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1.59Edit

6/18/2016

[Changes and additions]
  • Added 3 floors of content to Act III main quest.
  • 300x500 full-body portraits (black is transparent) can now be selected for pets in their respective conversation windows. Another portrait can be designated for Form Shift.
    • You can have 4 different versions of the full-body portrait, and which portrait gets displayed depends on the situation. It takes a lot of effort to make different versions of a portrait, so it's possible that I won't create any more conditions.
    • This is to strengthen the feeling of having a loyal partner throughout your adventures.
    • I'd like to create something else in the future that also uses these portraits.
    • Details on how to use it can be found in help.txt in the user folder because it's rather lengthy.
  • Sense Object no longer lasts for 2 seconds, but instead lasts until you press the enter or space keys. Now you can look for all you like, and it will also work if anime_wait is 0. Take a look at the [words at the] bottom right of the window before worrying about why everything is frozen.
  • Tentatively added a new facility to the Act III continent.
  • Added 3 unique NPCs for Act III.
  • Added 1 unique artifact.
  • Added 4 high-level quicklings. They are all unique in their own way.
  • Changed the sprite for quicklings so that they face to the front because it was hard to tell whether it was a face or a hand on the old sprite. You can now tell that they are a type of dwarf.
  • Changed the cMetal bit flag so that it only reduces regular physical attacks now. They usually get killed before they kill the player, so this should be reasonable.
  • To be honest, I've always wondered if having the equivalent of 4 times the health and having armor that resists magic was too much, so cArmour bit flag has also been changed to reduce only regular physical attacks.
  • Increased the attributes for armor race.
  • Gave metalslug cMetal bit flag for real. Existing metalslugs will have their cArmour swapped for this when their stats are recalculated.
  • Buffed starting magic resistance of metal race.
  • When a spell levels up, its potential will decrease by a greater amount now. (Makes it harder to level spells by spamming them in a short window of time.)
  • Spells can now be trained at wizards (the identifier) in towns. Each course will give a lot of experience to a different set of spells. (Wish and Harvest cannot be trained.) This does not consume any spell stock, so this makes it possible to train spells that are hard to obtain.
  • Capped the enhances your spells equipment attribute effect at 2x. Equipment attribute strength will also be proportionally harder to increase (i.e. if you've already reached the cap now, then you'll still be at the cap after the update.)
  • As Casting skill of NPCs increases, spell power will increase more now.
  • Changed how an Act II sub quest increased Luck. If potential is below 300%, it increases potential by 80-100% at random. If it's 300% or above, then it gives Luck attribute experience.
  • Yerleswood type M (the mass-produced model) now has a sprite that makes it look mass-produced. This does not affect existing NPCs.
  • Added a new special action.
  • Converge Breath damage now depends on Magic and not Magic Control skill.
  • Added 2 red books.
  • There will now be a coffin of necromancy and some other things in Lumiest graveyard.
  • Prevented overflow when selling items.
  • The conversation windows in cutscenes will no longer display impress, attract, and anniversary.
  • Potions that are easily obtainable in large amounts like snow and dyes will no longer increase Alchemy and Magic Device. I was wondering if it should also apply to alcohols.
  • Reduced quest points, experience, and gold gained from performing, preaching, and using Fascination Dance on summoned NPCs. They also no longer throw items at you.
  • The chance of having a physical attack hit the target that is independent of the characters' statuses (i.e. lucky hits) now depends on the attacker's Luck attribute.
    • NB: Probably the chance of landing a hit even with extremely low hit rate or if the target has extremely high evade.
  • Number of gold pieces obtained from Mad Millionaire random event now increases with the player's Luck.
  • Statue of Kumiromi has reduced the chance of generating herb seeds to a 50% chance and the artifact seed has a 16.66% chance to be generated.
[Fixes]
  • Fixed some descriptions.
  • Upon closer inspection, item sales at the default player's shop had a 7/8 chance of getting cancelled, so the cancellation chance for specialized shops has been changed to 1/2.
  • Made 4-Dimensional mirror unusable on the world map.
  • Fixed some special actions being unable to target enemies who are barely in range.
  • Fixed special abilities granted by non-AP feats getting displayed in the list when you change equipment after hiding them.
  • When an adventurer has an item that is not a weapon equipped in his hands, it will now automatically get corrected.


1.59: detailed changelogEdit

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[Additional main quest content]
  • Placed Neres (listed below) and <Melget> the informer on F27 of the Cradle of Chaos. They do not revive when killed.
    • Cutscene on F28. Larnneire, Lomias, and Rianna get placed in Ulm-Leson after the event.
    • Placed Shuraida and mercenary NPCs on F29. They do not revive when killed.
    • F30 is inaccessible for now.
[New NPCs]
  • <Ryutye> the amnesiac
    • Level 2 mazin. Will rarely use Space retention.
  • <Neres> the amnesiac
    • Level 169 imp. Temper bit flag. Shadow Step, Insult, Clash Rush, and only when in melee range, Smash Ground. Spawns equipped with the Zugaikurai listed below.
  • <Rianna> the daydreamer
    • Level 18 norland. Her class displayed is Handyman, but she's actually a thief. Has an extremely low chance of using Browbeat. Has a low chance of using Tag Force if gauge is 50% or above whether she's in a tag team or not.
  • hellstling
    • Level 150 quickling. Not suitable for riding. Nether resistance. Class displayed is assassin, but is really a thief. Mist of Darkness. Blade Strings when in melee range.
  • stormbling
    • Level 106 quickling. Not suitable for riding. Chaos resistance. Eye of Mana, Nether Breath. Uses Blade Turbulence if the target is not bleeding.
  • grass killer
    • Level 81 quickling. Not suitable for riding and has cImmune bit flag. Corpse has no effect. Prioritizes movement. Shining Wave. Occasionally uses Suicide Attack.
  • grass dancer
    • Level 49 quickling. Not suitable for riding and has cImmune bit flag. Corpse has no effect. Moves randomly. Eye of Illusion. Occasionally uses Fascination Dance.
[New item]
  • <Zugaikurai>
    • Precious artifact hammer. Randomly generated in high-level areas.
[New special action]
  • Extermination Breath
    • Is basically Variable Breath, but does additional fixed damage depending on Control Magic skill, and affects a much, much larger area. It's still a breath attack though, so Charge Attack and equipment attributes that enhance breath attacks will affect it. Learned by the player during level up if the fire-breathing feat has been acquired, Constitution is 80 or above, and Control Magic is 40 or above. Uses 25 gauge.
[Magic practice]
  • Sorcier practice [Attack spells] (NB: sic) - gives experience to dart- and bolt-type attack spells.
  • Warlock practice [Advanced attack spells] - gives experience to ball-type attack spells and to Meteor.
  • Enchanter practice [Buff spells] - gives experience to buff and debuff spells.
  • Healer practice [Healing spells] - gives experience to healing, resurrection, and uncurse spells.
  • Shaman practice [Special spells] - gives experience to spells related to nature and to the divine, like summoning spells, spells with tile-lingering effects, Oracle, and Domination.
  • Mage practice [Detection spells] - gives experience to spells related to movement and knowledge of the surroundings, such as teleport and revealing spells.
    • NB: The descriptions in the [brackets] are present in the Japanese language version, but not in English.
    • I've tried to have an equal number of spells in each category and to make each category make sense. Course titles are more or less flavor text for role-playing purposes. Cost depends on the level of the spells in that category with a lower limit of 5 and upper limit of 15.
    • This is to make it easier to become a spell-caster in early game, as well as to alleviate the problem where spell levels don't increase unless the player spams them.
    • The amount of spell experience given is fixed, so it's best to attend the practice with high potential in as many spells in that category as you can.
    • There is no chance of bonus experience from Learning attribute. Of course, if you don't know the spell, then it won't have any effect.
    • I considered a system where spells are leveled using an item that is randomly generated in dungeons, but that meant that physical-attack classes would master spells at the same rate as mages. That lead to the creation of this system, where spells basically compete with combat skills in resources. The cost of practices and the amount of experience given is subject to balancing.
[New pregnancies]
  • sunbararian -> sunbararian
  • giant eater flower -> man eater flower
  • heqet -> musical notadpole
  • camouflaged imp -> camouflaged imp


