Elona Wiki
(1.35)
Tag: rte-source
(1.35R, 1.35R2, 1.36 partial)
Tag: rte-source
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* There's a known bug where after seeing a vendor with three or more item pages, the game may crash when moving to the 2nd page of the fusion pot. Checking your own items (X) after seeing a vendor with three or more item pages should prevent the crash from occurring.
 
* There's a known bug where after seeing a vendor with three or more item pages, the game may crash when moving to the 2nd page of the fusion pot. Checking your own items (X) after seeing a vendor with three or more item pages should prevent the crash from occurring.
 
Translated by [http://elona.wikia.com/wiki/User:AnnaBannana AnnaBannana]
 
Translated by [http://elona.wikia.com/wiki/User:AnnaBannana AnnaBannana]
  +
  +
  +
==1.36==
  +
'''3/30/2013'''
  +
[Changes and additions]
  +
* Added an Act III sub quest.
  +
* Added and placed two new unique NPCs in an Act III town.
  +
* Placing an item_*.bmp file into the user/graphic folder will now automatically replace the sprite in item.bmp at that position with your file. This is the item version for the chara_*.bmp sprite replacing system.
  +
* You can now choose what action to take when sleep sharing occurs. You can either wordlessly kick your pet out [of your bed], ignore it, or flirt around.
  +
* You can now choose what actions you want to take during forced sleep sharing initiated by Squeeze. The target will become more servile depending on what actions you take. If you're the kind of person who doesn't like stuff like this, you have been warned. If the target is at Soul Mate or above, then it will just be regular sleep sharing. (Except that you get to pick your target.)
  +
* Changing item name and sprite at Garokk now costs 1 pp.
  +
* Tentatively introduced the 2-man team system. The following are possible: pet + pet, player + pet, (player + steed) + pet.
  +
** Go make your dream team! Example of a team: http://www.elonaup.x0.com/src/up12851.png
  +
** NB: Link doesn't work any more.
  +
** For pet + pet teams, only one of the pets will receive damage when hit by an area-of-effect attack. To be precise, the pet that rolls the higher resist dice will cover the other pet. (Works even for nukes and Meteor.)
  +
** There are also support special actions that buff and heal during tag team.
  +
** The character on the left is in charge of moving and has control over the team formation. The character on the right will fail to move.
  +
** When the player is in a tag team, the screen will no longer scroll even when it is on in the settings. (This is because of how the game screen is drawn during scrolling, and it would cause your tag partner to keep jumping around sideways while trying to follow you.)
  +
** The speed of the team will be that of the slower character. The gauges will be visually half their original length, so they might be harder to read.
  +
* Cheer now works for 5 times the number of turns. Hero is now works 1.25 times the number of turns. Speed and Hero will now run out at the same time. Cheer will also no longer cause Contingency.
  +
* Doubled the stats of claw equipment.
  +
  +
  +
==1.35R2==
  +
'''2/24/2014'''
  +
[Changes and additions]
  +
* Fixed the crash that occurred when certain NPCs receive damage.
  +
  +
  +
==1.35R==
  +
'''2/23/2014'''
  +
[Changes and additions]
  +
* NPCs that split will no longer split after they have been recruited as a pet.
  +
  +
[Fixes]
  +
* Fixed the crash that occurred when casting some types of spells.
  +
* Fixed being able to Return to a map used in the main quest. Fixed the target for the damage received when travelling, and reduced the random damage.
  +
* Fixed the player getting a karma hit for using some special actions on Ebon after unchaining him.
  +
* Fixed "... of fire" equipment getting named as "... of night" instead. Equipment that is already named "...of night" will be renamed as "of fire".
   
