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  • Description

    Elona+ Custom (aka E+C) is an addon mod to Elona+.
    It aims to provide more and better translation to the game, while also introducing a few features meant to serve as quality of life options.
    We try our hardest to keep E+C 100% compatible with E+, so that players can go back to E+ seamlessly if they want or need to.

    Credits

    • Elona: Original game developed by Noa
    • Elona+: Elona mod developed by Ano
    • Elona+ Custom (E+C): Elona+ mod originally created by AnnaBannana, currently maintained as a joint project by AnnaBannana and BloodyShade

    E+C received contributions from several members of the Elona community:

    • Soudai53 (Item translations for E+C)
    • 名無しくん (Code updating for E+C)
    • Hebiko (Translations for various things for E+C)
    • PeatearB (Translations for various things for E+C)
    • Sableye (AKA Glyphy) (For his work on E+C-G, from which I have ported things)
    • Jehmil (Translations for various things for E+C)
    • Many others in this wikia and over at the jp board for reporting bugs as well

    Installation

    • BEFORE DOING ANYTHING, PLEASE BACKUP YOUR SAVES!
    • Install Elona+ as you normally would.
    • Unpack the E+C archive inside the Elona+ folder, such that the ElonaC.exe file is in the same folder as elonaplus.exe
    • If asked to overwrite files (like talk.txt/config.txt), do replace them.
    • Launch the game through ElonaC.exe instead of elonaplus.exe in order to play using E+C.

    If you are using WINDOWS 8/8.1/10, please try setting the compatibility of the .exe to WINDOWS 7 before reporting errors. Also make sure the 2 scene .hsp files are in the same folder as the .exe

    Downloads

    Everything related to E+C can be found on my site:
    BloodyShade's Elona Repository

    Alternatively, I keep the working versions on mega as well:
    Latest Version: E+C 1.89.3
    Notes for the latest version:

    • Changed
      • Ganmbler changed to Gambler as it should be. (thanks Glyphy for noticing that one)
    • Fixed
      • Nazuna not showing her dialog due to old variable name being checked. (thanks Anon for the report)


    Older Versions:
    E+C 1.88R.2
    E+C 1.87.1
    E+C 1.86.1
    E+C 1.85.5
    E+C 1.84.1
    E+C 1.83.1
    E+C 1.82.2
    E+C 1.82.1
    E+C 1.81.2
    E+C 1.81.1
    E+C 1.80.4
    E+C 1.77.1
    E+C 1.76fix.1
    E+C 1.75.1
    E+C 1.74fix.1
    E+C 1.74.1
    E+C 1.73.1
    E+C 1.72.1
    E+C 1.71.1
    E+C 1.70.1
    E+C 1.69.3
    E+C 1.69.2
    E+C 1.68.1
    E+CU 1.67fix2.2
    E+CU 1.67fix2.1
    E+CU 1.67fix.1
    E+CU 1.67.2
    E+CU 1.66.3HF1
    E+CU 1.65.1


    Please report any bugs you find (if possible, try to isolate it to E+C). Provide as much information as possible as to how/when the problem happens, and if possible, provide a save file just before the problem happens in case it can be easily reproduced like that.

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    • Previous Elona+ Custom release thread: link to previous thread since I don't see it in OP

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    • Is it possible to make a tweak to allow players to exit farm time/trap removal quest maps early after having met/exceeded quota? This may benefit characters with very high movement speeds who can sometimes harvest the entire map in 1/2 the allocated time!

      I remember this was a tweak way back on one of the custom+plus patches but then dissappeared for some reason and never to be seen again.

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    • 68.108.111.190 wrote: Is it possible to make a tweak to allow players to exit farm time/trap removal quest maps early after having met/exceeded quota? This may benefit characters with very high movement speeds who can sometimes harvest the entire map in 1/2 the allocated time!

      I remember this was a tweak way back on one of the custom+plus patches but then dissappeared for some reason and never to be seen again.

      This still works as expected, it will prompt you with the abandon message but if you meet the quota it will complete successfully.

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    • Oh wow thank you for pointing that out!

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    • Recently just returned to playing Elona+ Custom, does the shift core 1h cooldown intended to require sleep before using it again? The last version of Elona+ I played was 1.81, and I vaguely recall just waiting out the 1 hour cooldown before being able to use it again, if I'm not remembering it wrong.

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    • Latest Version: E+C 1.86.1
      Notes for the latest version:

      • Changed
        • Ported 1.86 changes.
        • Some text changes/translations.
        • More code cleanup, this trend should hopefully continue for the foreseeable future.
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    • Thank you for your hard work.

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    • Can we have a 'do nothing' action for pet AI?  Right now when the pet can't do something it gives an error message, and if I tell it to shut up it disables all messages.

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    • Is there some mistake?...

      godly higher than miracle,godly should be 5?

      sorry for my bad english.

      source.hsp in line 17885

      // Item/Chara quality
       FIX_QUALITY_NONE = 0
       FIX_QUALITY_BAD = 1
       FIX_QUALITY_GOOD = 2
       FIX_QUALITY_GREAT = 3
       FIX_QUALITY_GODLY = 4
       FIX_QUALITY_MIRACLE = 5
       FIX_QUALITY_UNIQUE = 6

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    • 39.74.145.152 wrote:
      Is there some mistake?...

      godly higher than miracle,godly should be 5?

      sorry for my bad english.

      source.hsp in line 17885

      // Item/Chara quality
      FIX_QUALITY_NONE = 0
      FIX_QUALITY_BAD = 1
      FIX_QUALITY_GOOD = 2
      FIX_QUALITY_GREAT = 3
      FIX_QUALITY_GODLY = 4
      FIX_QUALITY_MIRACLE = 5
      FIX_QUALITY_UNIQUE = 6

      You're right, just consider it the other way around, it doesn't really change anything in the code itself, I've swapped it to be correct for the next version.



      14.200.20.112 wrote:
      Can we have a 'do nothing' action for pet AI?  Right now when the pet can't do something it gives an error message, and if I tell it to shut up it disables all messages.

      You should use the AI option to tell them to be quiet, rather than the character option to "shut up", that way it will not show you the "error" message.

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    • Seems like wikia logged me off after their name change, the post above is mine.

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    • 177.194.34.205 wrote:

      You should use the AI option to tell them to be quiet, rather than the character option to "shut up", that way it will not show you the "error" message.

      The problem with the AI option is that it quietens all messages, which is bad for debugging.  I just want the pet to do nothing and shut up in specific circumstances.

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    • Feature requests: 

      1. can we have an 'auto-crafting' option of some kind for the pot for fusion?  e.g. herbed food, beans, bannou mugi, and all the other farm produce that has to go into the pot for fusion.  I wish there's a way to just automatically turn them into finished products without spending so much time navigating menus.  Also I wish there's a way to feed several stacks of items into the same 'slot' in a recipe.

