About: Changelog (elm)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Fixed Error 7 occurring when initiating fishing. * Fixed items created by lovemiracle not automatically stacking. * Fixed part of the log becoming transparent when message transparency is turned on. * Fixed not getting returned to the correct coordinates on the town map when returning from a town board quest map after failing the quest. * Fixed speed calculation for the player and the steed when riding not taking into account the speed penalty for having too many limbs. * Fixed weight not increasing if an overflow occurs when calculating upper weight limit, causing the upper limit to become negative. 《Changes in Rel.43》 * The map size of forest dungeons now depends on its floor. (Maximum size is 134 x 94). * Pets can now be made to stay on a certain floor of you

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  • Changelog (elm)
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  • Fixed Error 7 occurring when initiating fishing. * Fixed items created by lovemiracle not automatically stacking. * Fixed part of the log becoming transparent when message transparency is turned on. * Fixed not getting returned to the correct coordinates on the town map when returning from a town board quest map after failing the quest. * Fixed speed calculation for the player and the steed when riding not taking into account the speed penalty for having too many limbs. * Fixed weight not increasing if an overflow occurs when calculating upper weight limit, causing the upper limit to become negative. 《Changes in Rel.43》 * The map size of forest dungeons now depends on its floor. (Maximum size is 134 x 94). * Pets can now be made to stay on a certain floor of you
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  • Fixed Error 7 occurring when initiating fishing. * Fixed items created by lovemiracle not automatically stacking. * Fixed part of the log becoming transparent when message transparency is turned on. * Fixed not getting returned to the correct coordinates on the town map when returning from a town board quest map after failing the quest. * Fixed speed calculation for the player and the steed when riding not taking into account the speed penalty for having too many limbs. * Fixed weight not increasing if an overflow occurs when calculating upper weight limit, causing the upper limit to become negative. 《Changes in Rel.43》 * The map size of forest dungeons now depends on its floor. (Maximum size is 134 x 94). * Pets can now be made to stay on a certain floor of your home. (They have been made not to follow you up and down stairs if they are stayers at your home.) This should work with pets who are already staying at your home, but if you somehow lose them, bring them back with the bartender. * Made significant changes to how Scavenge works. * It is no longer possible to use it when Satisfied. * Added fishes that were not obtained from fishes to the list of high-priority targets for Scavenge. * Only (super) hungry sea lions will use Scavenge. * If the user is not a (super) hungry sea lion, or if a fish cannot be found, love potion-blended food will be targeted next. * When grabbing love potion-blended food, there will be no love potion food karma loss. * Spells that have run out of stock and cannot be used can now be assigned to shortcut keys and their potential can be seen. * Love potion addicted units will now occasionally produce puddles of love potion when using Acid Ground. * Added aphrodisiac effect to thorns effect for units who have thorns. * Improved the number input box. By pressing the side keys, the number can be incremented by 10 and 100. * Added safeguards against money overflow caused by picking up gold pieces, pets selling ores, and selling items. * Picking up a stack of gold pieces will only pick up the amount that the wallet can accommodate. * When selling ores, items that will cause the gold amount in the wallet to exceed the limit will not be sold. * When buying and selling items, the transaction will be stopped if the seller does not have enough space in the wallet. * Fixed the arrows for directional targeting showing while displaying the town board. * Fixed Error 7 occurring when determining if a ranged attack with ammo dipped in poison or love potion will hit. (Apparently sometimes the game jumps straight to the hit determination function while the ammo(inventory ID of the ammo in use) variable still has a value of -1.) * Fixed getting transported to a wrong floor sometimes when using a staircase that has been placed on the same tile as a sown seed. * Fixed pets staying at your home receiving traveling experience. * Fixed Eye of dimness not leaving a message in the log. * Fixed the client of the transaction not becoming sober after a little tail is completed. * Fixed 1 typo in a variable name. * Fixed the player receiving the quest anyway if the player triggers a trap after teleporting to the quest giver from the town board then dies to the trap. 《Changes in Rel.42a》 * Fixed refreshing the Cyber Dome map increasing the number of altars. 《Changes in Rel.42》 * The player may now change class by talking to a trainer. The prerequisite is reaching level 50. (This will work even if the player is below level 50 as long as he has reached that level before.) If all required attributes are at least 80% of their respective required values or if all [skills] required for a particular class have been learned, then switching to that class will be possible. Unlike attributes, [skill levels] that are lower than the required values [will not prevent the player from changing to that class], but the cost of changing class will increase with the difference between skill level and the required level. * When determining how suitable the player is for a particular class, only the weapon proficiency skill that has the highest ratio of current skill level to required skill level (ratio is capped at 120%) will be considered. The cost of changing class is calculated the same way. * Characters who have been drenched in love potions too many times will gain the Aphrodisiac status, which means that they are addicted to love potions. (NB: this is something like anorexia/a feat. Different from the Aphrodisiac status ailment.) They will recover eventually after laying a ton of eggs. * (Aphrodisiac) units will experience recovery ticks for Aphrodisiac status ailment less frequently. * Doomed water can now be used to doom items. * Doomed nukes are even more irresistible now. * Experience gained by Casting skill and spells will now be increased by a percentage (from 0 to 100%) dependent on spell power. * Units other than pets who get turned into pieces of meat by overweight will now always drop the item that killed them. * Pets will now split the stack then pick up the ores that their weight limit will permit them to carry when picking up ores from a stack. * Eggs on the ground will no longer hatch on deeds other than the ranch. * Pets will now eat unidentified food off the ground again. * Also fixed the exploit where the player could tell whether items were cursed or blessed before identifying them by allowing pets to attempt to eat them or by blending them with a potion. * High-quality units will now build bridges over water tiles. (This is basically the return of water tile destruction [by NPCs].) * The buff icon for rapid luck growth will now be displayed. * Increased the required satiety for lactation and egg laying. * Map types that are neither player deeds nor dungeons maps (including sub quest maps) will now restore the BGM when regenerating them. Maps that do not regenerate periodically will also get regenerated during the next map refresh, and BGMs will be restored then. * Fixed the clock and HP bar becoming translucent while the arrows for directional targeting are displayed. * Fixed a black rectangle displaying with the targeting arrows during rain or heavy rain. * Fixed inventory weight recalculation not occurring when pets sell ores. * Fixed hungry NPCs generating only potions. * Fixed cancelling committing suicide by jumping to your death dealing the fall damage for the suicide when moving to another map. * Fixed food made from eggs hatching. * Fixed arrows for directional targeting displaying when sleeping. * Fixed the config window. * Fixed being unable to set smooth scroll quality to Default under Elm settings (Graphics). * Fixed the sound effect not playing after changing a setting in ELM settings (Sound) and for pages after that. * Fixed a few typos. * Fixed Error 7 occurring when the player goes Berserk. * Fixed physical damage for explosive and burst shots not receiving a penalty in their calculation for extra range attacks that proc. * Fixed an expiry date getting set on food that is not raw and will not rot. * Fixed Error 19 occurring when calculating bleed damage when there is a unit who is both poisoned and bleeding. * Fixed a statue of Lulwy in the east end of Lumiest getting placed on an accessible tile. Hard-coded the correct coordinates for it. 《Changes in Rel.41》 * The player can now change class. NPC-exclusive classes may not be changed to. The class that the player will change into depends on the roll of the dice, and cannot be chosen. However, classes that suit the character have a higher chance of getting selected. The suitability of a class is determined by the character's attributes and skill levels. * Classes that require a skill not yet learned by the player cannot be changed into. For every attribute that is below the required value when unbuffed (that is, without considering equips and other bonuses), the suitability of that class will be reduced. The required attribute values are also the starting attribute values of a newly-generated NPC of the same race and level as the player. * Added the "hellowork" console command. Use this to check class suitability before changing class if you want. * Increased the chance of receiving an eternal force weapon when wishing with "nullpo" or "nurupo". * Rogues will not attack the player when the player is penniless. * The rogue boss of roran rogue bands are now always female. * Changed how the blackmarket works. * Raised the upper limit on number of items stocked, but the number of items stocked will now increase more slowly after 1000 invest. * Items that were generated cursed or doomed have a 1/5 chance of not getting deleted getting listed in the shop inventory. * NPCs transformed by mutation or other means will now completely recover HP and MP. * It will now rain even in snowy areas in the summer. * Split the ELM settings into several pages because there are a lot more options now. * Made how the hands of the clock move customizable under ELM settings (Display). * When the targeted unit is not in range of sight, there will now be an arrow showing which direction it is in if you have it turned on in the config under ELM settings (Display). The range in which this will work is the player's Perception / 20 + 1 tiles. * Units that are using custom talk can now have a custom death sound. This will work only for the player and pets. Simply create a %sndDeath section in the custom talk file, then put the filename of the .wav file that you want to play under it. Place the .wav file in the user/sound folder. If several filenames are listed, only the first file in the list that can be located will be used. * BGM customization with discs will not get saved on maps that are not player deeds. * Fixed NPCs will not give points in Party Time! quests having a star icon on their head because their impress had increased due to their resurrection by the player or the use of love potions. * Fixed bringing up the character sheet of units that have a birth year later than the current year (it gets displayed as "Unknown") causing Error 6. * Fixed reinitializing the Truce Ground causing Error 7. * Fixed the altar in Cyber Dome not getting regenerated by map refreshes. * Fixed pets' inventories getting regenerated when they are revived. * Fixed every single non-equipment item in an adventurer's inventory getting swapped when trading items with them. * Fixed "(possibly)invalid show room" message displaying in the log when an error occurs on a non-show room map. * Fixed crafting a puff puff bread from a piece of equipment that is currently equipped causing the next item picked up to get equipped. (That item didn't even have to be a piece of equipment). * Fixed stealing platinum pieces causing them to get placed into the player's inventory. * Fixed BGM not changing as they should on some maps. (e.g. Lowest floor of magic stone dungeons, Thieves/Warrior/Mage guilds, and non-Vernis sub quest maps.) 