   

Revision as of 04:23, 2 June 2016

1.39

8/31/2014

[Additions and Changes]
  • If a portion of save data either does not exist or can't be read, the game will display a message and terminate.
  • Though it's late in coming, 3 race-name changing items will be generated at your feet for those whose race name disappeared. These will be generated regardless of if you were affected by this issue. Update in a map that has space for the items.
  • Main quest has been developed a little
  • Several recolored monsters were added
  • Sleep sharing will no longer automatically passively occur. For sleep sharing to occur at random when sleeping, you must give a pet whose relationship is "Fellow" or higher a "Sleep Sheep" item.
  • Cost of refilling special bullets has been halved. Replenishing ammo at the armor shop will also replenish your pet's ammo. However, you can't replenish them again without leaving and re-entering the map.
  • When AP is refunded from Leold, you may temporarily exceed the 2000 AP limit. However, acquiring AP in this state will reset you to 2000 AP.
  • The special gauge will no longer increase when using a "knockout" attack.
  • Weight adjustments for PV and damage have been modified from +1/10s to +1/5s, up to a maximum of +40.
  • The "It Enhances your spells" effect is now capped at 2.5x
  • All magic spells will no longer receive a range-based penalty to damage
  • Added a skill to gather magical energy from all pets and then emit a bolt. However, there is a limit of 10x of the magic power of the user. It ignores "it deals magic damage to the magic attacker" traits of those it hits, but friendly fire is possible. The skill "charge" will not have any effect on this skill. Messages that companions will use on execution of this skill can be set in txtMultiple
  • The skill "volley" will now cost 10sp, as well as consume some of the special gauge.
  • You will obtain a bonus for every 100 victories in the pet arena. The bonus is doubled at 200, and triples at 300 (the maximum)
  • If you have 1st place in the pet arena, stronger challengers will be generated based on your number of successive victories. For "rumble", even if you aren't first place, the level of monsters will rise.
  • EX battles in the pet arena are not added to the total.
  • Your largest winning streak in the pet arena will be added to the journal.
  • Scroll of gain attribute is no longer needed for artifact synthesis that uses the Tear of Nefia gemstone.
  • The max enchantment level (referring to artifact synthesis) of artifacts have been raised
  • The store level of traders will rise when buying items. Selling and rebuying will not raise the store level.
  • The "quality" of a companion can now be raised with AP, and is referred to as "Uniqueing".
  [Fixes]
  • Fixed some typos
  • When using "call companion", if they are dead or otherwise unavailable, fixed an error where their image may show on the right side.
  • Improper ammo was sometimes being generated for gunner characters. To fix this, the starting ammo for those characters is now always the same.
  • Fixed environmental sounds (such as thunderstorms) that were not playing correctly.
  • Fixed an error when re-entering a map that sometimes occurred after having summoned a god and subsequently entered a shelter or "subjugation" map (type of quest?).
  • There's a known bug where after seeing a vendor with three or more item pages, the game may crash when moving to the 2nd page of the fusion pot. Checking your own items (X) after seeing a vendor with three or more item pages should prevent the crash from occurring.

Translated by AnnaBannana


1.36

3/30/2013

[Changes and additions]
  • Added an Act III sub quest.
  • Added and placed two new unique NPCs in an Act III town.
  • Placing an item_*.bmp file into the user/graphic folder will now automatically replace the sprite in item.bmp at that position with your file. This is the item version for the chara_*.bmp sprite replacing system.
  • You can now choose what action to take when sleep sharing occurs. You can either wordlessly kick your pet out [of your bed], ignore it, or flirt around.
  • You can now choose what actions you want to take during forced sleep sharing initiated by Squeeze. The target will become more servile depending on what actions you take. If you're the kind of person who doesn't like stuff like this, you have been warned. If the target is at Soul Mate or above, then it will just be regular sleep sharing. (Except that you get to pick your target.)
  • Changing item name and sprite at Garokk now costs 1 pp.
  • Tentatively introduced the 2-man team system. The following are possible: pet + pet, player + pet, (player + steed) + pet.
    • Go make your dream team! Example of a team: http://www.elonaup.x0.com/src/up12851.png
    • NB: Link doesn't work any more.
    • For pet + pet teams, only one of the pets will receive damage when hit by an area-of-effect attack. To be precise, the pet that rolls the higher resist dice will cover the other pet. (Works even for nukes and Meteor.)
    • There are also support special actions that buff and heal during tag team.
    • The character on the left is in charge of moving and has control over the team formation. The character on the right will fail to move.
    • When the player is in a tag team, the screen will no longer scroll even when it is on in the settings. (This is because of how the game screen is drawn during scrolling, and it would cause your tag partner to keep jumping around sideways while trying to follow you.)
    • The speed of the team will be that of the slower character. The gauges will be visually half their original length, so they might be harder to read.
  • Cheer now works for 5 times the number of turns. Hero is now works 1.25 times the number of turns. Speed and Hero will now run out at the same time. Cheer will also no longer cause Contingency.
  • Doubled the stats of claw equipment.