      2. I wish there's a formula for wood chips.  You need a steady stream of it to make potions of water, and hunting for it in the wild is repetitive and boring.  Or maybe some kind of wood-chipper item that lets you convert wooden furniture and trees into wood chips directly.

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    • 3. an Incinerator item that lets us conveniently get rid of trash without leaving the map.

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      • バグ報告*

      ・盾を複数装備すると、盾スキルの影響を受けなくなる。
      ・これはCustom Verにのみ存在するバグです。
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      • Bug report *
        · If equipped with multiple shields, they will not be affected by shield skills.
        · This is a bug that exists only in Custom Ver.
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    • 2400:4052:2F00:700:71C8:760F:9D21:30ED wrote:

      • Bug report *
        · If equipped with multiple shields, they will not be affected by shield skills.
        · This is a bug that exists only in Custom Ver.

      Could you clarify this bug a bit more? You say shield skills, are you talking about "Shield Bash"? Otherwise, in what way exactly do you notice it not being affected by the shield skill? An example would be very much welcomed so I can more quickly find the issue.

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    • Thank you for your reply.
      I am poor at English, so I prepared images.




      https://i.imgur.com/Rg2Gzbu.jpg




      It is not affected by PV increase due to shield skill.
      Casting success rate decreases, Dual Wield skill increases.

      I verified it with another save and confirmed that the reproducibility is 100%.

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    • 2400:4052:2F00:700:710F:4627:7FB6:194 wrote: Thank you for your reply.
      I am poor at English, so I prepared images.




      https://i.imgur.com/Rg2Gzbu.jpg




      It is not affected by PV increase due to shield skill.
      Casting success rate decreases, Dual Wield skill increases.

      I verified it with another save and confirmed that the reproducibility is 100%.

      バグレポートをありがとうございました。 スクリーンショットは問題を理解するのを簡単にしました。 次のバージョンで修正される予定です。

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    • Latest Version: E+C 1.87.1
      Notes for the latest version:

      • Changed
        • Ported 1.87 changes.
        • Some text changes/translations.
      • Fixed
        • Multiple shields not properly counting as having a shield equipped. (Thanks anon)
        • Esc key not being able to skip certain dialog after the dialog macro was introduced. (Thanks Glyphy)
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    • need help!!!



      game wont start after character creation. using latest version. wdid?

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    • Now when I use 't'ool, all my potions show up. I suppose that's how I can drench myself with them without drinking them, but it really clutters my tool inventory. Is there any way to filter them out?

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    • Material properties bug in latest E+C release (Elona+ 1.87, Custom 1.87.1). Leather is supposed to give Sound Resist #, but it's actually giving Nerve Resist # in both Custom and Custom G. Loaded in 1.87 baseline it still gives Sound.

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    • Latest Version: E+C 1.88R.1
      Notes for the latest version:

      • Changed
        • Ported 1.88R changes
        • More translations and text changes (some of which were ported and changed from E+CG)
      • Fixed
        • Fixed adventurer "artifact found" messages not being made to trigger during map init due to it comparing to a value that isn't set anywhere
        • Fixed/Removed a few cases where comparisons were being made by themselves, rather than in a comparison context (lacking ifs, etc)
        • Fixed Diffusion Wave giving magic device exp regardless of it using magic device or casting, it now gives casting exp when that is used instead (it is the default, and judging by the code that is what was meant to be, probably a case of Ano forgetting to modify it after a copy-paste)
        • Fixed wrong resistance on leather (thanks Anon)
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    • You need to update MAX_SKILL to accommodate the new Empathy special actions.

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    • Latest Version: E+C 1.88R.2
      Notes for the latest version:

      • Changed
        • A few more translations and text changes (most of which were ported and/or slightly changed from E+CG, thanks a lot Glyphy)
      • Fixed
        • Somehow forgot to update MAX_SKILL in the main source (while simultaneously updating it in 2 other places I didn't need to as much) *facepalm*
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    • Does the Custom AI work in this version? I can't seem to get get my pets to use ranged attacks with Custom AI. I can't get it to work with settings that should work (Target, Distance, >, 1, Attack Ranged)

      I tried with all of my pets and even thought it says that it uses custom AI, it's just ignoring them and using Default AI (rushing to melee), no matter what settings I'm using.

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    • It is better to use "target distance < 6" then "target distance > 1" iirc,



      Unless that bug was fixed where monsters targets outside of the allies sight range would just break the ai forcing it to do nothing every turn

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    • Yeah, thanks. I just got it working now. Custom AI WORKS, I can confirm if anyone else is wondering and is in same situation as I was.

      The thing was, that I had all my pets in "Intercept" mode and Custom AI (as far as I know) ONLY works on "Onslaught" or "Offensive" Modes that you set up with Directive skill or using a flag.

      If it's on intercept, defensive or talking or whatever, custom AI DOES NOT WORK. Battle mode overwrites custom AI (even if it's ticked) even thought it probably should be other way around.

      Frustrated hell out of me, let's hope this helps other players.

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    • Anybody please help. I've got permanent guest in My Home. I've tried to reset floor (and guest is gone), but next visitor stayed there for like a week. Is there any way to remove guest? (guest counts as recruited npc)

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    • Guests frequently stay for weeks. It's supposed to annoy you, as guests overstaying their welcome is a thing. Kinda like how you're pressured to drink when your friends show up, no chance to refuse. You can hire a guard if you really wanna kick them out.

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    • Your guard should be able to kick out unwanted guests in one of the recent updates

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    • Oh, I needed to fire two NPC's to hire guard, but at last everything is fine. THANK YOU!

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    • Feature request: since the negotiation feats now add a pacifist mode, how about adding in an option to disable bump attacks? So, you don't accidentally explode things by walking into them.

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    • So, I've been playing Elona+ Custom for some time now and been wondering... I'm level 31 right now and I still have my pets from 1-8 levels and I've gotten attached to them. Is there anyway to teach pet spells that you have not learned yourself?

      I'm playing a melee fighter with support spells and would like my mage to do something else than just spam magic dart all day and night. I really like Custom AI that AnnaBannana has made, but the requirements for teaching new spells are quite strict for me.

      In order to teach new spell to a pet, the player has to learn the spell AND level the spell you want to teach to spell level 50. I'm a melee fighter, so it's kind of boring and stupid for me to learn spells, that I won't be using and leveling them to 50 just so I can get my pet cast new spells.

      Could we have some kind of system that would make it possible for the pet to learn new spells on his own? Like if you want the pet to learn a new spell, you would put the pet into a doujou, magic school or church. It would take months or perhaps even year (years depending on Learning?) for more powerful spells, during which your pet couldn't be with you.

      You could also keep the current system for the situations where you are the master of the said spell and you could teach it to your pets. Even then, spell level of 50 sounds pretty high for me, since if it's not an attack spell that you spam all the time, it's going to take ages for it level to 50, especially at the start. Perhaps around spell level 20 could be considered basics that you could teach the spell to a pet so that he/she could start mastering rest of spell on its own.

