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    1.86 Changelog (E)
    [Changes and additions]
    
    • Added more than 100 new map tiles as part of recreating [Etherwind's] content and maps. Placeholder tiles in Zaile have been replaced. (For save files from previous versions, the change will be applied the next time the map gets refreshed.)
    • Added a new feature to house boards and [registers] that allows you to "Change tile group" for your properties.
      • With this, you can make your properties look like the world map or mansion of younger sister.
      • The selection of tiles available in design mode has also been changed.
      • Hot springs can now be placed, but they will now only have an effect in Larna and Arcbelc.
    • Added a new item that lets you move your constructed deeds to another tile with their interior intact. With a bit of effort, they can also move properties to another continent. These can be bought at places like the embassy for cheap.
    • Danger level of shelter maps, which depends on their serial number, will now loop from 5 to 50. This affects existing shelter maps. When the danger level loops, the newly constructed shelter map will get reset [as well as any other shelter map that shares that danger level]. This means that you can have up to 46 different shelters, but upon exceeding that by constructing and removing more shelters, their contents will start disappearing.
    • Added the option to remove all shopkeeper feats from a character. Available at a certain character in South Tyris. Sales exp doesn't get reset, so feats can be re-learned easily.
    • Added the option to remove all equipment attributes and Exp from a living weapon. Available at a certain character in South Tyris.
      • If that weapon has any +enhance value that is 1 or greater, that value is also reset to 0.
      • Acidproofing and fireproofing are not equipment attributes, so those will not get removed.
      • Be careful, because ALL equipment attributes will get removed, including those that were generated based on your luck, those inherent to the weapon type, and those inherent to the weapon's material.
    • When interacting with your player character while riding, you can now choose between interacting with the player character or with the steed. You no longer have to get off and get on your horse to do things.
    • Changed the damage calculation for Unison Impact special action.
      • It no longer adds the skill levels for your entire party then uses the sum to calculate damage.
      • Instead, it calculates the damage for every individual member, then sums that damage and applies it.
      • This reduces the difference in amount of damage you can deal with Unison Impact and with Gauge Release attacks at maximum power gauge for all members.
    • Quaffing juice made from food modified by the Hazard Recipe will now deal mind damage dependent on the player's Gene engineer skill level.
      • Unlike eating (Danger!) food, juice made this way will also retain their original effects [such as giving attribute experience]. One special blend, coming right up!
    • Made it possible to use potions as a 't'ool aside from 'q'uaffing them. This will throw the potion on yourself, skipping the need to target the tile you are standing on. This is for when you want to increase your hydration level by just a bit.
    • Added potion of weakness to type II potion throwing.
    • Implemented a maximum and minimum cap on the amount of time passed per turn.
    • Made it possible to use items set as no-drop as an item mark.
    • Doubled the player character's resistance to brainwashing.
    • Increased the resistance to insanity conferred by drunk status and the unique NPC bonuses.
    • Made dark fragments awarded from town board quests generate unblessed and uncursed.
    • The gum remnant generated after eating chewing gum or gum remnant will now go directly into a character's inventory if there is sufficient space in it.
    • NPCs will no longer eat food thrown at them when they are asleep or unconscious.
    • Made audience members with the escort bit flag in an Act III sub quest immune to domination. Enemies in this sub quest can still be dominated.
    [Fixes]
    
    • Fixed some descriptions.
    • Fixed the crash that occurred when selecting the item mark option in the English version.
    • Fixed the Tag Force buff's brainwash resistance not working for the player.
    • Fixed the pet arena counter not getting reset after every match, causing it to keep counting until a loss or until [the player] moves a step.
    • Fixed the crash from vanilla Elona that occurred when the game window is set to 1152 x 864, the cursor is placed on the top right corner of the window in Design mode, and then the left cursor key is pressed to cause the view to scroll to the side.
    • Fixed the AP cost for increasing life not getting calculated properly sometimes.
    • Fixed characters buffed by Concentration not being immune to confusion.
    • Fixed freshness and value of items not getting set properly sometimes when stacking items with the 'I' key.
    1.86 Detailed changelog (E) Beware of spoilers?
    [New item]
    
    • deed of property transfer deed
      • Read it inside the property that you want to move, then read it again on the world map at where you want to move it to.
      • After reading a deed inside a property, you can read it again in another property to overwrite the property linked to it.
    Partial changelog for next version
    [Changes and additions]
    
    • 1 new location for Act III.
    • 41 new map tiles.
    • 3 new unique NPCs for Act III.
    • Added a repeatable hunting side-quest, available from black gauntlet <Leold>.
      • You can tweak the difficulty in small increments at a time to push your limits, try out different tactics, and measurably get better at the game.
      • Summoned monsters will also count towards the quota, so clearing it multiple times per try is possible.
    • Added a "highest enemy level defeated" to pets' character sheet. It's like the deepest dungeon floor cleared stat, but separate for each of your pets.
      • For use as a reference in determining how strong your pets are.
    • 1 new unique artifact available for exchange with music tickets.
    • When sleeping without a bed, spell potential recovery will be postponed to the next time the player character sleeps in a bed instead of losing out on it.
      • Spell potential recovery will stack up to 9 times, and sleeping in a bed will recover all of them at once.
    • Added 1 new special action.
    • Thread of Innervation special action will now give Gene engineer skill experience when used.
    • Changed the player's spawning location when entering Zaile from the top or right.
    • Buffed the attribute experience from the various forms of tobacco so that they give 1.5 as much as rare herbs like morgia.
      • At +15 enhance, they will train 3 times as much as the herbs.
      • This is to balance out the fact that "herb in" food from item fusion trains 9 attributes at a go, while tobacco products have a drawback even though you can make 4 at a time.
    • Removed sleepiness reduction from coffee and tobacco products.
      • Made them prevent the player character from taking a nap on the world map a certain number of times instead (15 to 25 for coffee, 3 to 5 for tobacco).
      • The nap-preventing counter has no effect on regular sleep whatsoever, and will be set to 0 when waking up.
    [Fixes]
    