1.35R2

2/24/2014

[Changes and additions]
  • Fixed the crash that occurred when certain NPCs receive damage.


1.35R

2/23/2014

[Changes and additions]
  • NPCs that split will no longer split after they have been recruited as a pet.
[Fixes]
  • Fixed the crash that occurred when casting some types of spells.
  • Fixed being able to Return to a map used in the main quest. Fixed the target for the damage received when travelling, and reduced the random damage.
  • Fixed the player getting a karma hit for using some special actions on Ebon after unchaining him.
  • Fixed "... of fire" equipment getting named as "... of night" instead. Equipment that is already named "...of night" will be renamed as "of fire".


1.35

2/22/2014

[Changes and additions]
  • Added some content to Act III main quest.
  • Added quite a few new NPCs. There are now over 700 of them. With this, the number of NPCs added in Elona+ finally exceeds the number of vanilla NPCs.
  • After clearing an Awakened Nefia, there will be a chance that you will get an item for equipment attribute fusion. The chance depends on the dungeon depth (DL).
    • Chance that you will receive the item is 0% for level 50 and below, about 2% for level 51, 50% at level 100, 75% at level 200, and 90% at level 200.
    • There are ones that increase skills, increase attributes, grant status effect immunity, and rarely ones that lets you see invisible creatures.
    • This item is actually an expensive ore, so if it has an equipment attribute that you don't want, just sell it or give it to your pet.
  • Increased probability of generation of scroll of gain attribute.
    • The probability of finding scrolls is now as follows: superior material > gain attribute > growth
  • Increased strength of equipment attributes added to artifact equipment.
    • Resistances and skills gain ### each time. (Except for magic resistance, which gains ##.)
    • Go make your own original artifact by adding attributes that suit your play style, and by changing its name and appearance at Garokk.
    • Don't go overboard with it though, because quests in the future will give items that will grant special equipment attributes like chance of extra melee attack and magic reflect.
  • Added elemental equipment for non-primary elements. (Like "____ of fire" equipment for each element.) This makes it easier to mix-and-match equipment in early game to get a full set of resistances.
  • When an NPC is not equipped with equipment that enhances spells, then spell power will be increased by Casting skill.
    • At 100 Casting, another 5 skill levels in Casting will increase spell power by 1%.
    • At 300 Casting, spell power is 1.4 times the original spell power.
    • This does not affect pets, and pets belonging to other players in the showroom or at the pet arena.
  • If you already seen the event, then the black gemstone of wake up of Nefia will show up in the little sister rewards list even if it hasn't been identified yet.
  • Added a special action. It lets you show some serious physical affection for the target.
    • The user's Charisma will be rolled against the target's Will. If it succeeds, inflicts 1 turn of paralysis on the target (does not stack), while slightly increasing the target's gauge. You can use this on your allies or on enemies depending on the situation. You can customize the target's response to this with txtFawnOn.
  • Halved the required level for astral light pen usage.
  • When a god race NPC is recruited as a pet, its attributes will no longer be capped at 150. Instead, attributes will be 1/6 their original value. Skills will no longer be capped at 50, and instead they will be 1/2 their original value with a cap of 200.
  • The number of pets that can be left at the doujou and discarded ranch is now 150 per map. Slightly decreased the price of a deed of discarded ranch.
  • Added an item that stops NPCs from converting to another god if they have it in their inventory. When the player uses it, the current favor, favor limit, and prayer charge percentage will be displayed.
    • You will receive one when you convert to another god when not under the Punishment hex. It is also randomly generated.
  • When a certain item is used, it has a 50% chance of eliciting a response from dog race NPCs (including foxes) in visual range. Only newly-generated items will have this effect, though.
  • When an NPC has been recruited as a pet and it is forbidden from using certain special actions and spells, it will now no longer waste turns trying to use those forbidden special actions/spells, and will instead use its other moves that weren't disabled.
[Fixes]
  • Fixed a chest parameter causing pets to sometimes refuse to take them.
  • Fixed nothing happening when trying to make a pet learn Zero Shoot or Struck Out with AP.
  • Fixed townsfolk not resurrecting after executing them. Townsfolk who have already been executed will be resurrected if you reenter the map twice.
  • Fixed the crash that resulted from werewolf attacks that occur while the player is sleeping.