1.58Edit

5/8/2016

[Changes and additions]
  • Special actions can be hidden with the '*' key. It will still work while hidden, so you can still use it by pressing the shortcut key assigned to it. The '/' key will make all hidden special actions visible again and works separately for the special actions and wide actions tabs.
  • Increased player's range of sight by 1 tile.
  • Sense Objects now has the additional effect of allowing you to see through walls and doors for 2 seconds. Now you will know what lies ahead, and any terrain that was revealed during this will remain unshrouded. Can't say that this is an inferior version of Magic Map any more, can you? Use it to gain an advantage before heading into dungeon rooms or when there are a lot of obstacles.
    • NB: Will not work in 1.58 if anime_wait in config.txt is "0".
  • 2 floors worth of new content in Act III main quest.
  • 3 new high-level NPCs for each of the Elea and Zanan races.
  • Added 2 new unique artifacts.
  • Added an item for changing height and another for weight.
  • Nurse, <Mad scientist>, <Icolle>, and <Mary> will start off with Gene engineer skill.
  • Changed nurse sprite.
  • Act I last boss's sprite has been altered to matched his portrait.
  • Added an intermediary sprite for older wolf sister (NB: evolved older dog sister). (This will not affect characters that have already been evolved.)
  • Equipment attributes on godly equipment are now one step stronger.
  • Artifact staves will no longer gain random magic-type equipment attributes.
  • Stones (including Vanilla Rock) now have an equipment attribute that increases Throwing skill. Behold, the true power of rock throwing.
  • Magic ammo used to cause damage of a random element; it will now always cause a critical attack on top of that.
  • Shopkeepers in your shop can be made to gain a large amount of potential of their Negotiation skill and Charisma attribute. Reinstated 1/32 chance of cancelling a sale for specialized shops.
  • Failing a certain sub quest the first time will allow you to receive the reward the second time you complete it. If you already have the artifact, it will still be rewarded during the first completion of the quest after upgrading to this version.
[Fixes]
  • Fixed some descriptions.
  • Fixed being able to show your cards even without a deck in a sub quest.
  • Fixed crash resulting from using eye-type gauge attack. (This is not the same fix as the previous version.)
  • Fixed experience received when attacking with Blade Strings special action being off by a factor of 10.


1.58: detailed changelogEdit

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[Additional main quest content]
  • Mid-boss battle on F25 of Cradle of Chaos. There will be a lot of regular monsters (with the Cradle's level boost). On top of that, if the <Lankata> listed below is alive, enemies map-wide will occasionally be buffed by Cheer and those with gauge below 50% will gain 10% gauge. This should make it pretty difficult, but you don't really have to defeat the enemies. The staircase is unlocked, so you can just make a beeline for F26 without killing anything. If you defeat <Lankata> here, he will be marked as defeated, and that will change the events that occur in the future. (That said, it won't affect what items you'll get or anything like that.) When defeated, the zanan enhanced soldier and lothrian agent listed below will be placed in Amur-Cage. There will be a cutscene on F26. F27 is inaccessible for now.
[New NPCs]
  • zanan enhanced soldier
    • Level 152 zanan. Squeeze. Draw Shadow. On low health, Super Regene.
    • Is not randomly generated.
  • zanan old soldier
    • Level 113 zanan. Shadow Step. When MP is sufficient and target's gauge is above 50%, uses Pressure.
  • killer nurse
    • Level 61 zanan.
  • <Lankata> the lightning of blue
    • Level 168 elea. Mist of Dazzling, melee wait, and rarely Fire a volley. Healing Rain on low health.
  • lothrian agent
    • Level 122 elea. Slow. On low health, Cure of Jua.
    • Is not randomly generated.
  • dark elea
    • Level 78 elea. Gravity Sphere, Mist of Darkness, Nightmare, Darkness Bolt, Chaos Eye. On low health, Heal Critical.
[New items]
  • soup of wonderland
    • When eaten, height becomes the average of current height and 150 cm, and weight becomes the average of current weight and 40kg.
    • Blessed, cursed soup has the same effects. This item is for people would like to return their bodies to a somewhat more human form.
    • Dropped by little girl upon death. Is also rarely randomly generated.
  • <Dokuro-Mikaduki>
    • Artifact skull bow. Randomly generated.
  • <Heltiarre>
    • Artifact short bow. Equipped by the aforementioned Lankata.
[New equipment attribute]
  • It enchances your throwing rock.
    • Staves may come with this attribute. Equipping multiple of these will have no additional effect.
    • Each of the distance multipliers gets +05 to it, and when attacking, the pierce will increase to 70%.
    • When an attack affected by this attribute lands, it will have a dull sound effect.
    • Stones were weak, had no additional effects, and you had to go through a lot of trouble just to change their material, so this is a buff just for it.
    • The drawback is that the attribute appears only on melee weapons. This does not affect the power of rocks thrown at a poor performer.
    • As for why staves, one explanation is that you can use the long staff as a bat, the whip as a slingshot, or the staff as a slingstaff/lacrosse stick to fling rocks at enemies.
    • It should be fairly reasonable, because in real-life history, slings were a rather formidable weapon capable of inflicting lethal injuries against armored opponents, and had a longer effective distance than bows. It is not a joke weapon.
    • Feel free to use it to roleplay a shepherd, or change the sprite and roleplay some ball sport.


1.57Edit

4/18/2016

[Changes and additions]
  • Made it possible to name your deeds with a house board or a register, except your house and the maid mansion. The name will then be displayed on the bottom left just like your house. It will also show up if it's a showroom map.
  • The type of shop that you own can be changed. It's similar to expanding the shop in that it will cost money. Items that are not compatible with the shop type will not sell at all, but compatible items will sell for more, and sell more quickly. For example, food shops will sell food items very easily. This and the above change make roleplaying a shopkeeper much easier - not that this was the reason for the change.
  • Cold damage deals more damage on wet targets. The multiplier is higher than the one for lightning damage.
  • Precious equipment will no longer come with random equipment attributes. To make up for that, made godly equipment come with more attributes.
  • Doing melee attacks when equipped with a shield will give Shield skill experience.
  • Reduced the casting penalty from equipping a shield from 12% to 5%.
[Fixes]
  • Fixed some descriptions.
  • Made it possible to wish for secret characters in the English version.
    • NB: "secretcharacter"
  • Fixed English map name for Harvest Time quests.
  • Fixed a version 1.56 unique NPC having a higher level than it should, due to the Cradle of Chaos bonus.
  • Fixed characters equipped with nothing causing a crash with an error, when they used certain gauge attacks.
  • Fixed spamming Multiple Gather causing a crash with an error.


1.57: detailed changelogEdit

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[Shop types]
  • The goods shop. Default. Works the same as previous versions.
  • The food shop. Will sell only food items. Final selling price has x 2 modifier.
  • The magic shop. Will sell only scrolls, spellbooks, and rods. Final selling price has x 2.5 modifier.
  • The blacksmith. Will sell only equipment. Final selling price has x 2 modifier.
  • The inn shop. Will sell only containers and potions. Final selling price has x 3 modifier.

The default shop has a 1/8 chance of cancelling the sale of an item. The food shop and the rest of the new shop types, however, do not have this chance of cancelling. Number of items sold remains random.


