- Downloads
- https://www.axfc.net/u/3785795.zip (How to download from Axfc)
- https://www.dropbox.com/sh/rjtmd247d6c6uma/ZCkmq9DI6J (Usually slower to update)
Please backup your save file before using this.
Changelog (E)
[Changes and additions]
- The armour equipped by NPCs will now be +enhanced depending on their starting level like their weapon currently is. This will not apply to summoned NPCs and NPCs outside Nefias though.
- Equipment increase in price with their +enhance value. Enhanced equipment have the same chance of dropping [from kills] as miracle-quality equipment. The chance for enhanced miracle equipment to drop is even higher. Be sure to leave some space in your inventory so that you can pick these equipment up.
- Reduced the multiplier on sales at player shops specialized in equipment from 2 times to 1.5 times.
- Greatly reduced the delay between refresh ticks for generating fertilizer on farms and well as the Rubbing and milking cooldowns on the ranch from 120 hours to 24 hours. For existing saves, the new cooldown will take effect after the next fertilizer generation/Rubbing/milking. There is still the minimum 24 hours delay between crop growth [ticks] and generation/breeding of ranch animals. However, the number of chances that crops get to grow over a period of a few days has been doubled, and the chance of ranch animal breeding/produce spawning has been quadrupled.
- Amount of money rewarded for clearing Nefias (and their individual floors) was way too much, so it has been significantly reduced.
- Added just a few pieces of info that the tutorial facility was lacking.
- Added 1 new unique NPC in the tutorial facility who will give you an item if you meet the requirement.
- Slightly reduced the fee for attending the Seminar. This is as low as it will go so that players will pay attention to the content.
- Changed the portraits of 4 unique NPCs added in 1.65. Middle-age wizards are kind of hard to draw...
- Added 2 new red books.
- Made categories of instruments produce different "♪" [speech bubbles]. Some of them were kind of hard to illustrate as text, so these might change in the future.
- Performing and harvesting quests will now automatically end if you leave the map. (The quests will be cleared if you meet the quotas.) Added an exit for the Party Time! map at the bottom.
- Changed appearance rates and added more unique NPCs to the list that will appear in Party Time!. There is now a difference between North and South Tyris in terms of the NPCs that will appear, and people who shouldn't be together will no longer appear at the same location.
- Greatly increased the chance of satisfying the audience when Fascination Dance succeeds.
- Preaching special action will now please the audience and award points.
- When characters with the spell multi-casting bit flag defeat an enemy with dart-type spells, they will no longer immediately search for the next target and shoot the remaining dart spells at it.
- Disturbance special action no longer activates when used on a target that does not use gauge attacks. The animation has also been sped up, and the log will describe who used Disturbance on which target.
- Made some South Tyris towns have more/less of certain types of quests.
- Digging town walls will yield gold bars as well as gold pieces.
- Reduce the amount of nutrition that the goose needs to lay platinum pieces. Yacatect's gem stone now gives 10-25pp (depending on Faith skill level).
- Increased the limit on number of handmade chocolate that you can make [per year] from 3 to 10. However, they no longer heal, and their effect on Impress has been reduced.
- Pets being ridden will now have their HP bar colour change when they are not hungry.
- Rod of alchemy and energy crystal of matrix no longer work on items marked as important.
- When NPCs attempt to use Shadow Step, Run Wildly, ZinlaiKyaku, or Clash Rush on a target out of sight, it will now become a regular movement instead of attack.
- Changed the colour of some wall tiles in the Act III main dungeon.
- The log now displays if bomb rocks are idling or in combat, so keep an eye on it. Cluster bomb rock also no longer uses Draw Shadow, and will approach its target with regular movement. As such, they are no longer something that you have to prepare for in advance and are now quite avoidable.
- Eye of brainwashing special action now has a visual effect only when the target fails to resist. If the target is the player, the attribute used to resist is now Will instead of Charisma. If the target is an NPC, (Impress + player's Charisma) will be rolled against (50 + attacker's Charisma) to resist.
