to visual transformation going on.
  • Shift cores no longer need power gauge, so pets on Onslaught mode will now use these.
  • Set an upper limit to spell stock obtainable from one reading of a spellbook to 999 so that you can’t have infinite spell stock from spellbook conversion.
  • Killing allied NPCs no longer gives any experience as they don’t fight back.
  • magistus, trismagistus, skull sword, and violent skull sword no longer have an item level so they don’t get obsolete and will stack together.
    • Instances of these items generated in previous versions of the game will have their item level removed when selected in the inventory or when thrown.
  • Rebalanced the Magic Storm cast by magistus and trismagistus, and made it dependent on Magic Device, Control Magic, and player character level.
  • Rebalanced the potency of skull sword and violent skull sword, and made it dependent on Magic Device, Throwing, and player character level.
    • Both do a PV/DV elemental attack, but the latter will also do additional Nether and Magic elemental attacks.
    • Both of these will also increase the target’s guard break gauge by 15% when they hit.
    • The gist of these changes is that the magistus items are AOE attacks while these are single-target.
    • The skill required to craft these items in item fusion has been changed from Anatomy to Magic Device.
  • Hitting an enemy with a bomb barrel now causes a Burning Storm with a potency that is dependent on Carpentry, Gene engineer, and player character level.
    • Also, the checks to see if a [bomb barrel] can be set on fire is now limited to once per turn, but it is no longer random and it is guaranteed to catch fire.
    • When the it is set on fire, it no longer deals non-elemental AOE damage; it now causes fire elemental lingering effects in an AOE.
    • Furthermore, it is now special in that it does not disappear when catching fire.
  • Cards now have their number displayed together with their name.
  • The maximum number of Yaca points that can be earned in a sale/trade at your shop is now reached when the item is worth 500k gold.
[Fixes]
  • Fixed some descriptions.
  • Fixed the anorexia Lv display being unable to handle cases where number of times vomited exceeds 30, causing the game to crash.
  • Fixed the issue with Saint Blade special action damage calculation.
  • Fixed Limit Power special action as it was not decreasing Speed by the percentage it was supposed to and causing Luck to decrease as well.
  • Fixed lingering effects from breath attacks not having the originating character’s data associated with them, causing all NPCs to assume they came from the player character and also causing issues when determining if a character can dodge the effects.
v2.23
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[New item]
  • potion plug
    • Junk item that does not spawn randomly.
    • Spawns at the feet of targets when they are attacked with a potioman.
    • When picked up they increase the number of potion plugs directly without going into the inventory.
[New field state]
  • [Reprimand Room]
    • Whenever any character on the map kills someone who was not hostile to that character, they will roll to have Wince and Punishment inflicted on them.
    • Potency of status ailment and debuff are dependent on the level of the character killed.
    • This means that you can debuff enemies by baiting them into hitting other enemies with their AOE attacks.
[New special actions]
  • Saint Blade
    • Learned upon getting the Saint feat.
    • A PV/DV element attack dependent on Will and Faith skill. Range of 3 tiles.
    • Deals more damage depending on the user’s character level.
    • Damage also increases depending on Karma, capping at 1.4 times base damage. Unusable at 0 or less Karma.
    • When used by NPCs, it assumes their Karma is 20.
    • Gives a small amount of Faith skill experience when used.
    • healer, sister (level 50 town NPC), sister (level 5 Noyel NPC), and <Rovid> now have a decent chance of using this when their target is 3 tiles away or closer. (This change affects instances of NPCs spawned in previous versions of the game.)
  • Purification
    • A ‘W’ide-area special action.
    • Learned upon leveling up when Saint feat has been acquired and Faith skill is 30 or greater.
    • Deals constitution-element Faith skill-dependent damage to all enemies within sight.
    • Deals more damage depending on the user’s character level.
    • Damage also increases depending on Karma, capping at 1.4 times base damage. Unusable at 0 or less Karma.
    • When used by NPCs, it assumes their Karma is 20.
    • Deals 4 times more damage to undead.
    • Gives a small amount of Faith skill experience when used.
    • holy beast, <Jure>, <Blesssed Jure>, and <Ether Generator> now have a low chance of using this. (This change affects instances of NPCs spawned in previous versions of the game.)
  • Angel Halo
    • A ‘W’ide-area special action.
    • Learned upon leveling up when Saint feat has been acquired and Faith skill is 60 or greater.
    • ALL characters in sight (including the user) have their power gauge reduced by 15% and guard break gauge increased by 15%. It does not increase guard break beyond 90%.
    • Gives a small amount of Faith skill experience when used.
    • <Isca> the fallen angel, arkhai, dominion, and fallen angel now have a high chance of using this whenever their power gauge is 15% or greater and their target’s power gauge is 90% or greater. (This change affects instances of NPCs spawned in previous versions of the game.)
  • Reprimand
    • A ‘W’ide-area special action.
    • Learned upon leveling up when Saint feat has been acquired and Faith skill is 80 or greater.
    • When used, deals Will-dependent damage to all enemies in sight (the damage formula is the same as that of gauge attacks except this deals less damage), apply 5 turns of Wince to them, and changes the field state to [Reprimand Room].
    • Gives a small amount of Faith skill experience when used.
    • kirin, seraph, cupid inspector, and <Sist> the older sister now have a high chance of using this whenever their power gauge is 80% or greater.
  • ShikiOrigami-______
    • There are 3 different variations of this – Crane, Shuriken, and Airplane. All are ‘W’ide-area special actions.
    • The prerequisites for learning these are as follows:
      • Acquiring the ShikiOrigami feat
      • Having the feat and leveling up when Literacy skill is 20 or greater
      • Having the feat and leveling up when Literacy skill is 60 or greater.
    • Expend 20% of MP and one spellbook of your choice to summon (remaining charges x 2) of the special action’s corresponding NPC.
    • The type of spellbook does not matter. Ancient books and spellbooks of wishing cannot be used.
    • Grants Literacy skill experience when used, so you don’t need to read spellbooks that you don’t need stock of in order to train Literacy.
    • NPCs summoned in this manner will disappear upon changing maps. Astral light pen can be used on them.
    • No more than 15 of these NPCs can be summoned per map – this is the total including every subtype.
    • Character level of summoned NPCs is dependent on Literacy skill level, and the level cap depends on lowest dungeon floor cleared.
    • These also have a maximum character level of 1,000 and their maximum HP is 1/10 of the usual because you can summon these a lot more easily than summoned undead.
[New NPCs]
  • kamioriduru
    • Base level 3 spirit. Does not spawn randomly. Weak to fire. Has float bit flag.
    • Uses Mind Thorn and Nightmare.
  • kamishuriken
    • Base level 4 spirit. Does not spawn randomly. Weak to fire. Has float bit flag.
    • Has a low-potency bleed melee attack. Uses Clash Rush.
  • kamihikouki
    • Base level 5 spirit. Does not spawn randomly. Weak to fire. Has float bit flag.
    • Uses Close Suicide.
v2.22
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[Changes and additions]
  • Added the fossil restoration item fusion recipe.
    • Added 11 new monsters that can be recruited as pets in this manner.
    • Added 1 new bit flag for these monsters.
  • Makeshift implementation of <Darkness evochat> for NPCs interned in a Camp.
    • With this, you no longer have to repeatedly execute NPCs to increase master/servant score.
  • Sleepiness now increases an additional +1 every hour (on top of the usual +1) between 8pm – 3am while on a local map. Note that having 14 or greater sleepiness allows you to sleep.
    • This should help prevent players from being unable to sleep for 24 or more hours.
    • Even if you miss today’s sleep, it should let you sleep earlier and hopefully be able to return to a normal sleeping schedule the next day.
  • Added a new ether disease symptom that makes the +1 additional sleepiness occur during the day instead.
  • Hazard Recipe special action now taints an entire stack of food at a time. Now you’ll have enough for everybody to have a taste.
  • [Panic and Challenge] town board quests now have a maximum displayed level of 6,666.