      I have no idea, if spell leveling is going to get quicker at higher levels or something but right now it's taking me ages to level spells to 50. Spamming hotkey, resting for mana, sleeping, eating and drinking for 15-30 minutes is NOT fun for me, especially since I'm a melee fighter with support spells, I leave that ranged fighting to my pets.

      Forgive me, if I have missed something or that there are other means of teaching spells to pets. I really like this game and this is my one big gripe with it and I really, really wouldn't like to cheat and play around with CheatEngine.

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    • Bloodyshade 

      How can I contact you?

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    • 2607:FCC8:92C0:6A00:BCB6:50D9:F11:6DDA wrote: Feature request: since the negotiation feats now add a pacifist mode, how about adding in an option to disable bump attacks? So, you don't accidentally explode things by walking into them.

      I'll look into adding that option.

      91.155.128.122 wrote: So, I've been playing Elona+ Custom for some time now and been wondering... I'm level 31 right now and I still have my pets from 1-8 levels and I've gotten attached to them. Is there anyway to teach pet spells that you have not learned yourself? (snip...)

      I have no plans to change how custom AI works at this point in time, I invite Anna to give it a go in case she feels that is necessary, personally I think it works fine as it is now.

      95.170.152.57 wrote: Bloodyshade

      How can I contact you?

      Here or through my wall should be enough for most things.

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    • Okay then. Do you know anything considering Elona Server? I looked at thread somewhere here, everything is not working now. As far as I know Ano disabled function to connect to external server, but I think that you removed that function. If there is any good piece of information how to install server and manage it - please help.

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    • Thanks for the answer for my wall of text but I think this one is a genuine bug.

      I just evolved my Kentaurs to a Silver Kentaurs and it didn't get the Boost Special Action (or at least I can't seem to find it on the custom ai skill list)

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    • Oh, the Silver Kentaurs has the action (If you use Silver Kentaurs with the standard ai, it will use it sometimes), but you can't put it on the parameters with the Custom AI. It doesn't show up in the list for some reason.

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    • 90.189.145.7 wrote: Okay then. Do you know anything considering Elona Server? I looked at thread somewhere here, everything is not working now. As far as I know Ano disabled function to connect to external server, but I think that you removed that function. If there is any good piece of information how to install server and manage it - please help.

      The network stuff as far as I can remember are there as they are in E+ itself. I don't really have any experience with the server-side of this, was never of much interest to me since I always disabled network regardless. That project was being worked on by another person, so I have no actual information on it.

      91.155.128.122 wrote: Oh, the Silver Kentaurs has the action (If you use Silver Kentaurs with the standard ai, it will use it sometimes), but you can't put it on the parameters with the Custom AI. It doesn't show up in the list for some reason.

      Did you reinitialize its actions in the custom ai menu? That will refresh them.

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    • Bloodyshade wrote:

      Did you reinitialize its actions in the custom ai menu? That will refresh them.


      Oh that fixed it, thanks a lot.

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    • Latest Version: E+C 1.89.1
      Notes for the latest version:

      • Changed
        • Ported 1.89 changes
        • Removed extra space added to juice names when they are generated without a proper fruit (much like nameless corpses, they can also be generated that way).
        • Added coffin of necromancy to the item plurals special cases
      • Added
        • New MISC tweak: Prevent home stayers from moving.
        • New MISC requested tweak: Prevent bump attack. This will prevent automatically melee attacking when bumping into targets.
        • New GAMEPLAY tweak: Ignore "Item is too unfair" check. This will disable the anti-cheat check for unfair items, which happens to encompass the Sacrifice Tonfa too due to its damage and attack bonuses.
        • New feature: x/y positions of duplicated cards and figurines are now reported when the museum updates.
      • Fixed
        • Some cases where creatures might not have all their available actions listed in custom AI.
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    • That was quick, thanks! I always wait for custom to update before diving in, no excuses now.

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    • Does custom have the buff to food?

      The code looks like it still gives players 1/5 exp. Or does it do that in ano's code too?

      if ( ibit(ITEM_BIT_HERBED_IN, ci) == 1 ) {
           if ( cc == CHARA_PLAYER ) {
               skillexp SKILL_ATTR_STR, cc, 2000
               skillexp SKILL_ATTR_CON, cc, 2000
               skillexp SKILL_ATTR_DEX, cc, 2000
               skillexp SKILL_ATTR_PER, cc, 2000
               skillexp SKILL_ATTR_LER, cc, 2000
               skillexp SKILL_ATTR_WIL, cc, 2000
               skillexp SKILL_ATTR_MAG, cc, 2000
               skillexp SKILL_ATTR_CHA, cc, 2000
               skillexp SKILL_ATTR_SPD, cc, 2000
           }
           else {
               skillexp SKILL_ATTR_STR, cc, 10000
               skillexp SKILL_ATTR_CON, cc, 10000
               skillexp SKILL_ATTR_DEX, cc, 10000
               skillexp SKILL_ATTR_PER, cc, 10000
               skillexp SKILL_ATTR_LER, cc, 10000
               skillexp SKILL_ATTR_WIL, cc, 10000
               skillexp SKILL_ATTR_MAG, cc, 10000
               skillexp SKILL_ATTR_CHA, cc, 10000
               skillexp SKILL_ATTR_SPD, cc, 10000
           }
       }

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    • After moving my save folder from Elona Plus v. 1.88R  + Custom v.188R2 to Elona Plus v. 1.89  + Custom v.189.1 after I press load my hero I have sequence of two message windows:

      2019-04-23 21-24-27
      2019-04-23 21-28-19

      And game got frozen.

      Can you help me?

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    • How did the "unfair items" check work? I was not aware something like this was in the game in the first place.

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    • 69.9.72.194 wrote:
      How did the "unfair items" check work? I was not aware something like this was in the game in the first place.

      Basically if the sum of enchantment values on an equipment is over a threshold, it's unfair. No static artifacts in the game have that much enchantment value except for the sacrifice tonfa; which is improbable to get and dubiously practical.

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    • 2607:FCC8:92C0:6A00:C0FB:D1AD:324C:4E35 wrote: Does custom have the buff to food?

      The code looks like it still gives players 1/5 exp. Or does it do that in ano's code too?

      I can field this one. The change in question was specifically a single part of the *eatEffect subroutine:

      i = 100
      if ( cc == CHARA_PLAYER ) {
        i = 300
        if ( inv(INV_ITEM_MATERIAL, ci) == ITEM_MATERIAL_RAW ) {
          if ( inv(INV_ITEM_ROT, ci) < 0 ) {
            i = 100
          }
        }
      }
      if ( cc != CHARA_PLAYER ) {
        i = 1500
        if ( inv(INV_ITEM_MATERIAL, ci) == ITEM_MATERIAL_RAW ) {
          if ( inv(INV_ITEM_ROT, ci) < 0 ) {
            i = 500
          }
        }
      }

      The "cc == CHARA_PLAYER" section was changed to be identical to the "cc != CHARA_PLAYER" section.