- There is a feature in vanilla Elona where breath attacks do not work on tiles outside a radius centred on the player. This means that all breath attacks outside used to be just a wasted [turn]. This has been changed so that breath attacks will work outside that radius.
- The equipment that NPCs spawn with and rare drops that have a 1/100 chance of getting generated or less now have 5-20 times the rate of getting generated. However, there is a trigger that decides if they will get generated, and this has a 1/4 chance of being turned on at the start of each day. Once [a rare piece of artifact equipment or rare drop] spawns, this trigger is turned off. These items will never drop/spawn when the trigger is off.
- <Oti-Tubaki>, <Hero's cloak>, plank of Carneades, and <Nightmare> will now get randomly generated. They are unaffected by the aforementioned trigger.
- The <Stradivarius> is now available for purchase with music tickets.
[Fixes]
- Fixed some descriptions.
- Fixed the log not describing who used a breath attack for breath attacks used within sight.
- Fixed an NPC added in 1.65 not being marked as unique, causing it to get randomly generated and not speak its unique NPC lines. If this NPC is already generated in a save file from a previous version, the game will automatically mark it as unique when you enter the border map.
- Fixed the deck image of an NPC added in 1.65 (not the aforementioned).
- Fixed sprites for female chickens not getting used.
- Fixed exchange items (NB: music tickets/small medals?) in player shops not getting categorized as sellable items.
- Fixed vomiting when Alchemical Rain is use and generating a vomit causing the current Alchemical Rain to apply the blessed/cursed status of the vomit [to the remaining hits].
- Fixed getting hit by cut damage counter when using Distant Attack adjacent to the target.
- Fixed custom dungeon deed map name getting reset to the default when you exit the map by walking off the map edges.
- Fixed challenge-type hunting quests not getting cleared after defeating the quest target if the same type of monster has been summoned (by necromancy or otherwise) on the map.
Detailed changelog (E) Beware of spoilers?
1.66: detailed changelog
[New NPC]
- <Karata> the seminar mascot
- Level 45 metal. Not suitable for riding, metal, immune to elemental attacks.
- Voracity Fang on low health.
- Will ask 4 questions based on the current seminar (3 questions if there are joke answers.)
- [Answer them correctly] and he will give you an item. (And only one, even if the day changes.)
[Party Time! unique NPC appearances]
- North Tyris
- Either Loyter or Whom dwell in the vanity (Loyter will appear 100% of the time at certain points in the main quest).
- Mia, Shena, and Gilbert are guaranteed to appear.
- One of the following groups will appear:
- <Part time worker> the red sword + Karata
- Mito + Ajetalio
- Cresce
- Each of the following has a 20% chance of appearing:
- Raphael, Renton, Strance scientist, Lomias, and Larnneire
- Marka joins the list in mid-Act III.
- South Tyris
- One of Lomias, Larnneire, or vanity is guaranteed to appear. (Whom dwell in vanity becomes Vessel during the main quest, and will not appear in the beginning of Act III).
- One of Stoke, Mefan, or Zisilion is guaranteed to appear.
- New citizen (NB: Laie the citizen) is guaranteed to appear after the corresponding sub quest is completed.
- Each of the following has a 20% chance of appearing:
- Caim, Zernard, The leopard warrior, Silvia, and Arma.
- Melget joins the list in mid-Act III.
[Bias in South Tyris town board quests]
- Kurualm has a high chance of generating delivery quests.
- Ludus has a high chance of generating harvest quests, but not as high as Yowyn.
- Arcbelc has a high chance of generating performing quests.
Partial changelog for next version
[Changes and additions]
- Added 6 new beetle race NPCs. Added 1 new evolution.
- Added 3 new NPCs and 1 unique artifact for Act III.
- Added 2 new special actions. One of these is for NPC use only.
- Rebalanced SP cost of some special actions based on their usefulness instead of their frequency of use.
- Added a service in a South Tyris location that decreases the player's and pets' attributes and skill levels. INIT will be recalculated after the decrease. Use this if you want to decrease INIT of characters that were generated at high level. With this, you can decide between using strong [pets] as they are and raising weaker ones.
