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Stelas
Sep 6, 2010

Heavy neutrino posted:

Regarding levels, I'm not even sure which part of the game scales based on it.

As above, experience level very slowly increases the difficulty of entirely random encounters. But that's as near as drat it 'nothing' that it hardly counts.

ProfessorCirno posted:

Speaking of pets, while Little Girl is the best one to start off with, is it really viable to keep her (or any other early monsters) as pets through the whole game, or do you more or less have to upgrade into something bigger as you play?

To be honest, you're better off immediately replacing the little girl with a slave trader one, which will have better stats. At level 10 and 20 you can upgrade to rogue and juere warriors / archers / mages. Some pets can last forever, god pets especially if you get them early, but trading up is often worth it because raising stat potential on a pet is pretty hard unless you're going to start handing them their own stocks of blessed potential.

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Stelas
Sep 6, 2010

I'm aware you can give pets ores to help them train up potential, but after using Elosnack to check the results the effects are pretty drat slow - about 3-5% per 'trains' message on stats. It's much better to change up out of standard humanoids, once you've got the ability to gene engineer or the faith to support a couple of god pets.

I continue to maintain the moongate trick is for chumps. :colbert:

Akoogly Eyes posted:

I'm playing as a gunner/mage so I mostly just need a bunch of meatshields to take most of the incoming damage.

Asura work well with solid weapons. Chess pieces or giants/titans/cyclopses are good for meatiness.

Stelas
Sep 6, 2010

Lakbay posted:

I can't advance in a couple of dungeons because the paths are blocked and my character isn't strong enough to dig through, how do I get around this?

Errr, blocked how? Have you tried [s]earching? The game doesn't generate levels with a need to dig in them.

quote:

Also the game suggested that new dungeons are generated, but I've cleared out most of the dungeons under my level and the rest of the randomly generated ones are either too high, or I can't beat the bosses in them.

Every so often 'a diatrophism hits the continent', which rejigs the world map. If you have a statue of Opatos you can do this whenever you like.

quote:

Finally, am I supposed to start running a shop/museum/whatever everyone in the thread is talking about as well? I've only focused on the dungeon crawling aspect of the game so far.

Once you're making enough money to support their lengthy setup, sure.

Stelas
Sep 6, 2010

Lakbay posted:

How am I supposed to turn in small medals? I got to the workshop and one of the smiths killed himself and the other one has the same dialog loop but doesn't give me anything even when I input the amount of medals I want to give.

You're looking for the one in the little hut to the lower-left. He's got the option to upgrade a cart or exchange medals. No typing is required, you just select from a list.

If he's the one who offed himself you'll have to wait a while for him to respawn (think a couple weeks).

Stelas
Sep 6, 2010

rodney mullenkamp posted:

Speaking of untranslated content, the scientist in Port Kapul has some new dialogue options after finishing his quest, but selecting them only seemed to lower the life rating of me/my pets. Anyone know what they're for?

Once you're done with the base game, a scientist in S.Tyris can graft extra limbs onto you or a pet at the cost of a hefty chunk of the creature's Life, but they're random. The scientist in N.Tyris can revert them for 1 Life, which is what you're seeing.

Stelas
Sep 6, 2010

Sense Quality so you don't have to lug around a ton of poo poo to identify.
Anatomy and Cooking to remove your hunger issues and generate a lot of stat growth.
Eye of Mind if you're non-magic, for crit hits all over the place.
Negotiation and Investing for saving money down the road.

Stelas fucked around with this message at 16:28 on May 10, 2013

Stelas
Sep 6, 2010

Corridor posted:

So apparently god is indifferent to my gifts. Does this mean I need to raise my faith or something? It's never happened before.

Yeah. Favor has a cap of (Faith * 100) + 25. Get your faith up or some faith-boosting gear.

Stelas
Sep 6, 2010

Woden posted:

What's the fastest way to level up melee or ranged skills like dual wield, sword, eye of mind, etc.?

Steal a sandbag from the Noyel Christmas festival, summon a creature in your house, and tie them up in it. That'll help, at least.

Or just keep taking higher and higher dungeons. I'm not sure how the xp scales but I do notably get skills increasing faster when taking on tougher opponents.

