Older versions[]
| Versions | Date range |
|---|---|
| 2.21 - | 12/29/2023 - |
| 2.10 - 2.20fix1 | 1/30/2022 - 10/8/2023 |
| 2.00 - 2.09 | 9/05/2020 - 1/16/2022 |
| 1.90 - 1.995R | 6/17/2019 - 6/28/2020 |
| 1.80 - 1.89 | 7/16/2018 - 4/20/2019 |
| 1.70 - 1.79 | 7/24/2017 - 7/7/2018 |
| 1.60 - 1.69 | 7/18/2016 - 6/25/2017 |
| 1.50 - 1.59 | 9/23/2015 - 6/18/2016 |
| 1.40 - 1.49 | 10/5/2014 - 9/6/2015 |
| 1.30 - 1.39 | 10/27/2013 - 8/31/2014 |
| 1.20 - 1.29 | 5/19/2013 - 9/29/2013 |
| 1.10 - 1.19 | 9/12/2012 - 4/29/2013 |
| 1.00 - 1.09 | |
| 0.63 - 0.99 |
Instructions and notes on updating the game[]
Recommended method for updating the game:
- The same as in vanilla Elona.
- Copy the save_CHARACTER folder from the /save folder into the /save folder of the new version.
- Play the new version of Elona plus.
- Any other custom files (e.g. character portraits) should be moved individually, not by copying their containing folder.
- You may want to have these custom files in a separate folder outside the game directory for ease of copying.
Not recommended:
- Copying all files and folders from the new version into the older version.
- Copying folders containing custom files and dropping them into the directory containing the new version.
- These may cause your game folder to have unnecessary files and other issues, so the game may not work if you do this.
Specific versions[]
When using save data from vanilla Elona 1.16 or prior, you will need to:
- Save while your character is in a town and unassign the shopkeeper in your shop, the breeder in your ranch, and so on.
Internally, the code for updating game saves works exactly the same as it does in vanilla Elona so there's no need to update older versions to vanilla Elona 1.16 first. However, before moving the save file over to the newer game version, do make a backup copy of it somewhere else.
When using a save file from Elona plus 1.18 or prior:
- All gift items have their quality changed to "cheap".
- All bait attached to fishing rods will be changed to "water flea", due to a change in how item data is handled.
Save data from Elona plus 1.18fix cannot be used in versions 1.18R and later.
When using a save file from Elona plus 1.22 or prior:
- Due to a change in how scrolls of flying work, the stats of all pieces of equipment in the inventories of the player character, pets, and adventurers will be reset. Their weight and equipment attributes stay the same, but other stats will become the highest value possible for the material that they are respectively made of.
Equipment that had ridiculous stats due to a bug in a previous version have to be fixed this way or you will not be able to equip them. Alternatively, change the material of the piece of equipment and that will also fix it.
Save data from Elona plus 1.25 cannot be used in versions 1.25R and later.
Save data from Elona plus 1.38 cannot be used in versions 1.38R and later.
When using a save file from Elona plus 1.40 and 1.40fix, some body parts added onto your character or onto your pets may disappear. Items equipped on those body parts will be unequipped. When starting the game, an item to restore body parts will be placed at your character's feet.
When using a save file from Elona plus 1.40fix2, some body parts added onto your character may disappear. Items equipped on those body parts will be unequipped. When starting the game, an item to restore body parts will be placed at your character's feet.
When using a save file from Elona plus 1.85 or prior, the contents of placed shelters will be reset. As such, a sand bag will be placed at your feet as it's a popular item to have in shelters.
When using a save file from Elona plus 1.88, 1.88R, and prior, constructed shelters will be deconstructed. One toilet will also be placed at your feet.
When using a save file from Elona plus 1.97 or prior, pets who had been marked as precious will no longer be marked as such due to changes to the variable used. Custom item sprites will also have their image height reduced and appear flattened due to a change in the default parameters for sprite dimensions. You will need to reassign both of these after updating the game.
Save data from Elona plus 1.995 cannot be used in versions 2.00 and later.
Development versions of this game are for finding bugs. Versions that are fixes will fix bugs found in development versions before that, but that doesn't mean they are bug-free.
Upcoming version: 2.30[]
Last Updated: -
2.29R[]
10/12/2025
[Changes and additions]
- Elements Eyes had a really niche use that did not justify its cost, so it has been retooled as a piece equipment for the waist slot (that is also usable as an item).
- Element Eyes spawned in previous versions of the game can be equipped on the waist, but will not have the PV, DV, and equipment attributes - only Element Eyes sold by Miral after his shop inventory refreshes will have those.
- The log now displays when the use of Eye of Ane special action increases ane power level, and also when no ane power experience can be gained because the player character's level is too low.
- Made slight changes to the colours used in the list of Feats.
[Fixes]
- Fixed Miral still not selling the 2 new unique artifacts after the periodic shop inventory refresh.
- Also fixed one of them having their PV and DV mixed up.
2.29[]
10/6/2025
[Changes and additions]
- It no longer matters who defeats an enemy (player character/NPC/mounted NPC/tag team) or how that enemy was defeated when it comes to the amount of AP rewarded.
- When the player character or an allied character (including non-pets) defeats an enemy, the player character and all pets on the current map are now checked to see if they can earn AP and Speed experience.
- It's too much of a hassle to have to manage who defeats an enemy while leveling.
- Under certain circumstances there may be too many options listed in the conversation window, so "Wait at the town", "Designated as precious", "Endure foot items", and "Silence" have been moved to the 'i'nteract menu.
- Changed the order of the options in the 'i'nteract menu.
- "Instruct non-battle action." commands have been moved over to the tamer's whip.
- Also, you can now give orders to not just your pets but to all non-hostile NPCs who have a servant/master score of 150 and above.
- You can make shopkeepers stop moving around, cleaners stop throwing salt and start preaching, or unique NPCs beg in the streets.
- Servant/master status is now displayed in the conversation window for regular NPCs.
- "Item mark move" now supports flipping sprites horizontally.
- Sprite changes made with "Item mark set" are now reflected in the conversation and evochat windows.
- Added 2 new unique artifacts that are like <Clothworld> but act as wigs.
- These can be bought from <Miral> the legendary smith with small medals.
- You can dye these and use "Item mark set" to change the hairstyle for NPCs, or give a leg up to those in need like the Palmian major general.
- There are 48 different variants, so item.bmp has been expanded by 2 rows because it ran out of room again.
- Added another new item and an item fusion recipe for it.
- Added the mode ID of <Clothworld> to its item name.
- Added a new recipe that allows you to copy the appearance of an item to another item.
- (Neither item gets consumed in the process, but be careful because if you want to revert the appearance it takes a lot effort.)
- You can make your entire set of armour look like swords, or make your weapon a tuna and your shield a turtle.
- Or have chairs, desks, toilets, and beds that look like flesh dolls.
- Or mass-produce items that look like various artifacts.
- The sky's the limit.
- Halved the base level of Godwolf and Kyu-bi, but made it increase depending on deepest dungeon floor cleared.
- Now you no longer have to wish for gods and by mid-game should have a decent chance to beat them.
- Besides, if their level was fixed they'd just get beaten up by high-level NPCs in towns and be no threat at all in late-game.
- The multipliers for damage received by a Wet character are 150% for lightning, and 175% for cold.
- Oil status is harder to inflict than Wet and fire also has a nasty habit of burning up everything, so the fire damage multiplier on characters with Oil status has been increased to 250%.
- Made adjustments to the other multipliers as well to prevent overflow.
- Made "great" quality equipment spawn a lot more frequently, and made them have 1 additional random equipment attribute.
- Also made equipment attributes that appeared only on "miracle" or better equipment have a low chance of appearing on "great" quality equipment as well.
- "miracle" and "godly" equipment now have 1 additional equipment attribute that confers resistances.
- Better equipment drops means more fun and less trying to piece together their resistances...
- Maximum SP now increases with character level. This applies to all characters and is capped at 2,000.
- The unique modifier for non-pet unique NPCs now gives them 3x as much SP.
- Leveling up characters didn't increase their SP at all, so that had to be fixed...
- Changed the stamina costs for ShikiOrigami such that Shuriken < Airplane < Crane.
- Their maximum MP now has a 1/20 modifier just like their HP.
- The guide now places useful items such as potions at your feet when waking up in bed.
- This is for the beginners who rush into Nefia and monster-slaying quests without healing items.
- Think of this as a login bonus.
[Fixes]
- Fixed eating +16 and better food not increasing Speed potential.
- Fixed "Block dust generation" not preventing low Impress adventurers from sprinkling vomit around your home when they visit.
2.29: detailed changelog[]
[New item fusion recipes]
- Appearance imitation
- Copies the appearance of the 2nd ingredient onto the first.
- Does not consume either ingredient.
- poop bomb
- Creates 1 expoopsion potion (see below).
[New items]
- expoopsion potion
- Junk category item that does not spawn randomly. Created via item fusion.
- When thrown, it procs Jeweler, Gene engineer, and player character level-dependent Poison Storm.
- After dealing damage, it rolls to inflict Nightmare on the target hit directly by the thrown item.
- Does not get consumed, so this is reusable.
- ...there are a lot more characters who fight with poop than I thought. (And a good number of them are from Digimon?)
- <Genocide Tail>
- Head equipment purchasable with small medals from <Miral> the legendary smith.
- Using it changes its sprite between 22 different variations.
- Its item name will indicate the ID number of the current variation.
- <Hairmet>
- Head equipment purchasable with small medals from <Miral> the legendary smith.
- Using it changes its sprite between 26 different variations.
- Its item name will indicate the ID number of the current variation.
- Since this and the above item are so similar, I have made their ID numbers unique so that there is no confusion.
[Items received when waking up]
- 1x scroll of teleportation and...
- 3x potions of cure minor wound when in Act I
- 3x potions of cure minor wound when in Act II
- 3x potions of cure critical wound when in Act III
- 3x potions of healing post-game clear
- All of these generate unblessed and uncursed.
- They won't heal for much later on unless you have a potion build, but they're still good for quaffing or selling.
2.28[]
7/31/2025
[Changes and additions]
- Added a random event that occurs only on the world map that gives a decent amount of Traveling experience and inspiration.
- Added 1 new item that allows you to change a character's appearance into something else.
- This has a higher priority to get displayed than the walking animation, so it will also work on the player character.
- When you feel like things are getting stale, why not frolic around as a putit? Or make your entire party a swarm of staircases?
- It can also be used on weakened non-pet NPCs so you can transform Loyter into Gwen, or turn everybody who surrenders to you into snails.
- I plan to make these available via the same way as the various shift cores, but for now 1 will be placed at your feet when updating the game.
- Added another item.
- A little tail and a little hard tail are now available as options from the conversation window with pets and other NPCs who have 150 or more Impress or Master/Servant score - even when they are not drunk.
- The lines they speak during auto-turn for these are now also customizable by changing txtPleasure and txtPleasureHard in the custom lines file.
- I didn't think too many people would be able to get excited about the ero in "erona" so I've left this on the backburner, but I've implemented it now since one of the selling points of this game is that you can do anything.
- Changed the effect of Fear status ailment. It now causes the inability to move and the power gauge to decrease every turn.
- Updated the help page to reflect this.
- It was sometimes more trouble when enemies run away, and it was also unfair because it basically neutralized NPCs while allowing the player character to fight and move around all the same.
- NPCs will no longer run away while begging for their life, so they will do nothing at all in this state.
- NPCs will also no longer prioritize low-health actions [over running away in fear].
- Enemy NPCs will no longer beg for their life in the pet arena.
- The Gentle Face feat used to prevent enemies from running away in fear when their health is low.
- It now gives an additional +1 whenever Impress and Master/Servant score change. (Meaning this also applies to reductions.)
- It's probably better to smile at someone you're negotiating with than someone you're killing.