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    • To add, the Herbed values are what you're looking at, which were changed but not significantly.

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    • SergioXL wrote:
      After moving my save folder from Elona Plus v. 1.88R  + Custom v.188R2 to Elona Plus v. 1.89  + Custom v.189.1 after I press load my hero I have sequence of two message windows:
      2019-04-23 21-24-27
      2019-04-23 21-28-19

      And game got frozen.

      Can you help me?

      Change compatability mode of Elona+C to windows 8. That worked for me

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    • Hey bloody,

      what do you think about making custom AI work on all pet AI settings? (not just onslaught)

      For most of us it wouldn't make a difference, but it would greatly help newer players/people who haven't used custom's AI before!

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    • Well, that would break the directives, such as talking mode. It's nice to be able to order them around in combat.

      Ie,

      Oh, there's that thing I need to catch for lulwy, pets stooop killing things!

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    • Well, arasiel, not lulwy.

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    • Drinking disinfectant, throwing it on yourself or others, stepping into puddle crashes game and outputs an error in Elona+C.1.89.1

      //error provided for drinking

      HspError 5 WinError 0 Ver 3200 Mode 0
      efId 1171 efP 445 Area 36/3
      ci 0#1155 ti 0#35 cc 0#0 tc 0#0 rc 0#0
      3. main_init:End ct:0
      2. pc_turn_init ct:0
      1. god text ct:0
      0. com_inventory8/0 ct:0

      Does not crash vanilla Elona+.

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    • Latest Version: E+C 1.89.2
      Notes for the latest version:

      • Changed
        • More translations (thanks Jehmil) and some text changes.
      • Added
        • Added Melget's Hiscore to the chara records, which was omitted in English previously.
      • Fixed
        • Crash when using disinfectant due to an extra lang() being in place.
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    • Thank you!

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    • Did a recent update break Dojo? After updating I am completely unable to talk to Nazuna.

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    • Latest Version: E+C 1.89.3
      Notes for the latest version:

      • Changed
        • Ganmbler changed to Gambler as it should be. (thanks Glyphy for noticing that one)
      • Fixed
        • Nazuna not showing her dialog due to old variable name being checked. (thanks Anon for the report)
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    • May I ask if you would consider backporting the translations of the E+CG(FU) version (if permission can be obtained of course) ? The story really adds to the game, and unless I'm mistaken, E+C still misses some parts of it (I recently played E+CGFU and I noted several cutscenes not appearing in E+C).

      In any case, thank you very much for your continued work on E+C. I'm enjoying it tremendously, my favorite rogue-like for sure.

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    • As per the latest posts I've made on the Food page, "Imo" (means "tuber", also "taro") should probably be renamed to "Taro" (https://elona.fandom.com/wiki/Food#comm-30658), "Qucche" (corrupted translation of the Quetsche cultivar of plum (https://fr.wikipedia.org/wiki/Quetsche)) should probably be renamed to "Plum" (https://elona.fandom.com/wiki/Food#comm-30636 & https://elona.fandom.com/wiki/Food#comm-30656), and "Lecche" (corrupted translation of either Lecho or Leccio) should probably be renamed to "Olive" (https://elona.fandom.com/wiki/Food#comm-30617).

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    • 84.17.60.241 wrote: May I ask if you would consider backporting the translations of the E+CG(FU) version (if permission can be obtained of course) ? The story really adds to the game, and unless I'm mistaken, E+C still misses some parts of it (I recently played E+CGFU and I noted several cutscenes not appearing in E+C).

      In any case, thank you very much for your continued work on E+C. I'm enjoying it tremendously, my favorite rogue-like for sure.

      I will take a look when I got some more free time, not sure I'll be able to use the mentioned translations, but we'll see.

      50.72.52.223 wrote: As per the latest posts I've made on the Food page, "Imo" (means "tuber", also "taro") should probably be renamed to "Taro" (https://elona.fandom.com/wiki/Food#comm-30658), "Qucche" (corrupted translation of the Quetsche cultivar of plum (https://fr.wikipedia.org/wiki/Quetsche)) should probably be renamed to "Plum" (https://elona.fandom.com/wiki/Food#comm-30636 & https://elona.fandom.com/wiki/Food#comm-30656), and "Lecche" (corrupted translation of either Lecho or Leccio) should probably be renamed to "Olive" (https://elona.fandom.com/wiki/Food#comm-30617).

      Thanks, those make much more sense to me as well. I'll working on renaming those for the next release.

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    • Does anyone know why, when setting Elona to 1920x1080, it goes to something like 1920x864 or something weird like that, and when doing so fullscreen it instead only goes down about two thirds the screen, instead of going fullscreen properly?

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    • The Furnace furniture found in several towns is misspelt as "Furnance".

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    • Seems like cargo merchants never restock their goods? My restock timers have been locked to 168 hours since I started the game. Character created on fresh install of 1.89.3, same issue.

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    • 50.72.52.223 wrote: The Furnace furniture found in several towns is misspelt as "Furnance".

      Thanks, will be fixed in the next release.

      Amariithynar wrote: Seems like cargo merchants never restock their goods? My restock timers have been locked to 168 hours since I started the game. Character created on fresh install of 1.89.3, same issue.

      I couldn't replicate this at all, old saves or new, wizard mode or not. It is 168 hours when generated and as time passes it decreases and restock as expected here.

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    • Bloodyshade wrote:

      Amariithynar wrote: Seems like cargo merchants never restock their goods? My restock timers have been locked to 168 hours since I started the game. Character created on fresh install of 1.89.3, same issue.

      I couldn't replicate this at all, old saves or new, wizard mode or not. It is 168 hours when generated and as time passes it decreases and restock as expected here.

      Are timers counting when cities are unloaded? Are they properly restocking when the cities are unloaded? Because I went to Noyel mid- December, it's been over a month now, and he still has the cargo I have sold to him in inventory. Other towns have the same thing too; Yowyn, Palmia, Vernis, Port Kapul, Derphy- all of them still have goods I sold them sitting there, and no new inventory, either. I know that it's not just the stuff being similar on reroll, as well, because of those items sold- wouldn't have the "buying price: #####" listing beside the items otherwise. Also, "50.72.52.223" is me. Fandom wasn't letting me log in, or so I thought... I was using the wrong user name. Derp. XD

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    • Ok, so what I did was buy all cargo from Vernis, sell them 1 item back. Get it down to 11 hours to restock, leave the city and pass time on the world map. Then I re-entered the city and checked their stock, the item I sold was gone and they have a completely new inventory. So I would say yes on both accounts, time is passing normally outside the city and they are restocking properly from what I could see. It might be that those npcs are bugged, would you mind making a backup of your save and trying to reload the city to see if those npcs are re-created and work properly?