《Changes in Rel.40》 * NPCs in towns will now resurrect in real time on maps when it is their respawn time. * Ebon's shackles will now get reset when he resurrects. * The text that berates the player for releasing Ebon will now only be displayed when Moyer is alive. * Decreased the chance that NPC adventurers will survive if they fail to escape from non-dungeon maps. * When deciding an NPC adventurer's next destination, maps that have a higher level on the first floor than the adventur * The chance of a map getting selected as an NPC adventurer's next destination now proportionally decreases with the difference between the level of the first floor and the adventurer's level/2 when the former is higher. * Decreased the probability that an adventurer will leave from the side of a map. * Improved the enemy search function for NPC units. * Searching will now begin from tiles closest to the unit. * Searching no longer always begins from the upper left corner (i.e. north west). * A wide-area search will be used every 10 searches. * Made the following maps regenerate periodically: Fighters/Thieves/Mages Guild, Miral and Garok's Workshop, Cyber Dome, the Embassy, Larna, the borders, and The smoke and pipe. * Added the following to the list of units that can spawn in towns: * Festival tourist in Noyel during the holy festival * Hot springs fanatic (named "citizen" in the English version) to Larna * Ammos damaged by acid can now be repaired with scrolls of enchant weapon. * Made the speed of ether disease progress in units that have a quality of 5 or above 1/5. This had to be done or else the inner gods will die like flies to the etherwind. * Changed how the etherwind works for ragnarok. * It will stop within 6 hours. * Units that activated ragnarok will gain resistance to the etherwind like if they were wearing a vindale cloak. This had to be done or else the inner gods will etc etc. * Non-precious eggs will have a low chance of hatching on the map when the day changes. The chance of hatching depends on the breed power. If they hatched on a ranch, then they will be marked as livestock. However, some character's eggs will never hatch, or will produce a different kind of character when they hatch. The chance of hatching is increased for eggs in your inventory, and will have a 1/3 chance of being neutral (hostility = -1) even if it's an egg of a hostile NPC. Servant NPCs are hostile by default (-3) so be careful when hatching their eggs. * Aliens born from pregnancy will now start with an age of 0. * Changed the sprite number for the following characters. Most of them will now use adventurer sprites. The mercenaries will now also speak different lines depending on their sex. * Mercenary warrior (female) * Mercenary wizard (female) (now same as female adventurer/eulderna player) * Mercenary archer (female) * Rogue boss (female) * Rogue warrior (female) * Rogue archer (female) (now same as rogue (female)) * Rogue wizard (male) * Thief (female) * Robber (female) * Master thief (female) * Changed how wandering vendors are generated. They will no longer repeatedly level up after getting generated, and they will instead start off at their supposed level. This is a fix to stop wandering vendors from having less than max HP when they appear. * Created a config option that can turn the sound effect for the player bumping into walls on and off (under ELM settings 2). It will also only place once per turn even if the movement key is held down. * The wait time for random events can now be set from 0 to 3 seconds. (ELM settings 2.) * Potions of cure corruption can now be won at the same time as a panty at the casino. (Panties will no longer overwrite the cure corruption.) * Equipment on NPCs that was damaged by acid will now be repaired when their inventory is regenerated. * Putits will now spawn in Vernis at night until Miches' sub quest is completed. They will spawn around the slime cave too. * Added the "High+" option to the smooth scroll quality config (under ELM settings 2). Weather effects are now drawn smoothly even when there is no input from the player. This will be rather CPU intensive. * NPCs that split will no longer pick fights with the same type of NPC when drunk or under the effects of love potion. * Cecilia now has a high chance of spawning in dungeons from the 4th to 7th of August in-game. * Cecilia will now disappear when you leave the map. * Cursed nukes now appear irresistable. * Nukes will also detonate when the count reaches 0 instead of 1. (This extends the countdown by 1 turn.) * You might find dungeons full of love potion addicts now. * Rain in outdoor maps will now wash away blood splatter. * Directional targeting now lets you aim in 8 directions. * The Murderer event will now tell you the direction in which the murder occurred. * Figures and cards can no longer be dyed. (They will resist it.) * Fixed cleaner NPCs (cleaner and Balzak) that have a value of 5 for their aiCalm not putting a high priority towards moving towards tiles with blood splatter on them. * Fixed adventurer news getting listed as 24 o'clock of the previous day for events that occurred at 0 o'clock. * Fixed the player getting attacked by guards with low karma. * Fixed the modifier for the number of randomly generated characters in some towns being below that of the number of pre-placed NPCs in town. The new NPC limit will be used the next time the map refreshes. * Fixed empty inventory slots triggering item stacking when arranging items at a shop. (This was why the "item name as been stacked. (Total: x)" message was getting displayed even when where were no empty inventory slots being created.) * Fixed drawing figures and cards out of sight of the player causing Error 7 sometimes if the inventory that was looked up was a different item. * Fixed wishing for figures and cards giving other items. * Fixed explosive shot not working with extra ranged attacks. * Fixed guests being able to visit your home and exceed the number of guests on the waiting list if you talk to a maid while time is stopped. * Fixed decimals getting cut off when damage multiplier is 100 or above in the Combat Rolls section of the character sheet. * Fixed "(Pet) displaces (character)." getting displayed when the player displaces an NPC while riding the pet. * Fixed handing over one consumable item such as a scroll or potion and then stealing it back immediately sometimes causing the number of items in the item stack in the target's inventory to become negative. * Fixed NPCs repeatedly and infinitely using items stacks with a negative number. 《Changes in Rel.39b》 * Fixed picking up a duplicate copy of a unique artifact causing it to disappear instead of turning into a random artifact. 《Changes in Rel.39a》 * Fixed calling functions from hspda.dll (like when listing feats) cauesing Error 2. 《Changes in Rel.39》 * Changed custom portrait size from 24x40 to 32x48 so that they are now displayed at actual size. * Changed casting difficulty when spell power is enhanced. * Fixed casting success rate decreasing for spells that have a high spell power multiplier set when their level increases. * Charaters strung up on a sandbag can no longer transform. * HP and MP can no longer exceed their respective maximums when refreshing character information. * Error log files will now have the date of the error in their filenames. * The line number of code on which the error occurred will now be recorded in error log files. However, this is useless for everyone except the developer because the value will always be -1 if the game is run via the executable. * Beds at the player's feet will now be used when falling asleep while resting and when making a gene. If they are stacked with other items they will not be used though. * When spending the night with an NPC married to the player, both that NPC and the player will gain Constitution and Charisma experience, and the NPC will also gain the player's sleep experience as potential. However, the loop for assigning potential increases will select one character out of the pair at random for each loop, causing the player to earn less sleep potential than if the player had slept alone. * The "Now laying..." phrase that was removed when high-speed loading was implemented has been reinstated in a different place. Either the player or a pet needs to be female though. * Fixed items with different qualities sometimes getting stacked together. * Fixed characters spawned via splitting appearing on a certain tile in inaccessible areas of town board quests. * Fixed character cbit data for CNPCs getting applied to the wrong CNPC sometimes in showrooms. * Fixed killing multiple characters with one area of effect attack sometimes causing each of those characters to drop the exact same items. * The delivery quest item trigger for targets will be turned off only after checking for space in the player's inventory when stealing items. * Fixed several overflow issues with the Void's buff. * Fixed the problem with recruiting servants. * Fixed not reinitializing exrand using in-game date when generating servants. This was why the job of candidates in the list of servants for hire kept changing every time the window was opened. * Fixed the game not checking the existence of servants with the same name when dismissing a servant. (This causes servants to never have the same name; even if a servant is fired, their name will still be stored.) * Fixed the map cell data value overflow when a character with a large unit ID number sets a mine. This was causing the occasional Error 7 when spamming Summon Monsters. * Fixed the message when attempting to pay a stack of bills. 《Changes in Rel.38d》 * Fixed Error 7 occurring when the coordinates of a unit with either aiDull or aiStand as its movement AI are outside the map. * Fixed the fov_los function so that the coordinates used as an argument will be checked to see if they are within the boundaries of the map. 《Changes in Rel.38c》 * Added debug log outputs to several points in the code. * Cecilia can now use her hyper laser even with bolt spells. If it damages only one enemy target and she is buffed by Divine Wisdom, there will be a 1/4 chance that a small Chaos Ball will proc. * Fixed mines that Cecilia stepped on also having their sound effect changed to the ball spell custom sound. 《Changes in Rel.38b》 * Fixed adventurers not moving to North Tyris after leaving the Hospital. * Fixed the player getting refreshed when executing fixcorrupt2. * Fixed the effects of equipment worn by another character sometimes getting displayed on the feat list. 《Changes in Rel.38a》 * Fixed certain portions of the HUD flickering during auto-turn. * Fixed Error 7 occurring while playing the animation of ball-type spells if the area of effect of the spell juts out of the right or bottom edge of the map, and the map is also smaller (either the width, the height, or both) than the screen. 《Changes in Rel.38》 * Implemented the ability to increase spell power while casting. * When spell power is increased, spells that have spell power will have a multiplier to their level. However, the difficulty of casting, MP cost, and spell stock cost will also increase, and the casting success rate maximum will also be lowered. * Pressing the '*' key in the Spell window will allow you to change the multiplier. Spells that can enhanced this way will have a '*' after their name. Spells that have a fixed MP cost cannot be enhanced. * The cap for enhancing spells is Spell level / (Original casting difficulty / 10) + 1, with an upper limit of 5. (For example, the elemental bolt spells will have their cap increased every 22 spell levels, and Chaos eye will increase every 65 levels.) Multipliers cannot be increased such that the cast success rate reaches 0%. It is still possible for cast success rate of spells to reach 0% due to things like equipment changes though. * Made Return and Wish spell mp costs fixed. * Skill level increases caused by character level increases willl now only occur if the new level has never been attained before by that character. * Potions of descent will no longer decrease skill levels. * Whether skill levels increase or not when character level increases can now be customized under ELM settings 2. The default ELM setting is "Depends to class" (sic). * NPC adventurers and guards will now spend bonus points on skills when they level up. This will happen only when this type of skill leveling is turned on in the config. * 'R'esting can now be cancelled when a pet in sight is attacked. * Reduced 'R'esting to 20 turns. * Made changes to the HUD. * Some values will now have their digits separated by commas. * Changed the layout for HP display for pets. You can now choose whether you want only the bar or the bar and the exact values to display. * Improved the HP bar display above sprites to make it more readable. * Made it possible for a character to drop more than one type of remain at a time. When this happens, they may get thrown into surrounding tiles. The player and high-quality characters are guaranteed to drop all types of remains. * Maids are now cleaner-type NPCs, and can remove blood splatter and debris. * Cleaner NPCs will now make it a priority to move to nearby tiles that have blood or debris on them if there are any. * There is now a low chance that a [dungeon] floor will be flooded with love potion. * Map effects will no longer be created on inaccessible tiles (e.g. closed doors, voting boxes in towns, town boards). * Water tiles will also no longer have blood, debris, and puddles on them. * Items that have never been identified before will no longer have prices that depend on the player's level. * Small gamble chests will no longer have their lockpicking difficulty reset after being opened. * Medusa-type AI routines will now have Nerve Arrow because there is no petrifying move in Elona. * NPCs adventurers will now stay in random dugeons and will not move elsewhere until they clear it or escape. They have a chance of going to the next floor from there they are. * Made changes to NPC adventurers' fame. * Changes to adventurers' fame will now use the same code (the calcfame function and decfame statement) as the player when they complete or fail a quest. * They will clear a dungeon's completion quest only when they are on the final floor of it. * Adventurers accompanying the player when the player clears a random dungeons will also gain fame like the player. * Changes to their fame will be calculated with 2000 times their level. * When NPC adventurers enter or leave a town, it gets immediately reflected. * They will appear at the entrance of towns like players, though which entrance they appear at is random. A side effect of this change is that all pets will face in the same direction when the player enters a new map. * If they are not in combat, they will leave to the world map at the 0th minute of every hour. * Added a calculation for adventurer survival chance. rndex(Character level * 100) is rolled every hour at the 0th minute, and if it is lower than the difficulty level of their current floor, there is a 1/5 chance that they will get turned into pieces of meat and get sent to the hospital. The remaining 4/5 of the time they will escape to the world map. * This greatly reduces the probability that an adventurer will retire. * Colour-coded the adventurer news in the journal. * Adventurer deaths are now also reported in the news. * Fixed movement routine improvements to the aiStand AI type not being limited to the townsfolk that you can talk to (i.e. characters with a default hostility of 0). This was the cause of the mushrooms' wanderlust. * Fixed reinforcements not arriving when Ebon has been unleashed. (The threshold [for triggering the arrival of more NPCs] was less than 38, which is the population of the map.) * Fixed bills sometimes having enhance values. The values were apparently making people uneasy even though they didn't actually affect anything. * Fixed arguments for random number generation being able to exceed the maximum of 32,768 in some places. (rndex is now defined as the function that calls the exrand_rnd statement. This will affect some things like the amount of money that gold bells drop, and random events like the Mad Millionaire and Malicious Hand.) * Fixed the places where values rolled could overflow. * Fixed the base value for cut damage and damage reflected by thorns overwriting the damage from "deals ___ damage" equipment attributes. * Fixed Suspicious hand using the target's attributes instead of the user's for calculations. * Fixed Garok's hammer using the quality of the item before usage of the hammer to calculate the parameters of the item after usage. * Fixed changes in the success rate of Performing skill getting overwritten by the number of points earned in the Party Time! quest. * Fixed the freeze that occurred when NPCs received a deed and treasure map and attempted to read them. 