- It felt kind of lacking that the player character's children do not inherit their traits.
- Thus, player character children (the player character can be either parent) generated in this version and onwards will gain a feat that makes them eat items made of raw that are handed to them or are at their feet.
- This feat will also show up in the player character's list of feat from this version onwards.
- Eating equipment and furniture when hungry is a thing only the player does so anybody who does that has gotta be related.
- All characters (both the player character and NPCs) who have given birth (in this version and onwards) before will now have a feat that halves constitution-element damage.
- The fukagurumi item is so rare that a player would probably not see it in the a playthrough, so in addition to being available via Shark Trade, 4 shark-race NPCs now have a low chance to drop it.
- Greatly increased the hydration threshold for generating urine when afflicted with Fear.
- The log now mentions when hydration level reaches the threshold that is one tier lower than the aforementioned threshold.
[Fixes]
- Fixed some descriptions.
- Fixed Unique modifier on pets causing Death Word applied on them to have a shorter timer.
- Fixed using a skill debris consuming an additional number of debris depending on the number of characters who are learning a new skill.
- Fixed NPCs set to not display stepping on event tiles on the Sea and causing events to fire.
- This should also stop your ship's durability from getting overwritten.
- Fixed pets using txtAggro in the custom lines file even when not in combat.
- Fixed having a little hard tail sometimes causing the game to crash.
- Fixed being able to read treasure maps on the Aimwell world map because the conditions weren't set to account for that.
- Fixed rivers generating in Aimwell wilderness maps. Just so that it better represents the original intent.
- Added measures to ensure that non-hostile NPCs do not automatically target the player character when another non-hostile NPC accidentally hits them with an AOE Attack.
2.28: detailed changelog[]
[New random event]
- Adventure Days
- New addition to the pool of random events that can occur on the world map.
- Event name while on the Sea is "Between the waves".
- Gives +7 Traveling experience and inspiration.
- The flavor text is randomly selected from a pool; and will be different while in Lost Irva or on the Sea.
[New items]
- surstromming
- Junk item that does not randomly spawn. Souvenir vendors have a low chance of selling these.
- When thrown, it procs Gene engineer, Cooking, and player-level dependent Anguish Jail.
- It also rolls to apply Dim to the target it directly hits.
- Reusable. Does not get consumed when thrown.
- mimirrocry
- Tool that does not randomly spawn.
- When used, you will be able to select a card, and then select an adjacent character to target.
- Fails to work when used on a non-pet NPC whose HP is not lower than 1/4 of maximum.
- When applied, walking animation is disabled and the selected sprite will be displayed.
- Does not work the when the conversation window with their portrait is open - even if they don't have a portrait set.
- It does not overwrite the "Shape change" option. This is a separate feature that has a higher priority to display than the former feature.
- Using the item again will dispel the effect. The effect is also dispelled upon receiving a lethal amount of damage.
- The name is a portmanteau of 'mirror' and 'mimicry'. The Japanese term for this item has nothing to do with the word 'miracle'.
2.27R[]
6/1/2025
[Changes and additions]
- Added more variants for every line in the profile. Each line now has 45 variants.
- This should make it harder for the 39 NPC adventurers to have the same profile.
- Made minor changes to main quest cutscenes and added sound effects in some places.
- The cutscenes that are basically people talking were fine as they were in terms of sound effects, but the sound of the door opening and closing in scene #18 were the only sound effects in the entire file...
- "Organize and share travelExp" now gives Traveling skill more exp than other skills.
- The werewolf minigame progress increased way too much when a high level guard got killed by a werewolf attack, so increments in progress are now capped at 50.
- To prevent the final battle from getting too drawn-out, SP will recover at the start by an amount that is just enough to prevent characters from being "too exhausted!" to do anything.
- Custom lines now support tags that make it possible to play 207 existing sound effects in the game plus 2 new ones added in this version.
- This is on top of the se0-se99 tags that could be used to play custom sound effects.
- A list of these tags can be found in user/help.txt.
- The seasoned adventurer can probably play the sound effect in their head just by looking at the tag name.
[Fixes]
- Fixed the crash that occurred when <Oxode> and <Scard> move after you have collected rent from them; this is because of an oversight in the code.
- Fixed the player's auto-turns getting interrupted when another character took damage because there was a typo in the variable name - my mouse misfired.
- Fixed pets not automatically targeting enemies.
- Fixed the overlap in data range for storing an NPC's attack items and mineral-type materials gathered, causing these two to constantly overwrite each other.
- Fixed txtAggro custom line not working for pets.
2.27[]
5/18/2025
[Changes and additions]
- Modified the Traveling experience system so that you can choose when you want to receive the experience.
- Random events (but not dreams, events after waking up, and the child-rearing ones) now give Traveling experience.
- Accumulated Traveling experience can be used when on a map of a deed you own.
- When used, that amount of experience is awarded to the player character and all pets on the map, and goes towards every single skill. This ignores skill potential and Training-day modifiers but not level modifiers.
- When this causes a skill to level up, its potential does not decrease.
- Renamed the resource needed to write manuscripts from "idea" to "inspiration".
- Inspiration is no longer awarded at random while moving; it is now gained during random events.
- As a result, inspiration is gained far more frequently and you can gain inspiration passively while out on the sea.
- Thus, the production of 1 manuscript now requires 5 inspiration. The cap for inspiration has been changed to 999.
- When the gauge attack of a melee weapon is parried and canceled by the same weapon type, variables were not getting reset and the visual effect remained on screen. I thought I'd fix this bug, but it seemed unreasonable to spend 100% of power gauge only to have it all go to waste because of a bad roll. Thus, the following change has been made...
- How it used to work: the same [melee] weapon type has a chance of completely cancelling out the gauge attack, with that chance dependent on Greater Evasion skill. Even if it does not completely cancel out, reductions are applied to it as long as the same weapon is equipped.
- How it works now: if both the attacker and target have Greater Evasion skill and are using the same weapon, then the attacker's Greater Evasion is rolled against the target's to determine the chance of reducing the gauge attack.
- This feature used to be for defending against gauge attacks, but a good number of ways to reduce power gauge have been introduced since then.
- Added 1 new special action for the player character.
- Enemies will now beg for their life.
- The cost is different from that of harakiri, and works like a less consistent version of it.
- Also, when NPCs that can be captured take damage that reduce them to less than 1/10 of their max HP, they will now beg for their life on top of running away in fear. How cute!
- Both of these can be customized with the txtClementia setting. Put in the most pathetic lines you can think of and watch them go.
- To discourage the use of death-and-respawn teleports for transporting trade goods, everything in the cart (except for traveler's food) is now lost when dying even when not afflicted with the D-Crest status ailment.
- Unique NPCs no longer run away in fear unlike other NPCs when receiving damage while their HP is below 1/5 of max.
- Death Word special action applied a debuff that was of a fixed 200 potency, so it would always fail if the target had a Faith skill that was 200 or greater.
- It was a special action that was supposed to kill and yet in endgame it was the one that was dead in the water.
- Thus the potency of the debuff now increases with the user's Faith skill.
- Added 1 new special action that is synergistic with Poisoned and Erosion status ailments.
- It's hard to balance damage over time - even if it feels too weak, making it stronger would make it hell for the player and you could finish boss fights by poisoning them and running away.
- As such, it makes a lot more sense to use the status ailments as a trigger for something else.
- Erosion status ailment now also causes SP to decrease by 1 per turn.
- Implemented the [Wild Card Change] option in Poker Force special action.
- The color used to display the rank for...
- spade warrior is now a deep blue,
- club feather is now deep green, and
- heart witch is now reddish-pink.
- Added 2 new items.
- Reduced the base number of skill debris awarded from clearing random Nefia by 1.
- You still get +1 for clearing it during fever, and another +1 for awakened.
- When used, it now works on the player and all pets in the pet list (even those not currently on the map).
- When handing items over to an NPC, rods and combat items with a limited number of charges are now saved separately from regular consumable items.
- In previous versions, the last item handed to them took up the consumable slot so you had to take away and give back their combat item every time they ate something.
- The potency of elemental scar inflicted by M202 special is no longer fixed, and now depends on the user's Marksman skill. The number of turns it lasts has been tripled.
- Made some minor additions to the random lines spoken by town NPCs.
- Made it possible to turn off the visual effect for gauge attacks via the game settings.
- As a result, config.txt now has a different length. If you simply copy over the config.txt from an older version, it will not work properly.
[Fixes]
- Fixed the prerequisite for Voracity Fang special action to weaken Constitution from "Perception is 50% or more of maximum" to "Constitution is 50% or more of maximum".
- Fixed non-water tiles getting designated as water tiles.
- Fixed prostitue (sic) partners so that when they have a little tail with the prostitue and the prostitue gets angry due to lack of payment and targets them for an attack, they will now also target the prostitue.
2.27: detailed changelog[]
[How Traveling skill works now]
- Random events (but not dreams, events after waking up, and the child-rearing ones) now give Traveling experience.
- Use a house board or register and select the "Organize and share travelExp" option to use the accumulated experience.
- Experience is received if Traveling experience has increased by 90 since the last time skill experience was awarded.
- Next, for every character receiving experience, the more Traveling skill and Learning has increased since the last time, the lower the Traveling experience threshold and the greater the amount of experience awarded. The amount of experience and requirements may be subject to balance changes in the future.
- This is done for the player character and all pets on the map, and the experience goes towards every single skill. This ignores skill potential and Training-day modifiers but not level modifiers.
- When this causes a skill to level up, the skill potential for that skill does not decrease.
- You can use buffs and equipment to increase the amount of experience, but note that this will just reduce the amount gained in the future.
- When using this for the first time and your stats are already high, you will gain a ton of experience since it uses a value of 0 for the previous time.
- To prevent newbies from missing out on this feature and having more difficulty with the game as a result, there is a chance of getting a popup to ask if you want to use this feature when entering your home if you are eligible to use the feature. This has a higher priority to show than the popup for visitors at your home.
- This popup can be disabled in the "Game Setting" under "Confirmation of travelExp".
- Travel experience never decreases, so you can give skill experience to pets who never venture outside the shop or your home whenever you like.
- This accumulated experience may also be useful for helping make lower level pets viable party members in late game.
- The Doujou remains the same; experience granted is still proportional to distance walked.
[Wild Card Change effect]
- As described in the Poker Force section for 2.26.
[New items]
- snow crystal
- Junk item that does not spawn randomly.
- If the rare loot trigger is on, wizard race NPCs have a low chance of dropping this.
- When thrown, it procs Meditation, Jeweler, and player character level-dependent Freezing Wave. After applying damage, it will roll to apply Element Scar on only the enemy that it directly hits.
- Does not get consumed. Reusable.
- darknessbang
- Junk item that does not spawn randomly.
- If the rare loot trigger is on, gunner race NPCs have a low chance of dropping this.
- When thrown, it procs Tactics, Marksman, and player character level-dependent Eclipse Jail.
- This damage will not kill. Note that unlike Knockout, it does not render targets Unconscious.
- Does not get consumed. Reusable.
[New debuff]
- Miasma of Hell
- Whenever Poisoned status ailment ticks, all attributes including Luck are weakened by a percentage.
- Whenever Erosion status ailment ticks, all attributes including Luck are weakened by a percentage.
- Like high potion of disaster, this does not work on unique NPCs. However, it ignores the various equipment attributes that maintain attributes.
- When both debuffs are applied, the weakening will happen twice.
- This can weaken all attributes to single digits though this will take a while.
[New special actions]
- Miasma of Hell
- Applies Poisoned and Erosion status ailments and the above-mentioned debuff with the same name to all enemies in sight.
- The potency of each of these are dependent on the user's Magic and Faith skill.
- arch wraith, <13th step ghost>, osiris, helraune, stormbling, <Roatonis> the infections, ochimusha armor, and nether imp now have a chance of using this if their target does not have the above-mentioned debuff. (This change affects NPCs spawned in previous versions of the game.)
