Elona+ 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. This game has adult content, but it is not a main point of the game.
Thread Updated:: 2024-08-26
Release Date: 2024-08-17
Developer: Ano犬 –
Censored: Yes
Version: 2.24 Fix
OS: Windows
Language: English, Japanese
Genre:
2d game, 2dcg, character creation, female protagonist, male protagonist, pixel art, rpg, sexual harassment, turn based combat.
Installation:
1. Extract and run elonaplus.exe
If installing Custom:
2.Extract the contents of the Custom-GX’s archive to the main game folder and overwrite everything.
3.Run elonapluscgx.exe
Changelog:
v2.24 Fix
[Fixes]
- Fixed high jump rat not using Jumping Drop because the ID wasn’t set correctly.
- I forgot to set some precautions that are necessary whenever NPCs summon more of their own type.
- Rush rats were ignoring the fact that they had already summoned rush rats and kept trying to summon more, causing an infinite loop and making the game freeze.
- The endless summoning that was ironically game-ending has been fixed.
v2.24
- Added 1 new item obtained solely as a monster drop: pet training ticket.
- For early game when you can’t afford to pay for your pet’s training.
- Added some lines to trainers’ random lines in conversation windows that contain explanation.
- Fixed some descriptions.
- Fixed the anorexia Lv display being unable to handle cases where number of times vomited exceeds 30, causing the game to crash.
- Fixed the issue with Saint Blade special action damage calculation.
- Fixed Limit Power special action as it was not decreasing Speed by the percentage it was supposed to and causing Luck to decrease as well.
- Fixed lingering effects from breath attacks not having the originating character’s data associated with them, causing all NPCs to assume they came from the player character and also causing issues when determining if a character can dodge the effects.
v2.23
[New item]
- potion plug
- Junk item that does not spawn randomly.
- Spawns at the feet of targets when they are attacked with a potioman.
- When picked up they increase the number of potion plugs directly without going into the inventory.
- [Reprimand Room]
- Whenever any character on the map kills someone who was not hostile to that character, they will roll to have Wince and Punishment inflicted on them.
- Potency of status ailment and debuff are dependent on the level of the character killed.
- This means that you can debuff enemies by baiting them into hitting other enemies with their AOE attacks.
- Saint Blade
- Learned upon getting the Saint feat.
- A PV/DV element attack dependent on Will and Faith skill. Range of 3 tiles.
- Deals more damage depending on the user’s character level.
- Damage also increases depending on Karma, capping at 1.4 times base damage. Unusable at 0 or less Karma.
- When used by NPCs, it assumes their Karma is 20.
- Gives a small amount of Faith skill experience when used.
- healer, sister (level 50 town NPC), sister (level 5 Noyel NPC), and now have a decent chance of using this when their target is 3 tiles away or closer. (This change affects instances of NPCs spawned in previous versions of the game.)
- kamioriduru
- Base level 3 spirit. Does not spawn randomly. Weak to fire. Has float bit flag.
- Uses Mind Thorn and Nightmare.
v2.22
[Changes and additions]
- Added the fossil restoration item fusion recipe.
- Added 11 new monsters that can be recruited as pets in this manner.
- Added 1 new bit flag for these monsters.
- Fixed some descriptions.
- Mining the walls of Merchant and Pirate ships yielded some inappropriate items, so it will now yield garbage, wood piece, and wood material instead.
- Fixed pets not displaying when inside Merchant and Pirate ships.
- Fixed item weight not getting recalculating after fishing from fishing tiles on coastal maps.
- Fixed a quasi-unique NPC being able to reproduce on the ranch.
- Like other unique NPCs, it will now generate shadows when breeding.
v2.21
[Changes and additions]
- Added 2 new special actions for NPCs to use.
- Trap disarming town board quests are now point-based and have a 500 turn time limit.
- Various items are also scattered across the map.
- Trap disarm difficulty will now vary with quest difficulty.
- There will also be high difficulty traps that award a lot of points.
- As such, you may have to carefully consider which traps you want to disarm and in which order.
- Added 1 new NPC that spawns only in the pitfall quest type, and 4 new NPCs that spawn only in the landmine type.