Stelas
Sep 6, 2010

If nothing else, 'training' by constantly going through dungeons is a) less boring, b) gets you more cash, medals and gear, and c) trains a whole suite of skills. It's not hard to have a ready stock of suitable dungeons - just go complete the Pyramid quest and get the Statue of Opatos for all the world map refreshes you could ever want.

Stelas
Sep 6, 2010

Quiet Feet posted:

I've found that party time quests are a great way of reducing fame while still making money.

If you're looking for the absolute fastest way to do this, entering the pet arena and then immediately pressing escape to get the quit prompt will ding you a substantial amount of fame, no fuss, no worry. And it's repeatable as long as the dude is awake.

Stelas
Sep 6, 2010

AfroSquirrel posted:

I may have just scored pretty big from some random L4 dungeon. Loot so far includes a 500M catbank and a tamer's whip, which is apparently an infinitely reusable rod of alchemy (according to the wiki?)

This has changed in Elona+, or rather I don't think I've ever used it as a rod of alchemy. Instead, it'll make pets stop picking up random crap off the floor and eating those rotten or plain bad for you corpses.

Stelas
Sep 6, 2010

Verviticus posted:

I can't even tell why you'd carry a chilly box around. If you're going on a long trip just invest in and buy bread/flour from a bakery.

At the very least, storing high-weight corpses for sacrifice. Corpses rot hugely faster than meals. Also, if you're charmed by the taste of human flesh, human meals are substantially better than breads.

Be aware! This level is guarded by the boss of King's Fort, <putit> Lv102!

Stelas
Sep 6, 2010

That picture gets even weirder when you're used to level 60+ dungeons and your only thought is that you have to destroy that schoolgirl before the camoflaged imp that shares her sprite infects half your pets, kills the other half, nicks your wallet, and takes off running.

Stelas
Sep 6, 2010

Scalding Coffee posted:

Any of you gate exploiters try to lead an army?

You really don't need to be a gate exploiter to lead an army - it's kind of expected you'll end up doing that anyway. At level 45 my usual team is me, a dark angel, a valkyrie, a vampire girl, an android, a mechanical cleaning doll, a level 65 murder dog, and a golden knight.

That's about the point where you start making spergy text files to keep track of their stats, potentials, and equipment. It sounds dull as hell but makes organizing them significantly easier.

Stelas
Sep 6, 2010

Yeah, but bells just make the game boring. I had to debate long and hard over having the projet since it's basically an improved bell, but the fact it uses melee AI means it is at least somewhat fallible.

Stelas
Sep 6, 2010

Powercrazy posted:

Also how do I change my Pet AI from Melee to Ranged?

You can gently caress with a pet's AI once you reach South Tyris, by using AP. See this guy.

Stelas
Sep 6, 2010

Corridor posted:

I don't wanna join a guild, I like that all the trainers come to my house. :saddowns:

This is pretty fair. You could always just wish for the skills you're missing and then ignore the other benefits.

Verviticus posted:

I don't think being blessed does anything, does it?

I've definitely seen improvements going from a normal portable tool to a blessed one when at lower skill levels.

Miijhal posted:

Give it the Blood Moon. At that point even bosses are hosed since the moment they reach 0 MP they start taking insane amounts of damage from overcasting.

It actually has the <Scythe of Void> and a miracle sniper rifle, so it's still pretty hilarious to watch in action. I like to think it's balanced because even then it can't survive a single 80-90 dungeon level.

Stelas
Sep 6, 2010

Devor posted:

Alternately, blessed scrolls of growth will always give you a skill you haven't learned yet. So if you learn all the normal non-guild skills, the blessed scroll will always give you a guild skill.

This has changed in Elona+, where blessed scrolls of growth now give you an extremely substantial (20-30%?) boost to all your skill potentials. Mostly because I've been reading every single one I can get to keep my potentials sky-high.

e: I'm pretty sure you're thinking of 'gain attribute', not 'growth'.

Stelas
Sep 6, 2010

Corridor posted:

Can someone please tell me what to do to make my god stop being indifferent :smith:

At a guess, you either switched out a piece of 'It makes you pious ###' equipment without noticing or your final sacrifice before the god went indifferent was something fairly major. Probably the former.