1.56 Edit

4/10/2016

[Changes and additions]
  • Five additional floors worth of main quest in Act III.
  • Added 6 high-level members to the Shell race including 1 unique NPC. Added 1 evolution pattern.
  • Added one new artifact and unique NPC.
  • Added 2 special actions. Made the detection-type feats grant a special action instead.
  • Added two gaze-type special actions. Added a feat that will confer one of them.
  • Added gauge attacks that trigger with gaze-type attacks other than Eye of brainwashing.
  • Modified medusa, euryale, stheno, and cockatrice's AIs. Only the newly-generated NPCs will experience this change.
  • Worshiping changes
    • Doubled the effect of the passive ability from worshiping Mani.
    • The ability from Opatos has been made to affect more than physical damage.
    • Yacatect's ability will now also increase the drop rate of regular items.
    • Speed increase and speed cap for worshiping Lulwy also increased.
    • Added 20% of max health to the formula for Prayer of Jure, but only for the player.
    • Reduced stamina recovery from worshiping Kumiromi recover 1 sp/2 turns.
  • Changed stamina recovery from 2 sp/10 turns to 2 sp/4 turns.
  • Made it so that Mist of Silence effect will not show up even when out of sight.
  • Changed mana battery calculation. Increased the amount of spell stock gained, and made it display how much stock was gained or if mana was recovered.
  • Changed harpy race's second leg slot to a back slot.
  • When the sum of "chance of extra ranged/melee attack" enchants and the bonus from Dual Wield skill reaches a certain amount, extra attacks become guaranteed. Changed it to make the extra attacks somewhat random.
  • Added a sound effect that plays when entering a floor with a Big Daddy in it.
  • Prevented empty items from showing up in the list of things to (o)pen. You can now open containers by spamming the shortcut key assigned to them.
  • Dyes will now have their color code after their name to help differentiate between similar colors. (It will not display when unidentified.)
  • Magistus, trismagistus, skull sword, and violent skull sword will display the skill level at which they were made.
  • When the player successfully uses the special action Bewitch on friendly NPCs, money will be received. They will not give any more money when they are no longer interested, and you receive less than if you had used prostitution. It's low-risk and low-return; it takes only 1 turn, the NPCs do not need to be drunk, and there is no risk of Sickness. It's for roleplaying a beggar, when you need money, and when you just want to siphon money off them and remain chaste.
  • Summoned undead will no longer start sleeping in towns at night.
  • Characters that die to fire damage will no longer start a fire. Items on the ground will still burn without a magatama.
  • High level adventurers and god NPCs will have their attributes reduced to 1/5 instead of 1/6. This should fix the bug where the values were not rounded off properly, making the values go weird.
[Fixes]
  • Fixed some descriptions.
  • Fixed Shining Wave having a water sound effect.
  • Fixed message displayed when stepping on essential oil and gasoline puddles. Gasoline puddles generated in a previous version will display as and act like essential oil though.
  • Fixed a variable in alchemy rain not functioning as it should and causing bugged experience gain.
  • Made a sub quest added in 1.55 recognize when the year changes.
    • NB: Sophia's quest.
  • Made duel opponents not capturable with monster balls and little balls.
  • Made maximum HP/MP not overflow.
  • Fixed critical hit damage multiplier using Martial Arts not going above 1.
  • Extra attacks should proc less the more arms the character has - the modifier wasn't working, and it's fixed now.
  • Fixed the bonus skill selected during character creation disappearing if the game is closed without saving right after the opening scene. Can't guarantee that it'll work properly if you quit before the dialogue in the beginning though.
  • When NPCs duplicate rods with alchemy, they are no longer stacked into the player's inventory. Remaining charges on stacks of rods will also no longer increase.
  • When summoned undead defeat an enemy, allies tagged to the player will now be able to receive AP (albeit a reduced amount) if they are eligible.
  • Fixed tagged NPCs not reflecting their speed changes due to buffs.
  • Fixed high level NPCs having an overflow in experience and gaining the amount overflowed.
  • Fixed quest givers' names going weird in the journal when the player is in another floor of the town.
[Changes affecting only the English version - an *unofficial* list]
  • Translated talk.txt, book.txt.
  • Changes to description of egg-laying/milk-producing/etc properties of NPCs on the ranch. (Seen during Rubbing.)


1.56: detailed changelogEdit

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[Expanded main quest]
  • Placed <Manytia> (see below) in F20 of Cradle of Chaos. If she dies, she will resurrect in a day on this floor.
  • F21 event.
  • Placed <Mary> the insect master, <Shell King of Vindale>, and <Aribel> (if she exists in the library) on F22.
  • F23 event.
  • Placed <Kuroya> on F24, as well as <Belphat> if you have already met him.
  • F25 isn't done yet, so you won't be able to enter it.
[New NPCs]
  • <Manytia> the adventure merchant
    • Level 152 dwarf. Shadow step. On low health, Zero shoot.
  • dark dome
    • Level 161 shell. Floats. Acid Ground, Shadow Step, Gravity Sphere.
  • <Shell King of Vindale>
    • Level 150 shell. Friendly NPC. Dark eye, Touch of Weakness, Touch of Nerve. On low health, Healing Rain.
  • death maneki
    • Level 140 shell. Death Song, Multiple Gather.
  • king woodlouse
    • Level 107 shell. Forms swarms. Eye of Mana, Magic Dart. Will rarely use Bound in Blood.
  • aroma-locaris
    • Level 90 shell. Voracity Fang, Squeeze. Females will drop essential oil.
  • snipe hermit
    • Level 54 shell. Brings inner peace when eaten.
[New evolutions]
  • Homeless crab evolved from hermit crab, will now evolve with another heart into landlord crab, gains cArmour bit flag.
[New artifact]
  • <AA-12 Advance>
    • Equipped by the aforementioned <Manytia>.
[Changes to feats and new special actions]
  • Strings Assassin
    • Replaces detection-type feats.
    • Grants the special action Blade Strings.
    • Target the skill in one of the four directions.
    • If target is not self, deals damage dependent on Tactics and Dexterity.
    • Usage gives Tactics experience. Damage is reduced by target's PV and Constitution.
    • If target's HP is less than 1/9 of max, then invoke Decapitation.
    • If target is under the effect of Bind, then deal bleed damage depending on Tactics skill.
    • If target is self, then a wire trap is set at that position.
    • Placing and removing wire traps will not give any experience to Disarm Trap.
    • Wire traps will deal damage depending on the floor you are on and on the target's Speed.
    • That damage is reduced by PV, and floating characters will not set them off.
    • Traps disappear after being set off once.
    • This may not be the trap battle system I said I was going to make.
  • Dancing Wire special action
    • If you have the above Strings feat and 40 or more Tactics, you will learn this at your next level up.
    • Causes 3 turns of Bind and Draw Shadow.
  • Magic Eye
    • New feat. Grants Eye of Mana.
  • Eye of Illusion special action
    • If you have the Magic Eye feat above and 20 or more Control Magic, you will learn this at your next level up.
    • Deals mind damage depending on Magic and Will stats.
  • Eye of Stiffen special action
    • Deals nerve damage depending on Magic and Will stats, and will also increase the target's defense.
    • The increase in defense lasts for 3 turns.
    • Reduction of defense by Pulverization, melee weapon, and the equipment attributes on them, and Panzerfaust X will overwrite this increase in defense. (Overwrite, not negate!)
    • This special action has its drawbacks, but it deals enough damage, and the status effects have enough power to make up for it.
[Changes to AI]
  • Medusa will now use Magic Dart, Eye of Stiffen, melee wait, and maintain a distance of 2.
  • Euryale will now use Eye of Illusion.
  • Stheno will now use Eye of Dimness.
  • Cockatrice will now use Eye of Stiffen instead of Touch of Nerve. Maintains distance of 3.
[New gauge attack]
  • Mind Break
    • Deals nerve and mind damage dependent on enchant level of equipment and Magic and Will stats.
    • Also deals MP damage.
    • Also increases target's sanity by the same amount as Eye of Insanity.
    • Also causes the same amount of Dim as Eye of Dimness.
    • Also causes the target to vomit.
    • Unique NPCs and characters immune to dim will be unaffected by dim and insanity.
[Randomness of additional melee/ranged attacks]
  • Before this version, extra attacks proc when strength of the equipment attribute > a random number between 0-99 + modifier.
  • In this version, extra attacks will now proc if 2 * equipment attribute strength + 1 > a random number between 0-99 + modifier.
  • The probability that an extra attack will proc increases with the equipment attribute strength, towards 100%, but it will never be guaranteed.
  • The equipment attribute is also multiplied by 2 in the calculation now, so you will see more extra attacks, even with low level equipment attributes.
  • By the way, Warrior and Gunner classes have +5 to the chance of doing the first extra attack.
[Changes affecting only the English version - an *unofficial* list]
  • Silent Ocean flavor text changed from "You're all alone." to "An expanse of ocean and fog spreads out.".
  • <Siraha> the black cloth renamed as <Kuron> the black cloth, <Kuron> the white cloth renamed as <Siraha> the white cloth.
  • Changes made to sex and forbidden meat?
  • Changes to the message displayed when rod/scroll of uncursed is used.
  • Yith Rank enemy encounters are now named as such instead of being a duplicate Dragon Rank.
  • The second Apocalypse ancient book has been renamed as True Apocalypse.
  • Changes to juice, milk, and coffee item naming convention and grammar?
  • "You have no gag reflex." in the profile has been changed to "Your jokes are terrible.".


