Author Topic: Elona 1.14fix3 released  (Read 6618 times)

getter77

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Elona 1.14fix3 released
« on: March 31, 2009, 12:52:39 PM »
http://homepage3.nifty.com/rfish/index_e.html

I can't quite figure out what is new based off the Wiki and they don't really clearly state it someplace else.   I reckon some misc fixes/tweaks/new beginnings as seems to be par for the course for Elona.
Brian Emre Jeffears
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PaulBlay

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Re: Elona 1.14fix3 released
« Reply #1 on: March 31, 2009, 02:13:05 PM »
http://homepage3.nifty.com/rfish/index_e.html

I can't quite figure out what is new based off the Wiki and they don't really clearly state it someplace else.   I reckon some misc fixes/tweaks/new beginnings as seems to be par for the course for Elona.

There's a lot of information in the Japanese wiki.

First - it isn't really 1.14fix3, it's 1.15 but he forgot to update the version number. :-P

I've translated the first half roughly.  I've never played the English version so I'm guessing what some of the words used will be.  ;D

Changes and additions:

TODO : Allow some fiddling with the pet AI.
TODO : Allow the music producer to exchange items and feats for music tickets. (??)
IN PROCESS : Make the difference in effect for cursed / blessed status on potions, scrolls etc. more obvious.

------

Some change to absorbing nether damage (?)
Acquire server list when starting a game, not when starting up the program.
Skip death animation as well if cfg_animeWait is set to 0.
Allow taking out items even when flagged as important. (?)
When wishing for an element hammer ensure you get at least a level 2 element.
When removing hexes with sacred light check the last applied hex first.
Also apply bless / curse differences to the effect of throwing potions on the ground.
The effect of thrown potions no longer depends on your throwing skill.
Pet arena changed to always show HP of the enemies.
Added jail area.  Gain karma, lose ability as time passes.
Prevent collection of sandbags from showrooms.
Prevent artifacts from being generated when re-creating redundant artifacts.
Neutral NPCs will now accept any potion that doesn't have a negative effect.  They will no longer take unidentified or cursed items.
Combine maturity values and such with potential ability (?)
When using an item you have several of with a short-cut key use those with charges left first.
When riding the Luruwi's possession and speed bonuses now apply to the pet.
Display play time correctly up to 500000 hours.  Also continue play time when continuing from offspring (only for offspring generated from 1.15 onwards).
Cancel theiving if the target moves over three squares away.
Various rebalancing changes.
When you die you are now more likely to lose cursed items, and less likely to lose blessed items.
Inherited items will not be lost when you die. Blessed items are less likely to be lost.
Allow passing remove curse and such to NPCs.
When supplying or exchanging items, to prevent mistakes, make it so you see the item being supplied first.
Check for rotting of food carried now applies to all NPCs.
Add scythe to initial skill of farmers.
AI changed to attack NPCs with wounding with distance weapons if possible, and if not only attack when have plenty of HP.
Prevent use of some interference(?) command (i key) when confused.
When loading a game with some event happening directly after load (welcome home messages, etc.) have event take place before the PCs turn.
Allow escape, return effects to be delayed while events are waiting to happen.

getter77

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Re: Elona 1.14fix3 released
« Reply #2 on: March 31, 2009, 05:58:30 PM »
Wow, I encourage you to hit the English Wiki and contribute this and all else you can get to translating.  Great work....sounds like the game took another stride forward!
Brian Emre Jeffears
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Vanguard

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Re: Elona 1.14fix3 released
« Reply #3 on: April 28, 2009, 11:30:51 AM »
This game is weird.

You can build shops and other crazy buildings like museums, it has a lot of unique npc interaction stuff, sidequests, a ton of options with pets, and a boatload of other features.

But the actual dungeon crawling that forms the basis of what a roguelike is is anemic and repetitive.
« Last Edit: April 29, 2009, 09:03:14 PM by Curseman »

jim

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Re: Elona 1.14fix3 released
« Reply #4 on: April 29, 2009, 06:53:42 PM »
You hit the nail on the head.

It's a weird experience. You start playing the game and die a few times in the dungeon. Unsatisfying deaths. So you take a few fetch quests and they're kinda neat. Suddenly you've got enough money for a farm, so you buy it and choose the proper god to facilitate farming. Then you're exploring, paying your taxes, trying to get into a guild, building your skills, gambling at the casino, and so on. Then you get a quickling ally and give him a machinegun. He destroys everything in all the dungeons until someone gets that lucky shot on him, at which point you're back to a death in the dungeon - an unsatsifying death.

The game is merry madness, enough so that you barely realize that its basis - dungeon crawling - could use serious work.

PaulBlay

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Re: Elona 1.14fix3 released
« Reply #5 on: April 29, 2009, 07:39:37 PM »
The game is merry madness, enough so that you barely realize that its basis - dungeon crawling - could use serious work.

The obsession with "brotherly love" gets a bit Ewww at times though. :o