Stelas
Sep 6, 2010

Garfu posted:

So what should I do now that I beat Zeome? Is there a progression of harder things to accomplish?

edit: wait nevermind just read the wiki...

Enjoy S.Tyris! It'll be ages before you can even start the plot there, but at least you can spend AP now.

Stelas
Sep 6, 2010

Economy Clown Car posted:

My karma's also in the toilet so I could learn pickpocketing. So- How do I unfuck my potentials and how do I unfuck my karma? My hilarious 500K Wealth isn't getting me out of this so far.

For potentials: you might have anorexia. Are you throwing up whenever you eat anything? Death is probably the easiest way to cure it.

For karma: Buy indulgences in Noyel, or drop all your gear at home and go die to guards a lot.

Stelas
Sep 6, 2010

Oh yeah, duh, potential and not stat xp. God, I should know better by now.

Economy Clown Car posted:

Also side bar note- Is there any way to change the material on a god gift weapon or should I just strive to get another scythe for combat and regulate this one to farm wear?

God weapons are precious and as such can't ever have their materials changed. You can change their weight if you collect enough cursed/blessed scrolls of flying, but they're very rare.

Stelas
Sep 6, 2010

Mugaaz posted:

I bumped up a blacksmith originally to gear up me and all my pets. Wiki says BS stops at lvl 120, but It seems like that's no longer true in Elona+?

Any shop can be taken as high as you like. You can get a 4000-level blacksmith if you really want. The numbers on that page are where people stopped seeing a notable increase in the quality and size of the inventory.

Stelas
Sep 6, 2010

The Mimic posted:

Two curious questions. A) Can you change your alias, and B) Scrolls of Oracle tell me nothing has been generated; is there something I need to do to make artifacts generate?

You can change it via Elosnack, if you're cool with going and editing your savefile. Otherwise I don't think so.

Scrolls of Oracle will only tell you if artifacts have been generated since your last read of an oracle scroll. Sometimes it just takes a while for some to appear!

Stelas
Sep 6, 2010

Economy Clown Car posted:

A question about gods in game that I'm a little unclear on... When you worship one do you get static bonuses to all the skills associated with them? Or does the potential/growth increase? Also what about stats?

You get a bonus based on faith to all the stats/skills involved. This'll go away if you switch.

quote:

And can you get god gifts twice if you re-convert?

Sadly not. But reconverting is an option.

quote:

Edit: And after you have all the god gifts, what is the upside to continuing to make offerings?

Bigger bonuses! It's something like +1 per 500 favor or something like that.

Stelas
Sep 6, 2010

Economy Clown Car posted:

Where else can it be found or is that the only place?

Invest in goods stores and the embassy furniture shops. It's kind of rare but you'll get one rolled up eventually.

Stelas
Sep 6, 2010

Hog Butcher posted:

It seems like every class/race combo needs several hours of grinding just to have the base set of skills everyone should have.

This is exactly right. The early game is largely about doing a ton of escort quests and delivery quests to build up enough platinum to get the skills you want, while earning enough gold and gear to be able to do certain things like start working on a shop or building towards getting artifacts or money loops going. Don't go into dungeons above level 10 - there's a major difficulty jump there that can take new characters by surprise.

A fairy anything is hard and generally requires you to know the game somewhat. Juere Claymore is a much more user-friendly starting class, though I'd still say Juere Warrior just for less equipment woes. Start off by taking a look at the skill list and getting an idea of what skills you need to get on top, then get to questing. While you're questing, grab the fixed small medals that are in every town and friendly location. Go spend those on either the Diablo or else a stack of superior material scrolls and you'll have a main character capable of some pretty tanky fighting.

Devor posted:

Especially because of the new traveling skill gain mechanic - I've gained every skill, and I think the lowest is like skill level 11, because I make sure I keep the potentials up.

I specifically haven't, because I don't care about most of them. Traveling divides its xp - less skills, more xp per skill.

Stelas fucked around with this message at 00:25 on May 19, 2013

Stelas
Sep 6, 2010

Tuxedo Catfish posted:

What's the best way to go about upgrading your gear once you're out of the early game?