    • Party time! town board quests now have a maximum quota of 9,999.
  • Ore items that pets automatically pick up are now limited to those in the following list (they will accept other types of ores that are manually given to them):
    • worthless fake gold bar
    • junk stone
    • raw ore of diamond/rubynus/emerald/mica
    • gold bar
    • sun/mana/earth crystal
  • Changed the effect of the feat granted by secret treasure of Opatos.
    • It used to be: reduce damage received from physical attacks by 1.
    • It is now: reduce the % piercing effect of physical attacks by 3%.
  • Reduced the chance for shadows to spawn. <Getuei> and shadows will only use Shadow Hop when their target is in visual range AND their hp is at 90% or below.
    • This is because Cemetery Nefia often start with 5 – 6 shadows per floor, and when they pick a fight with a cat or something the map quickly filled up with their clones.
  • Clones spawned by the use of Shadow Hop can now be drawn towards the player only if they were summoned by the player.
  • Added an additional effect that procs when Bewitch special action succeeds – if the target’s guard break gauge is 60% or lower, +20% is added to it.
  • Added an additional effect that procs when Fascination Dance special action succeeds – if the target’s guard break gauge is 40% or lower, +20% is added to it.
  • vomit and urine are now more useful – these can be used to make fertilizer on a farm’s compost tiles.
[Fixes]
  • Fixed some descriptions.
  • Mining the walls of Merchant and Pirate ships yielded some inappropriate items, so it will now yield garbage, wood piece, and wood material instead.
  • Fixed pets not displaying when inside Merchant and Pirate ships.
  • Fixed item weight not getting recalculating after fishing from fishing tiles on coastal maps.
  • Fixed a quasi-unique NPC being able to reproduce on the ranch.
    • Like other unique NPCs, it will now generate shadows when breeding.
  • Fixed burst ammo so that equipment attribute effects no longer apply – as originally intended.
    • Having additional damage procs that ignore the damage multiplier or having x40 times to proc an equipment attribute isn’t too good for game balance.
  • Rapid ammo, unlike burst ammo, will apply equipment attribute effects to attacks. However, all of the damage done by rapid ammo will now have the same damage modifier as regular ranged attacks.
  • Fixed the flavour text issues when using Touch of Poison and Touch of Paralyze while a certain martial style is in effect.
  • Fixed float cage sprite being off by 1 pixel when a captured NPC is in it.
  • Fixed the unitdead undead fusion monsters created by the player character not being valid targets for Necro Force special action.
  • Fixed the issue where an NPC who is able to move multiple times per turn could use Jumping Drop/Diving Drill, die while using it, execute the attack anyway, and then leave their sprite behind.
  • Fixed certain attack animations having a water sound effect after the Hydro Fang spell has been used.
  • Fixed cheating in blackjack while Alert-Lv is 0 causing a crash. The minimum Alert-Lv is now 1, as it’s kind of odd for the dealer to totally be off-guard.
  • Fixed getting taxed for the higher cost ship even after reading a deed for a cheaper ship.
  • Prevented NPCs from reading deeds given to them to prevent issues with turn management.
  • Fixed NPCs interned in the Camp not yielding toil-energy when the effect of a toil-energy drink prevents their Life from decreasing.
  • Fixed floating characters without the Disarm Trap skill triggering land-based traps.
  • Fixed the code that made animals on the ranch sick more frequently when there are more shit or sick animals in there as it wasn’t working properly.
v2.21
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[Changes and additions]
  • Added 2 new special actions for NPCs to use.
  • Trap disarming town board quests are now point-based and have a 500 turn time limit.
    • Various items are also scattered across the map.
    • Trap disarm difficulty will now vary with quest difficulty.
    • There will also be high difficulty traps that award a lot of points.
    • As such, you may have to carefully consider which traps you want to disarm and in which order.
    • Added 1 new NPC that spawns only in the pitfall quest type, and 4 new NPCs that spawn only in the landmine type.
  • Added 5 new worm race NPCs on top of the aforementioned ones.
  • The modifiers at every range now add up to the same number for all types of ranged weapons. (This table can also be viewed using the in-game help).
    • Laser guns are no longer the strongest weapons, though if you think adjusting into optimal range is too much effort you might still prefer those.
    • Also, the effect of range modifier on damage has also been rebalanced so that there is a greater distinction between them.
    • shot gun 20-20-10-05-05-05-05
    • crossbow 15-15-10-10-10-05-05
    • short bow 10-15-15-10-10-05-05
    • machine gun 10-10-15-15-10-05-05
    • skull bow 05-10-10-15-15-10-05
    • laser gun 10-10-10-10-10-10-10
    • pistol 15-15-15-10-05-05-05
    • throwing 10-15-15-15-05-05-05
    • long bow 05-05-15-15-15-10-05
    • sniper rifle 05-05-10-15-15-15-05
  • [Ranged attacks] using shields and melee weapons [equipped in the Shoot slot] no longer have a special distance modifier applied. Instead, they [will act like regular ranged attacks] except with their attack dice halved.
    • kunai and tomahawks (and the unique artifact weapons that are of these types) are well-suited for throwing, and hence the above rule does not apply to these.
    • Equipping ranged weapons in melee slots also no longer give those weapons a lower damage modifier.
  • Added 2 new items, available for exchange at a Camp with Toil-Energy.
    • These also have a low chance of spawning randomly.
    • One of these is also set as a reward item received when completing Garziem’s side quest.
  • The amount of trade occurring at a shop, “Activity”, is now displayed beside Shop Rank in the conversation window for shopkeepers.
    • This basically displays how many extra items are up for sale in the shop.
    • This number is recalculated only when the shop inventory gets refreshed.
    • It starts out at 50 + the number of times that type of shop will attempt to generate an item.
    • Selling trade goods that are from other regions AND have the effect of increasing the number of items sold can bring it up another +20.
    • When the latter effect is triggered (i.e. the trade good had an effect on number of items sold) there will now be a message displayed in the log.
  • Removed the “make random Nefia have exactly 4 floors” effect from the yellow gem stone of Heart of twilight item.
  • MP cost while worshipping Ehekatl used to be between 1 and (base cost) * 1.4.
    • It is now between (base cost) * 0.1 and (base cost) * 1.1.
  • The Adv-Cast buff had a side-effect that tripled casting difficulty (NB: buff is from using Advanced Casting), but by mid-game or so this effect may as well not be there.
    • As such, it now affects not only the player character but also pets.
    • The buff’s effects have been revamped and are as such: casting MP cost is increased, spell potency is increased, and [spell] and Casting skill base experience received are increased.
    • The Japanese name of the special action has been changed (NB: English name is unaffected) and it is now a ‘W’ide-area special action.
  • Floating characters who move onto a tile with a trap that does not get triggered by floating targets will now roll to disarm that trap immediately instead of having a delay.
  • The potency of the player character’s spells is now calculated using the average of that spell’s level and Casting skill level.
    • This means the player no longer has to level every single spell from scratch, and that leveling Casting skill no longer becomes pointless after a certain point.
  • In light of the above change, the player character and NPCs now earn the same amount of spell and Casting skill experience when casting spells.
  • Containers that aren’t gamble boxes will now also display the level of their lock in their name if they are locked.
    • It will say “Lock-Lv” instead of just “Lv” so that it’s clearer what that number is referring to.
  • Rebalanced enemy NPC attack range.
  • Blessed pieces of equipment can no longer be cursed by the Curse special action. Scrolls of curse will still work on them though.
  • Nerve element was changed to inflict Sleep, and that caused the Eye of Stiffen special action to not live up to its name.
    • As such, said special action now inflicts Bind as well if the target is afflicted by fewer than 3 turns of Bind.
  • Increased the guard break gauge increase for characters who have received damage from 2% to 3%.
    • If the attack was dodged, guard break will not increase – this remains unchanged.
  • PV/DV element attacks increase the target’s guard break gauge by 6 points now, down from 10 points.
  • Changed the HP absorption calculation for nether element damage to prevent overflow.