- Fixed the upper limit for the Speed buff from Gravity Accel special action; it is now 300 instead of 200.
- The damage reduction calculation for Jiu-jitsu status has been updated.
- Fixed Suicide Attack having the same visual effect as Bubble Storm.
- Fixed NPCs who died in the Camp taking up a Camp slot.
- House board and similar items will now display the number of NPCs currently interned.
v2.20fix1
[Fixes]
- Fixed the boss battle beginning regardless of main quest progress when the player steps into the bottom floor of Rehmido; this was causing issues with quest progression. I forgot to revert the change after testing.
- Trying to make float caged NPCs not respond to Call Familiar was preventing them from getting revived by bartenders, so both of these functions have been enabled for NPCs in a float cage.
v2.20
[Changes and additions]
- Added a new player-owned property: the Camp.
- You can bring NPCs into the camp and discipline them or make them work for you.
- Points accrued can then be traded for items.
- Added 4 new items for this feature and 1 new red book to give an overview.
- Fixed some descriptions.
- There was a bug in 2.19 that prevented Eye of Ane from being learned once the ane power bit flag got written, so characters that have the ane power bit flag will automatically learn Eye of Ane when updating the game.
- Fixed spell casting gauge attack not giving Casting skill experience.
- Fixed water spells having an uncoloured visual effect and no sound effect ever since they were made PV/DV element.
- Fixed not having a DD cemetery key in your inventory causing necro fusion undead, Shadow Hop’s shades, and the 3 dark guardians to not despawn when changing maps.
- This does not affect NPCs summoned in previous versions of the game.
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.
- 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.
v2.19
[Changes and additions]
- In order to get players to challenge stronger enemies instead of grinding because they’re not sure if they can win, items and gold are no longer dropped or lost when crawling up after death.
- Permanent attribute loss due to death is also gone.
- Fame will still decrease.
- Anorexia will be cured and karma will increase if it is currently negative, so there might actually be a net benefit to dying sometimes.
- However, throwing yourself at an enemy over and over again until you get your lucky win or so that you can get healed up isn’t ideal either, so crawling up the first time will now give the D-Crest status ailment. If the player character crawls up when afflicted by this, attribute loss will occur, and the amount lost is greater than when dying in previous versions of the game.
- This status ailment will go away when waking up after sleep, so play safe while you have it.
- Attribute loss from dying in town board quest maps is also gone. These deaths are unaffected by D-Crest.
- NB: Japanese version equivalent of "D-Crest" translates to "Mark of Death".
- Fixed the karma calculation and message displayed when returning to port from a coastal map even when no drifters have been picked up.
- Amur-Cage and its underground map was surrounded by tiles that are meant for coastal maps, so those tiles have been replaced by another.
- This change will be reflected in save files from previous versions of the game when the map undergoes its periodic refresh.
v2.18R
Changes and additions
- Artifact weapons generated by Wish are now guaranteed to be living weapons.
- More often than not, players will go through the entire game but not encounter a single living weapon of the type they can use.
- You can level up one for fun after you’ve run out of things to Wish for, or Wish for one right from the start and progress through the game with it.
Fixes
- Fixed the world map BGM playing while on the title screen.
- Fixed the date changing while asleep in a town with a werewolf in it causing issues with the werewolf event and making the game crash.
- Return and Escape (including Aurtehom’s version of it) no longer work while on the Seabed map.
- This is also prevents issues like placing the player character on an inappropriate map after exiting the map.
New buffs
- Chain of Mana
- Applied by Necro Force’s Undead strengthen option.
- Increases Tactics, Control Magic, and Casting.
- Will make the character deal additional magic damage when doing physical damage attacks.
New special action
- Accel Necro
- Learned after using the necro remodel item fusion recipe.
- Applies 50 turns of Gravity Accel, Speed, and Boost to every undead summoned by the user in sight.
- The potency of the buff is dependent on the average of the player character’s Control Magic and Will.
- Every undead buffed will consume an amount of SP cost equal to 5% of the user’s maximum SP.
v2.18
Changes and additions
- Added a few makeshift ocean world maps.
- Reading a boat-type deed at a port town will allow you to travel around these. These are taxed separately from world-vehicles.