1.55Edit

2/14/2016

[Changes and additions]
  • Added a side quest to part III. (Sophia's.) You may want to turn on the minute display in the log in the game settings when you're doing this quest.
    • NB: Options -> message log (f) -> first option
  • Made a slight change to how the reward is given in an existing part III side quest. (Urcaguary's.)
  • Added a precious item that can temporarily change the element of Variable Storm and Variable Breath. If it's an element not compatible with the spell or breath, then nothing will happen. Made it available from the small medal shop so that it's available right from part I, and so that people who don't want it don't have to get it.
  • Added 8 high-level seamonsters and 1 evolution.
  • Allowed selection of 1 skill in addition to the class and race during character creation. The selected skill will start at level 10. If it's a skill that isn't level 0 for the class or race, then 9 will be added to the starting level. It's similar to the ability system you see in TRPGs.
  • Feats: changed the arm wrestling feat to Run Wildry skill. Two more skills have been added, and the sexy and martial artist-type feats have been swapped with them. From this version on, the stat-increase feats will be gradually exchanged for feats that give abilities and passive effects that can be used for roleplaying.
  • Made it so that equipment skill (light, medium, and heavy) protects from damage dealt by proximity assist and interlocking shooting mechanism equipment attributes. The damage reduction is capped at skill level 500.
  • Adjusted NPC adventurers' starting level and fame, and their hiring price. Hiring price is now reduced with affection level. Their profile will also be generated randomly, and they won't prefer to stay in North Tyris any more.
  • NPC adventurers can be recruited as an ally after hiring him 1 time, as opposed to 3 times before. Adventurers above level 300 will be weakened when they are recruited as allies.
  • Added 1 policy for governing towns. It won't show up until the prerequisites are met.
  • About the replacement for the alias voting system:
    • Voting can now be done in towns where there has been a werewolf attack. When the player has voted and is in town at 12 noon, the NPC with the most votes will be executed. (If more than 1 NPC shares the top vote, 1 of them will be picked.) So go kill the one that you have your eye on (for his items). Execution will increase the player's influence in the town whether the person was a werewolf or not.
  • Altered the werewolf option in conversations. Picking it will cause the affection level to slightly lower, but more votes will go to that NPC. This can be done any time from after the werewolf attack till the player checks the ballot box.
  • Undead can be tethered to you with a leash like your pets, and will warp to you when they are too far away. Brainwashing no longer affects them.
  • Dragon zombie has been changed to predator class.
  • Increased the effectiveness of all aspects of necro remodel.
  • Necro force HP and MP consumption halved. Added the option to make them gather around you without returning them to their coffins.
  • When a summoned undead monster defeats an enemy, AP is earned by the player and is based off the player's INI.
  • Summoned undead will not act as summoned undead inside showrooms.
  • Added Fury side-effect to Run Wildry status to give it the double-edged sword feel. If the player uses the skill, he will also be confused for a short duration in addition to that.
  • Set the upper limit of Holy Shield and Feather DV/PV bonus to 1000 to make unbuffed DV and PV more important. The 10% increase part will remain the same for now. Increased the gain in turns the buffs are active for.
  • Gauge attacks will not activate for proc-type enchants that give attack magic or breath.
  • Relaxed material requirements for making monster balls. Max level for monster balls set to 200. Monster balls will also not be more than 10 levels higher than lowest dungeon floor cleared.
  • When the player eats "Uh-uh, the taste is so so" or "The taste is not bad" food or better, stamina recovers by enchant level * 1.5 + food tier. This was added as a way to recover stamina and as a reason for the player to eat high-quality cooked food.
  • Carpentry tool item has been renamed to tools, and its description has been changed.
  • MP Breath is now affected by the equipment attribute that increases breath damage. It will still not be affected by Charge Attack for now
  • Reduced SP consumption of breath-type actions.
[Fixes]
  • Fixed some of the descriptions.
  • Fixed characters in main quest part III not talking.
  • Influence level in town will be saved, and will no longer reset when starting up Elona.
  • Cut-scene added in 1.54 no longer replays every time the player enters the floor.
  • Score no longer overflows. Upper limit is now more or less capped at 100 million. With 20 times the score in no future mode, the limit is 2 billion.
  • Coffins that are stashed into your graveyard key when you don't have enough space in your inventory will no longer lose their necro remodel effect.
  • Fixed number and weight of gifts, proofs of friendship, and chocolate going weird after gifting them.


1.55: detailed changelog Edit

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[New Act III sub quest]
  • Clear it just by talking to the NPC from 14:30 - 14:59 on the indicated day.
  • Only the darkness staff will be awarded when clearing the quest for the first time.
  • From the second time onwards, the quest reward changes depending on the time you talk to her:
    • 14:30 - 14:39 to receive the jewel tear of god for darkness bolt invoke
    • 14:40 - 14:49 to receive the jewel tear of god for elemental scar invoke
    • 14:50 - 14:59 to receive the jewel tear of god that increases spell power
  • She tell you to come back "in a moment" but will actually ask you to come in a month, because a month's time is but a moment for a god who has lived for about a million years.
[Changes to how Urcaguary's reward is given]
  • The reward now changes depending on the time the quest is completed.
    • 0:00 - 5:59 to receive the jewel tear of god for Gravity Sphere invoke
    • 6:00 - 11:59 to receive the jewel tear of god that deals magic damage
    • 12:00 - 17:59 to receive the jewel tear of god for absolute piercing attack
    • 18:00 - 23:59 to receive the jewel tear of god for the remote blow enchant
[New artifact]
  • Elements Eyes
    • Choose an element from a list and applies it to all allies within sight.
    • That element will then be treated as if it had the highest resist value. There will be no change in the actual resistance.
    • The number of ways it can be used are limited, but depending on the situation, it could be quite powerful if you change elements and inflict their respective status effects.
    • The effect wears off from everyone after sleep (it is unaffected by the sleep status effect).
    • While it is in effect, it won't return to your attribute's element.
    • (After waking up, using the attributes again will return it to your original element.)
    • NB: Typo here? "Using the Elements Eyes again"?
    • It's colored to look like one of the items that you can use to transform yourself like in the TV shows.
    • The original design was kind of gross, and was pretty disgusting when you looked at it a little more closely.
    • I might add more skills that are affected by this later on.
[New characters]
  • sea fallen angel
    • level 158 seamonster. Float, invisible.
    • Gravity Sphere, Power Breath, Psychic Wave, Eye of Insanity.
  • nine dart garfish
    • level 139 seamonster. Float, Clash Rush.
  • orcinus orca
    • level 128 seamonster. Float. Player-homing AI.
    • Shadow Step, Voracity Fang, Nether Breath.
  • manta rayarn
    • level 100 seamonster. Float, neutral.
    • Web, Lightning Bolt.
  • flower coral
    • level 90 seamonster. Neutral. Does not move even in combat.
    • Random color. Silent Ocean, Draw Shadow, Melee idle.
    • NB: Melee idle is move ID -3. Does melee attack if target is range=1, else nothing. I don't know the English name for this. This seems to be a feature from vanilla Elona.
  • abysstar
    • level 70 seamonster. Water Bolt, Provoke.
  • flight fish
    • level 40 seamonster. Float. Shadow Step, Suspicious Hand, Scavenge.
  • gunfish
    • level 15 seamonster. Float. Short Teleport.
[New evolution pattern]
  • Gunfish evolves to zap gunfish with machine heart, learns Fire a volley.
[Adjustment to NPC adventurers' starting level, fame, and hiring fee]
  • Limited starting level to 250. Made the increase in hiring fee less steep, and capped at 99999 gp.
  • Made it easier to meet them and reduced the number of times you have to hire them.
[Expansion of werewolf voting system]
  • The number of votes are slightly random, but more votes will go to NPCs that you have determined to be a werewolf via conversation or that are currently hostile.
  • If there are no NPCs that are alive and have at least 1 vote, the execution will not take place.
  • Executions will do 44444 damage, so it is possible for an NPC to survive it.
  • This is different from the executions that were in game in that your fame will not rise, but items will drop.
  • If there are no werewolf attacks, then voting will not occur.
  • So if you are after NPC drops, then you may want play such that no harm comes to the werewolves.
  • When it is time to vote, you can buy the revival of right to vote with authority points.
    • This is under the "Policy implementation" option in town management.
[Feat changes and new special abilities]
  • Uncontrollable power
    • Replaces the arm-wresting feats. Gives the special action Uncontroll.
    • I probably don't need to explain this, but how this works is that if you don't already have the buff when using Uncontroll, you will gain the buff and a status effect.
    • If you already have the buff, it will use either Shadow Step and Swarm depending on your distance to the enemy.
    • It uses more SP than those actions by themselves, but Fury+Swarm would be ridiculous in early-game.
  • Jiu-jitsu
    • Replaces the martial arts feats. Gives the special action Vindalian Jiu-jitsu.
    • When used, Vindalian Jiu-jitsu switches you between Jiu-jitsu and normal mode.
    • In Jiu-jitsu mode, the text for martial arts usage will be changed to throws, and the enemy's defense will use depend on their DV and Light Armor skill.
    • The effect of Squeeze will change. Damage will depend on Dexterity and the Martial Arts skill, and will also Bind the enemy for 1 extra turn, but the user will also be under the effect of Bind for 1 turn.
    • There's more to martial arts roleplaying than physical blows.
    • Characters that will now use Vindalian Jiu-jitsu:
      • <Mary> the insect master
      • ultimate golem
      • <Arma> the tour guide
    • The above NPCs have a chance to switch to Jiu-jitsu mode if the enemy's PV is higher than the DV by 100.
    • If the enemy's DV>PV by 100, then there is a chance that these NPCs will disable Jiu-jitsu mode.
  • Sexy Dance
    • Replaces the sexy feats. Gives (W)ide special action Fascination Dance.
    • Fascination Dance causes 4 turns to pass, after which the user's Charisma will be rolled against the Will of each enemy in sight.
    • It will not work against blinded, sleeping, and unconscious characters, undead summoned via necromancy, and bored characters.
    • If the roll succeeds, it inflicts 1 turn of paralysis.
    • This is the AOE and vulnerable version of Bewitch that also prevents the enemy's gauge from increasing.
    • If used during Party Time!, it will take 2/3 of the number of turns performing takes, and award you with more points than performing, but you will receive less money and no items.
    • Characters that will now use Fascination Dance:
      • butterspy
      • soul bee (evolved wasp)
      • pixie
      • <Karavika>
      • necro dancer
      • NB: soul bee may not be the actual name