- <Clementia>
- 'W'ide-area special action learned when the player character starts a turn and their HP is less than 1/5 of maximum, or when they crawl up after death.
- This will offer the options listed below:
- "I will offer you X gold pieces!"
- When selected, all allied characters are set to Defense mode.
- Lose 1/100 of current gold, capped at 100k. Gold is lost whether this succeeds or not.
- For every hostile NPC in sight, the lower the amount of gold they have, the greater the reduction in their hostility.
- Does not work on NPCs who have yet to notice you, who have already spared you once before, and on unique NPCs.
- Does not work if you have less than 100 gold.
- "You can do whatever you want with my body..."
- When selected, all allied characters are set to Defense mode.
- All hostile NPCs in sight will roll their Will against the user's Charisma.
- Each roll that the user wins will reduce the hostility for that NPC. However, NPCs that have had their hostility completely removed will then attempt to initiate some hardcore "a little tail" with the user.
- Does not work on NPCs who have yet to notice you, who have already spared you once before, and on unique NPCs.
- Unlike the regular "a little tail", it costs 10 times the usual amount of stamina but will never make the user Sick. Does not get interrupted even if the player character becomes Tired.
- But if the target becomes Tired, they are rendered unconscious for 40 turns.
- This means that the player character gets locked into auto-turns but may get the chance to run away in exchange.
- "Look at my dogeza!!!"
- When selected, all allied characters are set to Defense mode.
- All hostile NPCs in sight will roll their Will against the user's Will.
- Each roll that the user wins will reduce the hostility for that NPC, but the rolls for this are the most difficult to win out of all the options.
- Does not work on NPCs who have yet to notice you, who have already spared you once before, and on unique NPCs.
- "Dogeza is a lie. Die!"
- Pretend to grovel and attack instead.
- Deals single-target Tactics and Dexterity-dependent PV/DV element damage and applies 10 turns of Fury. Karma penalty. Does not work if the target already has Fury status.
[NPCs begging for mercy]
- When hostile NPCs that can be Dominated receive damage and their HP is lower than 1/10 of maximum, they will enter a begging-for-mercy mode. Recovering their HP does not remove the mode.
- They will not enter this mode when strung up on a sand bag, and if they were in the mode it will be removed.
- NPCs are not as bloodthirsty as the player character, hence will never attack while in this mode. They can get hit by area of effect attacks.
- Hostiles in this mode can be talked to, and their conversation window will offer the following options:
- "I'll give you something delicious."
- NB: This option is duplicated in this changelog but I'm not sure if both options are in the game. (I don't think they are, which means one of them does not apply?) Anyways, both are listed as they are in the official changelog.
- Select a food item that is rank 5 or greater to raise their master/servant score by a rank-dependent amount.
- Food items selected will disappear otherwise you would not be able to feed them once they are Satisfied.
- Once their master/servant score is 100 or greater they will join you as a pet.
- "You are such a wimp!"
- Increases player character's power gauge by 15%, and slightly reduces the Impress of all NPCs in sight.
- "I'll give you something delicious."
- Select a food item to raise their master/servant score by a rank-dependent amount and also their Impress by a gold value-dependent amount.
- Food items selected will disappear otherwise you would not be able to feed them once they are Satisfied.
- Once their master/servant score or Impress is 150 or greater they will join you as a pet.
- They say you shouldn't feed wild animals, but if you take responsibility for them and take them in as a pet there should be no problems with it, right?
- "Kill your fellow countrymen!"
- The target's master/servant score is rolled against the player character's Will to determine if this succeeds. Karma and Impress are reduced whether the roll succeeds or not.
- When it succeeds, begging-for-mercy mode is removed, and the target turns into a non-pet allied character. They will despawn when the player character leaves the map.
- Will not work when there are already 5 or more non-pet allied characters.
- They are at extremely low health so if you don't heal them they will die pretty quickly.
- It is a mistake to surrender to someone who would select this option.
- "Leave your money behind!"
- The target leaves behind 1/100 of the gold they have (capped at 100k) at their location. If the rare loot trigger is on, there is also a 25% chance of spawning a fighting destone. The target then retreats and disappears.
- "Make me feel good..."
- Unlike the regular "a little tail", it costs 10 times the usual amount of stamina but will never make the user Sick. Does not get interrupted even if the player character becomes Tired.
- But if the target becomes Tired, they are rendered unconscious for 40 turns.
- Lowers Impress.
- "I'll let you die without pain!"
- Procs Decapitation.
- "I forgive you..."
- Target retreats and disappears.
- If the rare loot trigger is on, there is a 50% chance of spawning a fighting destone, and a 25% chance of spawning a awake destone where they stood.
- "I forgive you...It's a lie!"
- Procs Decapitation. Karma penalty.
- Asides from the usual drops, if the rare loot trigger is on, there is a 25% chance of spawning a fighting destone where they stood.
2.26[]
3/16/2025
[Changes and additions]
- Changed how sprite and color code is displayed when 'l'ooking at a character.
- Modern games deserve modern visual effects, so every character now has their own cut-in effect that displays when they do a gauge attack.
- Place a cutinNN.bmp image (where NN is the character sprite + color code except for the player character, in which case you should use -1) in the user/graphic2/ folder and it will get used as its cut-in image.
- These images should have a black background and be 300x250 in size.
- Full-body portrait images (tachi-e) are 300x500, so you may be able to just crop half it for use as their cut-in image (that is, if you feel that the best image is one that's easy to find).
- When displayed in game, the image is scaled to double its size. Enemy cut-ins will have their image flipped horizontally.
- The horizontal bar visual effect will still display even if you don't have a cut-in image set.
- I've made cut-in effects for 9 NPCs; you can use these as a guide or swap them out.
- When an NPC targets and initiates combat with a drunk NPC that was annoying it, the drunk NPC will now also target that NPC and enter combat.
- This is because target-less NPCs will automatically target the player character when they initiate combat.
- Implemented 2 different endings for the werewolf event.
- Hostile NPCs can no longer be voted for execution by a town.
- Increased the chance that a dog race NPC will react when a Dog Whistle is used to 90%.
- Added 2 new doggod unique NPCs.
- Added 4 new spirit NPCs.
- Added 1 new special action.
- Implemented the effect of the master of club/spade/heart/diamond items. This change affects items that were generated in previous versions of the game.
- Added 2 new unique artifacts.
- Added another 2 new items.
[Fixes]
- Fixed some descriptions.
- Fixed master of diamond and master of heart having their sprites swapped.
- Fixed <Goda> and <King Cockroach> not using Shadow rush special action.
- Fixed bomb barrel depending on Disarm Trap instead of Carpentry.
2.26: detailed changelog[]
[master of spade/club/heart/diamond card effects]
- Costs 10% of the player character's max MP to activate.
- If there are 5 non-pet card spirits on the map, all spirits who correspond to the item's suit will have their rank increased by 1 and have their battle mode switched to Onslaught. However, if a card spirit's suit and rank matches that of another card spirit, its rank will reset. Card spirits that have dealt damage will have their battle mode switched to Defense.
- If there are less than 5 non-pet card spirits on map, it spawns 5 card spirits of random rank and suit. Their level is dependent on Magic Device and Memorization skill levels, and they will start in Defense mode.
- When the player leaves the map, non-pet card sprites will all despawn.
[New NPCs]
- spade warrior
- Base level 20 spirit that does not randomly spawn. Uses only Jumping Drop.
- Has a different appearance when rank 1-5, 6-10, and 11-13.
- Non-pet spade warriors have their rank displayed in the top right corner.
- Non-pet spade warriors will also deal rank * 2% more damage.
- club feather
- Base level 20 spirit that does not randomly spawn. Uses only Blade Turbulence.
- Has a different appearance when rank 1-5, 6-10, and 11-13.
- Non-pet club feather have their rank displayed in the top right corner.
- Non-pet club feather will also have rank * 2% more Speed.
- diamond eyes
- Base level 20 spirit that does not randomly spawn. Uses only Purification.
- Has a different appearance when rank 1-5, 6-10, and 11-13.
- Non-pet diamond eyes have their rank displayed in the top right corner.
- Non-pet diamond eyes will also receive rank * 2% less damage.
- heart witch
- Base level 20 spirit that does not randomly spawn. Female only. Uses only Mind Bolt.
- Has a different appearance when rank 1-5, 6-10, and 11-13.
- Non-pet heart witch have their rank displayed in the top right corner.
- Non-pet heart witch will also have a rank * 5% chance to not hit allies with their spells. (This roll is separate and independent of the Control Magic roll).
- <Godwolf>
- Level 170 doggod.
- Uses Shadow Step, Punishment, Curtain of Smoke, and Jumping Drop.
- <Kyu-bi>
- Level 180 doggod. Female only. Neutral character.
- Uses Illusion Roar, Heal Critical, Group Hypnosis, and Struck Out.
- Happy when eating fried tofu - like foxes.
[Werewolf event endings]
- Possible outcome #1: when the total level of NPCs killed by the werewolf (i.e. the event 'counter') reaches 200 or greater, AND there is no fox disguised as a citizen on the map, the counter resets to 0.
- A <Godwolf> then spawns where the last victim was killed.
- Werewolves and werewolf detectives on the map will also reveal themselves and turn hostile.
- These do not have the summoned NPC bit flag, and hence will never despawn from the town even if you leave the map or wait.
- A fox will never spawn in town as long as there is a non-pet <Godwolf> currently on the map.
- Possible outcome #2: when the total level of NPCs killed by the werewolf (i.e. the event 'counter') reaches 200 or greater, AND there is a fox disguised as a citizen on the map, the counter resets to 0.
- A <Kyu-bi> then spawns where the last victim was killed.
- All foxes on the map will also reveal themselves.
- These do not have the summoned NPC bit flag, and hence will never despawn from the town even if you leave the map or wait.
- These are neither friendly nor hostile, and when it comes to it you can even get the town to execute them.
- A werewolf will never spawn in town as long as there is a non-pet <Kyu-bi> currently on the map.
[New items]
- <Honegum>
- Unique artifact that Godwolf always spawn with. Pronounced 'honegamu' (NB: bonegnawer) in Japanese.
- It's a 'hoko', a type of Chinese halberd that is used as slicing weapon, so it has been classified as a battle axe.
- I was very much unsure whether this should be a spear/polearm instead, but spears are a thrusting weapon. The skill to use a slicing weapon with a long handle would be useful when wielding this, so the battle axe seemed the most appropriate category.
- <Konmou Happa>
- Unique artifact that Kyu-bi always spawn with. Throwing weapon.
- echinobox
- A junk item that does not randomly spawn.
- Foxes [in towns] have a decent chance of dropping this. Kyu-bi will also trade these for fried tofu.
- When thrown, it procs Disarm Trap, Gene engineer, and player level-dependent Illusion Roar.
- If it hits a target and that target survived, it inflicts Brain Parasitize status on them.
- Does not get consumed, so it is reusable.
- lightning discharger
- A junk item that has a high chance of spawning in the wilderness (except on the Sea and in Aimwell) during Hard rain weather.
- Like trees, these have to be Pickpocketed from the ground.
- When thrown, it procs Control Magic, Magic Capacity, and player level-dependent Thunder Vortex.
- If it hits a target and that target survived, it deals PV/DV-elemental damage to them that is dependent on the same skills.
- Does not get consumed, so it is reusable.
[New special actions]
- Poker Force
- A 'W'ide-area special action learned when a master of ____ card item is used for the first time.
- You can choose one of the effects listed below.
- Showdown...
- Fails to activate if you select a hand that you don't have.
- When it does activate, the 5 card spirits reset and another random set gets spawned.
- The player character receives Memorization skill experience when any hand other than High Card activates.