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    • Hmmmmmmm.... Okay, this is really weird. If I hang out around a city, they restock. Just tried it with Port Kapul, and it DID restock the vendor just by me waiting out the entire 168 hour timer. It counted down properly if I was in the area. However, when I went and sold the goods I bought in Palmia and returned, his timer was sitting at 168 hours when I talked with him, and his stock hadn't changed from when I'd bought from him, either (not that I expected it to have changed right away, as it hadn't been a week, but with the timer resetting I thought it might have been a city reset refreshing him in some way). Then, weirdness happened. Sold stuff to him, bought new goods, and his timer dropped to 102 hours. Went back to Palmia, and the trader there had a similar thing happen with him; Timer was stuck at 168 hours, but there, it didn't change even when selling to or buying from him; stock was the same as when I'd bought from him. Went to Derphy, the timer was at 168 hours, and counted down from there normally no matter if I bought/sold goods with him. It's like the restock timer only starts when I talk to them, rather than on a constant cycle like the other vendors? Checked back at Palmia and Port Kapul, and they were still showing the same results. 9 days have passed in total in this test run; I should see the timers having dropped over the days, then reset and inventory having cycled at least once by now, should I not?

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    • Did a full reinstall, new character, it's not doing it now. So something must have buggered up when I installed the latest E+C version over the last one, somehow.

      Unrelated: Fro Man on the Discord mentioned that he found it odd that Putit Tanks don't get even the Armor cBit, when they're literally in tanks, which sounded odd to me as well. So, said I'd let you know so you can make the decision if you wanted to change it or not.

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    • Good to know you managed to find a "fix" for it.

      About npcs/items, we don't add or change anything related to them specifically, since that would break compatibility with vanilla E+ or otherwise diverge from it.

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    • Amariithynar
      Amariithynar removed this reply because:
      Turns out Jelly was just memeing, apparently.
      03:47, June 10, 2019
      This reply has been removed
    • Someone from the jp side has added in on the food translation: https://elona.fandom.com/wiki/Food#comm-30726

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    • 2607:FCC8:92C0:6A00:2CCA:CCD:7DD3:DA4 wrote:
      Someone from the jp side has added in on the food translation: https://elona.fandom.com/wiki/Food#comm-30726

      Hey, thanks for bringing that up! Looks like "Leccho" is actually meant to be a fantasy vegetable!

      "Leccho is a name that came to mind while thinking about a vegetable-like name somehow." and, ["Leccho" A vegetable very similar to lettuce. It has a bit crunchy leaves and is more suitable for cooking than raw. Using that point, it has been established in recent years that the style of eating baked meat wrapped by this leaf.] both of these provide interesting context. I don't think that he's right on "imo" being 'potato', though, as it doesn't really look anything like a potato, looking more like a single large tuber or corm with greens at the top, which is what Taro looks like, plus the name itself matches to Taro as well.

      Note that the translation of the name is still accurate to the RL 'Leccio Del Corno' olive variety, and that olive leaves ARE actually edible, but this translation of the flavour text shows that it isn't anything of the sort. Wonder if Noa just chose the name because it sounded suitably exotic?

      Added my response here: https://elona.fandom.com/wiki/Food#comm-30732 which utilizes the flavour text translations as supporting evidence re: "qucche" being "plum", and "imo" being "taro" still.

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    • Amariithynar
      Amariithynar removed this reply because:
      Consolidating posts
      10:55, June 16, 2019
      This reply has been removed
    • I see a lot of various translations being added as the updates are made, but can we expect translations to be added to the final bits of the main story of Act III? I know the big stuff is translated (at least to where I am), but the NPCs you meet on the way down the Cradle of Chaos are often untranslated. It seems that some of the interactions there play a part on the ending you get (or so I have read), so that could be nice to know more about.

      I completely understand that things take time, just wanted to know if it was in the plans or not.

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    • Just wondering if its possible to update e+c and be able to keep my save files? Havent updated since 1.83 and planning on updating when 1.90 becomes available. If anyone knows how to do it or if theres a post somewhere that explains what to do, please let me know.

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    • Jirachiband wrote:
      Just wondering if its possible to update e+c and be able to keep my save files? Havent updated since 1.83 and planning on updating when 1.90 becomes available. If anyone knows how to do it or if theres a post somewhere that explains what to do, please let me know.

      I updated from 1.6x to 1.88 without any problem. Just read changelog to know what'll happen to your shelters and other things.

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    • Jirachiband wrote:
      Just wondering if its possible to update e+c and be able to keep my save files? Havent updated since 1.83 and planning on updating when 1.90 becomes available. If anyone knows how to do it or if theres a post somewhere that explains what to do, please let me know.

      Download the version of E+C you want, as normal. Then, copy (copy, not move. Just in case) the contents of your old "save" folder to the new "save" folder. When you run the new version and load a character for the first time, the character will be migrated to work with the new version.

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    • A while back custom made some chages that let you hotkey items with a cooldown, such as kumiromi statues, and you'd use the ones not on cooldown. But when ano made changes to how cooldowns work it broke. The hotkey now selects the statues with cooldown timers, even when there are some without cooldowns left. Would it be possible to fix this?

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    • here's a feature request for elona custom from somewhere else:

      Some method of item-sharing between different characters.
      It's currently pretty-much impossible without making a gene (not practical) and manipulating files in weird ways. Custom could have some sort of "shared" storage levels which anyone could enter from - say - the showroom
      These storage levels could either have a high item capacity (i dont know if over 400 is possible), or a number storage safes into which items can be placed
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    • Just wondering, is there a repository or archive somewhere with all the latest files that are placed in Externalize for 1.90? I'd like to update the GitHub project with fresh base files for translation, especially some of the higher priority files like NPC names and such.

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    • Sorry, last post was me, forgot to log in.

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    • There's this but it doesn't seem very ah, active.



      https://github.com/Zostorinqo/EloCusTrans

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    • Astraltor wrote: There's this but it doesn't seem very ah, active.



      https://github.com/Zostorinqo/EloCusTrans

      That's the GitHub I created that I was referring to yes, I'm Zostorinqo. I'd like to bring it up to date since it's been ages since I've worked on anything with it and no one else has contributed for a long time.

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    • plz update,thx.

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    • Hey Bloodyshade, when you update to the next version, can you also change the "Wetting" description to "Hydrated" and the second state to "Turgid", so it's more accurate to the condition?

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    • Y'all got an ETA on 1.90?

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    • 2601:281:C702:9650:54BA:E510:2A4E:43F1 wrote:
      Y'all got an ETA on 1.90?