1.54Edit

1/18/2016

[Changes and additions]
  • Added a bit of content to Act III main quest.
  • Added 1 precious artifact and 1 unique NPC to Act III.
  • Added 1 red book.
  • Added 4 new items.
  • Added 2 item fusion recipes.
  • Added 2 Wide special actions. One of them is for NPC use only.
  • Added 2 new water spells. They are very weak but are non-elemental. They will be effective against targets that have high magic resistance, but be sure not to accidentally hit any enemies with Swimming skill. These spells will always make the affected targets wet. They will also wash away any tile-lingering effects (fires, spider webs, etc) within their area of effect.
  • Added the Oil status ailment. When affected by Oil, fire-elemental damage will do 1.75 times as much damage. Oiled targets cannot be Wet. Characters that are already Wet can get Oil status, and in this case they will be able to have both status ailments at the same time. The upside to this is that PV and DV will be 1.3 times the base value. Recovered with the passage of time, prayer, and <Vernis Original>.
  • Characters hit by molotov, snow, bottle of sulfuric, and tomato no longer get wet.
  • Increased damage done by molotov and bottle of sulfuric. They now also will do more damage when blessed.
  • Changed the repertoire of the 3 potion-throwing special actions. The types of potions thrown by each has been rearranged so that they're easier to use and understand.
  • When one character in a tag team gets wet, the tag partner will now also get wet. However, both members of a tag team need to be holding a magaqua for that item to have an effect. If the player is riding, the steed will now also get wet as well.
  • Damage of MP Breath special action is now reduced by magic resistance. It no longer costs gauge, and the MP cost has been halved.
  • The chance that breath attacks causes a status ailment was a fixed low value (while the chance for spells to cause one is not fixed and has no upper limit), so this chance will now increase with the user's Constitution and resistance [towards the breath's element]. (It's still lower than for spells and has an upper limit though.)
  • Pets in defence mode that have been handed a rod will no longer zap them. (Both attack and support type rods.)
  • Big Daddies will now drop their Little Sisters when defeated by your summoned undead.
  • Looked over the starting parameters of towns. (Only those on the City Chart.) Most of the parameters have been unchanged. Being able to manage towns will come sometime in the future.
  • You will now get praise/authority points for successfully completing quests in a town, and the number of points awarded depends on the quest difficulty. (For escort and delivery quests, points are awarded for the destination town.) When you have 2000 points or more, talking to the town elder will let you manage the town in his stead. That's all that there is for now. For Melugas, you have to clear a sub quest as well in order to do that.
  • Carpentry skill has been renamed as Crafting because the latter does not have as narrow a definition as the former. (NB: Name remains unchanged in English version.)
[Fixes]
  • Fixed being unable to switch between putting in and taking out items of 4-Dimensional Pocket if used after giving gifts, tokens of friendship, and chocolate. These items can also now be handed over one after another.
  • Fixed Shadow Step not registering as an attack when used by the player against a character with the same character ID number as the quest giver (even when on a different map as the quest giver), if the player teleports towards the quest giver with the quest board. This persisted until the game was closed once.
  • Fixed Clash Rush special action deducting HP penalty for usage from the wrong characters.
  • Money received for clearing a random dungeon no longer overflows.


1.54: detailed changelog
Edit

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[New spells]
  • Water Bolt
    • Bolt spell without an element. Has a spellbook. Damage + wet status. Clears map effects within its area of effect.
    • <Abyss Princess> now uses this spell instead of Crystal Spear.
  • Bubble Storm
    • Ball spell without an element. Has a corresponding stave (which cannot be crafted). Damage + wet status. Clears map effects within its area of effect.
    • Basatan now uses this spell instead of Ice Ball.
[New (W)ide special actions]
  • Silent Ocean
    • Converts a large area of tiles (up to but not including ID 350) into water panels. Clears map effects within its area of effect.
    • Characters within its area of effect will also be inflicted with Mist of Silence with a set spell power. Characters not floating or under the effects of Gravity will be inflicted with Wet status.
  • Dimensional Fishing
    • Prerequisite: Level up with 30 or more Fishing skill.
    • Draws a hostile enemy on the map to you, and gives Fishing experience.
    • Requires neither fishing rod nor bait. It will work even if you are surrounded by walls.
    • The order in which NPCs will be drawn towards you is set, and will not change even if you load a save.
    • As long as the NPC who has been drawn to you with Dimensional Fishing is still alive, the next NPC may not be drawn.
    • This is basically Draw Shadow that ignores your range of sight, so it will fail if the target cannot teleport.
    • Useful for killing the targets one at a time, or when you can't find the enemy during a hunting quest.
[New items]
  • atomic launcher
    • Aim it at the cell you want to fire it into and use it. Its power depends on Marksman, Carpentry, and Disarm Trap skill levels.
    • It ignores defense, but if the three skills above are at low level, it won't be any better than a nuke.
    • This will be considered an attack, so it will cause karma loss and Barrier feat activation.
    • It is not affected by Magic Control, but shooting it at the very limit of its range (which is out of sight) will prevent the user from taking damage.
    • It will not cause the karma loss that is intrinsic to nuke usage, and will not count towards completion of Noel's quest, but it will count towards the nuke counter in the journal.
    • Unlike the Cat's Cradle (the regular nuke), it will also destroy all wall tiles within its area of effect. Good for when you need breathing space.
    • Is not generated randomly. The only way to obtain it is through item fusion.
  • M202 special
    • Aim it at the cell you want to fire it into and use it. Its power depends on Marksman, Constitution, and fire resistance.
    • It sets a larger area on fire than the Fire Wall spell, and the fires will last longer.
    • The user will not be damaged by it. After the damage calculation, the target is afflicted by a short duration of Element Scar.
    • You can put it to good use when hunting undead or as a debuffing tool... or you could go nuts with it and burn everything down. Like Fire Wall, it will not be affected by magatama.
    • Generated rarely.
  • Panzerfaust X
    • If no target is selected, it will select one automatically and fire.
    • Single-target damage that depends on Marksman and Perception.
    • The target's PV will be lowered for 3 of the target's turns, and recover by 100 per turn.
    • It ignores cMetal and cArmour bit flags.
    • Generated rarely.
  • <Sasanqua Sickle>
    • Precious chain sickle.
    • The Kunoichi below will carry it.
    • Trades damage for invokes and accuracy.
  • gasoline
    • When drunk by or dowsed on a character, causes confusion (of lower strength than a potion of confusion) and a long-lasting duration of Oil status. Works with Alchemical Rain. Randomly generated.
  • essential oil
    • When drunk by or dowsed on a character, causes confusion (of even lower strength than gasoline) and a short-lasting duration of Oil status. Works with Alchemical Rain. Rarely randomly generated.
    • Might be used in aroma therapy in the future.
[Changes to the repertoire of potions for the three ThrowPotion special actions]
  • actThrowPotionMinor: blind, confusion, paralysis, sleep, beer
  • actThrowPotionMajor: silence, slow, gasoline, weaken resistance, whiskey
  • actThrowPotionGreater: sulfuric, aqua sanctio, disaster, crim ale
[New character]
  • <Fashionable Kunoichi>
    • Level 165 Norland. Hmm, a fashionable kunoichi... who could this be?
    • Is a warmage, but will display as a ninja. Thunder vortex, Speed, and Distant Attack 7.
    • NB: This will say Distant Attack in game, but it's a misnomer.
[Changes to existing unique NPCs]
  • <Getuei>the ninja master
    • No longer use decapitation. Will use Shadow Step, Blade Turbulence, and Struck Out instead.
[Additions to the main quest]
  • F17 Cradle of Chaos event.
  • If sub quest: Rule of Ninja has been completed, the <Fashionable Kunoichi> above and <Getuei> (neutral, has starting level of 140, and is visible) will be placed on F18 of the Cradle. They will both revive in a day on this floor. If the quest has not been completed, F18 will be empty.
  • F19 event. The player will not be able to enter F20 yet.