1.34

1/26/2014

[Changes and additions]
  • Finished an Act III sub quest. There may be an alternate bad ending for it in the future.
  • After clearing the sub quest above, you will be able to use an item for fusion and a scroll of growth to add equipment attributes to artifacts (both precious and random).
    • Equipment with more than a certain amount of equipment attributes cannot be equipped, however. (You can check the total equipment attribute strength at this location too).
    • This is a tentative feature, and you won't be able to add any attributes except resistances at the moment, but more types of attributes will be available for fusion in the future.
  • Renamed the gene machine to the ability imparter. Renamed Gene engineering skill to Biochemistry. This is for the folks who don't like the idea of injecting the genes of other creatures into your pet.
    • NB: Doesn't affect the English version.
  • Added a few new NPCs.
  • Werewolves will have a chance to hide in towns right from the start of the game. They also won't reveal themselves late at night (i.e. they won't be hostile, nor will they attack you). Instead, someone will die at 12 midnight if a werewolf is in town. If the target is a unique NPC or a fox, then no one will die.
  • If you accuse a townsfolk of being a werewolf and have him executed, your fame will rise regardless of whether you were correct or not.
  • If there is a werewolf in town, then there is a 50% chance that a detective will arrive in town when the date changes. The detective will investigate one NPC in town at random, and tell you whether he is human or non-human.
    • However, there are also insane detectives and werewolves disguised as detectives. These will tell lies.
    • Human detectives have a fixed chance of being the target of a werewolf attack.
  • Chests (the ones that weigh 300s) generated from this version and onwards will now rarely have rod of wishing in them. Whether the chest is one that has a chance of having a rod of wishing in it or not is determined when the chest is generated, and only some of these chests will actually have a rod of wishing in them.
    • Save-scumming is therefore pointless. It's the kind of thing that you might come across if you keep playing and get lucky.
  • The gauge attack for spells and magic devices will now only activate for attack spells/magic devices (except Meteor).
  • Changed the sprites of brown bear and grizzly. They are now brown and grey like their names suggest.
  • Added evolutions for low-level golems and bears.
  • Changed the probability that the Mist of Darkness spell will cause its effect from 1/2 to 1/4.
  • Added something similar to the Mist of Darkness that works against spells.
    • NB: Mist of Dazzling.
  • Added the throwing version of Swarm, because throwing had neither crowd control nor a special action nor special ammo. If used properly, throwing should now be fairly feasible in combat.
  • Rods of wishing can no longer be sold in your shop. The game will also now auto-save at the end of every day inside your shop.
[Fixes]
  • NPCs will no longer gain resistance for an element that they are intrinsically weak to as their level increases.
  • Fixed non-rare monsters (Isca, etc) not getting recorded properly in some of counters in the journal.
  • Fixed the bugged names for monsters disguising themselves as townsfolk.
  • Direct damage (unseen hand, poison, choking, etc, except for trap damage) no longer counts for the highest damage dealt record. The highest damage dealt record will be reset during the update.
  • Fixed the number of rogues remaining getting displayed on maps other than the one you encountered them on if you run away or use Return during a rogue attack.
  • To prevent crashes, you will now fail to fill empty bottles if your inventory is full.
  • When multiple undead from coffins of necromancy are killed with an AOE attack and get returned to their coffins, they all change types, and become the same type of undead as one of the zombies that were killed. This has been fixed.