《Changes in Rel.37》 * Improved the movement AI fpr NPCs who are not in combat. * NPCs that loiter near a coordinate (aiDull) will now try not to move to a tile where they cannot see that coordinate. * NPCs that stay still at a coordinate (aiStand) will now attempt to move back to that tile if they are not on it. * Both of these AIs will cause their NPCs to wander around if their path to the home coordinate is blocked by walls. * While wandering around, NPCs will attempt to select a destination tile to move to up to 8 times to make them move more frequently in narrow corridors * Speech bubble icons will no longer get cut off at the top of the screen. * The player will now be able to use Suicide Attack when equipped with a certain unique artifact. "Make yourselves comfortable." * NB: Possibly a reference to Wild Dog's line from Time Crisis 4 stage 3-2 when he activates the trap. * Made a separate console command "fixcorrupt2" that will only force all equipment on all adventurers to get regenerated. "fixcorrupt1" will no longer do this. * Fixed being able to destroy jail walls. * Fixed bells approaching the player. (They had met the requirements for approaching to melee attack because they maintain a distance of 3 tiles, have a throwing AI, and do not have a ranged weapon.) * Fixed the code for town refresh jumping to the NPC equipping routine. (This was probably the cause of all the issues with equipment.) * Fixed adventurers generated in the Void getting the Void level bonus. 《Changes in Rel.36a》 * Fixed potions of cure corruption not curing ether disease for characters who had ether disease symptoms before updating to Rel.35. * Added the above functionality to the "fixcorrupt1" console command. 《Changes in Rel.36》 * Added the ability for fire pillars to illuminate surroundings. * Made changes to pregnancy. * Pregnancy will be naturally cured only if an alien egg is laid. Changed the egg laying probability. * Characters now have a chance to give birth to multiple alien children. * NPCs who have a distance maintained of 3 or above will now approach their target to attack if they lack a weapon or ammos and cannot execute a ranged attack. This is for shopkeepers whose ranged weapon has been turned into ashes. * Introduced code to regenerate the equipment of certain NPCs when refreshing towns. * Fixed being unable to eat items with an inventory index of 0 when two NPCs are having a little tail with each other. * Fixed the total weight items in an NPC's inventory not matching up with the weight he is burdened with due to town refreshes. * Fixed fires taking too long to extinguish during rain in forest dungeons. 《Changes in Rel.35b》 * Fire and Sound ball-type spells and Suicide Attack will now destroy the walls at the centre of the attack and around it. * Fixed a debug dialogue box popping up when generating NPC herds that I had forgotten to remove. 《Changes in Rel.35a》 * Made the player and pets spit out the corresponding seeds when eating raw vegetables and fruits. * Fixed pumpkin herds never spawning. 《Changes in Rel.35》 * NPCs now accumulate ether disease. * The actual ether disease symptoms have not been implemented. It will just say "The symptom of the Ether disease is shown up on ____" (sic). Instead, ether disease will cause them to go into Aphrodisiac status, and they may go insane at the 10th or greater stage of the disease * Pets will be affected by the player's etherwind resistance. Disease progression is also now listed on the "Feats and Traits" page. * Potions of cure corruption will have 5 times the effect on NPCs. The amount of ether disease that death recovers is also 5 times for them. * Changes to impress is affected by disease progression. * NPCs afflicted with Aphrodisiac status ailment will have slightly less resistance to Domination and monster balls, and the reduction in resistance increases with strength of Aphrodisiac status. * More information is now displayed on character sheets. * Pets will no longer mess with people when drunk. * Fixed Error 19 (divided by 0) occurring when calculating if lactation and egg laying is to occur when satiety is 0 or less. * Fixed data for ELM-specific unit data getting written to memory more than once when moving from a map with ELM-specific unit data (cdataelm*.s2) to one without that data. 《Changes in Rel.34a》 * There will now be 5% more sleeping tool bonus to sleep experience when there is a Jure's body pillow at the player's feet or in his inventory. And of course, is also comes with signals from Jure. * There is a chance that "You were up late!" will occur in Noyel during the Holy Festival even outside the bedrooms. * Fixed being unable to invest in general vendors. 《Changes in Rel.34》 * Changed how forest dungeons work. * They now have only one floor. (That means you can bump into the boss right at the entrance.) There is also only 1 type of map. * The map size will be large, and will be affected by weather. * This will not affect existing forest dungeons. If you 'l'ook at a forest dungeon's tile on the world map and it doesn't say "You see an entrance leading to...", then it's a new dungeon. * The cap for number of map effects now changes with map size. (Area / 5. Lowest 200, maximum 2000.) * Made a copy (mapelm_???_???.s2) of the map drawing data file (map_???_???.s2). This is a safety precaution to prevent other variants from reading a map effect ID that does not exist. When saving a show room, these new copies of map data will be saved. * Made changes to how the heartbeat sound plays. Like weather and campfire sounds, it will now loop using its special buffer number. * Added more sound effects. * For when the player or pets get turned into pieces of meat. * When setting the Cat's Cradle [nuke]. * BGM playback now stops when the player gets turned into pieces of meat. * Fire now burns for longer during winter. * Relaxed limitations for hiring at the house board; up to 2 of the same type of shopkeeper can now be hired. * Fixed "Inventory arrangement" not working in shops. * Fixed container items not stacking when they are opened. * Fixed the following issues with the "Feats and traits" page. * The player's ether disease progression was getting listed on the pets' pages. * Fixed pets appearing as if they can also obtain feats when the player is eligible to obtain new ones. * Fixed nobody being available for hire ever because of a mistake with the duplicate NPC type check in the code for generating the NPC servants. 《Changes in Rel.33》 * Added some features to make random dungeons extremely difficult. * There is a 1/3 chance that a dungeon which has a danger level that depends on fame will be created. Its danger level will be such that it is always higher than the player's level. It will have 7 to 10 floors, and have its name in . There is another 1/5 chance that it has double to quadruple the danger level and have 11 to 16 floors with its name in {brackets}. * NPCs that spawn in level 100 and above floors (except those which are marked to never receive the Void level bonus) will have a (floor level - 99) bonus to their level. Dominate will not work on maps with this NPC level bonus. * The names of the current map displayed at the bottom will be in red if Dominate is disabled. * Removed the redundant parts in the code for setting NPC level during NPC generation. This was necessary to make the aforementioned level bonus code possible to implement. * You will now be able to leave tower and fort [dungeons] by digging the wall regardless of which floor of it you are on. (Someone grins.) * Sprites and portraits of adventurers can now be rerolled by using mutation items (like potions of mutation). Of course, they have a chance of failing if the power of the item isn't sufficient. * 0 file will no longer be used for empty inventories outisde of the file input/output function. * Towns will no longer be regenerated the turn immediately after loading the game. * Diastrophisms will no longer delete the map you were in moments ago. This does not apply to diastorphisms that are rendered necessary due to gdata(79). * Multiple fruits will now drop from a tree when bashed. The number of fruits that drop each time is rnd(Strength) / 10 + 1. * The maximum number of fruits on a fruit tree will now vary from 0 to 16 with the seasons. * Increased the number of processes recorded in the error log from 4 to 10. The number of times a process is looped is also now recorded. * Fixed the number of servants increasing each time a small castle is placed. Made several changes to make servants move house with you. * Servants that come with the small castle and those that are recruitable with the house board will no longer overlap in occupation and name with existing servants. * Increased the maximum number of stayers at the small castle to 12, making it possible to hire servants of all occupations at the same time. * Guests at your house are no longer counted as stayers. * Fixed loading a CNPC that does not exist on the current show room map causing its character level displayed in the summoning crystal list to be that of another character. * Fixed weight not always getting recalculated when an item at the player's feet is identified then stacked. * Fixed NPCs that are marked to never receive the Void level bonus when they are generated not getting unmarked outside the Void. * Fixed the typo in a variable name in the accuracy calculation function. * Fixed snails being able to eat salt without melting for some reason. * Fixed NPCs that were supposed to get spawn randomly only once spawning multiple times. * Fixed Error 12 occuring due to an invalid file output path when dumping character information with F11. * Fixed how Miral talks when drunk. Also made the following changes: * Items added to the shop inventory via sale cannot be exchanged with medals if they are not on the list of exchangable items (calcmedalvalue() returns a value of 1) or if they are blessed/cursed. * Added quite a few items exchangeable for medals. * Placed a limit on item number of each item stocked by the shop. Items that cost fewer medals are likely to be stocked in greater amounts in the shop. The shop inventory will refresh with the same frequency as trade shops. * Fixed detailed HP for pets not participating in a match at the pet arena getting displayed. * Fixed the "Show your name" setting not affecting the Feats and Traits page. 《Changes in Rel.32》 * "q" can now be wished for. "q", "Q", and "Q" will all work. (NB: the first and last are fullwidth characters.) * The warning prompt for insufficient MP can now be turned off. (NB: actual option is "Quick overcasting") under ELM settings 2. I'm not responsible for any deaths caused by forgetting to turn it back on. * Divine Wisdom will increase the number of shots in Cecilia's multi-spell casting by 3 + rnd(6) spells. Implemented the hyper laser attack. It activates if 8 shots all hit the same target. * Fixed the fix in Rel.27 that was supposed to fix the top left corner (X0, Y0) of maps without bedroom areas becoming bedroom areas. The loop for setting all map IDs to the default value (-1) was repeated 3 times using the maximum number of sleeping areas (maxbedroom = 3) for some reason, and did not loop for 500 times like it should have. As a result, the change only affected the wilderness (map ID = 2). * Fixed being able to get out of the first floor of dungeons by digging the wall. * Fixed the check to determine if the local map is a snowy area not working. 《Changes in Rel.31》 * Made a few things change with the seasons. * The etherwind will not stop as easily in spring, and the number of escort quests increase. There are no harvest quests. * In the summer, rain falls more easily, and the number of hunting quests increase. * In autumn, the etherwind will not stop as easily. Cooking and harvesting quests increase in numbers, as do spellbook delivery quests. Quotas for harvesting quests may exceed 140s. Food shops will sell a greater number of items. * Snow falls more easily in winter, and the number of performing quests increase. There are no harvest quests. * Increased the reward for harvesting quests. * Set snowy areas in the world maps outside of North Tyris. South Tyris has no tundra and therefore has no snowy area. * Changed the spawn rate of younger sister bomb. * Fixed map data for Nefias that were removed by diastrophisms remaining and clashing with newly-generated Nefia with the same map numbers. This was causing players to get warped to other Nefia when they proceed to the next floor. * Fixed current coordinates on the world map not getting refreshed after using the Return spell. (For example, if you Returned to your home which was built in a snowy area from a non-snowy area, it would keep raining while you were at home and would not start snowing.) 《Changes in Rel.30》 * Set +3 as the maximum uncurse resistance of enhanced items. After all, there's no point in having extremely high uncurse resistances as all you would need to do is bring out a bottle of blessed water. * Aphrodisiac status will now cause the occasional *stagger*. * NPCs will now also stagger when affected by certain status ailments. * The output for walkWait auto-adjustment is now set to not display by default. If you would like to see it, use "walkWait_autoadjustinfo. "1"" in hack_config.txt. * Debris and blood splatter on the ground will now decrease by 1 stage at a time when a cleaner NPC cleans the tile at his feet. * When Karma is below -40, there is now a fixed chance that you will find yourself in jail instead of your home when crawling back up. * Changed the quality of items with the player's name on it (such as milk and eggs) from 5 to 3. * Fixed Error 19 occurring when attempting to uncurse items with a negative enhance number on them. * Fixed the player's karma increasing when crawling back up as a criminal. * Fixed NPCs sometimes saying lines for love potions instead when a drunk character messes with them. 《Changes in Rel.29a》 * The number of points gained and tracked skills no longer display while in the casino. * The rates of winning potions of cure corruptions and panties now depends on the player's Luck. 