Gear pacing is very strange in Elona. The short answer is that you don't really ever upgrade your gear extensively, beyond doing certain things to get into new tiers of usefulness. It's very easy to get a set of gear able to take you through the entirety of N.Tyris... but no matter what your gear, you need the skills to back it up.

Start of game: start by just filling out your slots with whatever you find.

Early game: Escort around and gather together enough money to get an armor merchant to about rank 60. By this point, you'll start seeing the better item types (fairy hats, feathers, breast plate, chainmail) show up in the shop. Buy the cheapest shittiest versions of your preferred armor type you can, and take all the 80-90 or so fixed small medals and turn them into stacks of superior material. Even halfway decent materials will make you much more able to survive.

Midgame: Get a magic shop merchant to high ranks, and use them as your source for superior material scrolls to use on particularly interesting Miracle items you find in dungeons. While you're doing this, get a shop and a good shopkeeper together and dump in any equipment you find worth > 100g, and all potions / scrolls / books / wands you can. Get Negotiation and join a guild to cut down on identification costs. Get Sense Motive and don't bother picking up gear unless it's [Great] or better.

You'll be doing this part for ages.

Lategame: Build up a black market while doing dungeon runs. Level 70 dungeons are giving me approx 100k a run, which is another couple of invests on the black market. Look out for high-rear end stuff and build up another couple of mage stores to rank 120 for good measure.

Robotic Accolade posted:

On that note what influences gold return on missions?

As your fame and level grows, the raw gold reward for quests starts to drop off to try to push you to do harder ones. It'll begin to recover when you get even higher in fame - you'll start seeing very difficult jobs which will be quite lucrative - but in the end the reward ends up more often being about the items and the platinum rather than the gp.

Tuxedo Catfish posted:

Where do you get that kind of gold? :psyduck:

Dungeon running, a shop, and a good shopkeeper. Pick up all magical items and any gear of [Great] or better or of a particularly high-level material. When you get back, ID it and sell anything less than 100gp in value. Dump the rest in the shop. It will take a long time to get going, but in the end it's quite possible to generate 60k+ per game day in the shop, giving a total of 200k+ per dungeon run. Not to mention the skyrocketed salary.

Devor posted:

Except maybe two-hand or dual wield - but you might change your mind about weapons later!



It's okay, I think I'm good for now. :getin:

Stelas fucked around with this message at 07:45 on May 19, 2013

Stelas
Sep 6, 2010

Octo1 posted:

It is made of ether!

The disease boost from a single ether weapon isn't too high, and I've got a vindale cloak and a stack of cure corruption potions at this point. In exchange, the raw damage of the drat thing is off the charts and only getting higher each time I go 'more elemental damage please'.

Stelas
Sep 6, 2010

Verviticus posted:

Nooooooooo get scrolls of growth. 7 blessed scrolls of growth, what I could afford, put all of my potentials to well into 300% each

Later on I'd agree, but in my opinion a starting character will get much more use out of 200+ DV/PV than they will 300% potential.

Stelas
Sep 6, 2010

Verviticus posted:

Yeah but if you spend all the fixed small medals you won't really have medals to get scrolls. They're more expensive now in exchange for being really good.

By the same token, when you really start to want them late-game, you're busy finding small medals regularly in jeweled chests. Now that trainers always give +20% potential, it's really easy to boost them to ridiculous levels early on, and I don't think it's worth burning growth scrolls while your stuff all costs 2-4pp.

Stelas
Sep 6, 2010

Absolutely get the new patch if you haven't already, yeah. There's a ton of awesome quality of life stuff in there.

You might be right, I'm just going off what worked for me. Probably depends more on how many skills you've bought, and I tend to get as few as possible.

Stelas
Sep 6, 2010

Yeah, 1.19.

Anyone with a decent alchemy score definitely shouldn't spend on superior, sure, I'm just talking about right at the start of the game when you need that push to get going.

Stelas
Sep 6, 2010

Devor posted:

Edit: Also, I corrupted my save with a computer crash, so I guess I'm not playing any more for a while. Not sure I can put up with starting from scratch.