- ...High Card - i.e. you don't have any other hand. Deals constitution-element single target damage that is dependent on player character Memorization skill, Dexterity, character level, and the rank of the highest ranking spirit.
- ...Pair Cards - works for one pair, two pair, three of a kind, full house, and four of a kind. Heals a percentage health of all allied characters in sight, with that percentage dependent on [spirit] rank and number of pair cards.
- ... Straight - Deals constitution-element bolt-type AOE damage that is dependent on player character Memorization skill, Dexterity, character level, and spirit rank.
- ... Flash (sic) - Deals constitution-element damage to all enemies in sight that is dependent on player character Memorization skill, Dexterity, character level, and spirit rank.
- ... S-Flash (sic) - Deals constitution-element damage to all enemies on the map that is dependent on player character Memorization skill, Dexterity, character level, and spirit rank.
- Note that royal straight flush is unimplemented as it would give the spade suit too much of an advantage.
- [Wild Card Change] - unimplemented. I plan to have this do something like expend 50% power gauge and change the selected card spirit into a joker that does not get reset.
- Rank Raise Magic - Expends 5% power gauge. Raises the rank of the selected card spirit by 2. If the new rank makes share the same rank and suit as an existing card spirit, then increases its rank by 1. If raising its rank by 1 would still make it share the same rank and suit as another sprite, then its rank is not increased.
- In short, if you want to play your cards right, use the 'master of' card items and High Card for damage while raising spirit rank with Rank Raise to improve your hand, then blast enemies with high damage when the time is right.
2.25R[]
1/1/2025
[Changes and additions]
- Changed the order in which ShikiOrigami special actions are learned.
- It is now Shuriken -> Airplane -> Crane.
- For balance reasons, the level modifiers of summoned NPCs remain unchanged for these.
- Halved etherwind and Nefia fever duration so that they punctuate, not dominate the player's schedule.
- The MP cost for NPC spellcasting used to depend on their character level, but that meant that their MP cost kept increasing while spell potency remained the same.
- As such, MP cost is now dependent on Casting skill for NPCs.
- The detective (and werewolf detective) NPC will now give info about werewolves when selecting the appropriate option from their conversation window.
- Changed some descriptions.
[Fixes]
- Fixed the potency of all buffs being the minimum value or having the same value as their debuff counterpart.
- Fixed the visual effect of bolt spells not showing.
- Fixed Casting skill not gaining experience while under the effect of Advanced Casting.
- Fixed automatically targeting an allied NPC when their AOE attack hits you while you currently have nothing targeted.
- Reworked some of the code for creating the AOE of breath attacks.
- Fixed cicada not disappearing and instead deleting one item that was supposed to drop when both the cicada and the target it was thrown at die at the same time.
- Fixed Negotiation special actions not working on enemies who have noticed you.
- Fixed the display issue for shoggoth sprite in the deck.
2.25[]
12/16/2024
[Changes and additions]
- Added a penalty to damage dealt by characters under level 20.
- This is to address the issue in early game where everybody (both allies and enemies alike) die in 1 hit because everybody has 0 defense.
- Changed gunner's starting skill from Literacy to Carpentry.
- Changed claymore's starting skill from Literacy to Alchemy.
- Revamped the items that each class starts with.
- Lomias now spawns 1 less putit during the tutorial so that player characters of certain races/play styles don't get spawn camped by them.
- Added the option to feed a tag team.
- Both members of the tag need to be Hungry, have to have enough Impress, and not have Anorexia.
- This is equivalent to having a meal together - both members receive 100% of the experience, and half the satiety.
- NPCs no longer automatically target the last character to damage them.
- This is so that they don't keep changing targets when attacked by several characters.
- They will now either keep targeting their initial target or the first character to damage them.
- However, the Provoke special action can make them change targets, so it is now possible to have one character act as a tank.
- Added sprite number to the info that can be viewed when 'l'ooking at a character to make reskinning characters easier.
- Using a chara_N.bmp (where N is the number) will replace that character's sprite with it.
- Refer to help.txt in the /user folder for more info.
- Renamed the hard gay NPC to explosioman. Changed spoken lines and the card description.
- Now that I've thought about it, it wasn't very considerate. This NPC is still there, but it no longer references the original meme.
- No complaining about this change unless you're okay with having a trash mob that explodes named after yourself or someone you know without your permission.
- Added 1 new unique artifact, available for exchange from rich person <Stoke>.
- Added 2 new special actions and 1 new NPC for those.
- Changed the maximum HP of the 3 types of ShikiOrigami from 1/10 of the usual NPC HP to 1/20 + 1.
- Traveling skill was too important, so the following changes have been made to address that:
- Pets will gather materials and stats will train based on the Learning attribute even without the skill.
- Having the Traveling skill will give a small amount of bonus attribute experience so it is best to have it, but the difference between having the skill and not isn't as stark now.
- The amount of experience gained by pets training in the Doujou is now Learning-dependent.
- In the future I intend to make it possible for pets to get stronger even when they are not in your party.
- Made the physical attacks of NPCs without a set weapon do more reasonable damage - the modifier for non-Martial Arts damage now increases by 5 every 50 weapon skill levels.
- Changed the proc chance for the "increases the chance of extra melee/ranged attack" equipment attributes so that it is more consistent.
- Equipment attribute increases the chance by up to 50%.
- Every 50 levels in the applicable weapon skill increases it by [an additional] 1% up to 40%.
- Class trait increases it by [an additional] 5%.
- Similarly, the proc chance for "gives you a chance to throw an absolute piercing attak" equipment attribute has also been changed to use the aforementioned system.
- Equipment attribute increases the chance by up to 20%.
- Every 100 levels in the applicable weapon skill increases it by an additional 1% up to 15%.
- Claymore class trait has a separate 5% to proc it (this remains unchanged from previous versions of the game).
- Changed the proc chance for the "increases the chance of extra melee/ranged attack" equipment attributes so that it is more consistent.
- Buffed the effect of Tactics and Marksman skills on damage multipliers so as to make physical attacks more on par with magical ones.
- Buffed the effect of various stats on special actions.
- Special actions needed a buff because regular attacks were cheap and yet you could proc powerful attacks from them.
- Equipment +enhance levels now makes less of a difference in damage dealt by gauge attacks that cost 100% power gauge.
- Drastically increased the effect of Swimming skill on the chance of getting Dyspnea on Seabed maps.
- To make things more straightforward, the set of tiles that were used for animating water tiles are now considered water tiles themselves.
- You might be able to use these to portray a body of still water or something.
- Made pet training tickets stack more easily.
- The item +enhance level of pet training tickets dropped by enemies is now the level of the enemy that dropped it, rounded up to the nearest multiple of 10.
- Their maximum +enhance level has been increased to 100.
- Their NPC selling price is now affected by +enhance level.
- Their chance of spawning has been slightly decreased.
- Changed the effects of 3 debuffs.
- Slow - reduces Speed by a fixed 40% (20% for unique NPCs).
- Mist of Frailness - increases physical damage received by 20% (10% for unique NPCs) and decreases physical damage dealt by 20% (10% for unique NPCs).
- Mist of Silence - decreases spell casting success rate by 70% (35% for unique NPCs).
- The debuffs that are effective on all types of targets are less potent, and those that are effective only on certain types of enemies are more potent.
- Potency of the debuff will now affect only the number of turns of debuff.
- The idea of status ailments that have a low chance of applying and are useless under most circumstances, yet when applied in niche situations will basically win you the fight may seem appealing to some. As a game, however, it's probably best to have status ailments that have a decent chance of applying and are always helpful to apply on enemies.
- Removed the 3/4 chance that unique NPCs had to ignore a debuff that was going to be applied to them.
- Instead, the potency of debuffs is now reduced to 1/4 for them.
- This also applies to pets who are unique.
- Made it easy to resist Blinded, Dim, Paralyzed, and Confused status ailments as these prevent character movement.
- Made it even easier to resist Sleep and Fear status ailments as these pretty much incapacitate your character.
- The others (Wince, Chills, Poisoned, and Memory Poison) that don't affect too much are now harder to resist.
- NPC Shop Rank now has an upper limit of 999,999 just in case overflow occurs.
- Shop Rank now has an upper limit of 200 when determining what types of items the shop should sell.
- This is so that items of a lower item level will continue to be offered by shops even at extremely high Shop Ranks.
- When Negotiation special actions Fascination Dance, and Serious Begging hit an enemy who is not in combat, the enemy will now notice the user and initiate combat. (This works just like performing and preaching).
- Reduced the fee for the Adventure Seminar to less than 1/10 of what it was because setting a higher fee didn't seem to stop people from skipping the text.
- When thrown, dying cicada will now proc Howling Wave if it hits a character.
- The potency of Howling Wave is dependent on the player character's Gene engineer, Throwing, and character level.
- It now has a 1/10 of dying and turning into a locust fishing bait upon hitting a target.
- (It is guaranteed to die if it misses the target.)
- The cicadas that fall into the hands of adventurers are fated to meet a violent end; these poor creatures get used as improvised bombs even as they are dying.
- Made slight changes to the dialogue with NPC adventurers so that it's clear that you have to have hired them before in order to recruit them as a pet.
- Replaced the "good" quality descriptor with "common" so that players don't think it's better than average.
- Each town now stores the total level of all characters who have been attacked by a werewolf.
- If the counter reaches 200 or greater, it ends in a werewolf victory.
- If there is 1 or more fox remaining in town, it ends in a fox victory.
- Nothing happens even when one side wins though. For now...
- If a daytime lynching occurs and there are no longer any werewolves or werewolf detectives as a result, it is a citizen victory and the counter resets.
- The counter does not reset if the werewolf died from something other than the lynching.
- It now costs 50 Authority to accuse someone of being a werewolf during a conversation.
- The number of votes added as a result of the accusation has been increased to 4-7.
- Non-pet allied characters are no longer eligible to be attacked by werewolves.
- There is now a chance of earning a small amount of yaca points when selling items to an NPC shop.
- The number of points is dependent on selling price and shop rank.
- The amount of points earned and the maximum amount are both rather low, so it's inefficient to buy items at a shop and immediately sell them back.
- You would probably have to sell quite a few pricey items before you even see any points.
- 5x as many points are gained in December.
- Forbidding spells/special actions with AP now work with bit flags internally.
- When updating the game, all pets in the pet list and those on the same map will now automatically get updated.
- Changed some descriptions.
[Fixes]
- Fixed gauge attacks that proc from rods, spells, and breath attacks not using the flavor text set in TxtSpecial.
- Updated some info as it was outdated.
- Fixed being able to intern waiting or dead characters in the Camp.
- Fixed the player character being unable to proc the gauge attack for rods.
- Fixed the option for Guild mass training disappearing instead of the one for investing when Guild Size is 200 or greater.
2.25: detailed changelog[]
[Earning yaca points from NPC shops]
- As shop rank increases up to 10,000, the threshold that needs to be met in order to have a chance to receive yaca points decreases from 5,000gp to 3,000gp.
- As shop rank increases from 10,000 onward, the chance of receiving yaca points increases from 1/10 to 1/5.
- When the selling price is above the threshold, it is divided by the threshold. The quotient is the number of times it rolls. For every roll that succeeds, it awards 1 yaca point.
- An increase of 1 in shop rank has a negligible effect, but nonetheless, investing isn't completely pointless until the cap of 999,999 shop rank is reached (as impractical and unfeasible as it may be, however).
[Starting items]
- All of these generate unblessed and uncursed.