    • The highest achievable amount has been decreased but the randomness has been greatly reduced.
    • If damage display is turned on, the log message will now display the amount of HP absorbed.
  • When damage received is reduced to 0 or below (such as with the Barrier feat), guard break and power gauges no longer increase multiple times.
  • In previous versions, the Gravity spell added anywhere from 50 to 99 turns of Gravity status ailment to every target hit. The number of turns was independent of spell potency and was rolled separately for each target.
    • Now, it inflicts a base +30 turns, and can increase up to +100 depending on spell potency. The resulting amount is applied to all targets hit.
    • The log will also display the number of additional turns of Gravity status ailment that were inflicted.
  • Gravity status ailment now has an upper limit of 1,000 turns.
  • Added some English translations provided.
[Fixes]
  • Fixed the upper limit for the Speed buff from Gravity Accel special action; it is now 300 instead of 200.
  • The damage reduction calculation for Jiu-jitsu status has been updated.
  • Fixed Suicide Attack having the same visual effect as Bubble Storm.
  • Fixed NPCs who died in the Camp taking up a Camp slot.
    • House board and similar items will now display the number of NPCs currently interned.
v2.20fix1
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[Fixes]
  • Fixed the boss battle beginning regardless of main quest progress when the player steps into the bottom floor of Rehmido; this was causing issues with quest progression. I forgot to revert the change after testing.
  • Trying to make float caged NPCs not respond to Call Familiar was preventing them from getting revived by bartenders, so both of these functions have been enabled for NPCs in a float cage.
v2.20
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[Changes and additions]
  • Added a new player-owned property: the Camp.
    • You can bring NPCs into the camp and discipline them or make them work for you.
    • Points accrued can then be traded for items.
    • Added 4 new items for this feature and 1 new red book to give an overview.
  • Added some extra dialogue and changed some existing lines for a few main quest cutscenes.
    • These cutscenes are the ones that correspond to playback discs 108, 110, 111, 112, and 115.
  • Added Elea bands as a random world map encounter in South Tyris. These work like the rogue encounters but are a completely unrelated feature.
    • The encounter rate is independent of cargo weight. Instead, it increases with main quest progress but drops sharply upon beginning Act III.
    • NPC level is dependent on player character fame.
    • They cannot be run over with the land battleship.
    • Added 4 new NPCs for this.
  • Added 2 new pirate NPCs because there were too few types.
    • Changed the [enemy placement] for pirate encounters in coastal maps and in the pirate huntting (sic) sub quest.
  • Added 4 new bacteria race NPCs.
  • Meshera plant no longer uses Summon Monsters in both its regular combat routine and its low health routine.
    • It will now use Nether Sigh at low health, and Summon chaos in its regular routine.
    • This change does not affect NPCs spawned in previous versions of the game.
  • Changed the trash mobs present in the Act II last boss battle.
    • There used to be 7 infected yerles soldiers, but 3 of them have been replaced with a new meshera enemy with a special name and hue. These 3 NPCs will remain hostile even after the Meshera plant is defeated.
  • Now that character level is more important, NPCs that have the summoned bit flag will give 0 experience when killed. This change was made after considering how the NPCs spawned by Shadow Hop are of a decent level and will never attack you.
  • Getting yourself killed to bring your Karma up didn’t feel right, so the Karma increase that occurred when dying at low Karma will now only occur when afflicted with D-Crest.
  • The same can be said of resetting satiety level, so satiety will now be reset [upon death] only if it is below a threshold.
  • In previous versions of the game, Greater Evasion rolls occurred when the target’s evasion value was greater than 1.5 times the attacker’s accuracy value.
    • This threshold has been increased to 2 times, but the Greater Evasion roll itself now has a greater chance of succeeding.
    • The Greater Evasion roll has the maximum chance of succeeding when target’s evasion value is 10 times the attacker’s accuracy value or greater.
    • Changed some of the flavour text for when Greater Evasion procs.
    • This means that it will be harder to brute force targets with high evasion with low accuracy attacks now.
  • Lightning element is now associated with the Paralyzed status ailment, [meaning that Lightning attacks will inflict Paralyzed and Lightning resistance will give resistance to that status ailment].
    • Nerve element is no longer associated with Paralyzed; it is now associated with Sleep.
    • Similarly, Illusion element is now associated with Fear.
    • Chaos element attacks now also inflict Fear and Sleep. That brings the number of status ailments inflicted up to a total of 9, but each of these are at 1/9 of the potency compared to what other elements inflict.
    • Illusion resistance no longer confers resistance to Confused status ailment. Instead, Chaos resistance will now give resistance to that status ailment.
    • And finally, the resistances on the character sheet will now indicate which elemental resistances give resistances to which status ailments.
  • Changed the chance of being unable to move when afflicted by Paralyzed status ailment from 100% to 50%.
  • A character afflicted by Sleep status ailment will no longer have 100% chance of being woken up by an attack.
    • Whether that character will remain asleep or not will be determined by rolling its Nerve element resistance against the potency of the Sleep status ailment.
    • This roll will not occur if the attack is of Constitution, Nerve, or Chaos element, so the character will remain asleep.
  • Changed the hand-type special actions to Constitution element.
    • These hand-type special actions as well as Memory Poison and Voracity Fang now deal increased damage depending on the user’s level.
    • This change does not affect Drain Blood.
  • The potency of status ailments inflicted by hand-type special actions has been greatly increased after taking into consideration their range, area of effect, attack power, and cost.
    • The potency of status ailments inflicted by breath-type special actions no longer depends on the user’s resistances. Constitution now has a greater effect on potency.
    • The end goal of these balancing changes is to make the potency of status ailments applied decrease down this list:
    • status ailment potions > hand special actions > breath special actions > spells.
  • The damage reduction conferred by magic resistance against elemental attacks in general has been halved.
    • This damage reduction also no longer applies during guard break.
  • Increased the maximum percentage of damage reduction that can be achieved by PV and DV against PV/DV element attacks.
  • Added a new gauge attack that procs when zapping rods.
    • Rods no longer share a gauge attack with spell casting.
  • The visual effect for the Mani’s gem stone of satellite shooter attack is now yellow to make it look lightning-element.
  • It was possible to knock a target Unconscious for more than 100 turns, so Dim status ailment potency no longer snowballs and there is now a cap on the maximum number of turns a target can be rendered Unconscious.
    • The rate at which Unconscious gets applied still increases with Dim potency.
    • Though Dim status ailment potency can no longer accumulate on the target, if Dim of a stronger potency gets applied while the target is already afflicted by it, the newer and stronger Dim will get applied. i.e. Applying Dim on an already Dimmed or Unconscious target is not entirely pointless.
  • Reduced the rate at which the damage modifier for “provides an interlocking shooting mechanism” and “provides a proximity assist weapon” equipment attributes increase with potency of said attributes.
    • To be precise, this means that at lower equipment attribute potency, the damage dealt is increased compared to previous versions of the game. At higher attribute potency, the damage dealt is decreased compared to previous versions.
    • The damage modifier for “proximity assist” is higher than the other’s because it procs only when close to the target.
[Fixes]
  • Fixed some descriptions.
  • There was a bug in 2.19 that prevented Eye of Ane from being learned once the ane power bit flag got written, so characters that have the ane power bit flag will automatically learn Eye of Ane when updating the game.
  • Fixed spell casting gauge attack not giving Casting skill experience.
  • Fixed water spells having an uncoloured visual effect and no sound effect ever since they were made PV/DV element.
  • Fixed not having a DD cemetery key in your inventory causing necro fusion undead, Shadow Hop’s shades, and the 3 dark guardians to not despawn when changing maps.
    • This does not affect NPCs summoned in previous versions of the game.
v2.19R
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[Changes and additions]
  • The terminology for staff (weapon) and rod (magic device) were the same in the Japanese version. Their names – both when identified and unidentified – are now different. This change does not affect the English version because the names were different to begin with.
  • The potency of rods now increase as the user’s Magic Device skill and character level increase.