- Getting a boat and going on an ocean adventure is something I’ve always wanted to implement since adding world vehicles. Allowing players to travel too far and go between continents, however, is difficult because of how the game works, so travel is limited to the ocean region.
- Creating a major game feature and drawing all the sprites for it was quite taxing, so there’s not much content in it for now. All you can do is travel around, rescue people, or pull up some wakame from the seabed.
- If the boat gets sunk by Hard rain or Etherwind, you can still swim back to port and read the deed again to get another boat. (Though if your Swimming skill is too low you’ll get Dyspnea and die trying to swim back.)
- A reminder for people who replaced a lot of game files: some BGM, sound effects, and sprites were added in this version.
- Fixed items spawned from an enemy defeated with a potioman attack looking up the parameters of the dropped item itself, causing the item to spawn with an item rank of -1.
- Fixed some items so that they can no longer be used in showrooms.
- Fixed G-Finger generating a golden doll and flesh doll at the same time because the flag accidentally got reused.
- Fixed the lower half of the SP Champion monster not getting displayed due to a mistake in the parameters.
- Fixed the race of the three types of dark guardians. Their race was set to servant in the development code but the change got omitted from production code.
New items
- sazae
- Food. Considered a type of fish. Can be cooked or offered to Ehekatl.
- Randomly spawns on the Seabed, but has an extremely low chance of spawning elsewhere too.
- Has a high chance of spawning in the Valm and Kurualm coastal regions.
- NB: turban snail
Coastal maps
- Works like a type of world map.
- Dying here will take you to the Return point on the previous world map.
- Like other world maps, 1 tile equals 1 mile, but traveling is slower here than on other world maps.
- No structures such as shelters or deed buildings may be built on the Sea map.
- Treasure maps cannot be read as they would be impossible to dig up.
- Pressing the enter key on the surface brings you to the Seabed map.
- To get back to the previous map, step on the mooring point. This is the tile that has an anchor symbol on it – you also get placed next to this tile when entering the coastal map.
- If your boat sinks, you will have to swim. While swimming, every character will lose 1 SP per turn. They will also have the Wet status applied, and have a low Swimming skill-dependent chance of gaining additional Dyspnea on top of the Dypsnea they already have.
- It may snow, but snow will not slow your movement speed.
- The map has nothing on it and you will not have any random encounter battles for now.
- Only some of the existing random events from previous versions of the game will occur while on the map.
- The new random events (see below) will change the boat’s status as follows:
- No problems -> Minor damage -> Many troubles -> Dangerous -> About to sink -> Unnavigable
- Once the boat is Unnavigable it can no longer be used to move around.
- When the boat becomes Unnavigable or is currently Unnavigable, Wet status and 10 turns of Dyspnea is applied to all characters.
New random events
- Raging Sea
- Occurs when the weather is Hard rain or Etherwind, or may occur after some time.
- The higher the ship’s rank, the less frequently this event occurs.
- The event cannot be negated with an aurora ring.
- The [image] will change slightly if the weather is Hard rain or Etherwind.
Seabed
- The sea’s version of the Wilderness map. Exiting from the edge of the map returns you to your ship.
- The map will have seamonster race enemies [and other objects] placed; enemy [and object] selection is dependent on deepest dungeon floor cleared.
- Enemies that continuously spawn with the passage of turns are of seamonster race, and depend on deepest dungeon floor cleared.
- Wet status is applied to all characters every turn. There is also a decent chance (that is dependent on Swimming skill) of getting afflicted with additional turns of Dyspnea.
- The Swimming skill-dependent evasion modifier will work even when not on a water tile.
- Uncooked fish will not rot (including those in your inventory) even when not on a water tile.
- Wish will not work.
- Weather effects will not be displayed, but this counts as outdoors so you will be subjected to the effects of Etherwind when it happens.
- North Tyris and South Tyris seabed maps have a slightly different tint.
New special actions
- Shadow Hop
- Learned upon level up when Stealth skill is 20 or greater. Wide-area special action.
- Expend half of maximum HP and summon 25 shade NPCs allied to the summoner.
- The level of each shade is dependent on the user’s [character level] and Stealth skill level. When the player character is the summoner, the level is capped at 3/2 times the deepest dungeon floor cleared.