      ETA: when it's released

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    • MonstersRULE
      MonstersRULE removed this reply because:
      I posted my question on the wrong wiki page
      04:31, July 19, 2019
      This reply has been removed
    • Astraltor wrote:
      2601:281:C702:9650:54BA:E510:2A4E:43F1 wrote:
      Y'all got an ETA on 1.90?
      ETA: when it's released

      1.90 released half month now 

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    • when released E+ 1.90 custom?

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    • Due to not so recent developments in my personal and professional life, I won't be able to continue the development of E+C, thanks to everybody that contributed this project.

      At this time, I'm unsure if Anna will be coming back to provide new versions/updates, I left her a message, however.

      Sorry for being somewhat abrupt on the news, and I hope somebody else continues updating the game.

      Wish you all the best, and good luck.

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    • It sucks, but that's life. Thank you for keeping everything going all this time, I know it can't have been easy.

      If you don't mind my asking, could you describe the methods/programs you used to handle Custom? And I think you once mentioned creating dev tools; could you put those on GitHub or something? I want to keep updating Custom-G, and if AnnaBannana doesn't take over Custom it'll all be on me. I could work on creating a 1.90 version of Custom-G, but I wouldn't have whatever you used to replace cryptic integers with human-readable faux-constants.

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    • Just chiming in to say that I hope that E+C will continue to exist. It's truly an asset to be able to choose between versions as player.

      A genuine thank you to all the people who have worked in the past and continue to work in the shadows for fans of Elona like me.

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    • Aww, your contributions were essential to my experience. It is really hard for me to imagine E+ without the C... Wish you all the best!

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    • Thanks for all of your efforts, Bloodyshade.

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    • Thanks for all of your efforts Bloodyshade! A lot of people have really enjoyed your work.

      I hope someone else is able to take over...

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    • Same as everyone else said. While I think Elona's story is generally terrible, it's still better to know what's going on in a language I can actually read than not. Thank you very much for all your hardwork.



      Probably the wrong place to request this... but does anyone have a working link with Elona+ 1.89 build? I'm still playing on 1.81 build and would like to be able to play it with the latest version of Elona Custom.

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    • Qinlongfei wrote:

      Probably the wrong place to request this... but does anyone have a working link with Elona+ 1.89 build? I'm still playing on 1.81 build and would like to be able to play it with the latest version of Elona Custom.

      https://gofile.io/?c=s3X7za

      My first time using this host...sorry for any inconvenience.

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    • @FoolsFolly

      Much appreciated!

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    • Seconding Sableye - I'm perfectly happy to pick up the carry-forward support if you're willing to share your tools (or better yet, we can set up some sort of community effort like was done for OO translation and various other recent projects).

      Regardless of whether you share or not, thanks again to Anna for developing Custom and BloodyShade for supporting it all this time!

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    • yeah I wish they would share their bloody tools seriously right now there is no people on the English side and have access to the tools it's only people in Japan and even then they're not willing to share I asked a couple of weeks ago

      I want to add more quests to the quest board and more higher difficulty versions of the current quests to the quest board do some tweaking with the voting system I make it a little bit more interesting

      add more items to the game give items that don't have a purpose currently a purpose or make their purpose known if they do have a purpose like for instance all these stupid  dark fragments I don't know what they are used for add an NPC in one of the towns where you can exchange Metals for platinum or platinum for metals the ratio I'm thinking about going for it is 10 Platinum for one small metal

      add a Travelers drink to go along with a traveler's food so you will Auto drink while you're on the map

      and also add a recipe to the pot of fusion for making Travelers drinks and food as well so you don't have to this only buy them

      my version would also every player with start out with pickpocketing and lock picking at level 1 regardless of their job choice and to join the Thieves Guild would be changed to requiring you to steal items instead so you don't have to wait 3 months to join it

      I would also add a criminal's job board inside the Thieves Guild assassin missions still this item come back with it and get paid kind of missions

      I'm even thinking about adding a Justice Guild you can join where you go and stop criminals and shit and you get rewarded for doing so requirement to join it is to have 20 Karma and at least 1000 Fame if I do it I'll probably add a second floor to the Embassy in will be the bottom floor it will also have a quest board to get the quest inside it there will be combat missions it will teleport you to special locations and there will also be missions where you have to take items to people

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    • The actual dev tools themselves are just standard Hot Soup Processor.  There are actually a few people on the English community side scattered across here and Discord who've dived into building variants and sharing them (eg Anna, Bloody, Doorknob, me).  I've also gotten some assistance from a few members of the JP community through Discord whenever I've asked.  Plus if you want to build off Vanilla Noa is willing to share his tools/code if you ask.

      There's really nothing stopping you from building a variant if you want.  The hardest part, you have to realize/understand, is most variants nowadays are being built on top of decompilations simply because variant authors tend not to share their source code (out of respect of Noa not open-sourcing the original game and only sharing it on request).  Eg, Custom is built on a decompile of Plus, OO is (seemingly) built on a decompile of Omake, OOen is built on a decompile of OO, etc.  Vanilla Custom is a recent exception since, as alluded above, I asked Noa for the source.

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    • Alright, I probably won't be able to keep doing this in the long term, but as a proof-of-concept release to show everyone that it's still possible, here's my handmade attempt at Elona+ Custom 1.90.1: [1] [2]

      Also, in case it'd help whoever eventually takes over, here's the Notepad++ Python script I used to increment the monster database filter numbers by 7 (since there are 7 new monsters), because there's almost a thousand entries each in two different internal databases and nobody should have to do all that by hand: [3]

      I played for a bit and tested some stuff in wizard mode and there weren't any obvious problems, but you should DEFINITELY back up your save before trying this. (Also, to clarify: this is Custom, not Custom-G, and therefore doesn't include my usual modifications. That comes later.)

      Changelog:

      • Incorporated 1.90's changes. Hopefully I didn't mess anything up.
      • Renamed "brack orc"/"brack porc" to "black orc"/"black porc" and changed "urc" to "uruk".
      • Pretty sure I fixed the problem with Equip Update that was mentioned in the 1.90 "upcoming version's changes" section.
      • I didn't even try to use BloodyShade's "xy2pic" sprite selection function. Other than that, code readability was maintained. (This doesn't have any effect on gameplay.)
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    • You might want to be careful about renaming stuff - KI/Foobar ran into some compatibility issues between OO/OOen and OOenhack when he changed kobolt to kobold (admittedly I think that was changing the race, not individual NPCs).

      And yeah, my thought for how to go about it was basically figure out some way to do mapping from 1.89 decompile to Custom to figure out some general hooks, then apply those hooks to 1.90.  I just wasn't sure if Bloody already had something similar.

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    • You rock Sable!

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    • Here's Custom 1.90.2: [1] [2]

      Changelog:

      • Curse of Hunger wasn't showing up in the Custom AI Buff list, so I went into *AIValueSetMenu and changed "repeat MAX_BUFF-2, 1" to "repeat MAX_BUFF-1, 1" and it showed up. I checked in wizard mode and it seems to work perfectly. Why the heck was it -2? Weird.