- warrior - bronze coin x 3
- thief - lockpick x 3, kemuridama x 3
- wizard - spellbook of magic arrow x 3, spellbook of minor teleportation
- farmer - stomafillia x 2
- predator - bronze coin x 3
- archer - scroll of teleportation x 5, sewing kit
- warmage - spellbook of hero x 3, spellbook of concentration
- tourist - fishing pole with 50 water flea attached
- pianist - grand piano and lute
- gunner - scroll of teleportation x 5, carpenter's tool
- priest - spellbook of cure minor wound x 3, spellbook of gem
- claymore - potion of cure minor wound x 5, potion of cure mutation
[Modifiers on damage dealt by characters below level 20]
- Below level 5: 1/2 damage dealt
- Level 5 - 9: 2/3 damage dealt
- Level 10 - 14: 3/4 damage dealt
- Level 15 - 19: 4/5 damage dealt
- The damage reduction is split into several stages and the denominator is kept small so that damage doesn't get rounded down to 0 as often.
[New item]
- <Hiden Mashi>
- Does not randomly spawn.
- Can be exchanged for 5,500 music tickets from rich person <Stoke>.
- Using it spends 100% of power gauge. Reusable.
- Nothing happens if used without the ShikiOrigami feat.
- Spawns 2 <Kamikakushi> the hiden ShikiOrigami NPCs (see below), allied.
- Their character level is dependent on Literacy and Control Magic. Their level modifier and level cap are higher than other ShikiOrigami NPCs.
- Cannot be used if there is at least 1 other <Kamikakushi> on the current map.
- <Kamikakushi> spawned in this manner will disappear when changing maps.
[New NPC]
- <Kamikakushi> the hiden ShikiOrigami
- Spirit-race NPC with a base level of 10. Does not spawn randomly. Floats.
- Unlike other ShikiOrigami NPCs, it does not have a HP penalty, nor is it weak to fire.
- There are 2 variations of the sprite but there are no sex/stat differences.
- On low health, uses Kamikakushi (see below).
- Uses Shadow Step, Decapitation, Mind Thorn, and Kamikakushi.
[New special actions]
- Kamikakushi
- Cannot be learned by the player character.
- When the user's health is 50% or greater, it removes 1 ShikiOrigami NPC from the current map. (The special action fails if there aren't any.)
- It then executes an attack similar to Extermination Breath. Deals a high amount of constitution-element damage to targets in the AOE; damage is dependent on the removed ShikiOrigami's character level and the user's Tactics and Dexterity.
- This attack is unaffected by "enchances your breath." (sic) equipment attribute, but will never hit allied characters regardless of Control Magic level.
- It also inflicts 1 additional turn of Confuse on targets regardless of their resistance to it.
- When the user's health is below 50%, it removes 1 ShikiOrigami NPC from the current map. (The special action fails if there aren't any.)
- It then heals the user's HP and MP by 1/4 of their maximums.
- Hip Attack
- Learned upon level up when Tactics skill is 50 or greater and Martial Arts is 30 or greater.
- If the target is not already Inverted, inflicts 2 turns of Invert, and deals Tactics and Strength-dependent constitution-element damage.
- If the target is already Inverted, inflicts 1 additional turn of Invert, and deals Tactics, Strength, and character level-dependent constitution-element damage.
- <Shena> the draw now has a decent chance of using this when in melee range. This change applies to NPCs generated in previous versions of the game as well.
- When used by Shena, the potency is increased by 1.5 times. After all, Shena's ass is the best.
2.24fix[]
8/17/2024
[Fixes]
- Fixed high jump rat not using Jumping Drop because the ID wasn't set correctly.
- I forgot to set some precautions that are necessary whenever NPCs summon more of their own type.
- Rush rats were ignoring the fact that they had already summoned rush rats and kept trying to summon more, causing an infinite loop and making the game freeze.
- The endless summoning that was ironically game-ending has been fixed.
- NPCs not in the pet list will now always be able to use shift cores in their inventory as it will ignore date and time.
- This is because it's unfair that the opponent in the EX Arena can't use it when theirs is on cooldown.
- Added precautions to prevent the crash that occurred when the opponent in the EX Arena used a shift core.
- NPCs not in the pet list will no longer change their appearance.
- Their name will change and they will receive the appropriate buffs.
- Fixed NPCs not receiving the 5 buffs when they use a shift core in their inventory.
- Added precautions to prevent overflow when calculating additional damage from the "combine ___ spells" equipment attributes.
- The additional damage from these equipment attributes is now capped so that it can only do as much damage as the original attack.
- Reduced the equipment attribute strength needed to reach that cap.
- Fixed having a tatie set for the character on the left side of a tag team causing issues like both taties becoming the same picture or disappearing when selecting certain options.
- Also, Mind unlock is no longer usable in tag evochat.
- Fixed "It only works on the Crop" message showing up for crop tiles outside farms.
2.24[]
8/14/2024
- Added 1 new item obtained solely as a monster drop: pet training ticket.
- For early game when you can't afford to pay for your pet's training.
- Added some lines to trainers' random lines in conversation windows that contain explanation.
- Made skill learning cost a fixed 5 pp regardless of the number of skills learned.
- This is to alleviate the need for platinum pieces in early game and let players achieve a particular character build faster.
- The player character is also able to learn skills via skill debris now.
- The dryrock, [crop] field, and Compost tiles will now function only on their respective deed maps.
- (Also, crops no longer leave behind buds when harvested outside of a farm.)
- These tiles are now available in Design mode in all deed maps.
- This should allow people to have more options when designing their maps and allow people to fix things should the original tiles get destroyed by fire or something.
- You can fill the entire farm map with crop tiles now if you like as long as you don't get sick of managing it.
- Made slight changes to the red books pertaining to farms and ranches.
- Adjusted the prices of deeds so that the different types don't vary in cost as much.
- Their cost should go in the following order now:
- shop < farm < museum < ranch
- This is to nudge players to get a shop first as it really helps to have one, but if people prefer not to they can easily get something else.
- NPC shops will now sometimes use their own money to increase their rank.
- The idea behind this is that shops you often patronize will naturally flourish.
- This so that stingy players and new players who don't know about investing won't get stuck with a shop that never grows its selection of wares.
- It's also so that you can't buy an extremely expensive item, then slowly recoup all the money by selling things to them, essentially making the item "free" in a sense.
- Now that this works the same way as traders, the option to invest has also been added to traders.
- Rebalanced the cost of investing in NPC shops.
- Investing experience gained is no longer fixed; it will now increase with shop rank.
- Cost of investing now caps out at shop rank 200.
- When investing, the shopkeeper's Impress now increases more at higher shop rank and with higher Investing skill.
- When taking on a [town board] quest, the quest giver's Impress will now increase slightly. Failing the quest will not decrease it.
- After beginning town management, you can check your popularity in town (dependent on the sum of Impress of all NPCs who have some kind of job) by talking to the mayor or chief (in Melugas, it's Orville) and selecting the option in the conversation window.
- In the future I plan to make [popularity] affect the outcome chances after enacting policies and also have your choices affect Impress in turn.
- Added the option to invest in a guild (that increases their "size") to the conversation window for the guildmasters of the 3 guilds.
- Added the option to do Guild mass training once a month.
- The rewards received for fulfilling the guild quota will increase slightly with guild size.
- Guild mass training increases the attribute potentials of player character and all pets by an amount dependent on current guild size.
- Increased the number of platinum pieces rewarded for meeting the Thieves Guild quota so that it matches that of the other two guilds.
- Renamed the special action <Gauge Release> to <Gauge Save/Release>.
- The default setting will cause gauge attacks to proc as soon as they are available just like pets on Onslaught directive.
- Using the special action toggles it to allow you to save up your power gauge just like pets on Intercept directive.
- Renamed Pregnant special action to Parasitize.
- If the player character has been parasitized, the status ailments on the left will now display "Parasite".
- Added a new special action Brain Parasitize.
- The parasite cannot be removed by drinking poisons as it is in the brain, not the torso.
- Instead, this is cured when the host takes nerve or lightning elemental damage.
- Existing methods that prevent pregnancies will also work to prevent these.
- Some NPCs will now use this instead of the other Parasitize attack. This change will not affect instances of the NPCs spawned in previous versions.
- Rest assured, no enemies will use this in early game.
- Parasitize and Brain Parasitize are now considered hostile actions.
- When used, the target's guard break gauge will now increase by 10% whether the attack succeeds or not.
- With this, using it on an already parasitized character will no longer waste a turn.
- Changed Voracity Fang special action to constitution element.
- It will now also apply a Constitution-weakening effect to its target.
- When a character uses Drain Blood special action while afflicted with bleed, the potency of bleed is now reduced by a small amount.
- ShikiOrigami-Crane had significantly higher damage output than the other two types.
- Hence, the ShikiOrigami special actions that are learned later will summon higher level characters and vice versa.
- The level cap [dependent on lowest dungeon floor cleared] still applies on top of this.
- When ShikiOrigami, summoned undead, shades from Shadow Hop, and dark guardians defeat enemies, the player character will now gain an enemy character level-dependent amount of Control Magic skill experience.
- Added 8 new rat race NPCs.
- Changed the sprite for rat (the one in Irva) and its evolution (NB: name appears in English version as "EV" but is "electrical mouse" in Japanese version).
- This change does not affect those spawned in previous versions of the game.
- Changed the sprite for capybara.
- This change WILL affect those spawned in previous versions of the game.
- This is a sprite that was contributed by someone so I was reluctant to alter it. My apologies, but I've made it more realistic.
- Using a shift core now applies Speed, Hero, Gem Power, Concentration, and Divine Wisdom in the same turn. These buffs have a potency dependent on the user's character level.
- These buffs would probably be of higher potency if you had applied them yourself, but the form Shift buff by itself felt kind of lackluster compared to visual transformation going on.
- Shift cores no longer need power gauge, so pets on Onslaught mode will now use these.
- Set an upper limit to spell stock obtainable from one reading of a spellbook to 999 so that you can't have infinite spell stock from spellbook conversion.
- Killing allied NPCs no longer gives any experience as they don't fight back.
- magistus, trismagistus, skull sword, and violent skull sword no longer have an item level so they don't get obsolete and will stack together.
- Instances of these items generated in previous versions of the game will have their item level removed when selected in the inventory or when thrown.
- Rebalanced the Magic Storm cast by magistus and trismagistus, and made it dependent on Magic Device, Control Magic, and player character level.
- Rebalanced the potency of skull sword and violent skull sword, and made it dependent on Magic Device, Throwing, and player character level.
- Both do a PV/DV elemental attack, but the latter will also do additional Nether and Magic elemental attacks.
- Both of these will also increase the target's guard break gauge by 15% when they hit.
- The gist of these changes is that the magistus items are AOE attacks while these are single-target.
- The skill required to craft these items in item fusion has been changed from Anatomy to Magic Device.
- Hitting an enemy with a bomb barrel now causes a Burning Storm with a potency that is dependent on Carpentry, Gene engineer, and player character level.
- Also, the checks to see if a [bomb barrel] can be set on fire is now limited to once per turn, but it is no longer random and it is guaranteed to catch fire.
- When the it is set on fire, it no longer deals non-elemental AOE damage; it now causes fire elemental lingering effects in an AOE.
- Furthermore, it is now special in that it does not disappear when catching fire.
- Cards now have their number displayed together with their name.
- The maximum number of Yaca points that can be earned in a sale/trade at your shop is now reached when the item is worth 500k gold.
[Fixes]
- Fixed some descriptions.
- Fixed the anorexia Lv display being unable to handle cases where number of times vomited exceeds 30, causing the game to crash.
- Fixed the issue with Saint Blade special action damage calculation.
- Fixed Limit Power special action as it was not decreasing Speed by the percentage it was supposed to and causing Luck to decrease as well.
- Fixed lingering effects from breath attacks not having the originating character's data associated with them, causing all NPCs to assume they came from the player character and also causing issues when determining if a character can dodge the effects.
2.24: detailed changelog[]
[NPC shopkeepers increasing their own rank]
- When an item is purchased at an NPC shop and the amount of money the shopkeeper has exceeds (a threshold dependent on shop rank) + (cost of investing), the shop will attempt to invest as much as possible.