1.33R

12/27/2013

[Changes and additions]
  • Removed the wait time for resurrecting NPCs. Instead, you will now be able to revive only one pet on a map. When you change maps, you will be able to revive another.
  • Marriage will now also give you your partner's card.
  • NPCs that start with superb resistance will also have that resistance increase with their levels. For example, the fire crab has the same amount of fire resistance as the red dragon, but with this change, the red dragon will have slightly higher resistance [due to its higher level]. NPCs like these will also start with superb resistance right from level 1.
  • When the walls in Tower and Fort dungeons are mined, there is now a low probability of yielding safes, and high probability of yielding stone material.
  • Tentatively added the item fusion recipe for creating furniture and other stuff with stone material. Higher Alchemy skill will give you a higher chance of creating a higher rank item, and higher Jeweler skill will make the crafted item have a better modifier (maniac, etc). The gem cutter will not be consumed when used in item fusion.
  • Tentatively added the item fusion recipe for creating furniture and other stuff with wood material. Higher alchemy skill will give you a higher chance of creating a higher rank item, and higher Carpentry skill will make the crafted item have a better modifier (maniac, etc). The carpenter's tool will not be consumed when used in item fusion.
[Fixes]
  • Pets will now properly receive experience for zapping rods.
  • Fixed some rods not being zapped when there isn't a hostile character around.
  • Fixed NPC placement on the map added in 1.33.
  • Fixed some maps getting refreshed before a few days has passed.


1.33

12/21/2013

[Changes and additions]
  • Created the final town in the Act III area. I plan to alternate between creating main quest content and sub quests in future update, but nothing is certain as of yet.
  • Added a few new characters.
    • cthugha (lv 190) has a 0.5% chance of using Meteor, so watch out for it. If cthugha gets summoned during monster summoning...
  • Split up the yith race and named the new races.
    • Extraterrestrial gods and rulers from outer space and their descendants are now of the extraterrestrial race. Their starting skill has been changed from Faith to Casting.
    • Organisms from the depths of the ocean and the denizens of the deep are now seamonsters. They have high Swimming skill.
    • NB: In english, the yith race remains named as such, but seamonsters have been moved out of it into their new race.
  • The stalker race has been merged into the ghost race. Slightly increased the attributes for ghost race. Increased starting levels of stalker and shadow stalker.
  • Added starting skills for classes (except tourist) that didn't have that many to start with. Referred to >>133 in the discussion thread.
  • Changed the default displayed class for some NPCs. (It will act as if a Blank Business Card has already been used on them.)
    • e.g. the custom class of maids will no longer be "tourist", and will be "employee" instead. Shopkeepers will no longer have their class displayed as "gunner", and will be "merchant" instead.
    • This change will not affect NPCs that have already been generated.
  • Gave some NPCs additional skills. For example, shopkeepers and Yacatect will now have Negotiation skill. This will not affect NPCs that have already been generated.
  • To prevent NPCs from working to their deaths, resurrection and revival at the bartender will be possible only after 24 hours has passed after death. The number of hours remaining until they can be revived is on the list of NPCs.
  • Rare monsters (like Isca) in the showroom and pet arena are no longer counted [in the journal].
  • When a pet gains a wish and you wish for a skill, the skill will now be given to the pet and not to the player.
  • Pets can now be handed rods and they will now zap them. They will always succeed at zapping a rod.
    • When zapping rods that can be aimed at adjacent cells, they will always target themselves.
    • When zapping rods that can be aimed at a distant target (e.g. bolt rods), they will always zap it at their target if they are in combat. If not in combat, they will use their default AI routine.
    • When a rod of wishing is zapped and you wish for a skill, the pet that zapped it will gain the skill.
    • The rods that will have an effect when used by pets are the ones for attacking, for healing, and for buffing.
    • Rods of identify, alchemy, domination, etc will have no effect.
[Fixes]
  • Fixed some descriptions.
  • Prevented the audience from getting affected by Provoke during pet arena EX battles.
  • Fixed amount of gold dropped.
  • Fixed certain item fusion recipes yielding the product even when fusion fails. Items may or may not disappear when item fusion fails - that is determined at random, and is a feature from vanilla Elona.