      You don't need to update unless you've got a pet with Touch of Hunger.

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    • Thanks for the continueation of updates to this, IMO the difinitive way to play. BTW v1.91 is out.

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    • OK, last one (unless/until bug reports show up), sorry about this. Custom 1.90.3: [1] [2]

      Changelog:

      • Repaired some Japanese text that accidentally got mangled.
      • Added some code readability stuff I missed and streamlined one or two things.

      Probably no noticeable effect on the game outside of the Japanese text. Hopefully I didn't miss anything else.

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    • Welp. Custom 1.90.4: [1] [2]

      Changelog:

      • Corrected the Custom AI evolved pet skill checks for orc, orc warriors, and porcs from "evolved more than once" to "evolved at least once". (I don't know why I assumed "unevolved" was 1 instead of 0...)
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    • LordAlfredo wrote:
      You might want to be careful about renaming stuff - KI/Foobar ran into some compatibility issues between OO/OOen and OOenhack when he changed kobolt to kobold (admittedly I think that was changing the race, not individual NPCs).

      And yeah, my thought for how to go about it was basically figure out some way to do mapping from 1.89 decompile to Custom to figure out some general hooks, then apply those hooks to 1.90.  I just wasn't sure if Bloody already had something similar.

      I'm not familiar with E+C source much, but NPC names are not stored in save files, at least in vanilla. If E+ and E+C do so, it's no problem to rename NPCs. Race names, however, are saved in cdatan files and renaming them should cause a compatibility issue like kobolt.

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    • KI-foobar wrote:
      LordAlfredo wrote:
      You might want to be careful about renaming stuff - KI/Foobar ran into some compatibility issues between OO/OOen and OOenhack when he changed kobolt to kobold (admittedly I think that was changing the race, not individual NPCs).

      And yeah, my thought for how to go about it was basically figure out some way to do mapping from 1.89 decompile to Custom to figure out some general hooks, then apply those hooks to 1.90.  I just wasn't sure if Bloody already had something similar.

      I'm not familiar with E+C source much, but NPC names are not stored in save files, at least in vanilla. If E+ and E+C do so, it's no problem to rename NPCs. Race names, however, are saved in cdatan files and renaming them should cause a compatibility issue like kobolt.

      And the reason it causes issues is because other code directly references the race name, right? Whereas the NPC has its own internal name separate from the display names?

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    • Assume that race A is renamed to race B, a race A character saved in existing save data will become invalid because race A is undefined. Some of races like "servant" are hard-coded indeed, but any races can cause the issue. Each character is, however, identified by its integer ID, e.g., 1 is shopkeeper, 2, Zeome, etc. The character name is totally independent of internal integer ID and only displayed. Thus, changing character name does not make save data incompatible.

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    • Uhh sorry if I'm being annoying, but: any chance of seeing a custom version for 1.91 soon? I'm in dire need of the code that changes spawn rates of low-level items so that they're no longer ultra rare later in the game, but the regular E+ doesn't include source.hsp in its distribution! If there was a 1.91 release of E+Custom I'd be very pleased because then I could create a diff and figure out where the change in the code is located :-)

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    • Well considering that no one is actively maintaining it anymore, I'd say it won't be anytime soon™.

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    • Is it okay to translate Elona+ Custom to a different language as long as I include this link?

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    • Although I know updates are a bit up in the air, I think I found the part in the code that caps screen high resoulution.

      if ( windowh > 868 ) {
           windowh = 868
       }

      From  *screen_init

      It might be worth checking to see if that can be safely removed.

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    • is it possible to use an earlier version of custom with the current version of plus? like using 1.90 custom with the recent 1.92 plus? will that work?

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    • Yes but actually no.

      you'd be running whatever version the exe is, but with 1.92's assets (graphics/sounds/maps/npc data) basically.

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    • 2607:FCC8:92C0:E200:195C:D906:46E9:34E7 wrote:
      Although I know updates are a bit up in the air, I think I found the part in the code that caps screen high resoulution.

      if ( windowh > 868 ) {
       windowh = 868
      }

      From  *screen_init

      It might be worth checking to see if that can be safely removed.

      using elona+C 1.89.3 i delted these lines of code and the game worked fine except for one visual bug involving backgrounds like the one you see when you sleep or when you open the job board thats in every town. if you talk to any NPC between launching the game and causing one of these backgrounds to load (sleeping or opening job board) the background will cut off at 868 pixels from the top of the screen

      screenshot of this bug happening: https://postimg.cc/9w5dScV8 (i am using elona beautify)

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    • Nv4dispbluescreen wrote:
      Uhh sorry if I'm being annoying, but: any chance of seeing a custom version for 1.91 soon? I'm in dire need of the code that changes spawn rates of low-level items so that they're no longer ultra rare later in the game, but the regular E+ doesn't include source.hsp in its distribution! If there was a 1.91 release of E+Custom I'd be very pleased because then I could create a diff and figure out where the change in the code is located :-)

      you can get the source code for any version of elona through decompiling elonac.exe

      elona+custom-G includes instructions for decompiling and recompiling the .exe, but if you don't want to download custom-G heres a link to the programs needed and instructions

      https://mega.nz/#F!oJtRVAAK!3xm66bi5mUvyFXXmI0fnrg

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    • When I decompiled Elona+ 1.91 and Elona+C 1.90.4 and put them both in a file merger to see if I could update custom to 1.91, every variable I saw in E+C had its name changed from what it was in E+ and E+'s were much more human readable than E+C's, does anyone know how to make E+C more human readable and/or easier to merge with E+?

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    • I found a Notepad++ syntax highlighting definition file for Hot Soup Processor. To use it, click "Language>Define your language" in Notepad++ and add the xml file from import. After closing and opening the Notepad++, there should now be a HSP option in the Language tab. It should be useful for those trying to take a look at the code themselves.

      https://gist.github.com/MihailJP/4424659

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    • Pattariick wrote:
      When I decompiled Elona+ 1.91 and Elona+C 1.90.4 and put them both in a file merger to see if I could update custom to 1.91, every variable I saw in E+C had its name changed from what it was in E+ and E+'s were much more human readable than E+C's, does anyone know how to make E+C more human readable and/or easier to merge with E+?

      E+ C download already includes the source though (source.hsp) so you don't need to decompile it.

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    • I tried to see if I (amateur) could somehow do a patch by myself with the help of a program that compares two code files and shows the differences side by side. But the code is so big that it crashes the program everytime I try...

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    • What program are you using? WinMerge works for me.

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    • That's basically the plan I had - set up a workspace with the latest version of Plus and decompiles of that version and the latest.  Then use a diff tool (I use Meld personally on Windows) to compare the two decompiles and add the new code blocks to the Custom codebase.