- The cost of investing is 1/3 of what it would be for the player if the player had 0 in Investing skill.
- In very early game it will be cheaper to let shops invest in themselves, but you will miss out on the experience and Impress gain.
- Having level 20 in Investing skill will reduce the cost of investing to 1/3 for the player character, so you may want to get the skill as soon as possible.
[Investing in guilds and training]
- Guilds start out with a size of 50, and you can only invest 50 at a time.
- You can no longer invest when guild size is 200 or greater.
- The calculations for cost of investment and amount of experience gained is the same as for shops.
- This is kind of pointless but investing will also increase the guildmaster's Impress by an amount dependent on guild size and Investing skill.
- <Guild mass training> increases attribute potentials (for all attributes including Speed but excluding Luck) by an amount equal to the guild size. Training at guild size 200 increases potentials by 200% each.
- This affects every non-hostile character on the map, even the shopkeepers and guild members.
- This isn't a game changing feature but the idea is that you can train together with the people there.
- The next mass training will not be available until a month as passed.
[New item]
- pet training ticket
- Junk category item that does not spawn randomly.
- Has a decent chance of dropping when the rare loot trigger is on.
- Has an item level that is dependent on the character level of the enemy that dropped it. (There is randomness in the item level; [enemy level contribution] is capped at 50).
- Giving it to a pet whose character level is at or below the ticket's item level will allow them to spend it in town and train themselves once.
- Players should have enough money to cover training costs by the time pets are above level 50.
[New NPCs]
- saikyo nezumi
- Level 185 rat.
- Cure of Jua on low health.
- Uses Illusion Roar, Eye of brainwashing, and Group Hypnosis.
- It's totally named "saikyo" after a youkai in that region, not because it's the strongest.
- ultimate experimental
- Level 178 rat.
- Super Regene on low health.
- Uses Gravity Sphere and Shining Wave. Has a low chance of using Killing Dance.
- mountain shaker
- Level 167 rat.
- Uses Smash Ground and ZinlaiKyaku.
- doping guinea pig
- Level 118 rat.
- Uses Poison Bolt, Nerve Bolt, Liquid Manipulation, and Alchemical Rain.
- gundegu
- Level 96 rat.
- May spawn in swarms comprising of only gundegu.
- Has a low chance of using Fire a volley when power gauge is 50% or greater and below 95%.
- rush rat
- Level 64 rat.
- Uses Body Blow.
- Has a low chance of using Summon chaos to summon more rush rats.
- The NPC summoned by rats bringer has been changed from carnage rat to this.
- high jump rat
- Level 36 rat.
- Has a decent chance of using Jumping Drop if it is currently afflicted by Poisoned, Bleeding, or Choked.
- huge chinchilla
- Level 23 rat.
- Poison Breath.
[New special action and status ailment]
- Brain Parasitize
- Inflicts BParasite status ailment on target. Does no damage but is considered an attack.
- Increases target's guard break gauge by 10% whether it succeeds or not.
- When afflicted with BParasite, the character will occasionally be afflicted with Brainwash and 15 turns of Dim regardless of their immunity.
- Fortunately, Brainwash applied this way will not unequip any gear or cause friendly fire.
- The parasite cannot be removed by drinking poisons as it is in the brain, not the torso.
- Instead, this is cured when the host takes nerve or lightning elemental damage.
- Existing methods that prevent pregnancies will also work to prevent these.
- When the player character is afflicted by BParasite, Brain Parasitize becomes available as a special action.
- leucochloridium, driceradops, and camouflaged imp now use this instead of the regular Parasitize.
- Eating the corpse of leucochloridium now causes BParasite instead of Parasite.
- You won't have to deal with these in early game because the lowest level of these (leucochloridium) is level 45.
2.23[]
6/10/2024
[Changes and additions]
- The passive gold gain from TraitProprietarySales shopkeeper feat now occurs by default - no feat is needed for this benefit.
- This feat has been renamed TraitProcurement and now functions to increase that passive gold gain.
- Dealing damage to an enemy put in a sand bag by the player character will now display the total damage over 20 turns at the top of the game window.
- The damage counter starts when the player character deals damage, and continues adding to the total until the 20th player turn.
- The total is reset after the 20th turn.
- You can use this to determine how much damage is dealt and how consistent it is.
- Added an option to 'i'nteracting with characters trapped in a float cage. This affects only characters caught in version 2.23 and later.
- They can be now released in places other than the Camp.
- Doing so will remove them from the list of pets and they will resume being friendly/hostile - whichever they were before they were captured.
- You can use this to release monsters in town to wreak havoc, or you can put some non-hostiles there to liven up the place.
- Breath attacks now leave behind lingering effects in their AOE for several turns.
- Characters standing on the tiles with the effects will now have a chance to take constitution-element damage and get afflicted by the associated status ailment every turn. (Magic element has no associated status ailment; Chaos breath will inflict only Confused.)
- Damage and potency of status ailment are dependent on the user's Constitution and character level.
- The damage and status ailment can be mitigated or evaded depending on [the target's] Control Magic skill.
- Fire breath's lingering effects are like fire pillars except they don't spread to other tiles or burn items.
- Things that could be added in the future: items or special actions whose effect depend on the lingering effects the character is currently standing in.
- MPoison status ailment has been renamed Erosion.
- Nether elemental attacks now inflict this status ailment.
- Control Magic skill level no longer reduces the potency of the received debuff; instead, Nether resist is now used.
- Removed the HP absorption effect from Nether element attacks because it was unbalanced.
- Holy Veil buff can now prevent and dispel this debuff.
- The duration for all status ailments is now capped at 100 turns, except Gravity which is capped at 1,000 turns.
- This is so that the potency of status ailments can't stack indefinitely and you don't get trapped in place for thousands of turns even after combat has ended.
- Jumping Drop and Diving Drill special actions will now fail if the target is not within 5 tiles when the auto-turn ends.
- They will still work even if line of sight is blocked by a wall or something - these are attacks from directly above/below, after all.
- When the attack fails, no damage will be dealt, but the user will be placed adjacent to the target.
- Added 4 new special actions that could be useful for roleplaying a cleric.
- Replaced the Believer [and Zealot] feats to a feat that confers these special actions.
- Added the god's portrait to the Gaining Faith random event, and also added lines for them to speak.
- The "Dodge" feat no longer gives DV [and is now the Discernment feat].
- Instead, it allows you to see the sex, age, and god of the target you are currently 'l'ooking at.
- Also, the "reveals religion" equipment attribute has been changed to "prevents the natural decline in Piety." Every hour there is a small chance of losing Piety; this equipment attribute negates that.
- Added 3 new special actions that consumes spellbooks to summon temporary allies.
- Added 3 new NPCs for these.
- You can use spellbooks for spells that you think you don't need any more stock of.
- Replaced the Improved Evade [and Greater Evade] feats for a feat that confers these special actions.
- Mogranic Aura special action no longer inflicts Emission status ailment on user upon use; instead, it reduces current MP by half of max MP (this will not cause magic reaction).
- Firing a potioman at a target a number of times will now place the same number of potion plugs at the target's feet.
- Picking up the potion plugs will not put the items into your inventory, instead they will increase the potioman plug counter directly (like how gold and platinum pieces work).
- Summoned undead that have had necro remodel used on them before will now spawn with Control Magic skill.
- The chance of getting hit by their attacks can be further lowered with various buffs.
- A command flag can now be used to change the battle mode of non-pet NPCs (e.g. hired adventurers and summoned undead). Directive special action cannot be used on them.
- Changed the name of the "Add time info" setting in the Japanese version to "Display timestamps in log" so that it's clearer as to what it does. (NB: No change in English version.)
- The timestamps in the log will now be displayed as something like [23:59] instead of [59].
[Fixes]
- Fixed some descriptions.
- Fixed "back" body part not getting spawned when using slime mold on a corpse of a character that had both "back" and "body" body parts.
- Please note that using slime mold on corpses generated in 2.22 or earlier will act as if the opposite is true when checking whether the corpse has "back" and "body" body parts.
- Lock-Lv no longer displays on unlocked containers.
- Fixed the tax calculation for land vehicles and boats.
- Fixed the increase in critical rate from Predator job's trait and Magnet-S/Magnet-N statuses because it was not getting applied.
- Fixed the rapid ammo damage multiplier not getting applied to MP and SP damage from the "absorbs MP/stamina from an enemy" equipment attributes.
- These multipliers are halved just like the damage to HP.
- Fixed Summon spirit spell so that the spell potency (which affects the level of the summoned spirits) no longer overflows as easily.
- Fossil restoration will now also spawn the card and figure of the monster - I forgot to implement this one.
- Fixed the issue with types of potions that the "debuff potion" item fusion recipe was producing.
- It should now produce the correct potions: weaken resistance, weakness, slow, and silence.
2.23: detailed changelog[]
[New item]
- potion plug
- Junk item that does not spawn randomly.
- Spawns at the feet of targets when they are attacked with a potioman.
- When picked up they increase the number of potion plugs directly without going into the inventory.
[New field state]
- [Reprimand Room]
- Whenever any character on the map kills someone who was not hostile to that character, they will roll to have Wince and Punishment inflicted on them.
- Potency of status ailment and debuff are dependent on the level of the character killed.
- This means that you can debuff enemies by baiting them into hitting other enemies with their AOE attacks.
[New special actions]
- Saint Blade
- Learned upon getting the Saint feat.
- A PV/DV element attack dependent on Will and Faith skill. Range of 3 tiles.
- Deals more damage depending on the user's character level.
- Damage also increases depending on Karma, capping at 1.4 times base damage. Unusable at 0 or less Karma.
- When used by NPCs, it assumes their Karma is 20.
- Gives a small amount of Faith skill experience when used.
- healer, sister (level 50 town NPC), sister (level 5 Noyel NPC), and <Rovid> now have a decent chance of using this when their target is 3 tiles away or closer. (This change affects instances of NPCs spawned in previous versions of the game.)
- Purification
- A 'W'ide-area special action.
- Learned upon leveling up when Saint feat has been acquired and Faith skill is 30 or greater.
- Deals constitution-element Faith skill-dependent damage to all enemies within sight.
- Deals more damage depending on the user's character level.
- Damage also increases depending on Karma, capping at 1.4 times base damage. Unusable at 0 or less Karma.
- When used by NPCs, it assumes their Karma is 20.
- Deals 4 times more damage to undead.
- Gives a small amount of Faith skill experience when used.
- holy beast, <Jure>, <Blesssed Jure>, and <Ether Generator> now have a low chance of using this. (This change affects instances of NPCs spawned in previous versions of the game.)
- Angel Halo
- A 'W'ide-area special action.
- Learned upon leveling up when Saint feat has been acquired and Faith skill is 60 or greater.
- ALL characters in sight (including the user) have their power gauge reduced by 15% and guard break gauge increased by 15%. It does not increase guard break beyond 90%.
- Gives a small amount of Faith skill experience when used.
- <Isca> the fallen angel, arkhai, dominion, and fallen angel now have a high chance of using this whenever their power gauge is 15% or greater and their target's power gauge is 90% or greater. (This change affects instances of NPCs spawned in previous versions of the game.)
- Reprimand
- A 'W'ide-area special action.
- Learned upon leveling up when Saint feat has been acquired and Faith skill is 80 or greater.
- When used, deals Will-dependent damage to all enemies in sight (the damage formula is the same as that of gauge attacks except this deals less damage), apply 5 turns of Wince to them, and changes the field state to [Reprimand Room].
- Gives a small amount of Faith skill experience when used.
- kirin, seraph, cupid inspector, and <Sist> the older sister now have a high chance of using this whenever their power gauge is 80% or greater.
- ShikiOrigami-______
- There are 3 different variations of this - Crane, Shuriken, and Airplane. All are 'W'ide-area special actions.