《Changes in Rel.29》 * Walk speeed (walkWait) can now be made to auto-adjust. (Under ELM settings 2.) For example, if base speed is set to 250ms and sensitivity to 50ms, walk speed will be adjusted by applying a modifier to it if scroll time falls outside of the 200-300ms range. Settings for speed are in 50ms increments and can be set from 50 to 500ms. Settings for sensitivity are in increments of 10ms from 50 to 200ms. This modifier to walk speed will be saved separately for each map ID to prevent sudden changes to speed when changing maps. * There will be a reference displayed to help with manual adjustment of the setting. * walkWait modifier for each map ID will be saved under "elmdata1.s1" in the save files. * When an NPC drops an item in his inventory, delivery quest data attached to it will be deleted so that it can stack with regular copies of the same item. * CNPCs with a spawn frequency of 0 will not spawn randomly. * Added panties to the list of casino rewards. There is a 1/3 chance that you will win one instead of a potion of cure corruption. 《Changes in Rel.28b》 * Fixed the world map walk speed setting sometimes not getting loaded correctly. Please fix make the following change to config.txt: * Use "walkWait_global" instead of "global_walkWait". 《Changes in Rel.28a》 * Walk speed on the world map can now be customized separately from local maps. (Under Game Setting.) * Fixed weight not recalculating properly after handing over to/receiving an item from an NPC. 《Changes in Rel.28》 * Made the smooth scrolling method match omake's. * Added pumpkin herds. * God-summoning wishes will now be fulfilled only if the target character is not already on the current map. * Replaced some variables in item worth calculation routine with double data type variables to prevent overflow during calculation. * Fixed the result of item worth calculation after changing materials being wrong. 《Changes in Rel.27b》 * Fixed quick loading. * Fixed map data for a previous player building reappearing at the former building's map ID when the building is removed and replaced elsewhere. 《Changes in Rel.27a》 * Fixed quick loading. * Fixed map name (mdatan) and the names of NPCs on it (cdatan) not getting loaded when loading a user map, causing CNPCs on those maps to all become "a garbage". 《Changes in Rel.27》 * Started using HSP3.3 (except the editor) for development. * Changed how files are copied into the temp folder. "*.s2" files are no longer all copied when starting the game, and will only be copied when needed. This change makes filelist.txt redundant. * Informers will now tell you karma and impress of adventurers. * Changed the type of NPCs that appear as reinforcements in Challenge-type hunting quests. Removed the mercenary NPCs (warrior, wizard, and archer) and added younger sisters in their place. * In the town that has the guild that the player is a member of, guild members will appear as reinforcements. In other towns, warriors and wizards will appear instead. * Hunting quests will now only have characters that are hostile (-3) NPCs. You can now summon a god to help out with the quest. * You can now choose if you want Lesimas to be affected by diastrophisms or not. (ELM settings 2.) Diastrophisms will also reset the record for deepest floor cleared. * More items can now be crafted. * Items that are currently uncraftable due to insufficient skill level will now get listed in the crafting window. This is to prevent selection of the wrong item when crafting items by holding down or spamming the key when the number of craftable items in the list increase. * Fixed top left corner (X0, Y0) of maps without bedrooms becoming a bedroom. 《Changes in Rel.26》 * The maximum time limit for the combo gauge can now be temporarily doubled (to 32 turns). The limit increases by 1 every 10 hits. * The ball spell sound effect will now play during the animation for Meteor whenever a meteor hits the ground. * Increased the chance of Meteor to generate a crater to 1/2. * Improved targeting. * NPCs that are currently displaying their HP bar will now also display it when their HP is set to display as numbers. * [Names] of NPCs that are not hostile will now be coloured differently. * The player is now a valid target. This is for throwing potions at yourself. * Fairy race feat (equipment weight limitation and DV bonus) is now applicable on fairy NPCs as well. * NPCs will now search their inventories for food and drinks every 10 turns instead of every turn when they are hungry in order to optimize the game. * Non-pet NPCs will now gain Healing, Meditation, and Weight Lifting experience as well. * Fixed opening a stack of empty containers causing the stack to remain split. * Fixed the first character that the targeting cursor had passed over becoming the target for pets when there is no NPC currently being targeted, even if the current target has been cancelled. * Fixed NPCs freezing up when they keep attempting to quaff an empty bottle. Empty bottles are now deleted from their inventory when generating [food and drink] for hungry NPCs. 《Changes in Rel.25》 * gzip compression rate can now be set as something other than 9 (ELM settings 2). Range of values is 1 to 9, default is 3. Decrease this setting if you think saving takes too long. * Craters will now only form at the coordinates hit by meteors. There will also be 4 times the normal damage to targets at the coordinates where large craters are created. * Changed the power of Insult and Eye of dimness from a fixed 200 to 100 + Charisma / 5. * In an attempt to shrink save file size... * Implemented automatic deletion of 3 sub quest maps that cannot be accessed normally out of the sub quest. The map data for these will be deleted when loading the game if the corresponding quest has been cleared. * There is now a 1/5 chance that the map data for Lesimas will be deleted after clearing the main quest during a diastrophism. However, the map data will not be deleted more than twice in a year. * Added 2 new debug commands for the console. * "remove_unusedshopinv" and "remove_unusedsheltermap" will search for and remove shop inventories and shelter maps that are no longer being referenced by anything respectively. * The cursor keys can now e'x'amine the next item in the inventory while looking at the details of one item. This might be useful in comparing items in the blackmarket. * Fixed the Apocalypse ancient book not spawning. 《Changes in Rel.24》 * Implemented compatibility for customization of individual item sprites (i.e. FFHP functionality) for cooked food and fish from fishing. You'll have to get your own [sprites] for this. This feature will automatically work if itemEx.bmp exists in the /graphic folder. * Also added support for customizing parts of item.bmp and itemEx.bmp. The latter will need itemEx.csv in the /data folder. The latter may also cause the sprites of some items on the ground to turn into something else when an item's inventory (like a chest or some other container) is currently open. * The code for parsing itemEx.csv is from FFHP v9 and was practically copied word for word. * Organized the item sprite drawing routine. * If you encounter an error, please include the function and the line number where it was called in the debug info for the bug report. * Character sprites for figures and cards are now affected by the NPC's hue, but only if they are in sight. (This will not affect those that are dimmed while out of sight. This is because it's not possible for map drawing to read the sprite colour data stored in figures and cards.) * Younger (cat) sisters that spawn from Summon sister will have a 1/5 chance of having the suicide bit flag. The AI is the same. This bit flag is removed when they are dominated. * Wizard-type magic vendor can now be hired at your home. The usual magic vendor shopkeepers are still recruitable. * Increased the maximum number of stayers at the small castle by 1. * Increased compression ratio of save files. Non shop inventories (IDs 1320 to 5479) were getting saved in the shop inventory files, so I have added code to remove them in the output routine. There is no such code for the temporary backup file (shoptmp.s2). * Increased gzip compression ratio from 3 to 9. * Saving and loading with the function keys will now have a confirmation prompt. * Fixed Ganna the maid no longer being blonde and twin-tailed. * Maids are assigned their sprites at random by the character generating function, and the problem was caused by the addition of one more function that used random numbers (i.e. the one for checking if love potion addict bit should be assigned). * Fixed the player appearing on the map away from the staircase when entering a newly generated or unpatched instance of the bottom floor of the Ancient Castle and Tower of Fire. 《Changes in Rel.23》 * Poisons can now be mixed with items other than other potions. Unlike love potions, they will have no effect on offerings to gods. * Attacks with weapons (or ammos for ranged weapons) dipped in poison or love potion will now have a 1/20 chance of applying the Poisoned or Aphrodisiac status ailments respectively if the attack hits. * If the weapon has been dipped in both, poison will take priority. * They will not work if the attack "makes a scratch". * Power is doubled if the weapon is made of raw. * If the effect of the poison/love potion is applied, then the attacker will lose 2 karma. Yep. * Karma changes to pets will be passed on to the player. Your character's karma is going to be shot if you have a quickling archer with a poisoned arrow. * You can now indicate which rank of cooked food you want to make. If you attempt to make a rank that is beyond what your skill and cooking tool can make, a failed cooked item (i.e. rank 1) will be produced. If not, it will either make that rank successfully or fail and make a rank 2 item. The success rate for rank 3 food is never 0, and the success rates for higher rank food will increase as Cooking skill increases. * Changed the interface for AI adjustment. * The chance that an AI will use special ammo can now be customized and set from 0 to 50. The default is 0, so don't forget to tweak it after updating. * NPCs under the influence of love potions will attempt to mess with characters near them. However, if one of them is a mewmewmew then a fight will be avoided. When NPCs snap [because a character under the influence of love potions messes with them,] they will speak the same lines as when they are handed love potions themselves. * Greater Evasion of attackers now cancels out that of their targets. * Items generated at the top of a store inventory have a lower chance of being enhanced. * Deeds can no longger be enhanced. * The following are the effects of enhanced items: * Scrolls of return and escape take a shorter amount of item to open the dimensional door. * Increased level range of characters summoned by scrolls of ally. (+10 levels per level of enhance.) * Changed the price calculation for enhanced items. The calculation no longer occurs when the item is generated, but when calculating the price. This will cause the prices of items that were already enhanced in previous versions to have abnormally high prices. * Prices of enhanced items will now be the same as unenhanced items if they are unidentified. * Enhanced cursed items will now have uncurse resistance that increases with the enhance value. * When the player has joined the Mages Guild, decoded ancient books in the inventory will also indicate the number of guild points that they will fetch. * Made unlearned (level 0) spells not snow up when the enhanced skill info is turned on. * Fixed the player being unable to use special ammos. 《Changes in Rel.22a》 * Changed the probability rates of enhancing items. * Fixed the language selection window not showing. * Fixed the character sheet. * Fixed not being able to bring up the skill list when a ranged weapon and its ammo is equipped. * Fixed the max combo always being the player's value. 《Changes in Rel.22》 * Added the new Aphrodisiac status ailment. Quaffing a love potion will give this. You can have a little tail with NPCs that have this status ailment. * Changed when lactation and egg laying occur. They no longer occur right after quaffing the potion, but at random times while in Aphrodisiac status. * There is a rare chance that a love potion-addicted NPC will spawn. It will become Aphrodisiac at random, and will lactate and lay eggs regardless of its impress value. When killed, the corpse and monster parts dropped are also infused with love potion. Shit and eggs are unaffected. When recruited as a pet, the love potion addict bit flag is removed. * Distance maintained and movement chance of pets are now customizable via the 'i'nteract menu. * NPCs have a 1/5 chance of using special ammos when shooting. Pets can be allowed and forbidden from using special ammos by talking to them; it is on by default. * Refilling special ammos at the blacksmith will also refill the special ammos of pets who are with you. * Throwing certain potions will spawn pumpkins. Pumpkins that throw only love potions will always have the love potion addict bit flag. * Sleeping in the bedroom of an inn with a pet married to you will trigger an event if conditions are met. Drinking certain things (or getting drenched in them) before sleeping will increase the chance of the event occurring. * Certain status ailments will be cured when waking up. Otherwise it'd be kind of let down after the exciting events in the night. * Precious eggs will now be generated on the ground instead of in the inventory. * Everything can now be dipped in love potions (except potions) and not just food. Offering items dipped in love potions to god will give double the favor points but also -10 karma. * Water and dirty water can be used to clean the poison/love potion off items. Keep in mind that washing food with cursed dirty water will make it rot. * Implemented the effect of enhance values on the following items that are unaffected by spell power: * amount of age change caused by blessed potion of slow/cursed potion of speed, * amount of height change caused by milk, and * amount of stamina recovered by stamina recovery items. * Fixed the number of starting charges of rods and the number of charges that can be drawn from them with the mana battery symptom not being affected by the rod enhance value. * Fixed ELM data remaining in memory and not getting cleared when loading a save file that does not have ELM-specific data (*elm.s?) then reloading with the F2 key. * Fixed reading scrolls of growth causing an infinite loop and Error 7. 