1.32

12/1/2013

All town board quests currently undertaken will be deleted during the update, and the quest givers in each town will be reset. Escorted NPCs will die.

[Changes and additions]
  • Increased damage done by chainsickles and whips.
  • Prevented equipment attribute that enables Distant Attack from getting randomly generated on equipment.
  • Changed the distance multiplier for Distant Attack. Accuracy and power will decrease by 10% per tile away from the target. Minimum is reached at 5 tiles. SP cost is 2.
  • Arrow- and bolt-type spells now have distance multipliers like ball-type spells. The multiplier is 100/(75 + distance * 25). The multiplier is x1 if you are right beside the target.
  • Towns will have sunbararian NPCs disguising themselves as townfolk. The likelihood of this happening is the same as werewolves. They are not hostile towards you. They are low-level, so they will die easily. They have a low chance of dropping an artifact on death.
  • Pets registered at the showroom or pet arena (EX) will now have a special bit flag assigned to them.
    • This is so that they no longer have the PV and DV bonuses and the increased HP that unique NPCs have, nor will they be able to use moves that they are not supposed to use.
    • The bit flag will be automatically given to pets when you recruit them and also during the update.
    • It will not be assigned to pets at the doujou or at the abandoned ranch, so you will need to get them into your party once for them to have the bit flag.
  • Tentatively implemented the gauge attack for throwing. It is guaranteed to hit and to be a critical attack, has increased pierce, and has a damage multiplier depending on skill level. The distance multiplier remains the same, so keep in mind the distance between you and the target.
  • The player can now learn some special actions with AP. These are more or less just for fun, because all these special actions are ones that you probably won't use after getting them or are kind of hard to use.
    • Synchro hearts and Charge Attack which you can probably do without are now available here.
[Fixes]
  • Fixed the ambient noise for towns continuing to play even when you exit the town.
  • Fixed the effects on the battle map added in 1.31 affecting your pets assigned as shopkeeper or ranch breeder.
  • Provoke and Megid Flame special actions affect only hostile NPCs when used by a non-hostile NPC. If used by a hostile NPC then it affects all non-hostile NPCs.
  • Fixed being unable to receive the faith reward artifact if the god has been summoned. The variable has been reset, so if you already have the artifact, you will be able to get just one more if you re-worship the god. That's just how it is.


1.31R

11/25/2013

[Changes and additions]
  • Fixed the variable for resetting quests because it was outdated. Quests will now be generate as they should.