    • Charges obtained and used when drawing and filling charges remains dependent on Magic Capacity.
  • The potency of potions now depends on the user’s Alchemy skill level. (If the potion was thrown, it depends on the throwing character’s skill level). This is to make the three consumable item types depend on different skills.
    • It will also no longer give the user Magic Device skill experience; instead it will now give more Alchemy skill experience.
  • Changed how potency of scrolls and potions increase with their respective skill levels and with character level.
    • Their potency is now also increased by the “enchances your spells” equipment attribute as well as the Magic attribute.
    • The plan is to make these items slightly more powerful than their spell counterparts because they are consumables.
  • <Mind unlock> needed a little something more, so Impress now increases at 1.5x the rate while on Impress-type routes, and master-servant score now increases at 1.5x the rate while on the master-servant-type routes.
  • Impress will now increase after evochat by an amount dependent on the increase in Happiness score.
  • Whenever HP is healed, the guard break gauge will now increase by an amount dependent on how much HP got healed relative to maximum HP.
    • Healing for less than 2.5% of maximum HP increases guard break gauge by 0.
    • Healing 100% of maximum HP increases guard break gauge by 40%.
    • This cannot increase guard break gauge over 99%.
    • This does not include natural HP regeneration.
    • This does not include instances where HP is brought to the maximum (like when praying) or where maximum HP is temporarily increased (like Converge Breath).
    • This also does not include Regeneration, which increases natural HP regeneration.
    • Being able to heal yourself to full in 1 turn takes away the bulk of the thrill of combat leaving just routine work, hence the changes.
[Fixes]
  • Fixed the player character also receiving experience when distributing Traveling experience to pets, resulting the in the player character receiving experience twice.
    • Also fixed the issues that the above would cause when the player character’s own Impress value was 100 or above due to the interaction between the Receive Material, daily quest, Super Accel, and ane power flags.
    • The daily quests will be reset when updating the game such that the current score = quota – 1, and objectives 1 and 2 will be rerolled.
  • In order to prevent unintended behaviour, all scrolls except the following no longer have their effect increased by the user’s Memorization skill:
    • scroll of harvest
    • scroll of contingency
    • scroll of healing rain
    • scroll of detect objects
    • scroll of knowledge
    • scroll of mana
    • scroll of holy rain
    • scroll of holt light
    • scroll of holy veil
    • scroll of magical map
    • scroll of incognito
    • The above scrolls that ARE affected by Memorization skill will now also give Memorization skill experience when read.
v2.19
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[Changes and additions]
  • In order to get players to challenge stronger enemies instead of grinding because they’re not sure if they can win, items and gold are no longer dropped or lost when crawling up after death.
    • Permanent attribute loss due to death is also gone.
    • Fame will still decrease.
    • Anorexia will be cured and karma will increase if it is currently negative, so there might actually be a net benefit to dying sometimes.
    • However, throwing yourself at an enemy over and over again until you get your lucky win or so that you can get healed up isn’t ideal either, so crawling up the first time will now give the D-Crest status ailment. If the player character crawls up when afflicted by this, attribute loss will occur, and the amount lost is greater than when dying in previous versions of the game.
    • This status ailment will go away when waking up after sleep, so play safe while you have it.
    • Attribute loss from dying in town board quest maps is also gone. These deaths are unaffected by D-Crest.
    • NB: Japanese version equivalent of “D-Crest” translates to “Mark of Death”.
  • The option to get Lomias and Larnneire to leave the cave at the start of the game has been removed.
    • Instead, the event where they leave will now automatically happen when the player tries to leave Your Home.
    • When they leave, the items that they used to give when you get them to leave will be placed at your feet.
    • Also, the game will now mention the fact that you obtain the key item [An old talisman]. This key item used to be given without any mention to it.
    • Unlike in vanilla Elona, you can meet Larnneire any number of times during the game, so you don’t have to nuke Your Home/not step foot in Vernis/spend all of your gold/scour the land for equipment that increase Constitution to farm for her drops at this point in the game.
    • Things have been kept this way in order to keep things Elona-like. However, there are a lot of players who didn’t fully understand how things work in Elona Plus and ended up nuking their home because of advice that is [meant for vanilla Elona] or missed out on the items they were supposed to get, so I’ve decided to fix it so that people no longer unintentionally sabotage themselves.
  • Noel’s side quest now has a prerequisite of 7,000 fame.
    • This is so that people don’t nuke stuff in the extremely early game when they can’t even beat a town guard, causing them to not be able to go anywhere in the game. After all, not all players know this game like the back of their hand.
  • Changed the terminology for the stages of Impress.
    • It is now Accredit -> Trust -> Ally -> *Ally*.
    • Having the game slap the “Friend” or “Love” label on it can be jarring for those roleplaying some other type of relationship, so by default the labels now only describe how close your character and the pet are as allies.
    • I’d say this is a really significant change, because how the relationship is portrayed forms a large part of how players perceive that relationship.
    • The level of Impress required for marriage remains the same. There are rewards for getting married and it’s also a completely separate and optional feature, so you can always find roleplaying reasons to marry or not get married to a pet.
  • Master-servant relationship levels are easier to control than Impress level, but having the game attach all sorts of connotations through the terminology used still puts a dampener on the roleplay.
    • As such, the stages after Docile have been re-flavored as follows: *Docile* -> Amenable -> *Amenable* -> Adherence.
  • Added the “<Mind unlock>” option to evochat.
    • This allows you to set the relationship type you have with the pet so something else other than the default Impress and master-servant ones.
    • As (player character Lock Picking + target’s Lock Picking + Impress or master-servant value) increases, the success of this command increases.
    • Action points decreases by 1 whether it succeeds or not.
    • Having any of the relationship types unlocked will raise the maximum Impress and master-servant score for that pet by an amount dependent on (player character Lock Picking + target’s Lock Picking), up to a maximum of 999.
  • Constitution-element damage is now reduced by the target’s Impress and master-servant value.
    • The bible says that love is patient and always perseveres, so you should be able to handle this much. Right?
    • Also, when an NPC’s Impress and master-servant score increases, the player’s own Impress and master-servant score will also increase (though these values can’t be determined in-game). The cap for these two values is 999 to begin with.
    • NPCs who have less than 50 Impress or master-servant value will not receive increased damage.
  • After committing seppuku, the period of time where NPCs will cease to be hostile and not discover you now lasts forever.
    • However, this also means that seppuku will not work on NPCs who have seen it once; kaisyaku will happen immediately when using it again.
  • Added 3 types of coastal map tiles that will trigger events when stepped on.
    • These ‘event tiles’ will be randomly placed on the map when entering a coastal map.
    • Drifter rescue events will now occur only when triggered by one of these tiles.
    • Added 2 new random events.
  • Seabed maps in the Valm coastal region will no longer generate with sazae in them. These maps will now generate with coconut crab instead, but these will be rarer than sazae.
    • There’s an altar to Ehekatl as well, so maybe someone was catching crabs here.
  • Removed the 50% potential requirement for using a skill debris item.
    • The potential for that skill will now increase instead; this will occur right before the debris gives experience for that skill. The amount of potential given depends on the item level.
  • Scroll potency now has a modifier to it that depends on the user’s character level and Memorization skill level.
    • The effect of skill level on potion potency has been increased, and character level now affects potency as well.
    • These changes were made because they were kind of mediocre compared to their spell counterparts despite being consumables.
  • Changed the ingredients for potion of disaster item fusion recipe.
    • Potion of disaster now applies 5 more debuffs. Its potency is also now dependent on skill levels like other potions.
  • Added 3 new potions.
    • Changed the repertoire of potions thrown by potion throwing special actions.
  • Added 2 new scrolls.
  • In order to balance AOE and single target gauge attacks, ranged single-target gauge attacks (including Unison Impact and potioman’s gauge attack) now also apply +30% guard break on the target.
    • Melee single-target gauge attacks apply +40% guard break.
    • Throwing gauge attack use to do +30% guard break; it now does +60%.