- Characters will receive bonus experience for all types of experience when conditions are met. The lower their INIT, the more they will receive.
- Increased the decrease in potential when attributes, spells, and skills level up. Set the lower bound of potential to 0%. Increased the increase in potential caused by all types of training, sleep, potions of potential, and large picnic baskets. Potential changes from breakfast event, scrolls of growth, and bonus points remain the same.
- The rare loot trigger added in 1.66 will now [be turned off] if the game is loaded while less than 10 minutes have passed since the previous load. If 10 or more minutes have passed, then it will remain on. When it is off, it will turn on again after 10 minutes have elapsed since a game load. It will not turn off after a rare drop is generated.
- Wish occurrence rate from quaffing wells has been quintupled, and is also affected by the aforementioned trigger.
- Spawn rate of living weapons has been quintupled, and is also affected by the aforementioned trigger.
- Living weapons will now always come with one Godly-class equipment attribute even if they are only of Miracle level. However, the level of the attribute will be slightly lower than that on a Godly piece of equipment. When they level up, the choices offered will now increase attribute level by +4 instead of +2, and the list of choices will now depend on the day. They are also no longer usable in artifact fusion. Furthermore, measures have been introduced to ensure that living weapons gain the bloodsucking attribute when they level up when they already have the maximum number of equipment attributes.
- The game will now also auto-save when moving between floors of the same map.
- Removed game loading with the F2 key (which was originally a debug mode feature). Saving with the F1 key remains, because without it players would have to close the game or trigger auto-save.
- Changed the effect of scrolls of inferior material, change material, and superior material. These scrolls will cycle through their respective lists of material one by one. If the material of the target item is not in the list of material for that particular scroll, then the scroll will start from the beginning of the list. If the material of the target item is in the list, then the scroll will change the material to the next one in its list. There are some materials in the list that will be skipped unless the scroll is blessed. Furniture will also no longer become wooden when certain light materials are picked.
- Quintupled the spawn rate of material kits (i.e. it is now 1/4 that of a scroll of superior material). Spawn rate is not affected by the aforementioned trigger.
- When using a Garok's hammer to change materials, you can now pick desired material from a list of a few candidate materials. Materials available in this list changes from day to day.
- Implemented an item that can maximize the stats of a piece of equipment within its allowed range. It spawns as frequently as empty bottles and first aid kits.
- Added a new throwing item.
- Added a new item craftable with item fusion.
- Added a new item that acts as a new resource. This will be used for things that would be too expensive if they cost platinum pieces or small medals, but shouldn't be buyable with gold pieces.
- Added a new item that generates flowers in the wilderness, with the type of flower depending on the month. It is available from unknown seed crops.
- Made the message displayed when conditions for astral light pen usage aren't met more detailed. [Astral pen copies of NPCs] will now have the same age, height, weight, and faith as the original.
- Astral light pens are now usable on undead summoned by necromancy. This is for people who have grown really fond of their zombies. Their level relative to the player as well as ink consumption will be calculated with the level of the [original NPC found in the wild]. Necro tuning effects will not be carried over, but changes made to their appearance will. Their level will be that of [the original NPC].
- Astral light pens are now usable on fused undead. This is for people who want to have them as pets. The level requirement and ink consumption will use the level of the original NPC + 100. The level of the astral copy will also be that of the original NPC, but they are undeadgods so it will get reduced.
- Trismagistus and violent skull sword are now usable as materials in their respective recipes. This means that you can upgrade low-level items that were crafted [when your skill levels were lower].
- Added a new equipment attribute and a character bit flag that works like quick-draw, allowing characters to counter ranged attacks they receive before the actual attack [hits].
- Statue of Yacatect now gives platinum pieces and small medals when the date changes [instead of using a cooldown].
- Statue of Kumiromi gives 3 seeds every time. The type of seed varies depending on the day.
- Cute fairy gives 3 seeds every time. The type of seed varies depending on the day.
- Increased chance that the black cat adds an equipment attribute, and the game will auto-save when doing so. It's a servant of Ehekatl, so this will depend on your real-life luck.
- The game will auto-save when opening a monster ball.
