Elona+ [v2.22] By Ano犬


Ano犬 Games released a new game called Elona+ and the version is 2.22. The game’s story is about is a roguelike D&D-esque adventure RPG game, with a ton of customizable content. Elona+ is an extensive modification being developed by Ano犬 based on the original “Elona” by Noa, released in 2007. Elona+ is not an official continuation of Elona. The original Elona has been on official development hold for years.

Developer: Ano犬
File Size: 75.8 MB
Version: 2.22
OS: Windows
Languages: English
game details

Game Version Changelog:

v2.19R

[Changes and additions]

  • The terminology for staff (weapon) and rod (magic device) were the same in the Japanese version. Their names – both when identified and unidentified – are now different. This change does not affect the English version because the names were different to begin with.
  • The potency of rods now increase as the user’s Magic Device skill and character level increase.
    • Charges obtained and used when drawing and filling charges remains dependent on Magic Capacity.
  • The potency of potions now depends on the user’s Alchemy skill level. (If the potion was thrown, it depends on the throwing character’s skill level). This is to make the three consumable item types depend on different skills.
    • It will also no longer give the user Magic Device skill experience; instead it will now give more Alchemy skill experience.
  • Changed how potency of scrolls and potions increase with their respective skill levels and with character level.
    • Their potency is now also increased by the “enchances your spells” equipment attribute as well as the Magic attribute.
    • The plan is to make these items slightly more powerful than their spell counterparts because they are consumables.
  • <Mind unlock> needed a little something more, so Impress now increases at 1.5x the rate while on Impress-type routes, and master-servant score now increases at 1.5x the rate while on the master-servant-type routes.
  • Impress will now increase after evochat by an amount dependent on the increase in Happiness score.
  • Whenever HP is healed, the guard break gauge will now increase by an amount dependent on how much HP got healed relative to maximum HP.
    • Healing for less than 2.5% of maximum HP increases guard break gauge by 0.
    • Healing 100% of maximum HP increases guard break gauge by 40%.
    • This cannot increase guard break gauge over 99%.
    • This does not include natural HP regeneration.
    • This does not include instances where HP is brought to the maximum (like when praying) or where maximum HP is temporarily increased (like Converge Breath).
    • This also does not include Regeneration, which increases natural HP regeneration.
    • Being able to heal yourself to full in 1 turn takes away the bulk of the thrill of combat leaving just routine work, hence the changes.

[Fixes]

  • Fixed the player character also receiving experience when distributing Traveling experience to pets, resulting the in the player character receiving experience twice.
    • Also fixed the issues that the above would cause when the player character’s own Impress value was 100 or above due to the interaction between the Receive Material, daily quest, Super Accel, and ane power flags.
    • The daily quests will be reset when updating the game such that the current score = quota – 1, and objectives 1 and 2 will be rerolled.
  • In order to prevent unintended behaviour, all scrolls except the following no longer have their effect increased by the user’s Memorization skill:
    • scroll of harvest
    • scroll of contingency
    • scroll of healing rain
    • scroll of detect objects
    • scroll of knowledge
    • scroll of mana
    • scroll of holy rain
    • scroll of holt light
    • scroll of holy veil
    • scroll of magical map
    • scroll of incognito
    • The above scrolls that ARE affected by Memorization skill will now also give Memorization skill experience when read.

v2.14

[Changes and additions]

  • Implemented the effects of 2 items that allow you to spawn NPC children.
    • This is a completely separate feature from making a gene and incarnating an adventurer from it.
    • There are no restrictions on who the parents of a child can be, and it also allows you to spawn twins, triplets, or even septuplets and octuplets if you want.
    • That said, child-rearing is a lot of trouble so I don’t recommend having too many children at once if it’s your first time trying out this feature.
  • Added 1 new NPC. It’s not actually entirely new – it was already in the code in previous versions.
  • The journal now displays the danger level of main and sub quests so that people can better judge their difficulty.
  • Transportation deeds no longer disappear after use. This allows players to own several different kinds and swap between them.
    • Amount taxed will depend on the most expensive vehicle used during the month.
  • Added 3 new special actions.
  • There was a “coldproof” attribute that prevented items with it from shattering from cold, already implemented in the code. However, it was never applied to anything.
    • That attribute is now intrinsic to bamboo, wood, cloth, silk, paper, leather, zylon, spirit cloth, dawn cloth, and griffon scale.
    • There are 15 fireproof and 7 acidproof materials, so I’ve picked 10 materials that seemed most likely to be shatter-proof due to their elasticity or poor heat conductivity.
    • Existing items generated in previous versions of the game can gain this attribute when their material is rerolled.
  • Increased the amount of resistances conferred by eating items such as corpses and yith-yaki. Resistance gain caps out at the “Little” rank.
    • It’s also tedious to keep track of who has eaten how many of which corpse, so eating just 1 item will now confer enough resistance to reach the cap.
    • However, in order to preserve racial characteristics, characters whose race is “Criticaly Weak” (sic) against that element cannot gain resistances in this manner.
  • Increased experience multipliers when defeating enemies above the player character’s (PC) level so as to help the PC level match the level of enemies.
    • The following were the experience multipliers when defeating monsters of a certain level in previous versions:
    • x1 PC level <= enemy level < x1.5 PC level: x2 experience gained.
    • x1.5 PC level <= enemy level < x3 PC level: x3 experience gained.
    • These two experience tiers is now split into several smaller brackets ranging from x3.0 to x3.9, and then from x4.0 to x4.9.
    • Now that leveling up is easier, taxation will begin in January instead of from level 10 onwards. (Which is to say, no taxes from October to December of the first year in a new game.)
  • To make a pet/undead-centric playstyle less disadvantageous, potential gained during sleep now takes into account experience received by allied characters (including non-pets) for killing enemies.
  • Calculation for potential gain during sleep no longer takes into account any experience multiplier that the player character may have.
    • It will take into account the penalty for defeating enemies below the character’s level, however.
  • Eating items that have “absorbs stamina/MP” equipment attributes recovered only a random and paltry amount of SP/MP, so the amount recovered is now a fixed percentage of the maximum value of the parameter.
  • When any character drinks a bottle of soda, a b-dama will now get spawned at their feet. Similarly, when they drink a juice, mugi tea, or cola, a bottle cap will spawn.
  • Added 3 new items including the aforementioned ones.
  • Party Time quests don’t really need Performer skill, so the level of quests posted now depends on deepest dungeon floor cleared instead of Performer skill level.
  • Moved Karata next to the stairs so that the order in which players encounter and talk to NPCs in the Adventure Seminar makes more sense.
  • Made some descriptions clearer.

[Fixes]

  • Fixed some English translations.
  • Fixed being unable to undesignate pets as precious when using a save file from certain versions of the game.
  • Fixed the issue that occurred when you talk to the pet currently being ridden and you abandon it.
  • Fixed spiritium showing up as loot from unintended places. It should drop only from treasure chests now.

Game Images & Screenshots

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