  • Pets no longer have a 1/15 chance of receiving 9,999 damage when quaffing from a well-type item.
    • Instead, they will now get Wet and have 5 turns of Dyspnea applied to them. If they were floating, they will only get Wet; no Dyspnea will be applied.
  • The log now displays the number of spell stocks granted after reading a spellbook.
  • Added 1 to the displayed Breed Power for breeders on the Ranch.
    • It was too easy to get the wrong impression that breeders who have a Breed Power of 0 won’t breed at all.
  • Changed some descriptions.
[Fixes]
  • Fixed the karma calculation and message displayed when returning to port from a coastal map even when no drifters have been picked up.
  • Amur-Cage and its underground map was surrounded by tiles that are meant for coastal maps, so those tiles have been replaced by another.
    • This change will be reflected in save files from previous versions of the game when the map undergoes its periodic refresh.
  • Fixed the Raging Sea random event getting triggered in place of all other events no matter where the player is or what the weather is. This happened because the flag that triggers Raging Sea when turned on by moving to a tile remained on.
  • Fixed some conditions for triggering random events in coastal maps and other locations being the inverse of what they should have been.
  • Trap removal town board quest maps didn’t have any BGM set, so it has been set to mcPuti.
v2.18R
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Changes and additions
  • Artifact weapons generated by Wish are now guaranteed to be living weapons.
    • More often than not, players will go through the entire game but not encounter a single living weapon of the type they can use.
    • You can level up one for fun after you’ve run out of things to Wish for, or Wish for one right from the start and progress through the game with it.
  • Artifact weapons generated by treasure maps are now guaranteed to be eternal force weapons.
    • This is to give players another reason to dig up maps (besides the chance of getting rods of wishing).
    • Whether the map will yield the type of weapon you want or whether this is practical or not, though, is another question.
  • The problem with necro remodel was that players were forced to choose between form and function when customizing their undead. They would also overwhelmingly pick function so the ability to customize appearance might as well not be there. As such, necro remodel now works only with monster figures.
    • All undead who have been remodeled with other monster parts will now have that remodel reset when they are returned to their coffin.
  • Added 1 new special action for the above.
  • Necro Force special action now costs 0 SP. Revamped the effects and cost when used by the player character.
    • Undead strengthen: now applies 100 turns of a new buff (potency depends on the average of the player character’s Control Magic and Magic). The MP cost per buffed character is as follows: the level of the undead + 3% of the player character’s max MP.
    • Undead restore: now applies 100 turns of another new buff (potency depends on the average of the player character’s Control Magic and Constitution). The HP cost per buffed character is as follows: the level of the undead + 3% of the player character’s max HP.
    • Like in previous versions, neither of these cause magic reaction or death even when the MP/HP goes into the negative.
Fixes
  • Fixed the world map BGM playing while on the title screen.
  • Fixed the date changing while asleep in a town with a werewolf in it causing issues with the werewolf event and making the game crash.
  • Return and Escape (including Aurtehom’s version of it) no longer work while on the Seabed map.
    • This is also prevents issues like placing the player character on an inappropriate map after exiting the map.
  • Fixed boats not getting taxed because the variable used got changed.
  • Fixed the daily quest objective becoming blank after completion for certain objectives.
  • Fixed the display issue for the Juke box music list that was caused by the recent addition of the 3 new tracks.
  • The coordinates for the sprite for unrevealed tiles in the alternate Forest-type Nefia maps clashed with those of a tile sprite added in 2.18, causing issues with the sprites displayed. The coordinates looked up has been fixed, but Forest Nefia maps generated in previous versions will still have this issue.
  • Fixed Necro force special action’s effect getting applied on the 3 types of dark guardians.
  • Fixed the following for Shadow Hop special action:
    • Summoned shades did not have the summoned NPC bit flag.
    • When used by the player character, those shades would not be allied with the player character.
    • If a shade is mimicking a shadow, even more shades would get summoned.
    • If a shade is mimicking an NPC type that can be summoned by necromancy, it was eligible for necro fusion and could be returned to a coffin of necromancy.
  • The fast animation option was supposed to skip the hit animation for rapid and burst ammo, but conditions set were too lax and caused some other effects. To be precise, it made the hit animation for all melee attacks not display after starting the game, all the way until the first ranged attack is executed.
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New buffs
  • Chain of Mana
    • Applied by Necro Force’s Undead strengthen option.
    • Increases Tactics, Control Magic, and Casting.
    • Will make the character deal additional magic damage when doing physical damage attacks.
  • Flame of Life
    • Applied by Necro Force’s Undead restore option.
    • Increases fire resistance.
    • Every turn, it will also recover 2% of maximum HP, and reduce [the number of turns of] some debuffs the character is afflicted with.
    • The list of debuffs that Flame of Life will work on: Poisoned, MPoison, Sleep, Fear, Confused, Blinded, Paralyzed, Dim, Drunk, Bleeding, Atrophy, Brainwash, Dyspnea.
New special action
  • Accel Necro
    • Learned after using the necro remodel item fusion recipe.
    • Applies 50 turns of Gravity Accel, Speed, and Boost to every undead summoned by the user in sight.
    • The potency of the buff is dependent on the average of the player character’s Control Magic and Will.
    • Every undead buffed will consume an amount of SP cost equal to 5% of the user’s maximum SP.
v2.18
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Changes and additions
  • Added a few makeshift ocean world maps.
    • Reading a boat-type deed at a port town will allow you to travel around these. These are taxed separately from world-vehicles.
    • Getting a boat and going on an ocean adventure is something I’ve always wanted to implement since adding world vehicles. Allowing players to travel too far and go between continents, however, is difficult because of how the game works, so travel is limited to the ocean region.
    • Creating a major game feature and drawing all the sprites for it was quite taxing, so there’s not much content in it for now. All you can do is travel around, rescue people, or pull up some wakame from the seabed.
    • If the boat gets sunk by Hard rain or Etherwind, you can still swim back to port and read the deed again to get another boat. (Though if your Swimming skill is too low you’ll get Dyspnea and die trying to swim back.)
    • A reminder for people who replaced a lot of game files: some BGM, sound effects, and sprites were added in this version.
  • Added 12 new items for the aforementioned feature. Extended item.bmp by 2 rows because it ran out of space.
  • Reduced base attribute and skill experience gain from all sources to 1/4.
    • There is a main quest progression-dependent modifier that is added to the base amount.
    • This modifier can be viewed on the ‘c’haracter sheet (listed as Grow Rate). (Non-pet NPC adventurers will display a placeholder value there.)
    • This is to encourage players to progress through the main quest, prevent stats from getting too high in early game, and make stat gain in late-game faster.
  • To cater to those who want nothing to do with god even in a fantasy setting, the player character now does 40% more damage to entities who are valid targets for “inflicts massive damage to gods” when they are not currently worshiping any god.
    • By the way, you can press ‘p’ at an altar of Eyth of Infidel and pick the “Abandon God” option to stop worshiping a god. This is a feature that has existed in vanilla Elona and has persisted till today. Just in case people didn’t know.
  • So now that eating just 1 corpse will max out any resistance gains from it and that Cooking skill doesn’t really do anything above level 200, Cooking no longer gives extra product at skill levels 100 and 200.
    • Instead, food cooked by the player now gains equipment attributes that increase with strength with Cooking skill level. The type of equipment attribute depends on the type of ingredient used.
    • It is also guaranteed to gain +enhance values starting at Cooking skill level 100. The +enhance value will increase proportionally with skill level from there. The +enhance value is capped at +20, reachable at skill level 2,000.
  • The percentage increase modifier of food item selling price that depended on the +enhance value of the item has been removed.
    • The additive modifier on selling price that depended on +enhance value has been increased.
    • This makes food item selling price vary less with the type of ingredient used.
    • The +enhance value of food now also has an additive modifier on the amount of attribute experience they give. [This modifier does not get applied for every attribute.]
    • This change makes food cooked with max Cooking train attributes by a greater amount than Curaria (if you look at only one attribute, and not the total amount of experience across all attributes).