1.53Edit

12/25/2015

[Changes and additions]
  • When a new game is started, temporary facilities (that cannot be entered) were placed around towns, and would get removed during the first diastrophism. These will no longer be placed at all. They may be used in the future when a town development system has been implemented.
  • Added just a bit of content to Act III main quest.
  • Added 4 high-level worm race NPCs.
  • Added 6 high-level imp race NPCs. Added 1 evolution.
  • Added 1 unique NPC for Act III.
  • Added generic enemy NPCs to some Act II and Act III mid-boss battles.
  • Fawn On special action has been renamed to Bewitch.
  • Added 2 special actions. One of them is for NPC use only.
  • Changed the appearance and AI of some existing NPCs.
  • Changed the materials required for creation of high potion of aqua sanctio in item fusion.
  • Added a more severe version of Bind status ailment called Immobility. While immobile, all teleport-type actions and Shadow Step cannot be performed. Like sleep status, all physical attacks are guaranteed to hit the affected character.
[Fixes]
  • Fixed the crash that occurred because the facility added in 1.52 had the same internal parameter as the temporary facilities placed around Yowyn. That parameter has been fixed, and temporary facilities that have already been created will be removed after a diastrophism event in 1.52 and the game will stop crashing. Updating to 1.53 will also cause a diastrophism.
  • Fixed the quest giver's name changing under certain conditions when the journal is opened while outside of the town that the quest was undertaken. As a precaution to prevent this bug, quest giver's names in the journal will now only be refreshed when the journal is opened while in the town that the quest was undertaken.


1.53: detailed changelogEdit

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[New evolution]
  • Imp, nether imp, chaos imp evolve with the king heart into great imp, and learn Magic Equip. Speed increase depends on the original pet. Shines.


[New special ability]
  • Bound in Blood
    • Allies that are of the same race as the user will experience the effects listed below. The user will bleed severely.
    • Gives Speed, Hero, and Attribution Shield depending on the Will of the target. Has less of an effect on the player.
    • If gauge is less than 50%, then increase it by at most 30% depending on the target's gauge.
  • MP Breath
    • Use 25% gauge and 50% of current MP. Will not activate if MP is less than 50% of maximum MP.
    • The effect will be colored with the color of the element that the user has the highest resistance against, but the breath itself is of magic element.
    • It has the same power as Power Breath, but adds the value of the expended MP to the damage.
    • It is unaffected by the enchant that enhances breath attacks or by Charge Attack.
    • It destroys walls and floor tiles in its area of effect. (The attack will pierce walls.)
    • Player learns this upon level up if the Fire Breath feat has been learned and unbuffed Constitution and Magic are 60 or greater.


[Changes to existing unique NPCs]
  • MP Breath and graphic changes will affect existing NPCs. Other changes will affect only newly-generated NPCs.
  • <Roatonis> the infections
    • Will use Necro Force and summon undead monsters (zombies).
  • <Lazasye> the destroy
    • Will no longer use Houzanha, and will use MP Breath instead.
  • <Mobile Communication Equipment>
    • Appearance changed. Changed to gunner class.
    • Loses the cArmour bit flag and Charge Attack, gains Lightning Breath.
  • <chestnut giant>
    • Uses Clash Rush.
[New characters]
  • <Saimef> the doggod
    • Level 150 doggod. Is a god. Ice Ball, Eye of Mana, Nether Breath.
    • Cure of Jua at low health.
  • sepa
    • Level 159 worm. Poison Breath, Mist of Darkness, Nether Wave, Attribution Shield.
    • Some chance of obtaining poison resistance when eaten.
  • bind devil worm
    • Level 118 worm. Squeeze, Voracity Fang, Touch of Weakness, Chaos Breath.
  • grand leech
    • Level 79 worm. Eye of Ether, Gravity Sphere, Drain Blood.
  • tentacle worm
    • Level 35 worm. Squeeze, Rubbing, Draw Shadow.
  • performaid bitchiack
    • Level 162 imp. Magic Kiss, Bewitch, Eye of brainwashing, Magic Dart, Provoke.
    • When gauge and MP are full, MP Breath.
  • performaid pinchief
    • Level 138 imp. Slow, Mist of Dazzling, Lightning Bolt.
    • Will rarely use Summon chaos (to summon the three performaids below) and Healing Rain.
  • performaid cocruel
    • Level 125 imp. Shadow Step, Eye of Insanity. Also has Cooking skill.
  • performaid desweeper
    • Level 112 imp. Nerve Arrow, Mist of Silence, Crystal Spear, Death Word.
    • When gauge is full, may rarely use Over-Ray.
  • performaid bloodress
    • Level 85 imp. Shadow Step, Insult. Rarely uses Bound in Blood.
  • demon's commander
    • Level 44 imp. Eye of brainwashing, Shadow Step, Teleport.
    • Corpse gives magic exp. Floats.
[Added cannon-fodder enemies to mid-boss battle.]
  • Added yerles mortar and metal zilla to <Mobile Communication Equipment> battle.
  • Added bind devil worm to <Egelveil> the bind battle.
[Expanded main quest]
  • The player can proceed to F16 of the Cradle of Chaos after speaking to Norne on F15.
  • Made the dialogue complement the story thus far, and added foreshadowing.
  • Placed <Saimef> the doggod on F16. Talk to him to receive an artifact, and <Saimef> will bleed. Defeating him will give you nothing, and he will resurrect on that floor in a day.


1.52fixEdit

12/06/2015

[Fixes]
  • Fixed being unable to enter dungeons. (NB: This may be referring to the dungeon from deeds, and not random dungeons AKA Nefia.)


1.52Edit

12/5/2015

[Changes and additions]
  • Added a new facility to South Tyris. Added 4 new NPCs for it. At this facility you can reset the deepest dungeon floor cleared, quit your existing guild, and reset any secret treasure of saint/wicked used. You can also reset pets' impress, master/servant relationship, marriage, and some other parameters. Like the mansion of younger sister, it cannot be seen on the world map.
  • Added content to the Insane book.
  • Any changes made to a quest giver's name will now be reflected in the journal. If the name of the recipient of a delivery quest has had his name changed, the name change will be reflected in the journal when the journal is opened in the town the recipient is in.
  • The speed penalty for having too many limbs will now also be reflected in a tag team that the character with the penalty is in.
  • You can now receive a large amount of materials from your pet at once when choosing to receive materials from them. The amount is 500 times what it was. The color of the log text saying which materials you received and how many of them have been made to match the skill that they depend on. Gardening skill no longer gives Magic ink, and instead gives Shining weed. The former wasn't a plant and it also overlapped with Detection skill materials.
  • Changed the sprites of harpy and dragon's pet harpy. It's now more harpy-ish.
  • Added 4 high-level harpy race NPCs.
  • Added 5 high-level mandrake race NPCs. Changed the sprite of mandrake.
  • Added 4 evolutions.
  • Added 1 special action and 3 Wide special actions.
  • The damage-over-time from poison and bleeding status ailments is no longer reduced by the metal and armour bit flags.
  • Added 2 new color options. One of them was a duplicate so it has been made colorless.
  • Buffed the new 1.51 precious artifact by a little.
[Fixes]
  • Fixed some descriptions.
  • Fixed the player being unable to be part of or disband tag teams.
  • Strength attribute experience is now given for all participants when Lock Break succeeds. The amount awarded is less than that if the lock had been picked the normal way.
  • Leold no longer has his position reset to Cyber Dome or Ruoza when he is supposed to have moved elsewhere when the player proceeds beyond a point in the main quest.
  • Fixed Greater Evasion not working unless the character was affected by Gravity status.
  • Pets are no longer included when counting the number of allied NPCs left on the map during a quest.
  • Fixed the height and weight of Melugast typeM.
  • Fixed the issue with the amount physical damage received when Emergency Evasion is active.
  • Fixed the issue with the player's coordinates when returning from the Act III area for the first time while in the wilderness, then exiting the map that the player had returned to.
  • Fixed the issue with the player's starting position if the player talks to an NPC and goes to a hunting quest map in the main quest/for a sub quest, then exits that map, then enters it again.