    • Fixed some code for resetting shopkeeper feats.
    • Using an encount canceller as a 't'ool will no longer pour it onto you like for other potions.
    • Added measures to prevent the player character's coordinates from becoming incorrect when spawning on top of certain tiles in tile group 3.
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    • What's illusion damage?

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    • mind damage

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    • Whoops.

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    • Thanks for the info! Seems like more of a QoL update this time. The shelter limit looks a bit arbitrary though, I wonder what's the reason behind the change, and how much effect will it have on your gameplay.

      Danger level of shelter maps, which depends on their serial number, will now loop from 5 to 50. This affects existing shelter maps. When the danger level loops, the newly constructed shelter map will get reset [as well as any other shelter map that shares that danger level]. This means that you can have up to 46 different shelters, but upon exceeding that by constructing and removing more shelters, their contents will start disappearing.

      So basically after shelter #50, any further construction will reset earlier placed shelters with the same ID? 46 shelters looks like a lot, until we consider how big the game world is, and still expanding. Also wonder how current shelters with serials in the 100s are being dealt with. It'd be pretty bad if items disappeared just by applying this update. Well, there is only one way to find out. :)

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    • Why would you need so many shelters?

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    • I think it would have something to do with summon monsters and the like (or perhaps even splitting monsters?)

      though it's already been nerfed, perhaps there is some other use to having a stable level xxx area.

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    • Why would you need so many shelters?

      One pre-deployed (during good weather) at the spawn point of each static location cuts down on the time spent in etherwind.


      perhaps there is some other use to having a stable level xxx area.

      At first I was thinking about why limiting the number of shelters, but now that you mention it, maybe it has to do with the area level (I didn't even know that the serial# is tied to its level until this changelog). I wouldn't be surprised if there was some little-known shelter level related exploit that was patched up with this change.

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    • can someone tell me what the hazard recipie is and how to get it i couldnt make sense of the changelogs something about a feat?...

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    • 75.89.174.19 wrote:
      can someone tell me what the hazard recipie is and how to get it i couldnt make sense of the changelogs something about a feat?...

      When your character has the "Researching poisons leads you to a method to poison others." feat, then levels up, he will automatically gain a special action called "Hazard Recipe".

      Use Hazard Recipe and it will bring up a list of food to poison. Select what you want to poison, and that food item will turn black and have a (Danger!) displayed in its name.

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    • I've had a problem with this update. I changed the tile group of my ranch to a tile number that is a river. Now i cannot enter it to change the tile group to 0. Is there a way to undo this?

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    • 177.141.172.39 wrote:
      I've had a problem with this update. I changed the tile group of my ranch to a tile number that is a river. Now i cannot enter it to change the tile group to 0. Is there a way to undo this?

      After using the freemove command for debugging i can walk over the ranch and press "g" but then i cannot enter any instance. How can i enter local maps after using this command?

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    • 177.141.172.39 wrote:
      177.141.172.39 wrote:
      I've had a problem with this update. I changed the tile group of my ranch to a tile number that is a river. Now i cannot enter it to change the tile group to 0. Is there a way to undo this?
      After using the freemove command for debugging i can walk over the ranch and press "g" but then i cannot enter any instance. How can i enter local maps after using this command?

      Ok, so i solved this problem by making a backup of my save then going on freemove mode and removing the ranch. After that i got the map files that were modified on the save folder and put them in the backup file.

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    • Futae no Kiwami wrote:
      75.89.174.19 wrote:
      can someone tell me what the hazard recipie is and how to get it i couldnt make sense of the changelogs something about a feat?...
      When your character has the "Researching poisons leads you to a method to poison others." feat, then levels up, he will automatically gain a special action called "Hazard Recipe".

      Use Hazard Recipe and it will bring up a list of food to poison. Select what you want to poison, and that food item will turn black and have a (Danger!) displayed in its name.

      ok thanks now i just got to figure out how to get that feat err just a hint is it related to poison resistance?

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    • just wondering about the thread.

      sometimes the 'elona+ (updated a/b) seems to change often. what does it mean? a few days IIRC it was 1/30. are these incremental updates/hotfixes or whatnot?

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    • sometimes the 'elona+ (updated a/b) seems to change often. what does it mean? a few days IIRC it was 1/30. are these incremental updates/hotfixes or whatnot?

      In my understanding, those are the dates when the thread itself was last updated. Particularly, there are frequent updates to the "partial changelog for next version", kind of a sneak preview of what we can expect in the next version.

      Both very useful, in my opinion.

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    • Yes, it's just the changelog for the next version.

      It's not changing as often because I'm not updating it as frequently...

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    • ah, thanks for the replies

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    • A FANDOM user
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