Elin meta:Beta 22.81 (en)
[Additions and Changes]
- Temporarily disabled the function that forced crops with different enhancement levels to be grouped together during automatic farming (experimental. This function was originally introduced because, at the time, there were no large-capacity containers, and crop enhancement levels were synchronized with the seed enhancement levels, causing crops to scatter in large quantities).
- Reduced the range of random variation in the amount of Eco-Po obtained.
- When performing a text search in Help, the search terms are now highlighted on the page you jump to.
- Added a background image for quiver containers.
- When accessing containers that occupy multiple tiles (such as wagons) during auto-sorting, all accessible tiles are now path-searched and checked.
- Guild trainers will no longer provide skill training unless you're a member of the guild (previously, they would still teach skills, albeit at a higher cost than when in the guild).
- Beehives now have quality traits based on enhancement levels.
- The probability of characters speaking in a samurai-like tone has been drastically reduced (Japanese version only).
- Forced labor machines will no longer function if there are multiple on the same tile. Additionally, only residents can be selected.
- Adjusted the weight, images, and names of treasure chests.
- Changed the name of boss chests (chests dropped by bosses or found in treasure hunts) to "luxurious chests" (graphics are in production).
- Added a new type of lock, "complex locks," that information brokers cannot open. Containers with locked status will display this information in the tooltip.
- A significant experience bonus is now granted when unlocking complex locks.
- Changed the treasure chest in Fiamma's quest to a complex lock chest.
- Junk shops will occasionally sell treasure chests with complex locks.
- Some shops will now sell small lottery boxes.
- Recipes obtained during sleep or from treasure chests will no longer prioritize recipes that have not already been learned (as acquiring recipes had become too easy).
[Fixes]
- Fixed a bug where the tooltip for plans displayed the skill acquisition status of companions.
- Corrected an issue where stone-type materials in high-level Nefia dungeons were frequently turning into granite (since there were no Tier 2 stone-type materials, granite was being chosen as a fallback).
- Other minor fixes and adjustments.
[Notes]
- It is currently intended that crops with the same enhancement level may have different trait values (trait values randomly increase as the enhancement level of the seed rises).
- Regarding character color changes, these will be added in the future, but there are no plans to make dyeing colors easily achievable through dyes, etc. The idea is for individual colors to be part of the breeding enjoyment, such as when breeding creatures.
- Requests for necessary functions or error handling for Mod creation are more than welcome. Feel free to send feedback from within the game. If any errors occur, such as when removing Mods, sending the save data where the error occurred would be helpful.
- Automation for resource processing and gathering is something planned for the future but will be considered after the basic crafting-related functions and balance are complete, so it may still be a while.
References