  • Blending milk into black tea creates milk tea. This does not affect the item’s effects.
    • Also, blending milk with juice, coffee, or black tea now doubles their selling price.
  • A stethoscope can now be used on non-pet NPCs.
    • This allows you to display the various gauges for 1 target in combat.
  • The HP gauges of all non-pet NPCs will now change color when they aren’t hungry.
    • To make things consistent, the gauge will become a reddish-color and become textured with a pattern. The gauge for pet NPCs is also no longer pink when they are full.
  • Naplus’ sub quest will now also give the pot of alchemist.
    • When updating the game, the pot of alchemist will be placed at the feet of characters who have already cleared that quest.
  • Added Shadow Hop and Shadow Jump special actions.
    • There’s no combo or anything if you use Shadow Hop -> Shadow Step -> Shadow Jump in succession.
    • Changed the prerequisite for learning Curtain of Smoke to a Stealth skill of 50 or greater.
  • When Vanquish Hex and Holy Light fail their roll to remove a debuff, they will now reduce the potency of the debuff as well as the number of remaining turns by an amount based on the strength of the Vanquish Hex/Holy Light spell. When either of [the potency or number of turns] reaches 0, the debuff will also get removed.
    • This mechanic, however, does not affect Punishment debuff.
  • Holy Veil’s debuff immunity and debuff turn reduction and Faith skill’s debuff resistance no longer work against Punishment.
  • Lowered the volume of sound effects for water-elemental attacks.
[Fixes]
  • Fixed items spawned from an enemy defeated with a potioman attack looking up the parameters of the dropped item itself, causing the item to spawn with an item rank of -1.
  • Fixed some items so that they can no longer be used in showrooms.
  • Fixed G-Finger generating a golden doll and flesh doll at the same time because the flag accidentally got reused.
  • Fixed the lower half of the SP Champion monster not getting displayed due to a mistake in the parameters.
  • Fixed the race of the three types of dark guardians. Their race was set to servant in the development code but the change got omitted from production code.
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New items
  • sazae
    • Food. Considered a type of fish. Can be cooked or offered to Ehekatl.
    • Randomly spawns on the Seabed, but has an extremely low chance of spawning elsewhere too.
    • Has a high chance of spawning in the Valm and Kurualm coastal regions.
    • NB: turban snail
  • hamaguri
    • As above.
    • Has a high chance of spawning in the Lumiest coastal region.
    • NB: clam
  • hotate
    • As above.
    • Has a high chance of spawning in the Port Kapul coastal region.
    • NB: scallop
  • mozuku
    • Edible, but cannot be cooked.
    • Randomly spawns on the Seabed, but has to be stolen with Pickpocket.
    • Has an extremely low chance of spawning elsewhere too.
    • Has a high chance of spawning in the Valm and Kurualm coastal regions.
  • kombu
    • As above.
    • Has a high chance of spawning in the Lumiest and Devil Cape coastal regions.
  • wakame
    • As above.
    • Has a high chance of spawning in all coastal regions.
  • The following items will also spawn randomly.
    • Reading any of them at Port Kapul, Lumiest, Devil Cape, Kurualm, or Valm will instantly transport you to their respective coastal maps.
    • deed of huge raft
    • deed of fishing ship
    • deed of pirate ship – wishing for this will spawn a deed of fishing ship
    • deed of cruise ship – wishing for this will spawn a deed of fishing ship
    • deed of warship – wishing for this will spawn a deed of fishing ship
    • deed of submarine – wishing for this will spawn a deed of fishing ship
Coastal maps
  • Works like a type of world map.
    • Dying here will take you to the Return point on the previous world map.
    • Like other world maps, 1 tile equals 1 mile, but traveling is slower here than on other world maps.
    • No structures such as shelters or deed buildings may be built on the Sea map.
    • Treasure maps cannot be read as they would be impossible to dig up.
    • Pressing the enter key on the surface brings you to the Seabed map.
    • To get back to the previous map, step on the mooring point. This is the tile that has an anchor symbol on it – you also get placed next to this tile when entering the coastal map.
    • If your boat sinks, you will have to swim. While swimming, every character will lose 1 SP per turn. They will also have the Wet status applied, and have a low Swimming skill-dependent chance of gaining additional Dyspnea on top of the Dypsnea they already have.
    • It may snow, but snow will not slow your movement speed.
    • The map has nothing on it and you will not have any random encounter battles for now.
    • Only some of the existing random events from previous versions of the game will occur while on the map.
    • The new random events (see below) will change the boat’s status as follows:
    • No problems -> Minor damage -> Many troubles -> Dangerous -> About to sink -> Unnavigable
    • Once the boat is Unnavigable it can no longer be used to move around.
    • When the boat becomes Unnavigable or is currently Unnavigable, Wet status and 10 turns of Dyspnea is applied to all characters.
New random events
  • Raging Sea
    • Occurs when the weather is Hard rain or Etherwind, or may occur after some time.
    • The higher the ship’s rank, the less frequently this event occurs.
    • The event cannot be negated with an aurora ring.
    • The [image] will change slightly if the weather is Hard rain or Etherwind.
  • The following events will occur only while riding on a boat.
    • For the first three events, certain options will not show up if you do not meet the prerequisites for them. (e.g. If you do not have space for more people/if you don’t have the necessary items.)
    • So if you don’t want to get a Karma penalty, make sure your boat isn’t full and that you have the needed items on hand.
  • Swept Away
    • (Abandon): Karma -1
    • (Put on your ship): Drifter +1
    • (Throw 1 inner tube and leave): Lose 1 inner tube (cargo item)
  • After Escape
    • (Abandon): Karma -1
    • (Put on your ship): Drifter +1
    • (Throw 1 traveler’s food and leave): Lose 1 traveler’s food (cargo item)
  • Drifters
    • (Abandon collectively): Karma -3 to -10
    • (Put on your ship as much as you can): Drifters +3 to +10, capped by capacity
    • (Throw 1 inner tube and leave): Lose 1 inner tube (cargo item)
  • Aerial Threat
    • Won’t occur at all when using the submarine.
    • Choosing to run away will roll a number dependent on the ship rank. If the roll fails, the ship’s condition deteriorates by 1 rank.
    • Choosing to fight will cause no damage to pirate ships and warships. For other types of ship, the ship’s condition will deteriorate by 1 rank.
  • Undersea Threat
    • Choosing to run away will roll a number dependent on the ship rank. If the roll fails, the ship’s condition deteriorates by 1 rank.
    • Choosing to fight will cause no damage to warships and submarines. For other types of ship, the ship’s condition will deteriorate by 1 rank.
  • Ship capacity:
    • huge raft – up to 2 drifters
    • fishing ship – up to 5 drifters
    • pirate ship – up to 10 drifters
    • cruise ship – up to 100 drifters
    • warship – up to 20 drifters
    • submarine – up to 5 drifters
    • If the boat sinks or the player character dies, all drifters are lost.
    • Returning to the mooring point gives +2 Karma per drifter.
Seabed
  • The sea’s version of the Wilderness map. Exiting from the edge of the map returns you to your ship.
    • The map will have seamonster race enemies [and other objects] placed; enemy [and object] selection is dependent on deepest dungeon floor cleared.
    • Enemies that continuously spawn with the passage of turns are of seamonster race, and depend on deepest dungeon floor cleared.
    • Wet status is applied to all characters every turn. There is also a decent chance (that is dependent on Swimming skill) of getting afflicted with additional turns of Dyspnea.
    • The Swimming skill-dependent evasion modifier will work even when not on a water tile.
    • Uncooked fish will not rot (including those in your inventory) even when not on a water tile.
    • Wish will not work.
    • Weather effects will not be displayed, but this counts as outdoors so you will be subjected to the effects of Etherwind when it happens.
    • North Tyris and South Tyris seabed maps have a slightly different tint.
New special actions
  • Shadow Hop
    • Learned upon level up when Stealth skill is 20 or greater. Wide-area special action.