- The prerequisites for learning these are as follows:
- Acquiring the ShikiOrigami feat
- Having the feat and leveling up when Literacy skill is 20 or greater
- Having the feat and leveling up when Literacy skill is 60 or greater.
- Expend 20% of MP and one spellbook of your choice to summon (remaining charges x 2) of the special action's corresponding NPC.
- The type of spellbook does not matter. Ancient books and spellbooks of wishing cannot be used.
- Grants Literacy skill experience when used, so you don't need to read spellbooks that you don't need stock of in order to train Literacy.
- NPCs summoned in this manner will disappear upon changing maps. Astral light pen can be used on them.
- No more than 15 of these NPCs can be summoned per map - this is the total including every subtype.
- Character level of summoned NPCs is dependent on Literacy skill level, and the level cap depends on lowest dungeon floor cleared.
- These also have a maximum character level of 1,000 and their maximum HP is 1/10 of the usual because you can summon these a lot more easily than summoned undead.
[New NPCs]
- kamioriduru
- Base level 3 spirit. Does not spawn randomly. Weak to fire. Has float bit flag.
- Uses Mind Thorn and Nightmare.
- kamishuriken
- Base level 4 spirit. Does not spawn randomly. Weak to fire. Has float bit flag.
- Has a low-potency bleed melee attack. Uses Clash Rush.
- kamihikouki
- Base level 5 spirit. Does not spawn randomly. Weak to fire. Has float bit flag.
- Uses Close Suicide.
2.22[]
3/11/2024
[Changes and additions]
- Added the fossil restoration item fusion recipe.
- Added 11 new monsters that can be recruited as pets in this manner.
- Added 1 new bit flag for these monsters.
- Makeshift implementation of <Darkness evochat> for NPCs interned in a Camp.
- With this, you no longer have to repeatedly execute NPCs to increase master/servant score.
- Sleepiness now increases an additional +1 every hour (on top of the usual +1) between 8pm - 3am while on a local map. Note that having 14 or greater sleepiness allows you to sleep.
- This should help prevent players from being unable to sleep for 24 or more hours.
- Even if you miss today's sleep, it should let you sleep earlier and hopefully be able to return to a normal sleeping schedule the next day.
- Added a new ether disease symptom that makes the +1 additional sleepiness occur during the day instead.
- Hazard Recipe special action now taints an entire stack of food at a time. Now you'll have enough for everybody to have a taste.
- [Panic and Challenge] town board quests now have a maximum displayed level of 6,666.
- Party time! town board quests now have a maximum quota of 9,999.
- Ore items that pets automatically pick up are now limited to those in the following list (they will accept other types of ores that are manually given to them):
- worthless fake gold bar
- junk stone
- raw ore of diamond/rubynus/emerald/mica
- gold bar
- sun/mana/earth crystal
- Changed the effect of the feat granted by secret treasure of Opatos.
- It used to be: reduce damage received from physical attacks by 1.
- It is now: reduce the % piercing effect of physical attacks by 3%.
- Reduced the chance for shadows to spawn. <Getuei> and shadows will only use Shadow Hop when their target is in visual range AND their hp is at 90% or below.
- This is because Cemetery Nefia often start with 5 - 6 shadows per floor, and when they pick a fight with a cat or something the map quickly filled up with their clones.
- Clones spawned by the use of Shadow Hop can now be drawn towards the player only if they were summoned by the player.
- Added an additional effect that procs when Bewitch special action succeeds - if the target's guard break gauge is 60% or lower, +20% is added to it.
- Added an additional effect that procs when Fascination Dance special action succeeds - if the target's guard break gauge is 40% or lower, +20% is added to it.
- vomit and urine are now more useful - these can be used to make fertilizer on a farm's compost tiles.
[Fixes]
- Fixed some descriptions.
- Mining the walls of Merchant and Pirate ships yielded some inappropriate items, so it will now yield garbage, wood piece, and wood material instead.
- Fixed pets not displaying when inside Merchant and Pirate ships.
- Fixed item weight not getting recalculating after fishing from fishing tiles on coastal maps.
- Fixed a quasi-unique NPC being able to reproduce on the ranch.
- Like other unique NPCs, it will now generate shadows when breeding.
- Fixed burst ammo so that equipment attribute effects no longer apply - as originally intended.
- Having additional damage procs that ignore the damage multiplier or having x40 times to proc an equipment attribute isn't too good for game balance.
- Rapid ammo, unlike burst ammo, will apply equipment attribute effects to attacks. However, all of the damage done by rapid ammo will now have the same damage modifier as regular ranged attacks.
- Fixed the flavor text issues when using Touch of Poison and Touch of Paralyze while a certain martial style is in effect.
- Fixed float cage sprite being off by 1 pixel when a captured NPC is in it.
- Fixed the unitdead undead fusion monsters created by the player character not being valid targets for Necro Force special action.
- Fixed the issue where an NPC who is able to move multiple times per turn could use Jumping Drop/Diving Drill, die while using it, execute the attack anyway, and then leave their sprite behind.
- Fixed certain attack animations having a water sound effect after the Hydro Fang spell has been used.
- Fixed cheating in blackjack while Alert-Lv is 0 causing a crash. The minimum Alert-Lv is now 1, as it's kind of odd for the dealer to totally be off-guard.
- Fixed getting taxed for the higher cost ship even after reading a deed for a cheaper ship.
- Prevented NPCs from reading deeds given to them to prevent issues with turn management.
- Fixed NPCs interned in the Camp not yielding toil-energy when the effect of a toil-energy drink prevents their Life from decreasing.
- Fixed floating characters without the Disarm Trap skill triggering land-based traps.
- Fixed the code that made animals on the ranch sick more frequently when there are more shit or sick animals in there as it wasn't working properly.
2.22: detailed changelog[]
[New ether disease symptom]
- You are more sleepy during the day than at night.
- Instead of gaining additional sleepiness during 8pm-3am, gain it during 10am-5pm instead.
- Most ether disease symptoms alter some physical aspect, but this is probably not too outlandish since vanilla also had mind-altering ones like Stupid and Desire for violence.
[New bit flag]
- Restoration bit flag
- Completely heal all HP once when HP falls to 1/4 or less of maximum.
- Unlike Lay Hand, this will not proc when getting instantly killed by an attack.
- Like Lay Hand, this recharges when the player character sleeps.
[New item fusion recipe/new NPCs]
- fossil restoration
- Spawns a monster listed below as a pet as well as its corresponding card and figure at the player character's feet.
- All of these do not spawn randomly and have the aforementioned restoration bit flag.
- restoroid KAPPA
- Level 31 imp.
- Spawns when a level 99 something fossil is used as an ingredient.
- Has a bonus to Swimming skill. Uses Hydro Bolt.
- restoroid saber tiger
- Level 27 cat.
- Spawns when a level 90-99 something fossil is used as an ingredient.
- Uses Voracity Fang.
- restoroid dire wolf
- Level 23 dog.
- Spawns when a level 80-89 something fossil is used as an ingredient.
- Uses Eye of dimness.
- restoroid giant panda
- Level 19 bear.
- Spawns when a level 70-79 something fossil is used as an ingredient.
- Uses Squeeze.
- restoroid mega kangaroo
- Level 16 largeanimal.
- Spawns when a level 60-69 something fossil is used as an ingredient.
- Female-only. Uses Continuous attacks.
- restoroid goat
- Level 13 sheep.
- Spawns when a level 50-59 something fossil is used as an ingredient.
- Produces a lot of milk when on the ranch. Uses Draw Shadow.
- restoroid sea cow
- Level 10 largeanimal.
- Spawns when a level 40-49 something fossil is used as an ingredient.
- Has a bonus to Swimming skill. Has a low chance of using Bound in Blood.
- restoroid toki
- Level 7 bird.
- Spawns when a level 30-39 something fossil is used as an ingredient.
- Has the float bit flag. Uses Death Word. Does not have the Death Word-dispelling bit flag.
- restoroid passenger pigeon
- Level 5 bird.
- Spawns when a level 20-29 something fossil is used as an ingredient.
- Has the float bit flag. Uses Jumping Drop.
- restoroid garefowl
- Level 3 bird.
- Spawns when a level 10-19 something fossil is used as an ingredient.
- Has a bonus to Swimming skill. Uses Bewitch.
- restoroid dodo
- Level 1 bird.
- Spawns when a [level 9 or below] something fossil is used as an ingredient.
- Does nothing. This is because it has a 100% chance of using the Do Nothing special action, so you can forbid it from using special actions or set it to Talking stance to get it to be useful.
[Darkness evochat]
- When the player character has Action points remaining, adds this as an option to the conversation window for an NPC interned in the Camp.
- After finishing the evochat, master/servant score will increase depending on the amount of Surrender points gained.
- <Whipping> - +1 Surrender. An additional +1 if after <Stick the candy in>.
- <Stick the candy in> - +1 Surrender. An additional +1 if after <Whipping>.
- <Give lots of love> - +1 Surrender. Player character Charisma is rolled against target Will. If the roll succeeds, give an additional +1 Surrender.
- <<Violent>> - unimplemented.
- <Dark tickling recording> - +1 Surrender. - +1 Surrender. Player character Dexterity is rolled against target Constitution. If the roll succeeds, give an additional +1 Surrender. The top-left corner will say "REC" until the evochat ends, but this doesn't do anything functionally.
- <<Torture anyway>> - unimplemented.
2.21fix2[]
1/2/2024
[Changes and additions]
- The condition for NPCs to use Rain of sanity used to be "when player character or self insanity is 10 or above". This threshold has been increased to 11 and above.
- This is because when <Mind unlock> is active, base insanity is 10.
[Fixes]
- Fixed ranged attack dealing lot more damage than they were supposed to because I read the ranged modifier wrongly and added an additional digit.
- Fixed the crash that occurred when attacking while weapons with 1 damage die were equipped on different slots.
- Fixed the enemy that was supposed to be exclusive to pitfall town board quests spawning outside of the quest map.
2.21fix[]
12/30/2023
[Changes and additions]
- When an NPC is...
- currently afflicted with Immobility status ailment, is currently being ridden, or is the right-side of a tag team, AND
- it picks one of the following special actions to use: Diving Drill, Jumping Drop, Shadow Step, Shadow Jump, ZinlaiKyaku, Dimensional Move, Teleport, or Short Teleport,
- it will use a melee attack instead.
[Fixes]
- Diving Drill and Jumping Drop special actions are no longer usable when the user is afflicted with Immobility, is being ridden, or is the right-side of a tag team. (Like how other special actions that move the user are also disabled under these conditions.)
- This is to prevent the graphical glitch where the user appears to be where it isn't.
- Fixed the use of yellow gem stone of Heart of twilight causing random Nefia to not have a final floor.
2.21[]
12/29/2023
[Changes and additions]
- Added 2 new special actions for NPCs to use.
- Trap disarming town board quests are now point-based and have a 500 turn time limit.
- Various items are also scattered across the map.
- Trap disarm difficulty will now vary with quest difficulty.
- There will also be high difficulty traps that award a lot of points.
- As such, you may have to carefully consider which traps you want to disarm and in which order.
- Added 1 new NPC that spawns only in the pitfall quest type, and 4 new NPCs that spawn only in the landmine type.
- Added 5 new worm race NPCs on top of the aforementioned ones.
- The modifiers at every range now add up to the same number for all types of ranged weapons. (This table can also be viewed using the in-game help).
- Laser guns are no longer the strongest weapons, though if you think adjusting into optimal range is too much effort you might still prefer those.
- Also, the effect of range modifier on damage has also been rebalanced so that there is a greater distinction between them.
