Elin meta:EA 23.78 (en): Difference between revisions
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Revision as of 04:09, 22 June 2025
EA 23.78
Varsion type
Nightly
Release data
1/18 2025
(Translated by ChatGPT)
[Added and Changed]
- Strengthening levels are now retained when reforging divine blessing equipment.
- Mannequin contents can now be searched using the belongings search widget.
- Building snowmen now has a chance to consume stamina.
- Added the console command "Fix_LostCore" for addressing missing Covenant Stones due to past bugs. Renamed "RemoveDemitas" to "Fix_RemoveDemitas."
- Special attributes (ether, bleeding, acid, shock) are no longer generated for non-adventurer random abilities.
- Resident occupations and hobbies are now displayed on the screen for summoning residents via Covenant Stones.
- Grayout conditions for occupation and hobby icons on resident boards have been changed to "if the resident cannot currently perform at least one job or hobby."
- Grayout conditions for house icons on resident boards have been changed to "if the resident does not have an assigned bed."
- Unique resident meat now has lower quality.
- Monsters afflicted with Ether Disease no longer divide.
- HP/MP absorption effects now activate even when an attack kills the target.
- Diffusion-type ranged mods are no longer generated (may be adjusted and re-added later).
- For diffusion attacks, self-targeting and certain activation enchants (area attacks, summoning, teleportation, self-destruction, etc.) now only activate when hitting the first target.
- Initial enchantment for hammers changed from "Diffusion" to "Shockwave."
- Added "Shockwave" as a random melee weapon enchant and assigned it as an initial enchant for certain weapons.
- Added "Flurry" as a random melee weapon enchant and assigned it as an initial enchant for certain weapons.
- Added "Cleave" as a random melee weapon enchant and assigned it as an initial enchant for certain weapons.
- Added "Feint" as a random melee weapon enchant and assigned it as an initial enchant for certain weapons.
- Added "Frustration" as a random melee weapon enchant and assigned it as an initial enchant for certain weapons.
- Various adjustments to initial enchants and performance of other weapons.
[Fixed]
- Fixed an issue where harvesting crops in Build Mode on infertile land could cause an error.
- Fixed an issue where damage from higher-tier attributes would decrease when the resistance to the base attribute was at its lowest (negative).
- Fixed an issue where item data was not properly initialized when importing items from Excel via mods (SourceThing.Reset() no longer calls Init()).
- Fixed an issue in Build Mode where the total number of materials was not checked when using the same material in multiple slots for crafting.
- Various minor fixes and adjustments.
[Notes]
- ★ If the tracking enchant on the Lucky Dagger is not applying faction effects, reforge it by offering it at an altar.
- During the EA period, balance adjustments will primarily target levels 0-200. Higher-level adjustments will remain temporary and provisional, as the impact of gameplay changes increases with level, and major *balance adjustments for higher levels are planned for late EA when all features are in place.
- Enchants like Vorpal and Critical, which apply to weapons or ranged mods, may be changed in future melee enhancement updates to activate only when using the corresponding weapon.
- The new melee weapon enchants can be combined simultaneously (e.g., Flurry + Whirlwind + Tracking). Adjustments in this area will likely continue even after the stable release.
Patch 1
[Additions and Changes]
- Blessed status now carries over when reforging divine equipment.
[Fixes]
- Fixed a bug where an error occurred during loading.
- Fixed a bug where enhancement levels were not carried over when reforging divine equipment.
- Minor fixes and adjustments.
References