《Changes in Rel.21a》 * Added dirty water (that's also dyed) as a by-product of egg-laying. * Rods will have a lower maximum number of charges as their enhance value increases. * Fixed the multiplier for mana that can be drawn from rods being wrong. 《Changes in Rel.21》 * Added more global save data (gdataelm.s1). * Attempted to reduce save data size. * Assigned a special inventory ID for shopkeepers at the Noyel Holy Night festival (unit ID + 500) to prevent the inventory files and IDs from increasing every time the festival occurs. * Implemented automatic inventory file cleanup. When entering a town, shopkeepers whose inventory has expired will now have their inventory deleted. Deletion will also occur if the shopkeeper has been fired or the shopkeeper no longer exists because the festival has ended. * Filled the unused map effect file (mef*.s2) region with 0s. * Potions, scrolls, and rods now have a chance to be created with enhance values. They can have up to +3 in enhance values; their spell power will be multiplied by (enhance value + 1) times, and their price will be (enhance value * 2 + 1) times normal. Mana drawn from rods will also be affected by the multiplier. The effects for enhanced items for those items that have effects that are independent of spell power will be implemented later, so keep that in mind when selling them. Items sold at the workshop and puddles on the ground will not be enhanced. * Implemented multipliers for the effects of some spell-power independent items: * [attribute] experience and potential change hermes blood, potions of potential, * amount that attributes are buffed by/weakened by for potions of restore body/mind, * number of times that potions of descent will loop to decrease level, and * amount of spell stock gained from scrolls of wonder. * Love potions will be frequently distributed amongst NPCs during Party Time! quests. Added prostitutes to the quest map. * Lactation and egg laying rates in Party Time! are independent of impress. * The amount that NPCs like a performance now uses an ELM variable, and score will be calculated with this. * Inns now sell love potions. * A sound now plays when the player is attempting to move into an inaccessible tile like a wall. * Fixed the player's name always displaying in the "killed the criminal" log message. * Fixed hostility values being improperly inherited when an NPC transforms into another NPC. For example, when visitors at the shop or the museum get transformed into a monster and they attack the player, you would displace them when attempting to attack them and a dialogue would pop up to confirm if you really want to attack. * Fixed empty adventurers slots also getting refreshed when updating the state of adventurers. The adventurer refreshing routine was unable to handle empty slots. * Fixed being unable to walk out of the lowest floors of the Ancient Castle and Tower of Fire in games that were created in Rel.20 or later or if the world map has been updated. The [version] number will now be stored in the ELM global data. This version number is used to decide if a diastrophism has to be forced when going on to/off the world map in order to fix the aforementioned issue. 《Changes in Rel.20》 * Added age info to unique female NPCs in town. As usual, this will not affect existing characters. * You can now get unique NPCs drunk and have a little tail with them. The lines spoken when they are drunk are the same as the townsfolk's. * Added more custom talk. * Burned (by a fire pillar on the ground/in the Tower of Fire) * %txtBurn,JP * %txtBurn,EN * Is pregnant * %txtPregnant,JP * %txtPregnant,EN * Alcohol (Ah, good booze) * %txtDrunk1,JP * %txtDrunk1,EN * Alcohol (Ah, bad booze.) * %txtDrunk2,JP * %txtDrunk2,EN * Milk (Yummy!) * %txtMilk1,JP * %txtMilk1,EN * Milk (Argh, the milk is cursed!) * %txtMilk2,JP * %txtMilk2,EN * Initiating riding * %txtRideBegin1,JP * %txtRideBegin1,EN * Initiating riding (not suitable as a steed) * %txtRideBegin2,JP * %txtRideBegin2,EN * Stop riding * %txtRideEnd1,JP * %txtRideEnd1,EN * Stop riding (not suitable as a steed) * %txtRideEnd2,JP * %txtRideEnd2,EN * The default lines for starting/stopping riding has been divided up for use when the pet is suitable and not suitable. * Martial arts attacks now steal MP [#####] from targets when affected by the mana battery ether disease symptom. * Improved the display for the progress log for temporary file operations. Display will now refresh every 50ms instead of every 50 files. * New adventurers will now be generated only when a new day starts even if there is an empty slot. * Increased the probability of deleting the molotov from 20% to 80% when generating food and drinks for a hungry NPC outside the Party Time! quest map produces a molotov. * Dungeons that are of the fort and tower types will now require to ascend the floors to progress deeper into the dungeon, with their top floors being the deepest floor. This, however, does not affect existing dungeons that are already on the world map. * Changed the descriptive text for dungeon staircases into "staircase for next/previous level". * Stamina consumed when using staircases now depends on equipment (from 1 to 3) and the weight of the items in the inventory (0 to 4 * 2). The aforementioned numbers in the brackets get multiplied by 5 to give the stamina cost. * Improved the AI for melee Yerles NPCs. * Made a makeshift fix for the F11 character dump issue. * Fixed Error 12 occurring when ELM unit data file (cdataelm) causes an unfinished map to be reinitialized. * Fixed the Cat's Cradle ball spell sound effect sometimes becoming Cecilia's ball spell sound sometimes. * Fixed damage multiplier for falling into wells increasing as equipment weight decreased. 《Changes in Rel.19》 * Added younger sister voices (ELM settings 2). She won't talk anymore if you change her tone. * Added 2 voice files as Raphael's dying screams. There's an English version too. * Added a sound effect just for Cecilia. * Cecilia's corpse now gives darkness resistance 100% of the time when eaten. * Big Daddy and Cecilia no longer spawn on the lowest floor of Nefias. * Engagement rings and necklaces swallowed by pets will now get excreted together with shit. However, they will become completely different items (they are actually newly generated), and have a high chance of no longer being an "engagement"-type item. * Wizard's Harvest spell now has a 1/50 chance of producing a love potion. * Added Shield skill and equipment to the machine humanoid NPCs (NB: probably the blades). If you take your foot off the pedal and use your shield instead the enemies won't be able to hit you. * Yerles soldiers have a 1/10 of getting generated with a melee AI. To be able to tell who "Miller! Cover that idiot!" is referring to, they will now come with randomly generated names. (NB: Probably Razing Storm reference.) * Implemented Noel's dying words. It's extremely dangerous, so it only has a 1/100 chance of occurring. * When an NPC who is a criminal due to his low karma is killed by the player, it will get described in the message log. * CNPC data will be reloaded when exiting a user map. * This fixes the issues where unsummoned CNPCs were appearing outside user maps. * The birth year of livestock that get generated on the ranch will now be between the date on which the player loaded the ranch map and the current year. * Fixed criminal townsfolk not regaining karma when they respawn naturally in towns. * Fixed unit counter increasing when transforming NPCs. * Fixed friendly NPCs' impress towards the player decreasing when they get hit by a molotov or sulfuric bottle thrown by a hostile NPC (e.g. pumpkin). This was supposed to be fixed in Rel.14 but I guess I missed this one. 《Changes in Rel.18》 * Added 1 wish. I'll get beaten up if I say what it is, but if you have great luck you might be able to obtain a blunt weapon on par with eternal force ones. (NB: Apparently wishing for "nullpo" or "nurupo" gives a 99/100 chance of receiving damage and 1/100 chance of receiving a hammer/club.) * Cecilia is now a light source. The brightness depends on her remaining HP. * She will now also get generated with an age between 16-20. 'tis good to be young. * Changed how torches work. * It will show up as a light source only when you are in range of its illumination. * It will now only light up dungeons when it is in the player's inventory. * Added more rare loots. * Bottle of sulfuric (1/5) from aliens. * Dyed summoning crystals (1/4) from Cecilia. * Made fixes to automatic eating and drinking. * Fixed quest givers getting turned into pieces of meat when they eat rotten food that was in their inventory right from the start after completing a delivery quest for them. * Fixed pets who are not hungry no longer picking up gold pieces and ores. * Fixed issues with the progress dialogue for loading. * Fixed precious food items other than eggs such as hero cheese having a character's name on them. 《Changes in Rel.17》 * Added a new NPC. (ID 354. Sprite number 486.) Spawning requirements are almost identical to Big Daddy (but both of them will not spawn together). It will also appear in the Void as a boss. * Made changes to Jure's body pillow. * You will now receive signals from Jure regardless of which god you are worshipping. * Sanity will now decrease when sleeping. It will decrease even more if the player is currently worshipping Jure. * Gould's Piano will now occasionally make the audience Dimmed. "Ahhh...!" * NPCs will now take damage while in the Tower of Fire, unless their unit quality is 6 (i.e. is a unique NPC) or they were summoned from Summon Fire (i.e. they have the /fire/ bit flag). Halved the frequency for the damage-over-time. * Changed the "Critical Hit!" for ranged weapons to "Headshot!!", and increased the damage multiplier by 100%. * Critical hits by NPCs will now get displayed in the message log and play a sound effect. The sound will also play for hits that hit the player. * Made the game use the .csv file packaged in the .exe as filter data when generating NPCs and items. This change reduces the length of the filter routine code. * AIs will now maintain their distance preferred when they are in combat to make it easier to hand items to pets. * When NPCs get interrupted while doing a multi-turn action, the item ID for the item that they are currently using will now get cleared. This is to stop NPCs from starting to eat, then immediately cancelling, then starting to eat again when they are surrounded by enemies or currently getting roasted in a fire. * When NPCs eat and drink, food and drink that they own will be the first to get consumed. This does not apply to food and drink marked with an ibit that indicates that they were mixed with potions, and with healing potions when the NPC is low on health. * Implemented automatic eating and drinking for pets as well as auto-healing with potions when low on health. Keep in mind that potions of restore body and mind are also classified as healing potions. * Progress for moving files to the temp folder when loading a save file is now shown. * Fixed range of sight not getting checked when playing Swarm animation. * Fixed items on the ground becoming invisible when sleeping in a shop with no shopkeeper. 《Changes in Rel.16c》 * Fixed breath attacks causing Error 7 when they hit. 《Changes in Rel.16b》 * Made more fixes to hit combos. * Fixed being able to gain combo hits indefinitely on sandbagged NPCs. * NPCs with the splitting bit flag will no longer increase the number of hits, but will still increase the combo gauge. 《Changes in Rel.16a》 * Fixed being able to maintain combo hits by attacking pets. All because I didn't exclude the Control Magic targets as combo hit targets. 《Changes in Rel.16》 * Implemented a combo system in which doing consecutive hits gives you a bonus. * When an attack with a weapons, spells, and breath hits a target and does 1 damage or more, it will be considered 1 hit. * A character will do 5% more damage for every 10 hits up to a maximum of 50%. The counter will be reset when that character's turn arrives. * That aforementioned bonus damage will also be given as experience for the kill. * The time limit (i.e. the amount of time before the combo gauge expires) is 16 turns. The time limit is completely reset by melee weapons, but ranged weapons will reset it by only 1/2, while spells and breath attacks will recover it by 1/4. * Attacks proced by equipment attributes other than decapitation will also work. * The following applies to the player only: when the combo ends, you will receive (number of hits / 100) platinum pieces. * The character sheet will now display that character's highest combo achieved. * There is now more ELM unit data in save files. (It's the files that begin with "cdataelm".) * The highest combo will be stored in that file for now. * Characters will no longer suffocate when they have already spat out the mochi they had eaten. * Bonus points can now be assigned for pets if they are with you when you are investigating them. * Added signals from the butt goddess (NB: Lulwy) and mewmewmew that you can receive if you are in certain areas. * If people in Party Time! had a hell of a good time, you can now pick up rewards on the ground. This is made possible with the casino prize claim code by listing all items except those that cannot be picked up by inventory manipulation (22). 