Elona Wiki
m (next version stuff 2/10)
Tag: Source edit
m (next update stuff)
Tag: Source edit
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==Upcoming version: 2.11 ==
 
==Upcoming version: 2.11 ==
'''Last Updated: 2/10/22'''
+
'''Last Updated: 2/21/22'''
  +
[In development]
  +
* Implemented the effects of the artifact item added in 2.10.
  +
 
[Changes and additions]
 
[Changes and additions]
  +
* When either the player character or the steed currently being ridden defeats an enemy, the other in the pair will now gain a small amount of AP if they meet the prerequisites for AP gain. This does not apply between the player character's tag partner and the player character's steed.
  +
 
* Changed the Spinning Throw gauge attack damage calculation so that it matches that of other gauge attacks.
 
* Changed the Spinning Throw gauge attack damage calculation so that it matches that of other gauge attacks.
 
** It will also add 30% to the target's guard break gauge. This increase works separately from other means of increasing guard break gauge [and is therefore not subjected to the usual limitations].
 
** It will also add 30% to the target's guard break gauge. This increase works separately from other means of increasing guard break gauge [and is therefore not subjected to the usual limitations].
Line 115: Line 120:
 
** Increased the AOE to a 5x5 region and up to a maximum of 5 barrels can be detonated at a time.
 
** Increased the AOE to a 5x5 region and up to a maximum of 5 barrels can be detonated at a time.
 
** Damage dealt is not affected by Control Magic skill, so be careful about collateral damage. Characters in a tag team can cover their partner from damage.
 
** Damage dealt is not affected by Control Magic skill, so be careful about collateral damage. Characters in a tag team can cover their partner from damage.
  +
  +
* Increased the magazine size of all special ammos except for time stop.
  +
** This is to encourage people to use those ammos to adapt to situations just like how special actions are used, and so that people don't just hold down the f key to skimp on the ammo.
  +
  +
* Removed the SP cost when firing special ammos.
  +
** To make rapid ammo have more of a 'rapid fire' feel to it, it now does 6 shots at 50% damage, up from 3 shots at 50% damage.
  +
** burst ammo seemed like rapid ammo with more shots, so it now does 40 shots at 20% damage, up from 20 shots at 33% damage. The equipment attribute that gives burst ammo also has a higher chance of showing up now.
  +
** Removed part of the animations for rapid ammo and burst ammo so that they don't take too long.
  +
** magic ammo didn't seem to need its damage lowered, so it now does 100% damage, up from 10%.
  +
** To prevent the damage modifiers applied to special ammos from getting overriden, the extran ranged attack [equipment attribute] no longer procs when special ammos are fired.
   
 
[Fixes]
 
[Fixes]
Line 121: Line 136:
 
* Fixed musical notadpole corpse not giving sound resistance because the data for that had been entered in the wrong field.
 
* Fixed musical notadpole corpse not giving sound resistance because the data for that had been entered in the wrong field.
 
** This change affects corpses in existing game saves.
 
** This change affects corpses in existing game saves.
  +
  +
* Properties are now internally designated for moving when a property transfer deed is used on them.
  +
** Properties designated for moving cannot be removed until they are moved to a new location. This is to prevent people from accidentally removing a property while trying to move it.
  +
** After moving the property, it becomes undesignated.
   
   

Revision as of 19:13, 23 February 2022

Older versions

Versions Date range
2.10 - 1/30/2022 -
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

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.


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.

Upcoming version: 2.11

Last Updated: 2/21/22

[In development]
  • Implemented the effects of the artifact item added in 2.10.
[Changes and additions]
  • When either the player character or the steed currently being ridden defeats an enemy, the other in the pair will now gain a small amount of AP if they meet the prerequisites for AP gain. This does not apply between the player character's tag partner and the player character's steed.
  • Changed the Spinning Throw gauge attack damage calculation so that it matches that of other gauge attacks.
    • It will also add 30% to the target's guard break gauge. This increase works separately from other means of increasing guard break gauge [and is therefore not subjected to the usual limitations].
  • Changed how the Magic Kiss special action makes targets hostile.
    • In previous versions, using it on a non-allied, non-pet, but non-hostile NPC would instantly turn it hostile.
    • Now, this special action is treated just like any other attack. It does not turn the NPC hostile immediately but there will be Karma loss.
  • Changed the damage dealt by bomb barrel items, and made their damage PV/DV element.
    • Increased the AOE to a 5x5 region and up to a maximum of 5 barrels can be detonated at a time.
    • Damage dealt is not affected by Control Magic skill, so be careful about collateral damage. Characters in a tag team can cover their partner from damage.
  • Increased the magazine size of all special ammos except for time stop.
    • This is to encourage people to use those ammos to adapt to situations just like how special actions are used, and so that people don't just hold down the f key to skimp on the ammo.
  • Removed the SP cost when firing special ammos.
    • To make rapid ammo have more of a 'rapid fire' feel to it, it now does 6 shots at 50% damage, up from 3 shots at 50% damage.
    • burst ammo seemed like rapid ammo with more shots, so it now does 40 shots at 20% damage, up from 20 shots at 33% damage. The equipment attribute that gives burst ammo also has a higher chance of showing up now.
    • Removed part of the animations for rapid ammo and burst ammo so that they don't take too long.
    • magic ammo didn't seem to need its damage lowered, so it now does 100% damage, up from 10%.
    • To prevent the damage modifiers applied to special ammos from getting overriden, the extran ranged attack [equipment attribute] no longer procs when special ammos are fired.
[Fixes]
  • Fixed equipment attributes that proc attack spells and magistus and trismagistus items looking up base spell power after casting, causing damage dealt to fluctuate.
  • Fixed musical notadpole corpse not giving sound resistance because the data for that had been entered in the wrong field.
    • This change affects corpses in existing game saves.
  • Properties are now internally designated for moving when a property transfer deed is used on them.
    • Properties designated for moving cannot be removed until they are moved to a new location. This is to prevent people from accidentally removing a property while trying to move it.
    • After moving the property, it becomes undesignated.