- shot gun 20-20-10-05-05-05-05
- crossbow 15-15-10-10-10-05-05
- short bow 10-15-15-10-10-05-05
- machine gun 10-10-15-15-10-05-05
- skull bow 05-10-10-15-15-10-05
- laser gun 10-10-10-10-10-10-10
- pistol 15-15-15-10-05-05-05
- throwing 10-15-15-15-05-05-05
- long bow 05-05-15-15-15-10-05
- sniper rifle 05-05-10-15-15-15-05
- [Ranged attacks] using shields and melee weapons [equipped in the Shoot slot] no longer have a special distance modifier applied. Instead, they [will act like regular ranged attacks] except with their attack dice halved.
- kunai and tomahawks (and the unique artifact weapons that are of these types) are well-suited for throwing, and hence the above rule does not apply to these.
- Equipping ranged weapons in melee slots also no longer give those weapons a lower damage modifier.
- Added 2 new items, available for exchange at a Camp with Toil-Energy.
- These also have a low chance of spawning randomly.
- One of these is also set as a reward item received when completing Garziem's side quest.
- The amount of trade occurring at a shop, "Activity", is now displayed beside Shop Rank in the conversation window for shopkeepers.
- This basically displays how many extra items are up for sale in the shop.
- This number is recalculated only when the shop inventory gets refreshed.
- It starts out at 50 + the number of times that type of shop will attempt to generate an item.
- Selling trade goods that are from other regions AND have the effect of increasing the number of items sold can bring it up another +20.
- When the latter effect is triggered (i.e. the trade good had an effect on number of items sold) there will now be a message displayed in the log.
- Removed the "make random Nefia have exactly 4 floors" effect from the yellow gem stone of Heart of twilight item.
- MP cost while worshiping Ehekatl used to be between 1 and (base cost) * 1.4.
- It is now between (base cost) * 0.1 and (base cost) * 1.1.
- The Adv-Cast buff had a side-effect that tripled casting difficulty (NB: buff is from using Advanced Casting), but by mid-game or so this effect may as well not be there.
- As such, it now affects not only the player character but also pets.
- The buff's effects have been revamped and are as such: casting MP cost is increased, spell potency is increased, and [spell] and Casting skill base experience received are increased.
- The Japanese name of the special action has been changed (NB: English name is unaffected) and it is now a 'W'ide-area special action.
- Floating characters who move onto a tile with a trap that does not get triggered by floating targets will now roll to disarm that trap immediately instead of having a delay.
- The potency of the player character's spells is now calculated using the average of that spell's level and Casting skill level.
- This means the player no longer has to level every single spell from scratch, and that leveling Casting skill no longer becomes pointless after a certain point.
- In light of the above change, the player character and NPCs now earn the same amount of spell and Casting skill experience when casting spells.
- Containers that aren't gamble boxes will now also display the level of their lock in their name if they are locked.
- It will say "Lock-Lv" instead of just "Lv" so that it's clearer what that number is referring to.
- Rebalanced enemy NPC attack range.
- Blessed pieces of equipment can no longer be cursed by the Curse special action. Scrolls of curse will still work on them though.
- Nerve element was changed to inflict Sleep, and that caused the Eye of Stiffen special action to not live up to its name.
- As such, said special action now inflicts Bind as well if the target is afflicted by fewer than 3 turns of Bind.
- Increased the guard break gauge increase for characters who have received damage from 2% to 3%.
- If the attack was dodged, guard break will not increase - this remains unchanged.
- PV/DV element attacks increase the target's guard break gauge by 6 points now, down from 10 points.
- Changed the HP absorption calculation for nether element damage to prevent overflow.
- The highest achievable amount has been decreased but the randomness has been greatly reduced.
- If damage display is turned on, the log message will now display the amount of HP absorbed.
- When damage received is reduced to 0 or below (such as with the Barrier feat), guard break and power gauges no longer increase multiple times.
- In previous versions, the Gravity spell added anywhere from 50 to 99 turns of Gravity status ailment to every target hit. The number of turns was independent of spell potency and was rolled separately for each target.
- Now, it inflicts a base +30 turns, and can increase up to +100 depending on spell potency. The resulting amount is applied to all targets hit.
- The log will also display the number of additional turns of Gravity status ailment that were inflicted.
- Gravity status ailment now has an upper limit of 1,000 turns.
- Added some English translations provided.
[Fixes]
- Fixed the upper limit for the Speed buff from Gravity Accel special action; it is now 300 instead of 200.
- The damage reduction calculation for Jiu-jitsu status has been updated.
- Fixed Suicide Attack having the same visual effect as Bubble Storm.
- Fixed NPCs who died in the Camp taking up a Camp slot.
- House board and similar items will now display the number of NPCs currently interned.
2.21: detailed changelog[]
[New special actions]
- Jumping Drop
- A 'W'ide-area special action. Not usable by the player character. Causes 5 auto-turns.
- Upon finishing the auto-turns, move adjacent to target and deal Perception and Weight Lifting skill and character level-dependent PV/DV element damage.
- This does about 4 times as much damage as other PV/DV element special actions.
- This will fail if there are no targets on the map when the auto-turns finish. Otherwise, any enemy - even those out of sight - can be attacked.
- Characters in the process of using Jumping drop can be hit by this attack; those who are currently using Diving Drill cannot.
- speed hack cheatah, black hopper X, flight fish, flying leech, suzaku, strike eagle (including those spawned in earlier versions of the game) will use this special action when not Poisoned, Bleeding, or Choked. They will also receive a slight bonus to Weight Lifting skill when spawned.
- Diving Drill
- A 'W'ide-area special action. Not usable by the player character. Causes 10 auto-turns.
- Upon finishing the auto-turns, move adjacent to target and deal Constitution and Mining skill and character level-dependent PV/DV element damage.
- This does about 9 times as much damage as other PV/DV element special actions.
- This will fail if there are no targets on the map when the auto-turns finish. Otherwise, any enemy - even those out of sight - can be attacked.
- Characters in the process of using Diving Drill can be hit by this attack; those who are currently using Jumping Drop cannot.
- wall hack cheatah, sand worm, <Bamboo Sprout>, <Buildup Opatos>, and <Opatos> (including those spawned in earlier versions of the game) will use this special action when not Poisoned, Bleeding, or Choked. They will also receive a slight bonus to Mining skill when spawned.
- I considered adding this move to the two types of moles, but those are already unique enough with their ability to destroy wall tiles.
- NPCs currently in auto-turn for the above two special actions will be invisible and cannot be seen even with the "see invisible creatures" equipment attribute. They can, however, be detected with Sense Object.
- When the player character moves into the tile the NPC currently occupies they will trade places. Hyper Dash will also not work against them.
- They cannot be targeted with special actions that targets adjacent characters.
- Area of effects attacks that are not centered on a particular target will hit them, while the area of effect of breath attacks and bolt spells will not hit them.
- When they receive damage or an effect (e.g. they get bashed or splashed by a potion) the special action will be interrupted.
- These are basically the 'jump' or 'fly' or 'dig' attacks that you commonly see in games.
- They don't do as much damage on a per turn basis, but they make the character much harder to hit and will also hit enemies that tend to run away.
- The long auto-turn wind up is to ensure that enemies will have 1 or 2 chances to stop the attack even if their Speed is a lot lower than the character using the special action.
[Changes to the trap removal town board quests]
- All 't'ools that can spawn naturally have a chance of spawning on the quest maps.
- The higher the quest difficulty, the greater the number of times the game will attempt to spawn an item.
- This means that material kits and gene machines have a chance to spawn.
- Discovered traps will have a special minesweeper-like flag sprite on these maps.
- The red flag traps have a 1/10 chance to spawn, are far more difficult to disarm, cannot be evaded when they activate, deal 10 times as much damage, and give 10 times as many points when disarmed.
- That said, these traps won't activate when floating characters fail to disarm them...
[New NPCs]
- bamboo spear spirit
- spirit race NPC with a base level of 70.
- Spawns exclusively in the pitfall-type town board quests.
- Has a chance of spawning when a pitfall trap is activated or disarmed on the quest map.
- Its actual level depends on quest difficulty.
- Cannot be Dominated but can be captured with monster balls.
- Melee attacks deal bleed-element damage but have half the potency of what blade NPCs have.
- Uses Distant Attack 7. Has a chance of using Venotrate when power gauge is 25-80%.
- Has a decent chance of using Diving Drill when not Poisoned, Bleeding, or Choked.
- anti-tank landmine girl
- karune race NPC with a base level of 95.
- Appears exclusively in the landmine-type town board quests.
- Will be randomly placed on the quest map when the quest map is generated when quest difficulty is above a threshold.
- Its actual level depends on quest difficulty.
- Cannot be Dominated but can be captured with monster balls.
- Defeating one counts as removing a landmine.
- Does not trigger landmines.
- On low health, uses Close Suicide.
- Will always spawn with a sniper rifle equipped.
- Uses Rocket Fire, Love Crafting, and Gravity.
- jump landmine girl
- karune race NPC with a base level of 85.
- Appears exclusively in the landmine-type town board quests.
- Will be randomly placed on the quest map when the quest map is generated when quest difficulty is above a threshold.
- Its actual level depends on quest difficulty.
- Cannot be Dominated but can be captured with monster balls.
- Defeating one counts as removing a landmine.
- Does not trigger landmines.
- On low health, uses Close Suicide.
- Uses Shadow Step and Teleport.
- Has a decent chance of using Jumping Drop when not Poisoned, Bleeding, or Choked.
- scatter landmine girl
- karune race NPC with a base level of 75.
- Appears exclusively in the landmine-type town board quests.
- Will be randomly placed on the quest map when the quest map is generated when quest difficulty is above a threshold.
- Its actual level depends on quest difficulty.
- Cannot be Dominated but can be captured with monster balls.
- Defeating one counts as removing a landmine.
- Does not trigger landmines.
- On low health, uses Close Suicide.
- Will always spawn with a shot gun equipped.
- Uses Clash Rush and Sand Cannon.
- landmine girl
- karune race NPC with a base level of 65.
- Appears exclusively in the landmine-type town board quests.
- Will be randomly placed on the quest map when the quest map is generated when quest difficulty is above a threshold.
- Its actual level depends on quest difficulty.
- Cannot be Dominated but can be captured with monster balls.
- Defeating one counts as removing a landmine.
- Does not trigger landmines.
- On low health, uses Close Suicide.
- Uses Cowering Smile, Chaos Eye, Nerve Needle, Mist of Silence, and Nightmare.
- worm holer
- Level 191 worm.
- Draw Shadow, Melt Clinch, Smash Ground, Chaos Vortex, Slow.
- vindalian deathworm
- Level 172 worm.
- Has a bonus to Mining skill.
- Vindalian Jiu-jitsu, Squeeze, and Voracity Fang.
- Has a decent chance of using Diving Drill when not Poisoned, Bleeding, or Choked.
- death wordm
- Level 110 worm.
- Dispels Death Word upon death.
- Death Word, Insult, and Curse.
- heal worm
- Level 72 worm.
- Eating its corpse ameliorates the Sick status ailment (equivalent to a +5 green tea).
- On low health, use Cure of Jua. Uses Voracity Fang and Healing Rain.
- mega gordian worm
- Level 43 worm.
- Rubbing and Pregnant (target will give birth to mega gordian worm).
[New items]
- splendid chain
- Junk item that randomly spawns.
- May be exchanged for Toil-Energy in Camps.
- Giving it to NPCs who have 150 or greater master/servant relationship will increase their Impress and master/servant score.
- You can also use it for the Set mark feature to decorate sprites.
- toil-energy drink
- A drink that randomly spawns.
- May be exchanged for Toil-Energy in Camps.
- Completing Garziem's side quest will also reward you with 1.
- Applies 10 turns of a new Energy MAX buff that prevents SP from decreasing for 10 turns.
- This will apply a bit flag that prevents the next Life decrease of non-pet NPCs due to working in the camp or getting milked on the ranch.
- Can be spread with Alchemical Rain.