1.52: detailed changelogEdit

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[New evolution]
  • harpy evolves with another heart to flare chick and learns Super Regene. (Used only when HP is below 50%.)
  • If a magic heart is then used, it will further evolve into phoenixian and acquire fire resistance.
  • puppy, pumpkin, greater pumpkin, and halloween nightmare evolve with king heart to necro chimera and learn Bind. Colour will change and speed will increase depending on the original monster.
  • mandrake evolves to swordmandrake with another heart, learns Shining Wave.
[New special abilities]
  • Blade Turbulence
    • Bleed damage to all enemies in sight, dependent on Magic Control. Bleed strength depends on the difference in initial speed between the user and the target.
    • Lulwy (outer, inner) will now use this.
  • Death Song
    • Everyone within sight will be inflicted with Death Word, dependent on the user's Magic, and resisted with the targets' sound resistance. Characters already inflicted with Death Word are exempt.
    • The user will not roll for resist, and will thus be afflicted by Death Word.
  • Homing Lazer
    • Magic damage to all enemies in sight, dependent on Marksman and Perception.
    • Damage is split amongst all enemies, so amount of damage will depend on the number of enemies.
    • <Mobile Communication Equipment> will now use this.
    • It's to give it that gun*** feel to it. You know, like funnel missiles, multi-round missile launch systems, homing lasers...?
  • The above three are (W)ide special abilities.
  • Clash Rush
    • Shadow Step, with 100% critical rate and 100% pierce. 50% of the damage dealt is then deducted from the user's HP. The user will not die even if brings the user's health into the negative. If gauge is less than 25%, it will just be a Shadow Step.
    • destroy boar will now use this instead of Charge Attack.
  • Data Delete
    • No effect yet. Might become a stupidly powerful move in the future.
[New NPCs]
  • vampkin
    • Level 153 mandrake. Undead. Invisible.
    • Short Teleport, Drain Blood, Eye of brainwashing, Ice Bolt, Mind Bolt, Greater Potion Throw.
    • Guaranteed to give mind resistance when eaten.
  • nin-ninzin
    • Level 119 mandrake. Shadow Step, Fire Breath, Struck Out.
  • cucumber warrior
    • Level 80 mandrake. Clash Rush, Rampage.
  • cucumber horse
    • Level 63 mandrake. Suitable for riding. Draw Shadow, Zero Shoot.
  • zap mandrake
    • Level 43 mandrake. Touch of Nerve, Raging Roar. Has same effect as mandrake when eaten.
  • memory empty man
    • Level 15 karune.
  • devotee of oblivion
    • Level 15 elea. Mind Bolt.
  • mad scratcher
    • Level 20 zanan. On the verge of hostile. Run Wildly on low health. Eye of Insanity.
  • <Maile> the marionette shaman
    • Level 50 servant. God. Heal Critical on low health. Eye of brainwashing, Data Delete.
  • dhwty
    • Level 168 harpy. God. Homing Lazer, Shadow Step.
  • alkonost
    • Level 141 harpy. Death Song, Nether Wave, Raging Roar, Short Teleport.
  • black wing
    • Level 101 harpy. Clash Rush, Blade Turbulence, Shadow Step.
  • mayu sibayu
    • Level 45 harpy. Blade Turbulence, Magic Storm, Insult. On low health, Close Suicide.
[Artifact buffed]
  • <Amulet of Yekub>
    • Increased Mana and Will bonus, added sleep resistance.
[New South Tyris location]
  • the Oblivion Palace
    • 4 small medals.
    • Insane book gives a hint about its location, but can be entered without obtaining the book.
    • Talk to <Maile> the marionette shaman to access the functions listed below, but sanity will increase.
    • The system messages that appear are just flavor text, so don't pay them any mind.
    • Reset deepest dungeon floor cleared
      • Reset dungeon floor cleared if it's too high.
      • It won't become 0, and will depend on how far along the main quest you are.
    • Quit guilds
      • Mostly for roleplaying. The only way to make your character not belong to any guild after joining one.
    • Forget profile
      • Entirely for roleplaying. Change the 1st and 2nd lines of your profile. Special 2nd line is available here.
    • Reset innocence/wickedness
      • Mostly for roleplaying. The only way to remove the innocent/wicked karma feats from using the secret treasures. Karma will not be reset.
    • Reset ally's impression, master/servant, and marriage status
      • Allies marked as precious will not appear in the list.


1.51fixEdit

11/02/2015

[Fixes]
  • Fixed the 2 new rods not recognized by Dupli-Cane.
  • Allies that have been handed attack rods will use them in combat even after changing maps.
  • Fixed inability to talk to <Rovid> after proceeding along Act III of the main quest.
  • Fixed quest not clearing after defeating a lord of the void.
  • <Poppy> and other uniques you can escort can no longer be assigned as breeders, sold, used in gene engineering, form tag teams, or have their inventory interacted with.


1.51Edit

11/1/2015

[Changes and additions]
  • Added a bit of content to the main quest.
  • Added 1 unique Act III NPC.
  • Added 1 precious artifact to Act III.
  • Created a new world map for the map furniture item. It will change slightly between Act I and Act II.
  • Added floor tiles that play a piano note sound when stepped on. There are 24 different pitches.
  • Juke box item can now mute the BGM on the map.
  • Added 6 high-level lizardman race NPCs.
  • Added 1 evolution pattern.
  • Added 2 new rods (the magic device).
  • Material gathering spots no longer get generated on maps that randomize every time the player enters it.
  • NPCs will now have a chance to not use up a charge when they zap an attack rod. That chance depends on the level of their Alchemy skill (it's 80% even at skill level 1). They will receive Alchemy experience for zapping it. Power of the rod is reduced.
  • Added a special action that allows usage of rods without consuming a charge. For player use only. Power of rods will be reduced.
  • Added an equipment attribute that enhances breath attacks. Waist, head, and arm equipment have a chance of having it. This equipment attribute can be stacked, and at the maximum level it will triple breath damage. Unlike the equipment attribute that enhances spells, this attribute will also affect breath procs from weapon attacks.
  • Changed the name and equipment attributes of the <Child Zeder> artifact.
  • Ammo can no longer be stolen while equipped. Ammo that are not equipped, can be stolen.
  • The range of danger levels of random Nefia (dungeons) that get generated during a diastrophism caused by the statue of Opatos is now different from the range of Nefia that get generated naturally.
  • Greatly increased the amount of gold pieces given by the statue of Yacatect. That amount will also slightly increase if you worship Yacatect and the amount increased depends on your favor with her. The drop rates of platinum pieces and small medals remains the same.
  • Spots that used to have a random Nefia will eventually have a new Nefia on them instead of remaining empty forever. (This does not affect existing dungeons.)
  • Breakfast and Handmade gifts events now have an equal chance of picking any pet out of all your pets. However, pets that do not have the required skill will not get chosen.
  • Added an item that will prevent a pet getting picked to serve you breakfast or give you a handmade gift in the morning. It is a randomly generated item, but if you update to this version ten of them will get placed at your feet so that you can try them out.
  • Added a special action that allows you to work with your pets to break a lock on a container. You can use this when you're alone too.
  • If a pet is in a tag team and sells ore items, half of the proceeds will now be given to the partner.
[Fixes]
  • Fixed some NPCs not getting their portraits displayed properly if you change someone's appearance and load up the portraits in the process before talking to them or looking at their character sheet.
  • Fixed untitled red books getting generated.
  • Fixed some items that were generated after the generation of a precious artifact getting listed in Oracle.
  • Defeating an enemy with Body Blow will no longer cause the dead character to vomit.
  • Fixed some monsters spawning in ragnarok when they shouldn't.
  • When a high-level mutant spawns, it will now have at most 20 limbs.
  • Fixed materials getting inherited anyway if you cancel while inheriting a gene.
  • Fixed the placement of the command ring if the game window is too tall.
  • Fixed the variable that determines if the player is eligible for a reward not getting triggered if you offer an item to your god with your favor already maxed out.
  • Fixed the calculation for escort quest reward.
  • Fixed the distortion of the menu screen text that occurs even when the title water effect has been turned off in the options.
  • Fixed time stop equipment attribute getting a + displayed in the attribute strength even when the attribute isn't that strong.
  • Fixed the 1 tile difference in the distance that light travels in the North/South directions and the East/Wast directions.
  • Fixed the custom spoken line file for pets not getting read sometimes.
  • Time passed during game events (such as chocolate-making or travelling to/from the Act III continent) will no longer have random events.
  • Event triggers will no longer be activated when certain characters get defeated in the EX arena.
  • Fixed the item correction code for Cyber Dome. (NB: This refers to the feature where entering Cyber Dome with certain glitched/obsolete items will automatically fix those items.)