《Changes in Rel.15》 * There is now a 1/20 chance that a bandit bands will be made up of Rorans except for the boss, and there are twice the number of bandits. They will consist of younger sisters and little girls, with the occasional young lady and silver eyed witch, and very rarely the younger cat sister. The starting levels of the little girl and silver eyed witch are (boss level + rnd(10)), but will only start appearing when the player reaches their default level. * When determining sales that occur while the player is in the shop, the number of visiting customers now also takes into account the player's Charisma. * Added an inventory arrangement option to the register in the shop. It will attempt to stack all items in the shop except furniture. * When afflicted by ether disease, the number of symptoms is now displayed on the top right corner of the screen. * Sense Object spell can now detect traps. * Slightly increased the chance for potion throwing to throw molotovs, and made the lowest level pumpkins able to throw molotovs. * Splitting and summoning skills will now work only when the number of characters on the map is below a threshold. The threshold for the former is lower than the latter's, so summoning can still occur even after a there are a lot of NPCs from splitting on the map already. * The chance for character of quality 4 and above is now a fixed 1/5. This is to prevent corpses, figures, and cards from maxing out the number of items on the map [and starting to delete existing ones]. * Prevented characters from saying their victory lines for the second character killed and onwards when multiple characters are killed at the same time. This is to prevent wizards from clogging up the log with their AOE attacks and long victory speeches. * Blackmarkets will now stock only items of Great quality and better. Also increased the chance of stocking random artifacts. * Love potions will now occasionally drip from hands that drip with poison. Made love potions no longer affected by poison dripping from hands. * Set the default coordinate of the silver cat to Mia's house when handing the silver cat to Mia. * Increased the number of places where items stacking will be called. * Added 2 more yukkuri voice files. * Added more rare loots. * Stethoscope from nurse (1/5). * Hermes blood from quicklings (1/300). * To preven the player from selecting the wrong options for events while spamming the enter key, a 3 second delay has to be added to the events that offer a number of different options. * Pets will now visit the trainer with 4 times the usual frequency if a guild trainer is currently staying at your home. This does not apply to pets who are stayers at your home though. Ores remain unsellable [at home]. * Remaining amount of money that pets have will now be displayed when they train. * Changed the positions of some HUD elements. * Number of ether disease symptoms is now displayed between HP and MP. * Added a display for time remaining for a quest. The points gained and quota for performing and harvesting quests will be displayed in those quests. If the display is blue, then the reward received will be increased. * NPCs now have a low chance of napping during the day. They now sleep for 3000 to 5499 turns instead of a fixed 4000 turns. * Unlocked containers will now have their lock picking difficulty and random seed set as 0 so that they can stack together. * Fixed becoming unBurdened several items too late when placing multiple items on the ground. * Fixed cursed scrolls of ally sometimes making NPCs appear a distance away from the player. 《Changes in Rel.14》 * The number of points obtained can now be made to display at the top right corner of the screen. (ELM settings 2). * The remaining special ammos can also be made to display at the top right corner. * A bell sound will now be played when the inventory of a shop has been refreshed. * Uncurse spell can now be targeted in a direction. * The equipment attribute that nullifies damage no longer works on damage-over-time caused by starvation and suffocation. This should prevent the infinite loop caused when suffocating while equipped with 13 shields. * Prostitute AI now searches for buyers in a larger area. * Chance of lactation and egg laying now depends on satiety. Decreased the minimum satiety for all NPCs including pets from 6000 to 4000. * Increased the amount of reinforcements for Challenge hunting quests. * Summom sister now has a very rare chance of summoning a younger cat sister. * The counter for Little sisters killed is no longer incremented when one which has been recruited as a pet is killed. * Fixed the counter for non-pet and non-adventurer NPCs on a map (gdata(3)) not always changing like it should. * Fixed spellbooks not stacking after failing to read one. * Fixed overflow issue when sleep tool modifier is applied to high sleep experience. * Fixed NPC adventurers. * Fixed quest experience overflowing for adventurers at level 755 and above. * Fixed equipment attributes of equipment lost during death still affecting them after they revive. * Fixed shop inventory refresh notification triggering for every interaction with the spell writer if no spellbooks are reserved. * Fixed various issues with hostile action checks like glaring at yourself when bashing yourself, and losing impress with townsfolk and causing them to become hostile when they get hit by molotovs and sulfurics thrown by pumpkins. 《Changes in Rel.13》 * Reverted the names of cooked egg dishes to their original since it's now possible to distinguish between natural eggs and the player's eggs based on the quality. * The player will now drop a corpse, figure, and card. To distinguish between these and regular corpses/figures/cards, their quality will always be 5 (Godly). * The human flesh check will be skipped when the player eats the player's corpse, and the player will then be applied with an insane amount of insanity. * Bleeding characters will now rarely drop blood items. * Reduced the lower bound for age for age reduction to 6 years old. Lolis rejoice. * People will no longer glare when potions other than molotovs, sulfurics, and coatings are thrown at them. Pumpkins rejoice. * bone.txt no longer gets saved when entering last words in wizard mode. * Made NPCs summoned by cursed scrolls of allies appear in an excited state and attack you. * When a blessed scrolls of ally summons a younger sister, young lady, and younger cat sister, their starting level will be the player's level * 2/3 + 1. * Ether disease damage on NPCs will no longer interrupt any of their actions. * You can now rake up handfuls of snow at the mansion of younger sister. * Fixed special quality eggs laid when the player creates a gene in Rel.12 not having the player's name on it. * Fixed the client's karma not decreasing when the player is selling a little tail in Rel.12. * Fixed colour of material kits not matching their materials for material kits received as quest rewards. 《Changes in Rel.12》 * NPCs other than pets will now also experience karma changes. * Guards will now check the karma of targets when searhing for enemies. * Karma gain of criminals upon death no longer depends on level. * Adventurers who accidentally enter the jail will no longer be able to get out until their karma increases. * Adventurers who are criminals will no longer towns other than Derphy. * Items [like eggs and milk] produced by the player will now come with the player's name on them. To distinguish them from regular instances of the item, these will be of quality 5 (Godly). * Reverted NPC starting Speed calculation method. * Fire pillars and puddles will now be translucent. * Increased the chance of delivery quests to request egg dishes. * Made the extraneous section of the config.txt parsing routine into a sub routine. * You can now Return to the first floor of Lesimas and the Void. * Adventurers will now find Miracle-quality items only when they are in a dungeon. * Adventurers who are in the same location as the player will now trigger things like their movement to other locations if they are not on the map. This makes it no longer possible for the player to stay in a town to collect adventurers in it. * Made blessed scrolls of return offer more locations to Return to. * Implemented a surcharge for tax delinquency. There will now be an additional 10% added for every unpaid bill. Maximum is 40%. * Jailed characters will now accept food offerings. * Dead characters will no longer have their various stats recovered when the player sleeps. This fixes the issue where dead pets fully recovered their HP and could be seen in the detailed HP display. * Everyone is now vulnerable to mines, including the character who set them. This fixes the problem where enemies would not step on mines set by pets, but are you sure this is such a good idea? * Fixed blinded characters being unable to extend the blind status ailment of others. * Fixed rain being less capable of putting out fires in outdoor maps in Rel.11. 《Changes in Rel.11》 * Changed bleed duration after egg laying from a fixed 5 times (i.e. 75) to 15 + rnd(31) (i.e. 15 to 75). Blood loss from the 5 times was basically enough to kill even Loyter. * There is now a 1/4 chance that an alien egg is produced instead of an alien when giving birth during pregnancy. Weight depends on dinosaur race NPC weight calculation, and price depends on the parent's Charisma. * Also added the corresponding custom talk lines. * %txtAlienEgg,JP * %txtAlienEgg,EN * Made aliens born from hostile (-3) characters neutral (-1). * Aliens can no longer be impregnated. * [Ehekatl's] inner god is no longer summoned when she dies to something other than a character. * Deletion of empty inventories is now also done when exiting a map. * Water tiles can no longer be burned and destroyed by unique NPCs. * Tentatively reintroduced forest fires to forest dungeons. Ease of spread of fires now depends on the depth of the dungeon relative to entrance and if it is raining. * Fixed "%txtDialog,EN" for custom NPCs not working. * Fixed using summon-type skills sometimes causing Elona to say "No reply.". * Fixed expiry date of rotten items getting reset when those items are taken out of a cooler box on the ground. 《Changes in Rel.10》 * More functionality to custom talk. * A little tail. (Seller begins to take his clothes off.) * %txtProstitution_Begin,JP * %txtProstitution_Begin,EN * A little tail. (Interrupted.) * %txtProstitution_Break,JP * %txtProstitution_Break,EN * A little tail. (Interrupted - buyer's reaction.) * %txtProstitution_Ongoing,JP * %txtProstitution_Ongoing,EN * A little tail. (Completed - buyer's comments.) * %txtProstitution_Done,JP * %txtProstitution_Done,EN * A little tail. (Buyer NPC making payment.) * %txtProstitution_Payment1,JP * %txtProstitution_Payment1,EN * A little tail. (Buyer NPC not having enough money and gives all of remaining money in wallet.) * %txtProstitution_Payment2,JP * %txtProstitution_Payment2,EN * Becoming insane. * %txtInsane,JP * %txtInsane,EN * Receiving damage: "charactername screams". * %txtHurt1,JP * %txtHurt1,EN * Receiving damage: "charactername writhes in pain". * %txtHurt2,JP * %txtHurt2,EN * Receiving damaage: "charactername is severely hurt". * %txtHurt3,JP * %txtHurt3,EN * Killed Lomias. (Will become a normal victory line if unset.) * %txtLomiasKilled,JP * %txtLomiasKilled,EN * Killed Gwen. (Will become a normal victory line if unset.) * %txtGwenKilled,JP * %txtGwenKilled,EN * Killed Lomias with Cat's Cradle. (For player use only.) * %txtLomiasNuked,JP * %txtLomiasNuked,EN * Performing. (Performer who gets interrupted.) * %txtPerformSing,JP * %txtPerformSing,EN * Performing. (Audience who gets bored.) * %txtPerformBored,JP * %txtPerformBored,EN * Performing. (Audience when throwing stones.) * %txtPerformBooboo,JP * %txtPerformBooboo,EN * Performing. (Audience, cheering.) * %txtPerformBravo,JP * %txtPerformBravo,EN * Saved by Lay Hand. (Note: always put the defender's line here!) * %txtLayHand,JP * %txtLayHand,EN * Custom talk now works for the player as well, except for the following lines: * * %txtCalm * %txtAggro * %txtDead * Reverted the way empty lines in custom talk is interpreted to how it was before. (There are a few places where empty lines are used to alter the frequency a line is spoken.) * If a section is missing or if there are 0 lines, then the default lines will be spoken. * The buyer of a little tail will now have 4 times the number of turns as the seller in order to reduce the number of failures due to Speed difference. * High-quality NPCs will now expend some stamina when breaking down a wall. * Changed when rations are automatically consumed. * The threshold is now Hungry! isntead of Hungry. In numerical terms, the threshold has been reduced by 1000. * Reduced the frequency of searching for rations from every turn to once per tile. * Pregnant status is now removed after giving birth to an alien. The number of bleed turns is now 5 times. * Slan and Karam will now get turned into pieces of meat by an unseen hand after the conversation is over. Now you don't have to worry about missing out on their figures and cards! * Mewmewmew no longer participates in alcohol-fueled fights. * The belongings of high-quality NPCs now have a chance to get destroyed by fire and cold. * High-quality NPCs will now be able to displace characters that they are not hostile to and that are not currently eating. * Made compiling preserve variable names. * Aw damn, the unlimited blackmarket inventory was a bug? That's just too bad. Gotta fix it... * In return for fixing it, blackmarkets will now refresh every 24 hours. * Improved the reinitialization of random number seed for Garok's hammer from Little sister quest. * Fixed player's inventory not getting its weight recalculated when exchanging/storing/selling items. 《Changes in Rel.9》 * Added more functionality to custom talk. By adding the following sections, you can make a character speak the corresponding lines under those conditions. * カスタム口調の拡張を実装。以下の項目を口調ファイルに追加することで、各場面でのセリフを変更できるように。 * Insult * %txtInsult,JP * %txtInsult,EN * Love potion (egg) * %txtLoveMiracle_egg,JP * %txtLoveMiracle_egg,EN * Love potion (water) * %txtLoveMiracle_water,JP * %txtLoveMiracle_water,EN * Love potion (shit) * %txtLoveMiracle_shit,JP * %txtLoveMiracle_shit,EN * Love potion (milk) * %txtLoveMiracle_milk,JP * %txtLoveMiracle_milk,EN * Love potion (handed one) * %txtRejectLovePotion,JP * %txtRejectLovePotion,EN * Make a gene (refusal) * %txtMakeGeneDialog1,JP * %txtMakeGeneDialog1,EN * Make a gene (consent) * %txtMakeGeneDialog2,JP * %txtMakeGeneDialog2,EN * Marriage proposal (refusal) * %txtEngagementDialog1,JP * %txtEngagementDialog1,EN * Marriage proposal (consent) * %txtEngagementDialog2,JP * %txtEngagementDialog2,EN * If there are no lines in a section of the custom talk or if the section is full of blank characters, then the default lines will be spoken. * Made the animation show when failing to read spellbooks and ancient books. * Fixed repeated harvesting of crops that are on the same tile as other items causing stack overflow. (Changed it to match ore_hack ver Apr. 20 05:47.) * Fixed idle/combat/cleaning messages getting displayed regardless of distance. 《Changes in Rel.8c》 * Outline for damage display now has the colour of the damage's element. Damage inflicted on characters other than the player and pets is now displayed in non-bolded font. * Lethal damage from decapitation now procs during a critical hit. The target HP threshold to be able to activate decaptitation has been changed from "1/8 and less" to "(equipment attribute value / 10)%". * Fixed the bug in Rel.8 where the wrong value was used when checking if character level has been reduced before. It caused the player's current level to be set to 0 sometimes because current level was used instead of the highest level achieved. * From now on, all characters that get generated will also have their highest level achieved recorded. 