    • Expend half of maximum HP and summon 25 shade NPCs allied to the summoner.
    • The level of each shade is dependent on the user’s [character level] and Stealth skill level. When the player character is the summoner, the level is capped at 3/2 times the deepest dungeon floor cleared.
    • The maximum HP of each shade is equal to the HP expended during the summoning, divided by 25. Upper limit is 2,000 and lower limit is 1.
    • When used by an NPC, the shades will have the same appearance and name as the summoner.
    • Fails to activate if the user’s HP is less than half of the maximum.
    • It will also fail the second time onward for the same user until the user enters a new map.
    • Summoned shades will disappear when changing maps.
    • <Getuei>the ninja master and shadow now use this when they meet the requirements.
  • Shadow Jump
    • Learned upon level up when Stealth skill is 40 or greater. Wide-area special action.
    • Move to the target. (Is not considered a teleport). If the target is not currently afflicted with Bind, 5 turns of Bind is applied to it.
    • Flavor-wise, this allows the user to use shadows for moving around and binding targets.
    • This will affect targets who are not in sight.
    • That means that targets who teleport away to heal can be chased down with this special action.
    • Does not apply any damage, so you can target a non-hostile NPC to move to them.
    • It doesn’t deal damage so that players can’t use this to hit and run enemies.
    • It will fail when used by the steed currently being ridden or the right side of a tag team as they aren’t allowed to move of their own volition.
    • <13th step ghost>, ghost, and ninja now use this.
2.17
v2.17
See More
Changes and additions
  • Added 2 new special actions that cap and uncap attributes.
  • Added 9 new mutant race NPCs.
  • Mining the walls of lake Nefia now has a decent chance of yielding dead fish, and a low chance of yielding jewel coral and magaqua.
  • Changed how throwing items at a tag team works. The dialogue to select which of the two targets to throw the item at will now always display, instead of displaying only when throwing potions and certain food items.
  • Made each world vehicle give a fixed world map travel speed bonus.
    • It used to give a percentage bonus, but that made fast player characters too fast and didn’t give enough of a boost for slow characters.
    • This change is to make travelling easier in early-game.
    • The movement speed bonus for the truck when travelling on path tiles remains a percentage bonus.
  • Changed the requirement for joining the Thieves Guild to -100 Karma.
    • It would take 4 months to join the guild otherwise, which is way too long compared to how fast the player can progress through the content these days.
  • It can be difficult to find a Nefia with the right danger level especially in early game, so the requirement for joining the Fighters Guild has been relaxed again. The difficulty of quotas from that guild has also been lowered.
  • Improved the appearance of the buff icon that represented increased experience gain for skills and spells so that it’s clearer as to what it does.
  • Added 1 new item that has a chance to drop from NPCs when they die to something other than an attack.
    • This is to make other play-styles viable.
    • It won’t drop from NPCs who are too weak, nor will it drop if the rare loot trigger isn’t on.
    • When used, it checks the user’s INIT against the NPC that dropped it, and gives the user AP if the check passes. If the check fails, the item is not consumed.
  • The items that drop exclusively from NPCs when they die from magic reaction or when defeated by the Persuasion special actions are no longer guaranteed to drop.
    • They now have a low chance of dropping, and only if the rare loot trigger is on.
    • They also have an item level, and the amount of experience they yield has also been increased.
    • This is to reduce the hassle of having to pick up all those items and then use them one at a time. It was also making other money-making methods obsolete.
  • It’s a hassle to burn through the number of dark fragments you get, so trap disarming town board quests now give only 1 as a reward. In exchange for that, the item level of the dark fragment will increase [with quest difficulty].
    • The amount of abyss power and charges received from using it, as well as the item sale price now scale with the item’s level.
  • Reduced the selling price of dark orbs and added 1 new type of dark orb.
    • Rebalanced the dark fusion recipe so that it produces 1 each of every type of dark orb to make up for the increased rarity of dark fragments.
  • 3 abyss power will now be gained whenever the player character or an allied NPC disarms a trap.
    • Traps set by the player do not count.
    • To make traps more user-friendly, allied NPCs no longer disarm traps set by the player.
    • Furthermore, the player character and allied NPCs no longer set off traps set by the player.
  • Nerve elemental damage from Thread of Innervation special action no longer causes the target’s HP to go negative.
    • It now performs the check to turn the target into a flesh doll immediately after applying the damage.
    • The chance to convert the target into a flesh doll has also been increased.
    • Furthermore, the chance of conversion now increases with the user’s Gene engineer skill.
    • You no longer have to carefully manage the target’s HP only for it to not drop a flesh doll like in previous versions.
  • Knockout special action no longer has the modifier that causes it to deal only 1/3 damage.
    • Instead, it has a 1/2 modifier applied to its chance to hit.
  • Tickling Hell special action now applies 3 turns of Dyspnea if the target is not already afflicted with Dyspnea.
    • Be careful not to unintentionally tickle somebody to death.
  • Weapons that have sucked enough blood and are able to level up now have [Growable] appended to their name to make it more obvious.
  • Throwing a dying cicada now deals player character Perception and Throwing skill and character level-dependent sound damage to the target after applying the usual Wince and Atrophy.
  • Wielding multiple weapons now falls under Dual Wield even when a shield is equipped.
    • When this happens, damage modifiers from the shield will apply but not the PV/DV bonuses.
    • This fixes the problem of equipping multiple weapons with a shield getting classified as a Shield-type playstyle, giving damage, PV, and DV bonuses while not getting the accuracy penalty for Dual Wielding.
  • Added a sound effect and message that displays when you are eligible to receive a gift from your god.
  • Shortened the number of hours until Sleepy to 13 hours, down from 15 hours.
    • Without mani’s alarm clock, sleep now lasts from 7-10 hours, down from 7-11 hours.
    • Naps are now taken on the world map only when Sleepy.
  • The stats of the dark guardians summoned from the Aurtehom were a fair bit higher than intended, so their race has been changed to servant.
  • Made the hints for the Amurdad sub quest clearer, and increased the time limit to 1.5 times.
  • To make fights more difficult to cheese by attacking and running away to heal, non-pet NPCs will now prioritize recovering their own HP/SP/MP over chasing down their target when that target is out of sight.
    • This change affects only NPCs that have a higher quality (NB: those with {brackets} or <brackets> around their names, such as unique NPCs).
    • They will chase down their target if they do not require healing.
    • If the player can run away to regroup, NPCs should do that too.
    • The amount they recover per turn depends on their Healing and Meditation skills.
Fixes
  • Fixed some descriptions.
  • Fixed the food-related daily quests because they were getting cleared when any character eats – not just the player character.
  • Fixed every potioman getting turned into a cf potioman when using the potioman gauge attack because I forgot to put the code in an if clause.
  • Fixed the mix up between Forest and Tower Nefia for Fighters guild quota.
  • Fixed the issue with the selling price calculation for eggs and milk that enemies drop when Anatomy skill is learned.
  • Receiving the daily quest reward when the salary chest is full caused the game to crash, so it will now destroy [items in the salary chest to make space for the reward] just like bills.
See More
New special actions
  • <Limit Power>
    • Learned by the player character when leveling up to level 20 or greater.
    • Temporarily decreases the attributes of the targeted player character/pet by a percentage. The range of percentages that Speed will be decreased by is smaller. Luck is unaffected.
    • Choose between different limiter levels – the higher the level, the greater the attribute reduction.
    • Enabling the limiter or switching limiter levels will reset the power gauge to 0.
    • Attributes cannot be restored by Restore Body or other similar methods. Buffs that increase the attributes remain unchanged.
    • HP and other stats will get recalculated as well, but your character may do surprisingly well in battle because character level, skill levels, and resistances remain unchanged.
    • If you feel you’ve over-leveled your character or want to give yourself a challenge, this feature is for you.
    • Or, you can go “Is that all you’ve got? I’m not even using half my strength” or “Mwahaha, a worthy adversary! Time to get a little serious” or “It’s been a while since I’ve fought at full strength. Try not to die” and roleplay some character who usually suppresses their strength. Like a BBEG or something.