- Halved the chance of getting attacked by assassins as well as the number of enemies that appear in those attacks during escort quests. The game will auto-save when an attack occurs.
- Gavela now lets you add the body part of your choice instead of a random part. The amount of Life taken away depends on the body part added.
- Added a modifier for number of items stocked and maximum number of items available in NPC shops. This modifier depends on the base number of items the shop sells and their invest level. Shop inventories no longer refresh when you talk to the shopkeeper. Instead, all shops on the map will refresh when you enter the map.
- Quadrupled the spawn rate of flying scrolls.
- Increased the number of items that get generated on the ground in Nefias.
- Removed the low chance that eating an egg will give the same effect as eating the corpse of the NPC that had laid it.
- Corpses that have a chance of granting elemental resistances when eaten now give half the resistance but 100% of the time. The message log will display the increase in resistance only for [every second corpse] eaten.
- Halved the resistances gained from eating yith-yaki, and changed the chance of gaining resistance from 20% to 100%. The message log will display the increase in resistance only for [every second corpse] eaten. Increased the insanity that they cause as they are now readily available from shops.
- Item drop rate from defeating characters that have the summoned bit flag has been changed from 20% to 0%.
- Equipment on enemies in Nefia will now have a chance of being +enhanced only if it is of miracle or godly quality. Miracle and godly equipment that are +enhanced will now drop at random [instead of 100% of the time]. So you no longer have to pick up all equipment that enemies drop, nor keep farming them until they do.
- Slightly reduced the effect of +enhance value on the price of food and equipment.
- Cooking will now yield one more product when Cooking skill is level 100 and above, and another when level 200 and above. The effect of the ingredient will remain, but the effects of herbs mixed into the ingredient will be lost.
- Increased the number of jerky pieces produced by 5 times. Satiety that they recover is now 60% of what the value used to be.
- Approximate difficulty of spellbook reading is now displayed in the description of spellbooks. This is just a ballpark figure so that you can roughly know which ones you can read instead of getting surprised by their difficulty.
- When you do not have any pet slots free, the game will tell you that when offering the choice of whether you want to take a certain puppy or alien with you. That means you no longer have to wonder why you can't bring them with you even after talking to them.
- Adventurers will no longer be hostile to you when they return [from the hospital] after getting defeated in a duel.
- You can now hand over instrument-type items to pets who have performer-type AIs.
- Changed some descriptions.
[Fixes]
- Fixed gold pieces for defeating Nefia bosses getting spawned at a random coordinate on the same map.
- Fixed the "Loyter or vanity" Party Time! spawning rule not working.
- Fixed Ensemble effect ending when an NPC's performance ends while Ensemble is ongoing.
Stuff on Ano's blog:
About living weapons.
Is it such a bad idea for living weapon [growth] to be dependent on the date?
1. Players won't know what [equipment attribute] will be gained if they don't look it up.
2. Loading a previous save will not affect what attribute is gained.
3. Players who look things up will be able to choose which attribute is gained.
Date-dependent weapon leveling is the only mechanic that I can think of that fulfills all 3 of the above requirements. The current system allows some degree of choice by letting you choose the category of the attribute gained, but I've always wanted to implement #2 as well. If it's a system that fulfills only #1 and #2, then the game will have to auto-save. If players are able to choose the exact attribute they want, then #1 won't be fulfilled.
If players are able to choose the exact attribute they want but the options that they are presented with are generated at random, then it's not really worth letting them pick if the attribute gain and attributes are the same. But if there's some advantage in doing so then some players will say that save scumming is the only way to make the best living weapon.
If the level-up mechanic is complicated, then it'll be harder to fulfill #2 and #3. On top of that, players who don't look anything up might be tempted to save scum. But come to think of it, auto saving would be necessary even if weapon leveling were date dependent.
If someone can think of a system that fulfills all #1-3, then please let me know. If you don't have any suggestions but just want to say that you don't want a date-dependent system/forget about #2 and #3/go play natural, then please don't.