《Changes in Rel.8b》 * Fixed the proc rate for disturbs your growth equipment attribute being extremely high in Rel.8. I forgot to revert it to the previous value after debugging. 《Changes in Rel.8a》 * Added more lines for Raphael. Added lines from a man who lives in the fictional city of Paradise, Arizona (NB: probably Postal Dude from Postal series) because the "Oh mommy!" line reminded me of them. * When determining if log message for cleaning up blood stains should be displayed or not, distance [from player] is now used instead of instead of range of sight. * Fixed the disturbs your growth equipment attribute lowering character level and skill level for the wrong character sometimes. (Made character level and skill level decreases use deffunc instead.) * Fixed skill levels decreasing repeatedly when a level 1 character is equipped with something that disturbs growth. * Skill levels also no longer decrease when a level 1 character quaffs a potion of descent. 《Changes in Rel.8》 * Implemented a chat filter. The filter list is elm_filterwords.txt, and changes to that file will be reflected real-time. File encoding is Shift_JIS, and newline is CR+LF. Anything else and the file won't get parsed properly. * Potions of descent now subtracts an amount of experience [that depends on level] instead of decreasing level directly. This makes it so that it's never a waste to quaff it, but your level may not decrease if you use it right before leveling up. * Made character level decrease if the disturbs your growth equipment attribute reduces experience below 0. You can abuse this to earn infinite bonus points by repeatedly leveling down and leveling up a character!!? * Character sheet now displays highest level achieved. * The stethoscope can now be used to enable detailed HP display (ELM settings 2). Pets who are currently on the map or are dead will be listed in order at the bottom right corner of the screen. Pets currently being ridden will have a green border around their display. Up to 15 characters can be listed even on the smallest window size, and it will automatically adjust to avoid clashing with the blessings/hexes icons. * Also changed the positions of some UI elements. The number of HUD elements is minimized when the quest board or City Chart is open as well. * When the display for favor points is turned on, it will always be at the bottom left corner of the screen. * NPCs are now affected by the equipment attribute that protects you from Etherwind. * NPCs will now also be able to "Lie on your back". * Changed how bald spots on the world map display. The map data at the corresponding coordinate is no longer edited; instead, it will only [be a visual change] made when drawing the game screen. * This fixes the issue where bald spots remained on the world map even after buildings on them have been removed and after diastrophism. This will not work on map tiles that have already been converted to bald spots though. You will need to move to another world map to see the change. * Changed how equipment attributes are listed. * Of the equipment attributes that proc an effect, teleport and decapitation equipment attributes no longer have their attribute strength value listed (as these values are meaningless). Also, actual proc rate for the other proc-type attributes are divided by 50, so [their descriptions now reflect that]. * Other equipment attributes that are not affected by their attribute strength will also not display their strength any more. * Remaining special ammos is now displayed. * Giving money to beggars that visit your home now increases fame. Karma also increases by 1 more per 100,000gp given. * Cheap items like potions of paralysis are now sold by shops. (Minimum price of items that can be listed in shops has been decreased from 50gp to 20gp.) * Added a low chance of eating putit/red putit meat to cause an effect. * Increased cost of resurrecting pets at the bartender by 100gp. This is to fix the issue where they were cheaper to call back dead pets than ones that were alive if they were level 2 or below. * Fixed pets receiving less Performing skill experience than they should when having a performing session with them. (Changed to match ore_hack ver Apr. 10 07:25.) * Fixed an improper amount of certain items getting granted by wishes. (The modifier for the number of items given for certain item IDs was getting overwritten by the modifiers due to item price.) * Fixed some items in the safe disappearing sometimes when items are sold and new items are stashed into the safe. 《Changes in Rel.7a》 * Moved campfire sound effects from the BGM function and into a new function, and added code to determine if there are campfires on the map. This change results in the following fixes: * Fixed campfire sound effect remaining after a campfire placed in a shop is sold. * Fixed BGM changing sometimes when placing/removing a campfire. 《Changes in Rel.7》 * Changed leveling up. * Skill levels and attributes related to a character's class will now increase/decrease when that character levels up/down. The levels will only change by 1 [per level]. As these level changes are not caused by experience, they will not cause any change to skill/attribute potentials. Attributes and skills will also decrease when using a potion of descent at level 1. * The abovementioned feature will also affect the player and pets. * Reduced the level-dependent starting Speed bonus of generated characters. This causes the butt goddess (NB: Lulwy. Ass goddess? GoddASS?) and mewmewmew (NB: Ehekatl) to have a Speed attribute of 675 instead of 1200. * When guards respawn, they will train all attributes except Luck and all skills that they have learned. * Skill training with platinum pieces will no longer work for skills that are already at maximum potential. * The player level-dependent component of tax is now 5 times of what it was, and fame-dependent component has been halved. * NPC adventurers will now lose attributes upon death. * Changed how growth items work. * Cursed potions of decent will now also cause attributes other than Speed and Luck to decrease. (Decrease is proportional to character level, with a maximum of 100.) * Potions of potential and pet training will now increase Speed potential as well. Doubled hermes blood effect. Beware of cursed/doomed versions of these items. * Scrolls of growth and potions of potential will now increase (or in the case of cursed items, decrease) only skill [and attribute] potentials that are not already at their maximum. If all skill/attribute potentials are already at the maximum, then the game will not auto-save. * Scrolls of gain attribute will now work only unlearned skills (while cursed scrolls will work only on skills at level 2 and above). If there is no such skill, then the game will not auto-save. If you have an excess of these scrolls, you may want to save them for a gene file. * Blessed potions of potential will skip attributes potential that are already maxed out and increase potentials of other attributes instead. However, this does not work for attribute potentials that become maxed out in the middle of a potion of potential. * Slightly decreased shop refresh time from 168h to 120h. * Ainc and Tam will now run away in fear from non-pet characters that they dislike. How this works is that characters that they dislike has been added to their enemy search routines, and when they encounter those combat will be initiated. When initiating combat, their target is checked to see if it's a character they dislike, and if it is, they are inflicted with Fear. Tam dislikes a lot of neutral characters, so once he starts running he's not going to stop for a while. * Mia and Rilian will be in a good mood (♪) if they are near an animal that they like. This is accomplished with the enemy search routine. * Added a chance for Mia's and Rilian's last words to come true. * Platinum and gold pieces on the ground no longer get turned to ash. * Ragnarok no longer occurs when the etherwind is blowing. * Fixed dragons and giants only spawning close to the player during ragnarok. The number that spawn also now depends on map area. * In order to prevent Murderer event from failing [when it chooses an NPC who is already dead], it now creates a list of targets [and then chooses its target from it]. If there are no valid targets on the map, then Avoiding Misfortune will occur instead. * Reinstated the ability of Luck attribute to reduce Murderer event probability. However, this is now calculated with the target NPC's luck, not the player's. * Bells will now go *ring ring ring* when they turn an enemy into pieces of meat. * Cursed scrolls and rods of teleport will no longer re-pick a coordinate to teleport the user to even if the destination is not an empty tile. Perhaps this means even the toughest boss would go down with just one hit...? * Certain unique NPCs will now appear in Party Time! with a companion. The companion's level is fixed. This is your chance to get a Larnneire egg! * Changed the reward for beating Nefia bosses. Removed the limit on the number of platinum pieces given, and the number of gold pieces and bejeweled chests will increase every 50 [danger levels]. * Opening containers with a shortcut key will now attempt to open unopened containers first. * Changed the type of reinforcement NPCs that appear in high-level hunting quests. Now you don't have to worry about losing karma if you accidentally kill someone! * Added another effect to eating corpse of cupid of love. Make a guess as to what the effect is. * Fixed the names of iron and lead materials being different in the English version. (Metal has been changed to iron, and iron to lead.) * Fixed non-cat NPCs getting summoned sometimes by Summon Cat. It was caused by an issue with the [NPC] filter when the user has insufficient spell power. * Fixed non-undead NPCs getting summoned sometimes by a cursed book of resurrection. It was caused by an issue with the [NPC] filter. * Fixed blue capusule drag not appearing naturally anywhere in the game. * Fixed Magic and Charisma potentials not getting increased by growth during sleep. * Fixed flammable items not turning into ash when burnt when they are stacked with non-flammable items on the ground. It was because the mapitem_fire function grabbed the inventory ID of the first item on the coordinate and passed it to the item_fire function. * Fixed stack overflow occurring with repeated opening of material boxes. * Fixed the game not checking if there is space in the inventory when generating precious eggs. * Fixed the epilogue cutscene after *Win* playing the world map BGM. 《Changes in Rel.6》 * Made the player lay a precious egg when making a gene. Other than its quality, it's no different from a regular egg so feel free to eat it. * Pets no longer pick things up in player deed maps. * Improved translucent object behaviour. * Changed vertical position of text in cutscenes. It will now be at the centre of the screen even if height is not 600 [pixels]. * Made high-quality image enlargement and shrinking all use the gzoom function. Image quality when scaling of portraits can be set in the options (ELM settings 2). * You can now choose if you want the game to tell you when an auto-save was skipped via the settings. * Damage and accuracy distance multipliers for ranged weapons are now separate to make each type of gun more unique. * Shotguns are now more accurate at long distance, and more lethal at close distance. * The now has 100% pierce like its counterpart in the Quake series. It will be harder to land a hit on a close distance due to its nature as a sniper rifle. * Made laser guns similar to the Quake II hyperblaster. Its bullets are slower than those of a machine gun so they are easier to avoid at long distances. * The contents of the /tmp folder are now deleted when closing Elona. The /tmp folder will also be created when starting the game if it cannot be found. * Improved the un-targeting of dead characters by AIs. All characters will be scanned regardless of their reason of death, and if a dead character is found it will be removed as a target. * Fortune cookies will now always tell lies when it is April 1st in game. * Made all equipment attributes display their exact values. * When the player's HP and MP values are less than half of their respective maximums, the colour of the display will change to warn the player. * Fixed eye-type NPCs not actually having nerve resistance. * Fixed resistances of NPCs that are generated at level 1 getting reinitialized. * Fixed the counter for the number of reward items received by the player during a performance getting reset when NPCs start performing. * Fixed number of gold pieces found in a water source overwriting the number of gold pieces that are already at the coordinate. * Fixed the gold pieces that are placed at your feet when clearing a Nefia sometimes being wrong. * Fixed the number of items dropped by a rogue boss sometimes being out of the range of the expected number. * Fixed the player sometimes eating stored food in the small castle instead while eating [an item]. 《Changes in Rel.5a》 * Made the .exe file even smaller. * Fixed placing items on the ground or in a container in Rel.5 sometimes deleting the item instead of stacking it, and placing part of a stack of items sometimes deleting the parent stack. 