  • <Limiter Vanish>
    • Learned by the player character when leveling up to level 20 or greater.
    • Completely remove the limiter placed on the selected character. Requires power gauge to be at 50% or greater (but will not consume any power gauge).
    • Recovers 50% of the original maximum HP, MP, and SP values.
    • Will also buff the character with Holy Shield, Feather, Attribution Shield, Super Regene, and Holy Veil. The strength of these buffs is dependent on the amount the attributes were previously decreased by the limiter.
    • Also deals damage to all enemies in sight. The damage is dependent on the amount the attributes were previously decreased by the limiter, limiter level, and character level. This damage is reducible by the target’s Constitution.
    • Removing the limiter basically unleashes devastation on nearby enemies.
New items
  • white dark orb
    • A tool that does not randomly spawn. Created with the dark fusion item fusion recipe.
    • There are 6 types that each create different traps (see below).
    • Using it will consume 5 abyss power and place a trap of that type at your character’s feet.
    • Like regular traps, they will disappear once set off by someone.
    • Unlike pitfalls, landmines, and string traps, however, these will work on floating characters.
    • Damage dealt by these traps is dependent on the player character’s Magic Device and Disarm Trap skill levels. Strength of status ailment inflicted is dependent on Disarm Trap skill level and the danger level of the current map.
    • poison spear: PV/DV damage + chance to inflict Poisoned
    • sleepy spear: PV/DV damage + chance to inflict Sleep
    • ink spear: PV/DV damage +  chance to inflict Blinded
    • smelly spear: PV/DV damage +  chance to inflict Confused
    • paralyze spear: PV/DV damage + chance to inflict Paralyzed
    • vibrating spear: PV/DV damage + chance to inflict Dim
  • awake destone
    • Has a 1/10 chance of spawning when an NPC dies to damage that was not caused by an attack.
    • Will not spawn if rare loot trigger is not on, and will not drop from enemies that are too weak.
    • Stores the initial stats of the target that dropped it; those stats are summed together and multiplied by 1/10 to give the item level [that is displayed with the item name].
    • The higher the level, the higher the selling price, but you may find these far too valuable to sell.
    • When used, compares the user’s INIT stat against that of character that dropped this. If the check passes, the user gains AP. The item will not be consumed if the check fails.
    • Gives 5 times the amount of AP compared to normal means.
    • Will not give the user’s tag partner any AP.
New NPCs
  • chaoshaprincess ZEHLS
    • Level 184 mutant. Floats. Female only.
    • Cure of Jua on low health. Chaos Vortex, Nether Sigh, Holy Shield, Magic Bolt.
  • chaoshaprincess DIBWL
    • Level 169 mutant. Floats. Female only. Temper bit flag.
    • Flame of Rage when enraged. Darkness Breath, Draw Shadow, Nightmare, Poison Storm.
  • chaoshaprincess VARGM
    • Level 144 mutant. Floats. Female only. Suitable for riding.
    • Linear Launcher, Smash Ground.
  • etherian plus
    • Level 130 mutant. Has a bonus to Swimming. Bit flag that deals bleed to attackers.
    • Decapitation, Voracity Fang.
  • chaoshaprincess CHRDH
    • Level 115 mutant. Floats. Female only. Suitable for riding.
    • Shadow Step, Continuous attacks, Smash Ground, Blade Turbulence.
  • chaoshaprincess FSSSY
    • Level 91 mutant. Floats. Female only. Has a bonus to Swimming.
    • Squeeze, Alchemical Rain, Love Crafting, Hydro Bolt.
  • chaoshaprincess FWBS
    • Level 74 mutant. Female only.
    • Shadow Step, Decapitation, Swarm.
  • chaoshaprincess MEM
    • Level 42 mutant. Female only.
    • Eye of dimness, Touch of Nerve, Downpour Spore, Aromageddon.
  • etherian
    • Level 27 mutant. Floats.
    • Touch of Poison, Gravity, Eye of Insanity, Dimensional Move.
v2.14
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[Changes and additions]
  • Implemented the effects of 2 items that allow you to spawn NPC children.
    • This is a completely separate feature from making a gene and incarnating an adventurer from it.
    • There are no restrictions on who the parents of a child can be, and it also allows you to spawn twins, triplets, or even septuplets and octuplets if you want.
    • That said, child-rearing is a lot of trouble so I don’t recommend having too many children at once if it’s your first time trying out this feature.
  • Added 1 new NPC. It’s not actually entirely new – it was already in the code in previous versions.
  • The journal now displays the danger level of main and sub quests so that people can better judge their difficulty.
  • Transportation deeds no longer disappear after use. This allows players to own several different kinds and swap between them.
    • Amount taxed will depend on the most expensive vehicle used during the month.
  • Added 3 new special actions.
  • There was a “coldproof” attribute that prevented items with it from shattering from cold, already implemented in the code. However, it was never applied to anything.
    • That attribute is now intrinsic to bamboo, wood, cloth, silk, paper, leather, zylon, spirit cloth, dawn cloth, and griffon scale.
    • There are 15 fireproof and 7 acidproof materials, so I’ve picked 10 materials that seemed most likely to be shatter-proof due to their elasticity or poor heat conductivity.
    • Existing items generated in previous versions of the game can gain this attribute when their material is rerolled.
  • Increased the amount of resistances conferred by eating items such as corpses and yith-yaki. Resistance gain caps out at the “Little” rank.
    • It’s also tedious to keep track of who has eaten how many of which corpse, so eating just 1 item will now confer enough resistance to reach the cap.
    • However, in order to preserve racial characteristics, characters whose race is “Criticaly Weak” (sic) against that element cannot gain resistances in this manner.
  • Increased experience multipliers when defeating enemies above the player character’s (PC) level so as to help the PC level match the level of enemies.
    • The following were the experience multipliers when defeating monsters of a certain level in previous versions:
    • x1 PC level <= enemy level < x1.5 PC level: x2 experience gained.
    • x1.5 PC level <= enemy level < x3 PC level: x3 experience gained.
    • These two experience tiers is now split into several smaller brackets ranging from x3.0 to x3.9, and then from x4.0 to x4.9.
    • Now that leveling up is easier, taxation will begin in January instead of from level 10 onwards. (Which is to say, no taxes from October to December of the first year in a new game.)
  • To make a pet/undead-centric playstyle less disadvantageous, potential gained during sleep now takes into account experience received by allied characters (including non-pets) for killing enemies.
  • Calculation for potential gain during sleep no longer takes into account any experience multiplier that the player character may have.
    • It will take into account the penalty for defeating enemies below the character’s level, however.
  • Eating items that have “absorbs stamina/MP” equipment attributes recovered only a random and paltry amount of SP/MP, so the amount recovered is now a fixed percentage of the maximum value of the parameter.
  • When any character drinks a bottle of soda, a b-dama will now get spawned at their feet. Similarly, when they drink a juice, mugi tea, or cola, a bottle cap will spawn.
  • Added 3 new items including the aforementioned ones.
  • Party Time quests don’t really need Performer skill, so the level of quests posted now depends on deepest dungeon floor cleared instead of Performer skill level.
  • Moved Karata next to the stairs so that the order in which players encounter and talk to NPCs in the Adventure Seminar makes more sense.
  • Made some descriptions clearer.
[Fixes]
  • Fixed some English translations.
  • Fixed being unable to undesignate pets as precious when using a save file from certain versions of the game.
  • Fixed the issue that occurred when you talk to the pet currently being ridden and you abandon it.
  • Fixed spiritium showing up as loot from unintended places. It should drop only from treasure chests now.
Backup your save before updating, and frequently while playing.
Current save may corrupt if game is unexpectedly closed (i.e: Power Outage)

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Extras: Custom mod* – Body mod*
*This mod is not released by the game developer. Download at your own risk.
Thanks DreamyMilk for the mod link!

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    Elona+ [v2.24 Fix] [Ano犬]