Oof, sucks. If you ever used Elosnack you might have a couple backups around, though how far back you'd be is a good question. There really is a case for making the game write a separate autosave once in a while.

Stelas
Sep 6, 2010

Tuxedo Catfish posted:

Is there any benefit to living in a small castle besides bragging rights? According to the wiki, even at maximum rank it makes less money than it costs in taxes.

That table really isn't very accurate for Elona+. Rent has been significantly reduced across the board, so I think it comes out roughly on top. Better houses have larger staff maxes, just in case you care about having 7 magic shops available rather than 1.

Stelas
Sep 6, 2010

DentedLamp posted:

Is EloSnack the best way to modify race values? I.e., would it be the best way to shore up the existing slot deficiencies for debug races and to rectify the really crappy values of, say, kobol[d/t]s?

Yes, pretty much. I mean, they're debug races so they're not exactly balanced anyway, but Elosnack'll sort you out. If you're modifying a pet, check cdatan.s1 for the index number of the pet. (Pet x Name) Then check cdata.s1 where you'll find Body Part Slot 1 through 30. Take off all your/the pet's equipment, then check this page for the limb numbers. If you edit a limb with an item equipped there's a good chance it'll become invisible on your character.

Skill and stat information is in sdata.s1. Remember to change both the Effective and the Base and keep them the same taking into account bonuses, or else your character sheet might look a little odd. Effective is the skill level after equipment, Base is skill level to 3 decimal places followed by the potential. So a level 60.534 skill with 159 potential will be listed as 60534159.

Stelas
Sep 6, 2010

1.20 is out.

Changelog posted:

  • Working hard on developing new content... a new area has been added in Lost Irva (Mirage Tower and the Oasis in tower on it's 2nd level). A little warning, though, the people residing in this area are kinda weird.
  • New characters: <Arasiel>, <Sinaha>, and <Jin> the machine rebel.
  • New precious artifacts: <Rainbow> (Arasiel) and <Gur Bagh Nakh> (Sinaha). Like the other god characters in Lost Irva, these weapons do not drop upon their deaths.
  • A new skill that lets you use magical devices without spending a turn has been added (Quick Use).
  • Added new effects to Jure of Healing's personal skill.
  • Paying your tax every month and not letting it stack up will now boost your salary money depending on your tax payment. If you still have unpaid taxes, the amount will be decreased.
  • Paying your tax every month and not letting it stack up will now boost the quality of the items generated on your salary supplies depending on your tax payment. With this, high level items can now be sent to you.
  • The salary supply feat's effect (makes miracle equipment appear more oftenly on your salary supply) is pretty questionable, so it's effect is now boosted three times along with the effect of making herbs appear more oftenly on your salary supply.
  • Salary supply items appearing blessed or cursed will now depend your tax payment.
  • Raised the random item generation level settings on several randomly generated items.
  • Healing magic and healing items will now heal at least 2% of its target's maximum HP.
  • You will now have the option to customize your race and class name after creating your character. This option will only change your race and class by name only and will not affect your currently selected class or race.
  • You can now equip ranged weapons on your hands and whack enemies with it. On the contrary, melee weapons can now be equipped on your ranged weapon slot and throw it on enemies.
    • The former will now use the blunt skill for its hit and damage increase and have its dice halved. Furthermore, the damage done by guns and bows will be lowered and will not receive bonuses from their respective ammunition.
    • The latter will now use the throwing skill for its hit and damage increase. It'll also have limited range and will have no chance to proc their respective special skills.
    • An unarmed or a character with no hands at all can now block melee weapon special attacks by equipping a melee weapon on their ranged slot. If a unit is already wearing a melee weapon on one of their hands, that one will take precedence.
    • Equipping a shield on your ranged slot will not grant PV bonuses granted by shields along with being unable to block shield bash.
    • You now have the option to choose what slot a weapon will go to when it comes to pets. If a pet's hand slots are already full, the next melee weapon you give to it will be sent to its ranged weapon slot.
  • Walking on deserts will now have a high chance of causing confusion. Also, if the sun's still up, it'll drain your stamina greatly as well.
  • If your backpack has available space on it, the item you chose for fusion will now be separated from its stack.
  • You can now turn raw ores into jewels via pot of fusion.
  • The power of melee special skills has been adjusted. Also, it will not be random and can only be used when you're HP is not less than 6/7 anymore. Instead, you will now have a gauge below your HP bar. If the gauge reaches 100%, you will automatically trigger your special skill on your next attack.
    • The gauge will automatically lose its charge by 1% every turn and will be completely drained if you switched maps.
    • Doing physical attacks will charge the gauge by 2%.
    • Taking damage from enemies (even if it's 0 damage or the attack was evaded) will charge your gauge by 1%.
    • Whether you are on the attacking side or receiving side, you will only receive the charge after everyone's turn ends. Therefore, continously attacking enemies will not result in a faster rate of increasing your gauge charge.
    • When you beat a character, the same type of character around the attacker and ones you have hostile relations with will receive a 5% charge to their gauge.
    • When a character dies, the same type of character around the one who died and ones that it has hostile relations with will receive a 10% charge to their gauge.
    • However, this will only happen if the attacker and the one who died are in a hostile relationship.
    • We plan on balancing this on future updates. (ed: haha)
  • The shield bash feat has been changed to add additional effects to shield bash.
  • Hugging skill added.
    • If your impress level with the one you've hugged is not less than 100, when their HP decreases, you'll be transfering 1/10 of your life to heal them. Furthermore, if your impress level is not less than 200, custom flavor text (txtHug) will be used when you hug them. Displays the effect when snapping out of brainwash.
    • If your impress level with the one you've hugged is below a 100, the NPC you've hugged will be crushed and take damage depending on your strength. In other words, it is possible to kill enemies by hugging them, final boss or not.
  • The equipment that NPCs randomly generate on spawn are kinda weak, so they'll be spawning with upgraded equipment depending on their level now. (Lightsabers and precious artifacts excluded)
    • As a rough estimate, at level 30 NPCs will be spawning with +1 equipment while level 300 ones will spawn with +10 ones.
  • Scrolls of flying won't affect the stats of the item you used it on aside from its weight now.
  • An attacker's weapon that weighs 2x (As for martial arts, its weight depends on its level. 40:1) its original weight will now deal 1-3x critical damage. If the defender's total equipment weight is not less than 15s, the critical damage done to them will be reduced depending on it.
  • Overall rate for criticals lowered. Effect of critical enchants, mind's eye skill, perception and the predator passive increased by two times.
  • Evasion you get from DV increased by two-fold, evasion gained through perception halved.
  • Experience you get from traveling decreased slightly. Traveling for a short distance will now give out small experience, while long-distance traveling will stay as is.
  • The command flag can now order pets to 'intercept/counter attack'. This command will make your pets intercept enemy attacks at a certain range between you and them (somewhere around Cheer range). And they will not pursue anything else outside that.
    • Even if they went out of range, going back to their positions will be their priority. If ever a monster tries to block them on their way back, they will try and eliminate the one blocking them.
Fixes:
  • Fixed the description of some items.
  • Fixed staves special skill doing the wrong damage.
  • Fixed the behavior priority of melee and ranged frequency increase gained through AP.
  • Fixed a bug on gender-related evolution.
    • Females, would-be females and hermaphrodites will now evolve into female ones.
    • Males, would-be males and genderless ones will now evolve into male ones.

Stelas fucked around with this message at 11:23 on May 21, 2013

Stelas
Sep 6, 2010

JosephWongKS posted:

Caution: The page with the "click here to download" link has an extremely :nws: image at the top.

I don't see anything, I assume it's getting adblocked off. I'll stick a warning in the OP, thanks.

Stelas
Sep 6, 2010

Robotic Accolade posted:

Right now I'm relying on my store of level up boosts with the occasional purchase of training via plat coins.

For pets, the dojo is all the training you can afford with standard gold. For you yourself, the general late-game standard are blessed scrolls of growth, with a sideline in little sister eating.

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Stelas
Sep 6, 2010

If nothing else, there are generally fixes for issues like the special move imbalance up within a few days. Hopefully, there'll be a fix version to upgrade to soon.

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