1.31

11/24/2013

[Changes and additions]
  • Added some content to the Act III main quest, from the surfacing of the Deep-sea castle to the boss battle.
  • Werewolves have a 50% chance of dropping platinum pieces when defeated while they are disguised as a human.
    • They will no longer disguise as humans outside towns.
    • They will only start to generate in towns on the 1st month of the year 518.
  • From January 518 onwards, you can choose one person per day out of all the towns to frame as a werewolf and execute.
    • The target can be chosen from 12 noon to 12 midnight. Talk to the target you want to execute and select the option to execute them.
    • This is a fallback for people who have discovered a werewolf but are unable to defeat him, and is also a clue as to who the werewolf is, so townsfolk drop nothing when killed by execution. It's better to kill them yourself if you are able to.
  • A fox NPC can disguise itself as a townfolk, and the probability that it will happen is even lower than the werewolf event. This is confusing [for players who are looking for the real werewolf], but foxes are otherwise harmless.
    • They are strong enough not to die if they get attacked by a werewolf and can fight it 1 on 1.
  • The Palmian Embassy and each of the guild maps will now periodically refresh themselves like town maps.
  • Pets can now be made to ride the player. The game doesn't determine whether the player is suitable for riding or not, so the pet's maximum speed will be 3 times its original speed.
    • When being ridden, buffs like Speed will also affect the rider. You'll need to have your own sprite for walking when being ridden.
    • For roleplaying purposes and to make slow pets useful.
  • Changed the added effects of Provoke special action. Changed it from "have a chance to debuff target with Mist of Frailness" to "increase user's gauge by number of opponents who got provoked (maximum 20)".
  • The command flag and Directive special action can now be used to switch special ammos for pets. The command flag and Directive also no longer take a turn to use.
  • NPCs who are not pets and have 50 or more Marksman skill will have a low chance (0.5% for normal NPCs, 5% for unique NPCs) to use some kind of special ammo (except time stop). It doesn't matter if the ammo they are using doesn't have special ammo on it.
  • Tentatively added new types of weapons for categories that had only 2 types of weapons in them.
    • whip (Stave skill). Enables Distant Attack (range 4). (Players will have it added to their special action tab; NPCs will have a chance of using it.)
    • chainsickle (Scythe skill). As above. Unlike other scythes, it cannot decapitate.
    • sox (Blunt skill). Are rare like panties.
    • ballista (Crossbow skill). Heavy, but high pierce.
[Fixes]
  • Fixed several descriptions.
  • Quests were getting generated on maps on the Act III continent when they shouldn't be getting them, and weren't generated on maps that should have quests, so all quests will be deleted during the update. Quest givers will be randomized in each town. Escorted NPCs will die.
  • Fixed some buff icons being white and not displaying entirely.
  • Oracle will no longer include artifacts that are held by NPCs that were placed when the town was generated for the first time.
    • Artifacts that are generated on quest maps weren't listed by Oracle, but now they will.


1.30

10/27/2013

[Changes and additions]
  • Added a new map on the northern edge of the Act III continent.
  • Added a few new NPCs.
  • The troll race is now part of the giant race.
  • Races like the bear have been combined into the new largeanimal race.
  • character.bmp has run out of space, so buff icons have been moved into interface.bmp.
  • Changed where some materials can be harvested. Increased the effect of dungeon type on materials harvestable.
  • Incognito and disguise no longer work against unique NPCs.
  • Buffed unique NPCs' ability to destroy walls, and also made them able to destroy doors.
  • Werewolves will now rarely appear in towns and villages. They are harmless while disguised as humans.
    • At certain times of the day, they will reveal themselves and attack the townsfolk. A werewolf is slightly stronger than a new guard. (NB: guard NPCs level up every time they die.)
    • It is impossible to tell who the werewolves are, but if you know how NPCs in the towns work, then there are several ways of finding them.
    • They have a high chance of dropping a disguise set when they die.
  • The signature special actions of the 8 gods are no longer used unless the gauge is full. Their basic routine has been looked over, and it no longer clashes with their preferred distance and aren't reused routines from other NPCs any more.
  • 1.4 times as many points from figures and cards are now required for the museum rank to go up by 1. Salary from museum has been tripled.
[Fixes]
  • Fixed some descriptions.
  • Fixed NPCs in defence mode being able to attack the player.
  • Fixed the code for kitty bank.
  • Fixed the appearance of some floor tiles.
  • Prevented the section for NPC sprites from overlapping and overwriting CNPC sprites.
  • The appearance of CNPCs no longer gets reset to their default if their appearance has been changed and they change maps.
  • Fixed the bug with how items were used up in the instant ale and necromancy item fusion recipes.