2.10

1/30/2022

[Changes and additions]
  • Added a new item that will allow you to use Abyss power in exchange for increasing Sanity in future versions.
    • The effects haven't been implemented yet, but it has been placed in a corner of the Truce Ground.
    • Also placed a new unique NPC there.
  • High mind element resistance no longer confers complete immunity to insanity increases.
  • Space retention's insanity immunity was too easy to abuse, so it now only halves Sanity increases.
  • Set an upper limit of 100 to Sanity. To make insane characters seem more unhinged, that number is now displayed as a percentage.
    • Strength of [Unsteady/Insane/Paranoia status ailments] applied while insane now increases with Sanity.
    • Without the cap on the value, it was a chore to get it down again when it increases during the main quest.
  • Increased the amount of Abyss power that 1 dark fragment gives [from 1] to 20.
    • When updating the game to this version, current Abyss power in existing game saves will be multiplied by 20.
  • The game now searches up to an additional 2 pieces of equipment for the "proximity assist weapon" or "interlocking shooting mechanism" equipment attributes to try to proc them.
    • The damage from these equipment attributes is also no longer reduced by the target's Light/Medium/Heavy Armor skills.
    • But since it now procs more frequently, and still has the additional [damage/evade-lowering] effects,
    • the damage multiplier for these has been [lowered] to match those of "inflicts massive damage" equipment attributes,
    • there is now a cap on the effect of these equipment attributes so people don't have to grind to stack a piece of equipment with as much of these attributes as possible, and
    • the Tactics/Marksman skill-dependent damage modifiers has been decreased by quite a bit.
  • Also capped the effect of "massive damage" equipment attributes - not that anybody stacks these attributes on their weapon.
  • Changed how experience is awarded by the Traveling skill and the Doujyou.
    • Under the former system, it would go through several cycles of selecting a random skill to give it experience.
    • It now goes through every single skill and gives a random amount of experience to each of them.
    • Therefore having a greater number of skills no longer means getting less experience on average for each of them.
  • Increased the MP cost for casting bolt- and ball-type spells because they were too cheap for AOE attacks.
    • They may still be more efficient than dart-type spells in some situations since they affect 7 and 44 tiles respectively.
  • Spells of NPCs used to use 70% of their Casting skill level to calculate spell power [since they don't have spell levels]. It has been increased to 100% of their Casting skill level.
    • The effect of Casting skill on NPC spell power is now capped at 2,000 - the same as the cap for spell level-dependent power for the player character.
  • If powerful attacks don't cost anything, combat won't involve any tactics, so to minimize regular attack spam and make [the Negotiation/Talking special actions] more attractive, the regular physical attacks of all characters (enemies and allies alike) now costs 1 SP.
    • This 1 SP deduction can happen only once per turn even if extra melee attack or any of the continuous attack proc during it.
    • When the character is too tired, there is a 1/2 chance that the regular physical attack will fail.
  • Similarly, casting spells now costs 1 SP for the player character (does not include [participating] in Over-Ray special action).
    • NPCs don't have spell stock, so spell casting costs 2 SP for them.
    • When the character is too tired, spell casting has a 1/2 chance of failing.
  • Because the player character and allies are likely to go through consecutive fights, the stamina recovery from food has been more than doubled, and even the lowest rank of [cooked] food now recovers stamina. NPCs now also recover stamina [when the player eats] food. Work hard, dine hard.
  • In previous versions, NPCs placed on a map fully recovered HP and MP when changing maps. Now, they will also fully recover their SP.
    • The changes to SP that have happened since the Negotiator special actions got implemented means that they're more likely to be tired.
  • Racial bonuses [to PV and DV] are no longer applied when PV and DV are negative.
  • Mist of Frailness used to halve and then subtract an amount from PV; it now only halves PV. (Halving won't occur if PV is currently negative.)
    • There used to be a lot of enemies that had little to no PV so simply halving PV wasn't very effective then. These days, character level contributes to PV so all characters will have some of it, and subtracting after halving was lowering it too much.
[Fixes]
  • Fixed some descriptions.
  • Incorporated some of the English translations received.
  • Fixed the error that popped up sometimes when a wilderness map generated a river that was too wide.
  • Fixed attacking several characters in 1 turn (e.g. by using an AOE attack) causing the guard break gauge of only the first character hit to increase.
    • Now every character hit will have their guard break gauge increased, but the guard break gauge for a character won't increase any further even if it gets attacked again until that character's next turn (i.e. guard break gauge increases now follow the same rule as power gauge increases).
  • Fixed zapping rods not saving the raw spell power of the rod before modifications, causing it to deal really low damage sometimes, or causing spells casted to lookup raw spell power and do unreliable damage.


2.10: detailed changelog

[New NPC]
  • <Talka> the long twintail
    • Level 15 cat race unique NPC.
    • Placed on the Truce Ground. NPC for an event not yet implemented.
    • Portrait and conversation content are placeholders.
    • Heal Critical on low health. Uses Speed.
[New item]
  • Aurtehom
    • Placed on the Truce Ground.
    • In the future, reading it will have an effect of your choosing but increase insanity.