P.S. One idea I came up with while at work: how about a system where the player gets to choose from one of several pre-determined sets of 10 options? The game will choose one of these sets based on some rule, auto save, then present the options. This should fulfill all 3 requirements. Players who don't look anything up will still be able to choose an attribute that they sort of want in the worst case scenario, meaning that the living weapon won't become junk in their case.
Ideas and stuff.
This is just a dump of stuff that I've thought of. It's a mix of ideas that will need a lot effort to implement, are difficult to balance, and issues that I haven't found a solution for yet. Ideas and issues that are currently being tackled have been omitted. If there's something I said I would do but isn't on the list, I might have left it out so do let me know.
- Make all information and explanations available to the player in-game by the time the player is able to clear Act I.
- The player should be able to handle strong enemies with just a lot of preparation and some good thinking, but will also be able to brute-force them by grinding [attributes and levels]. However, the latter method is far more popular at the moment.
- Overdose players experience rapid growth and are able to brute-force everything, so do not acquire much player skill and will run into problems in mid-game.
- Add about 3 mid-bosses in Act II between the 3 bosses and the last boss to tackle the large increase in difficulty and gameplay slump there.
- Increasing fame doesn't really do anything.
- Attack-type special actions use subtraction to calculate reductions, causing damage to not increase beyound a certian level.
- DV-type character are inherently difficult to play.
- Rebalance the benefits and bonus to defence from leveling up the various armour skills.
- The skills that don't do anything more beyond a certain level.
- Too many extra melee attacks.
- Stacking absolute piercing attack equipment attributes is the most effective way to play. The need to grind sox is also too high.
- HP increase due to level needs to be rebalanced because end-game enemies have too much HP.
- Current bias in types of equipment craftable from materials, and the button mashing doesn't give any crafting feel to it.
- Players tend to be too stingy with special ammos and simply shoot regular attacks.
- Eternal force and the blizzard are not very practical to use.
- Ragnarok, despite its name, is nothing to characters that are strong enough.
- NPC adventurers don't use tools nor have pets, so they don't really seem like they're in the same line of business as the player.
- It's too much trouble to have to hand food to pets, and you can only choose between handing them stuff or letting them pick up food on the ground. Picnic basket needs to be expanded on to give it more of a feeling of eating a meal together with them.
- NPCs that spawn with random weapons are too weak.
- Races and monsters aren't balanced because they don't all have evolutions and also because of the differing evolutions.
- Roleplaying still has a lot of room to be expanded upon.
- The player should be able to play as an author or a star, but I can't think of a system.
- Being unable to progress through the game without killing anything.
- Throwing heavy items does not do enough damage to warrant carrying them around. Even if they ignored defence they would still not do that much damage, so damage calculation will have to be changed.
- Restore body and mind spells need some kind of useful side effect because they are too useless now.
- NPCs don't use breath attack special actions effectively, and their power is also kind of crappy.
- Can't think of any rewards for collecting cards because all the reward ideas have already been used elsewhere.
- The timing for werewolf murders are too precise and it's too much of a pain to wait for their execution. Foxes have even less of a presence in game, and I have no idea what it should be like when the fox faction wins against the others. It's hard to make balance decisions about events that have such a low chance of occurring.
- The items used for offering to gods are skewed in their respective difficulty to obtain.
- Character portrait details and poses become hard to discern due to image shrinking.
- There should be more options available in evochat but I can't think of effects for them.
- Can't think ideas for the sub quests for half of the demi-gods.
- Need to balance number of platinum pieces obtainable from quests and from Nefia.
- South Tyris should have a new town and a gathering location for older sisters [that serves as an attraction] like the Void, but it will require quite a bit of work.
- Lack of graphics and ideas for effects for town facilities [that can be built] through governing towns.
- Lack of time and graphics for making a trap battle system.
- Fishes that can be fished up and their sizes should differ depending on the location and weather, but it would require a lot of work. Fishing should also feel like you're pitting your strength against the fish's.
- Tea and tobacco types should have differing effects but I can't think of any.
- The bias in types of unique artifacts available.
- Gauge attacks for ranged weapons are all the same, but should differ according to their ammo type.