1.51: detailed changelogEdit

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[Fixed timing of tester placement]
  • Made the tester appear in Amur-Cage after talking to <Regulus>/<Renai> at the border.
  • An additional tester will be placed there after the event finishes, even if there is already one on the map.
  • There are multiple infected yerles soldier there too, so what's the difference a tester or two is going to make?
[New NPCs]
  • draco eques
    • Level 160 lizardman. Shining Wave, Gravity Sphere.
  • blizzard lizard
    • Level 134 lizardman. Ice Ball, Crystal Spear.
  • claymore dragonewt
    • Level 110 lizardman. Shadow Step, Provoke.
  • assassin lizard
    • Level 68 lizard. Invisible. Space retention.
  • black lizardman
    • Level 45 lizardman. Insult, Poison Breath.
  • lizard mage
    • Level 22 lizardman. Heal Critical on low health.
  • <Belphat> the cosmic sword
    • Level 170 yith. Shadow Step, Swarm, Attribution Shield, Mind Breath. Cure of Eris on low health.
[Expanded main quest]
  • Placed <Marka> on F14 of the Cradle of Chaos. Will not respawn here after dying.
  • F15 is a floor that is randomly generated every time it is entered. Placed <Norne> and <Belphat> here. Defeating them will yield neither AP nor items.
  • <Meshera plant> has been made to not give AP nor items until the Ether blaster is obtained.
  • You will be able to take <Belphat> along with you after talking to him. (Works just like <Poppy>)
  • Taking him along with you just once will set off the trigger to let you proceed along the main quest.
  • But you won't be able to go to F16 just yet.
  • Talk to <Kuroya> at the Dock when you have <Belphat> with you to receive a reward, and <Belphat> will leave your party to be placed on the Dock.
[New item]
  • <Amulet of Yekub>
    • The reward for the above quest. Neckace, but cannot be offered to <Yacatect>.
  • rod of magic laser
    • Casts Crystal Spear. Craftable with 35 Carpentry.
  • rod of poison ball
    • Casts Poison Storm. Craftable with 22 Carpentry.
[Child Zeder artifact]
  • Name changed to <Lucky Almonds>, removed cold resistance, added some dark resist. Added enchants that increase luck and enhances breath.
  • Made it more obvious that this weapon's design was not based off **cky or ***** sticks.
[New special abilities]
  • Dupli-Cane
    • Learned during level up when Alchemy is 30 or more.
    • Use it to turn it on or off. Does not use a turn.
    • When on, zapping attack rods will not reduce their number of charges.
    • Their power will be approximately halved, and 3 SP will be spent.
    • Rods were hard to use as a main weapon due to their reliance on charges, and this is to fix that.
  • Lock Break
    • Learned during level up when Lock Picking is 60 or more.
    • Works on chests, gamble chests, and safes.
    • Use half of the sum of the Strength and Lockpicking of all allies (including the player) within sight to attempt to open the chest. skeleton key does not increase chance of success.
    • When the lock is successfully opened, there will be one less item in the chest or the safe.
[New evolution]
  • lizard man and lizard mage evolve with king heart to lizard majesty and learn Shadow rush.
[Changes to statue of Opatos]
  • In previous versions, diastrophisms on a continent did not overwrite all random dungeons on it.
  • statue of Opatos will now rewrite all dungeons, even the ones that have been entered but have yet to be cleared. 1/4 of the value of the deepest dungeon cleared will be used for generating dungeons, and the regional multiplier will be 2, so dungeon levels should not be in the extremes as much now.


1.50Edit

9/23/2015

[Changes and additions]
  • Added a bit of content to the main quest.
  • Your summoned undead can no longer be performed to nor preached to. They will also no longer eat, drink items on the floor nor pick up items on the ground.
  • Coffins of necromancy created when undead are returned to their coffins will be identified and will neither be cursed nor blessed.
  • The map furniture item can now be read. It's a little hard to grasp what's going on in the main quest without knowing the placement of the other countries in game. It uses the file that is included in the development version of vanilla Elona, but I plan to replace it with another version in the future because it's too colourful and the shape of North Tyris isn't quite right.
  • Added 5 high-level fairy race NPCs. Changed the sprites of fairy and titania.
  • Added 1 evolution.
  • Added 1 Act III unique NPC.
  • Added 1 item for use in Act III.
  • NPCs will now use a ranged attack instead of Swarm when their target is not next to them. If they do not have the proper equipment to perform a ranged attack, they will simply spend the turn increasing their gauge.
  • NPCs with a first aid kit in their inventory will now automatically use it when they are low on health. They won't heal for very much if the stats that the heal amount of the kit depends on are low though. Usage of a kit will take precedence over their low-health AI routine, so you can give them first aid kits if you don't want them to use the said routine on low health.
  • Juices will now have their blessed/cursed status and + value erased and get stacked when made with a juice mixer.
[Fixes]
  • Fixed gauge of characters with 96-100% in their gauge having it reduced to 95% instead of increasing when they kill an enemy.
  • Fixed performing not giving experience like it should.
  • Fixed usage of first aid kits and special ammo boxes while they are on the ground not refreshing the tile they are on, causing them to leave behind a ghost item.
  • Fixed being unable to play the Act III minigame on the 15th of every month.


1.50: detailed changelogEdit

Taken from 仕様書(elonaplus).txt. May contain spoilers.

[Expanded main quest]
  • Event on F11 of Cradle of Chaos.
  • Placed <Spipha> on F12. She will not resurrect here after dying once.
  • Event on F13 of Cradle of Chaos. You won't be able to proceed to F14 yet.
[New NPCs]
  • <Renai> the over meshera
    • Level 162 bacteria.
    • Uses remote blow, Psychic Wave, Super Regene, and so on.
    • Has Run Wildly, and portrait and sprite will change when she uses it.
    • Will be placed on North Tyris south border after F13 Cradle event.
    • Insanity when eaten.
  • fairy the shining
    • Level 168 fairy. May give magic resistance when eaten.
    • Sprite shines. Uses Greater Throw Potions and Mist of Dazzling.
    • Uses Healing Rain on low health.
  • yousei gorath
    • Level 135 fairy. Homing AI. Burning graphical effect.
    • Uses Close Suicide. Corpse is super heavy.
  • peri
    • Level 110 fairy. May give magic resistance when eaten.
    • Cure of Jua on low health.
  • gigantic fairy
    • Level 88 fairy. Uses Suspicious Hand, drops gold pieces on death.
  • pixie
    • Level 42 fairy. Invisible.
[New item]
  • researcher's diary
    • Received from <Regulus> after F13 Cradle event. Cannot be wished for.
    • If you have this item and talk to <Loyter> after Nightmare quest is cleared, he will make a comment about it.
    • You won't receive anything from him though.
[New evolution]
  • fairy will evolve with god heart into magna fairy. Learns Magic Equip.

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