      The trick with this method is in my experience label aliases (ie, goto points) are inconsistently numbered between two versions decompiles due to how Ano's been writing the code.  Eg, *com_inventory (as it's called in Vanilla code) might be *label_2172 in one version of Plus and *label 2176 in another.  It's not that difficult to catch visually since you can see context around each change (ie, see where the code around a given version-pair's labels is the same) but it's hard to do programmatically.  Plus it's not just the actual labels themselves, it's every goto as well.  I have some management ideas in mind for that but they ain't pretty or fun.

      I'm not going to get to this soon though.  Right now I'm focusing on finishing my port of Custom to Omake Overhaul (which is almost done at this point - I posted a beta on Discord and will be creating a Wiki thread soon) and adding one or two features I missed to Vanilla Custom.

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    • rest in pieces

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    • Alright at this point I'm making good enough progress on OO Custom that I'll probably start looking at picking up support for Plus Custom some time in January.  Just have a few more features to wrap up first.  Porting Custom to other variants has gotten me a really good baseline on Custom's codebase and working with the various Elona decompiles so I'm not super daunted.  If anyone's interested in joining the fun let me know and I'll fill you in on my current plans.

      Note that I'd be straight-jumping to the "latest" when I start (atm 1.94) and not covering the intermediate versions.

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    • Godspeed dude, I know a lot of people are looking forward to this.

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    • Excited to hear about this, haven't really touched the game since the updates stopped coming for Custom.

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    • LordAlfredo wrote:
      Alright at this point I'm making good enough progress on OO Custom that I'll probably start looking at picking up support for Plus Custom some time in January.  Just have a few more features to wrap up first.  Porting Custom to other variants has gotten me a really good baseline on Custom's codebase and working with the various Elona decompiles so I'm not super daunted.  If anyone's interested in joining the fun let me know and I'll fill you in on my current plans.

      Note that I'd be straight-jumping to the "latest" when I start (atm 1.94) and not covering the intermediate versions.

      Thanks again for all your hard work it is much appreciated.

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    • Hi, new user here:

      When I try to transfer from the latest version of Elona+ (1.94) it gives me the message: Invalid Version. Should I be using an older version of E+?

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    • 45.26.123.142 wrote:
      Hi, new user here:

      When I try to transfer from the latest version of Elona+ (1.94) it gives me the message: Invalid Version. Should I be using an older version of E+?

      nvm I didn't read the rest of the thread...

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    • Did you use plus 1.94, then try to add custom to it? If so, you're out of luck. You now need to use 1.94 or beyond with that save, and custom only works with 1.90.

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    • so I'm playing 1.90.4 with the corrasponding 1.90 Custom, and +G installed. There seems to be an issue with the pet AI. When ttempting to teach pets "Knockout" using the custom AI lines results in "pet xyz doesn't know what to do". 

      Target distance > 1 - move forward

      target distance = 1 - "knockout"

      I also tried substituting distance for line 2 with health, status effect, mana and so on. Specifically the moment I switch "knockout" for "melee" it works again. I tried 3 line scripts that should have looped too, but still no success. So there is something specifically wrong with knockout.  Any idea on a workaround? I'm playing as a gunner/ evade so my options for getting new pets for ranch just got a whole lot more limited.

      And don't suggest I just do it myself -.- my main is a glass cannon. Melee is a death sentance. Even against a lowly bat. 

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    • When you first start teaching a pet a new move, it has only a tiny chance of activating. You need to cover the possibility of being adjacent to the target and Knockout not working. For example:

      • Target Distance > 1: Move (Forward)
      • Target Distance = 1: Knockout
      • Target Distance = 1: Attack (Melee)

      Your pet needs to practice the move until it's mastered, then it'll be permanently added to their action list (unless you Dojo them) and it'll work 100% of the time (aside from the energy cost deal).

      I'll link to the Custom AI instruction manual, since it's easily missable: [1]

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    • Sableye wrote:
      When you first start teaching a pet a new move, it has only a tiny chance of activating. You need to cover the possibility of being adjacent to the target and Knockout not working. For example:
      • Target Distance > 1: Move (Forward)
      • Target Distance = 1: Knockout
      • Target Distance = 1: Attack (Melee)

      Your pet needs to practice the move until it's mastered, then it'll be permanently added to their action list (unless you Dojo them) and it'll work 100% of the time (aside from the energy cost deal).

      I'll link to the Custom AI instruction manual, since it's easily missable: [1]


      Right, but (at least in previous verisons) it doesnt spam the "idk what to do" message when attempting and failing to use "knockout". Plus I left it with just the first 2 lines of your 3 liner and sat there for about half an hour. Still 0% progress on all party members. None were adjacent to an enemy, though I'm not sure that would make a difference in this case.

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    • I'm also having an issue with the tree cutting skill now. I have a 10 in axes, a Bardish, and a Chainsaw. Still can't seem to get the special skill "cut" to show up anywhere. Not sure thats so much a bug as me missing a requirement?

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    • Hmm... So as soon as I picked up a second bardish I got the cut skill to show up... Then I dropped them both and moved away, and still had the cut skill -.-* I'm so lost

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    • January has passed

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    • everyone should abandon the custom version now since it no longer update if you planning to use the new updated version it cause your pet that were edit with the custom version ai, now go bonker once you switch to the update it refuse to attack no matter and just run around urgh i wish i knew the custom version would just drop dead one day so now i dont have waste time getting those new pet and train them all over again.

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    • It was still a great mod, still holding out hope for that last update so I can grab a final version myself... though seems unlikely at this point. Still got a lot of enjoyment out of this mod though.

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    • LordAlfredo wrote:
      Alright at this point I'm making good enough progress on OO Custom that I'll probably start looking at picking up support for Plus Custom some time in January.  Just have a few more features to wrap up first.  Porting Custom to other variants has gotten me a really good baseline on Custom's codebase and working with the various Elona decompiles so I'm not super daunted.  If anyone's interested in joining the fun let me know and I'll fill you in on my current plans.

      Note that I'd be straight-jumping to the "latest" when I start (atm 1.94) and not covering the intermediate versions.

      Any update on the PLUS Custom or it is dead like other said?

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    • Still hoping for an update on this someday

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    • Are there any forks of Elona+ that have been updated?

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    • Is there any way to play newer versions of Elona+ but with the rare loot trigger always enabled? I am not big into save-scamming but I have multiple short playing seasons so it sucks not being able to get a wish/living weapon due to it. This was my main reason for using custom.

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    • The rare loot triger should stay active if you save and exit normally, it only gets turned off it detects exiting without saving, IIRC.

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    • If I try to use the new version of elona + with the current version of elona custom will I basically break my game? Or would the game just run with version 1.94 data?

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    • 138.186.165.131 wrote:
       


      If I try to use the new version of elona + with the current version of elona custom will I basically break my game?

      Yes.

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    • Wish E+C pet AI could be applied separately like mod, without need to catch up with newer E+ versions...

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    • A FANDOM user
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