《Changes in Rel.5》 * Made it possible to make ranged projectile and scrolling animations even smoother in the settings (ELM settings 2). * Made the projectile paths of ranged projectiles have a slight random offset to them. They have no actual effect on accuracy nor damage. * Shortened animation wait of bolt spells. Fire! Fiiiiire! * Made ELM settings available in English as well. No idea if the translation is correct. Also made changes to the layout of the options menu. * Added love potion to potion throwing (medium and high) repertoire. * Made slight changes to probability of lactation and egg-laying caused by love potions. * There is now a low chance that there will be 2 or more bottles of milk, eggs, and shit created at time. * Greatly buffed the effect of gifts by increasing their effect value from 10-100 to 16-512 as they were kind of useless. * Introduced new flavour text for some types of deaths like the "mince", "explode", and "broken to pieces". Filth must be cleansed! Messages that [get sent over the internet] remain the default, so you don't have to worry about other people finding out about your fetishes. * Reduced .exe file size by about 580kb. * Made the game attempt to stack items in a few more places. To be precise, it's when items are used/charged/crafted/traded, in cooking, sense quality, Wizard's Harvest, wishing for an item, reading, and rods. * Empty inventories will now be cleared when stacking and moving items (like when picking them up or dropping them). * The player no longer receives signals from god when killed. * Made Restore Body and Restore Mind cost a fixed amount of MP. * When NPCs that are the target of a delivery quest become Overweight when the quest item is generated on them, that item is now deleted. * Items marked as important can no longer be selected as an ingredient in recipes. * Large items and characters like ents and giants will now be translucent when necessary (ELM settings 2). This even works on a stack of 3 large figures on a tile! * Made slight changes to the position and skew of item shadows. * The number of times an adventurer has been hired by you is now displayed in the conversation window with them. This is for reference's sake if you're trying to hire them. * mcLastBoss now plays during the last boss battle. * Cutscene BGMs that are also available for playback on music discs will now reflect changes made to user/musiclist.txt. * Fixed multiple pieces of artifacts getting generated when receiving an unique artifact equipment piece via trade. * Fixed the crash that occurred when dipping an empty bottle into the well after using the recipe menu when your inventory is full. * Fixed digging walls in every map taking only 1 turn after starting the wall digging part of the tutorial until you dig a wall at your home. * Fixed *Win* not displaying correctly on window sizes other than 800x600. 《Changes in Rel.4》 * Updated HSP from 3.21 to 3.22. * Made lactation and egg-laying caused by love potions consume stamina. It's a natural phenomenon, so there will be no chance for failure or penalty due to lack of stamina. Added 2 log messages for egg-laying. * Made adventurer rank display wider, and minimized the conversion long aliases to half-width characters. Introduced offset to character sprites so that they display in a zig-zag fashion as they were hard to see when they overlapped. Fame and level columns are now [centred] with the strf function. * Made a slight change to scrolling speed. * Changed damage dealt when falling into a well from a fixed 9999 to rnd(max HP) * multiplier. The multiplier is 2 when wearing light armour, 3 for medium armour, and 4 for heavy armour. * Made the error trap freeze the game and put out a dialogue. * If a Nefia boss's sprite is a shade, it is now deleted and rerolled. * Fixed Error 2 occurring sometimes because I had forgotten to close a bracket in the HSP3.21 compiler. 《Changes in Rel.3》 * Added 3 insult lines for male characters. * Added a new line that is spoken when eating a melon bread. * If your home is of type 5 (small castle) or above, then your satiety will always be maintained at the same value except when you have anorexia. This is for people who get too engrossed in interior decoration and forget to eat. * Reduced the damage over time when Starving!. However, Strength, Constitution, and Charisma decrease slowly when Starving!, so don't be too reckless with your diet! * Split Bloated status into three stages, and Sleepy into two stages, and each stage will have a different colour. Satiety after eating at an inn and above that is yellow in colour, and red is when your character will throw up [if you eat anymore]. Dark green [Sleepy status] is when your character has been awake for 27 hours or more. * The reduction in counter for number of times a character has thrown up is now doubled. It will now also decrease by at least 1 each time you sleep. * Juere NPCs now get hungry slower. * When NPCs die, they have a rare chance of dropping egg and shit. You know, the stuff that was in their tummy. * Changed how studying and training works in of the deeds (but not shelters) that do not have weather effects in them. Extra time will no longer be passed each turn (i.e. time will not pass more quickly than usual), but the rate of experience gain is 1/4 that of what it would be in a shelter. * When guards resurrect naturally, instead of gaining 1-5 levels they now gain 1-5 times the amount of experience that the player needs for the next level. "Something has grown up. Something has grown up. Something has grown up. Something has grown up. Something has grown up." * , cleaner, and the janitor will now clean blood splatter and debris at their feet. * Tax and salary no longer increase or decrease randomly, and will always be the amount listed in the journal. * Used strf function to format text in even more places. * Made save files more compressible to optimize them. * When entering a map, blank character [data values] and empty inventory slots will now have a [placeholder] value of 0. * Shop inventory slots will now be overwritten with 0 before refreshing the inventory. * Items that are never cursed nor blessed when generated will now alway be identified. Items that do not work any differently when blessed/cursed will now be generated without blessed/cursed status (with some exceptions). * Murderer event is no longer avoidable with Luck attribute. Have fun looting! Damage dealt by Murderer event is now 100 times of what it was (i.e. 9,999,999), so it is now able to kill the butt goddess and mewmewmew in one hit. * The types of random events that occur in Cyber dome, Larna, the Workshop, and the Embassy are now the same as those in towns. This should prevent events like finding a Camping Site or Corpse on those maps that feel really out of place. So instead of those, you now have events like Murderer... * Fixed "Map loading failed." message displaying when attempting to leave your home and trapping you there if you had started a new game, got killed without ever leaving home, then attempted to leave the map. * Fixed the cbit check for ether disease damage for NPCs being reversed. * Fixed forgetting to pack the movie script in Rel.2c. * Fixed the following serious issues in Rel.2 that arose due to the refreshspeed function: * Speed reduction due to tiredness and starvation not working for the player when the player is not riding. * Error 7 occurring when paying a bill. * Fixed key display position being off when choosing a target after pressing the 'z' key and then any key. * Fixed pets sometimes going off to attack hostile NPCs that spawn far outside the player's range of sight. 《Changes in Rel.2c》 * Fixed NPC drinking and eating frequency becoming that of the Party Time! map in Rel.2a. 《Changes in Rel.2b》 * Fixed burden calculation not taking into account the [golden knight]'s trait. Also fixed burden calculation being used instead of weight calculation when handing over an item. 《Changes in Rel.2a》 * Fixed the game failing to generate food and drinks for NPCs in Rel.2. (The cause was the new burden calculation function called at the end of the item creation function, causing the value that former returned to overwrite the latter's.) * NPCs will now eat and drink even when out of the player's sight. * Fixed the lower third of the circle of light around the player remaining when the player is killed. 《Changes in Rel.2》 * Throwing love potions is no longer considered as a hostile action. NPCs also no longer treat puddles and pillars of fire on the ground that they step into as a hostile action. I mean, NPCs don't mind stepping on mines, so this much is fine, right? Time to burn everyone to a crisp! * Increased chance that love potions will get generated. * Prostitutes and Silvia will now view NPC adventurers as potential customers, but only if those adventurers are currently not hired by you. Prostitutes will no longer have a little tail with one another. * Prostitutes and Silvia will now [need to] have full stamina when engaging in a little tail as the seller. The rest of the stamina-related changes can be found below. * After finishing a little tail, the seller has a chance of lactating and laying an egg, with the chance increasing with the buyer's Charisma. * The price of eggs, milk and other by-products now depend on the origin NPC's Charisma. Eggs, milk, and shit from ranch animals will now use this formula for their price calculations. * Improved death animation. * Made debris graphic larger. * Increased number of debris generated and the distance they travel when the character that died is the player or a pet. * The point where the player is removed from the game screen upon death is now the same as NPCs'. * Blood splatter is now generated right before the death animation. * Etherwind now affects NPCs without {brackets} around their name. Their progression of ether disease will be saved under global data, not under character data. That means that every turn those NPCs will have a 1/100 chance of receiving an amount of damage, with the amount depending on their character level and the number of turns elapsed in the current game. Damage is reduced for Elea NPCs. Ether disease damage for pets is nullified if the player has the equipment attribute that "protects you and your pets from Etherwind". You might want to go have a look at your ranch when the etherwind starts blowing. Heh. * Ether disease damage no longer interrupts sleep and cause cbit effects (e.g. splitting). Multi-turn actions will be interrupted. * NPCs are now affected by the burden status ailments. Pets will also gain Weight Lifting skill experience. * To prevent pets from becoming Overweight! and unable to move after picking up a large stack of ores, you can now take ores from pets. * NPCs will now expend stamina and become Tired. Stamina recovery ticks for NPCs occurs at the same time as their MP recovery ticks. Amount recovered depends on their Healing skill, but they will not receive any Healing experience. They will also not recover stamina during multi-turn actions aside from resting. Note that traveling on the world map is considered a multi-turn action. * All breaths now require 12 SP. * Pets no longer eat unidentified food on the ground. That's one less thing you have to worry about when you have a pet much faster than you. * Message log now displays the player's name (ELM settings 2). * All animations can now be enabled and disabled in the options menu (under Screen & Sound). * The second instance of the game will now automatically close without displaying a dialogue box. * When you come into contact with a shopkeeper, it will now display if the shop inventory has been refreshed and when the next inventory refresh is. * Formatted texts like the date and skill tracker with the strf function. * Skill names will no longer get cut off in the skill tracker. That also means that skills will be displayed across two lines. * Added a digital clock option (under ELM settings 2). * Fixed the valid target check for Swarm. Characters that are valid targets for Control Magic will be removed as targets as Swarm. * Cheer will now affect characters that are on the same side as the user. This means that the player will get affected by Cheer when it is used by allied NPCs in quests. * You can now displace characters who have a [hostility] value of 0 (like citizens in towns) while running using the shift key. * Fixed Control Magic getting applied neutral characters (-1) on attack spells casted by hostile characters (-3). An example of a change that this results in is that an electric cloud will kill a stray cat much faster now. * Fixed worth of furniture not getting properly recalculated when their material is changed. * Fixed chance of winning potions of cure corruption at the casino. * Fixed visual artifacts getting created on the attribute display at the bottom of the screen when attributes are in the thousands. * Fixed being unable to lose weight when body weight has reached the upper cap. Reduced range of reduction in body weight when vomiting. * Fixed range of vision being shorter in the north and south directions. * Fixed damage display causing glitched ball spell transparency. * Fixed damage reduction by Opatos' shell occuring after HP has already been deducted when calculating damage. * Fixed the crash that occurred when dupping empty bottles into the well while inventory is full. * Fixed the "deals [element] damage" equipment attribute changing the attribute of additional attacks. 《Changes in Rel.1》 * Chance of lactation and egg laying now depends on impress (requires Soul Mate or above). Improved their descriptions in the log. * There is now a chance that something else might pop out while laying an egg. * Impress [of the player towards himself] will now increase when the player drinks a love potion. If the love potion is cursed, the player will now no longer vomit, and impress will decrease. * The player is now able to produce milk and egg. Changed the default names of the cooked dishes made from eggs. (As there is no other way of the player increase impress towards himself, the chance of egg laying is a lot lower than that of NPCs.) I've considered making only female characters able to lay eggs or having eggs from females fetch higher prices since this game is an [erotic] parody. On second thought, it didn't seem like having differences between sexes is a good idea for this game so it ended up not being implemented. 《Changes before Rel.1》 * Fixed some typos. * Fixed lockpicking bug. * Spell stock is now listed on the skill tracker. * Removed the unnecessary wait during Wizard's Harvest. * Walk speed now also affects speed on the world map. Scrolling is now smoother too, but it might be more CPU intensive. * Set the faith for 2 unique NPCs. * NPC adventurers will now lose fame when failing quests. * [Average] level of rogues in rogue bands encountered now has a chance to be 50% lower. However, they also have a chance to be 50% higher. Fixed rogue boss spawning at the NPC's default level if average level is 0. * Fixed the issue with the step order for recipes. * Pet and player deaths now occur in slow motion. * Changed the window size limits (width is now 800 - 4096, height is 600 - 4096). The original window height has a maximum of 768 with no minimum, with no limits on width. * Fixed issue with ranged projectile positions. * Chance that the player creates a vomit when vomiting is now the same as that of NPCs'.
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