- The maximum HP of each shade is equal to the HP expended during the summoning, divided by 25. Upper limit is 2,000 and lower limit is 1.
- When used by an NPC, the shades will have the same appearance and name as the summoner.
- Fails to activate if the user’s HP is less than half of the maximum.
- It will also fail the second time onward for the same user until the user enters a new map.
- Summoned shades will disappear when changing maps.
- the ninja master and shadow now use this when they meet the requirements.
2.17
v2.17
Changes and additions
- Added 2 new special actions that cap and uncap attributes.
- Added 9 new mutant race NPCs.
- Mining the walls of lake Nefia now has a decent chance of yielding dead fish, and a low chance of yielding jewel coral and magaqua.
- Changed how throwing items at a tag team works. The dialogue to select which of the two targets to throw the item at will now always display, instead of displaying only when throwing potions and certain food items.
- Made each world vehicle give a fixed world map travel speed bonus.
- It used to give a percentage bonus, but that made fast player characters too fast and didn’t give enough of a boost for slow characters.
- This change is to make travelling easier in early-game.
- The movement speed bonus for the truck when travelling on path tiles remains a percentage bonus.
Fixes
- Fixed some descriptions.
- Fixed the food-related daily quests because they were getting cleared when any character eats – not just the player character.
- Fixed every potioman getting turned into a cf potioman when using the potioman gauge attack because I forgot to put the code in an if clause.
- Fixed the mix up between Forest and Tower Nefia for Fighters guild quota.
- Fixed the issue with the selling price calculation for eggs and milk that enemies drop when Anatomy skill is learned.
- Receiving the daily quest reward when the salary chest is full caused the game to crash, so it will now destroy [items in the salary chest to make space for the reward] just like bills.
New special actions
- Learned by the player character when leveling up to level 20 or greater.
- Temporarily decreases the attributes of the targeted player character/pet by a percentage. The range of percentages that Speed will be decreased by is smaller. Luck is unaffected.
- Choose between different limiter levels – the higher the level, the greater the attribute reduction.
- Enabling the limiter or switching limiter levels will reset the power gauge to 0.
- Attributes cannot be restored by Restore Body or other similar methods. Buffs that increase the attributes remain unchanged.
- HP and other stats will get recalculated as well, but your character may do surprisingly well in battle because character level, skill levels, and resistances remain unchanged.
- If you feel you’ve over-leveled your character or want to give yourself a challenge, this feature is for you.
- Or, you can go "Is that all you’ve got? I’m not even using half my strength" or "Mwahaha, a worthy adversary! Time to get a little serious" or "It’s been a while since I’ve fought at full strength. Try not to die" and roleplay some character who usually suppresses their strength. Like a BBEG or something.
New items
- white dark orb
- A tool that does not randomly spawn. Created with the dark fusion item fusion recipe.
- There are 6 types that each create different traps (see below).
- Using it will consume 5 abyss power and place a trap of that type at your character’s feet.
- Like regular traps, they will disappear once set off by someone.
- Unlike pitfalls, landmines, and string traps, however, these will work on floating characters.
- Damage dealt by these traps is dependent on the player character’s Magic Device and Disarm Trap skill levels. Strength of status ailment inflicted is dependent on Disarm Trap skill level and the danger level of the current map.
- poison spear: PV/DV damage + chance to inflict Poisoned
- sleepy spear: PV/DV damage + chance to inflict Sleep
- ink spear: PV/DV damage + chance to inflict Blinded
- smelly spear: PV/DV damage + chance to inflict Confused
- paralyze spear: PV/DV damage + chance to inflict Paralyzed
- vibrating spear: PV/DV damage + chance to inflict Dim
New NPCs
- chaoshaprincess ZEHLS
- Level 184 mutant. Floats. Female only.
- Cure of Jua on low health. Chaos Vortex, Nether Sigh, Holy Shield, Magic Bolt.
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.
- 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.
Backup your save before updating, and frequently while playing.
Current save may corrupt if game is unexpectedly closed (i.e: Power Outage)
Win: – – – –
Extras: * – *
*This mod is not released by the game developer. Download at your own risk.
Thanks for the mod link!






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