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Update 23.81 Stable

■ 1/24 2024 EA 23.81

[Outside Game Updates]
* Added free assets to the shared folder in the press kit on the official website. The materials in the folder can be freely used for any content related to Elin or Elona, such as strategy articles or Mods.

[Content Additions]
* Added the random enchantment "Anti-Magic."
* Added the random melee weapon enchantment "Chaser."
* Added the random melee weapon enchantment "Shockwave."
* Added the random melee weapon enchantment "Flurry."
* Added the random melee weapon enchantment "Cleave."
* Added the random melee weapon enchantment "Feint."
* Added the random melee weapon enchantment "Frustration."
* Added mannequins.
* Added a giant canvas.
* Added recipes for canvas and photographs to the loom.
* Added "Song of Death" to song magic.
* Added two ambient sounds for radios.
* Added six decorative materials for widgets.
* Added baby skins to Gold Yuki Puchi and colored Yuki Puchi. NPCs with baby skins will revert to normal skins upon fully growing.
* Added several items related to the Village of Atonement.
* Added three new portraits for the little sister.
* Added two portraits for the hot spring mermaid (Thanks, 小竹!).
* Added seven new monsters.

[Highlights]
* Added the "Chaser" faction enchantment to ★Lucky Dagger.
* NPCs with the "Miko" feat will now gain feat experience when given cursed equipment, depending on the level of the equipment.
* Added fatal wound defense to defenders (half the effect of Golden Knights, experimental).
* Attributes such as physical reduction, elemental reduction, perfect evasion, critical, vorpal, fatal wound defense, and anti-magic will now be displayed on the character sheet if the character possesses these traits through racial characteristics or similar.
* Added the feats "Floating" and "Ancient Species" to the initial feats of dragons.
* Special attributes (ether, bleeding, acid, shock) will no longer be generated for random abilities outside adventurers.
* The job and hobby of residents will now be displayed when summoning them using the Covenant Stone.
* Snowmen can now be built on empty snowy ground.
* Taxidermy and cards of NPCs with multiple graphics can now display selectable tiles via middle-click.

[Additions and Changes]
* Writing tools can now use items from companions' backpacks (experimental).
* The bed assignment screen will now display residents' jobs and hobbies as tooltips.
* Added processing for when materials do not exist in the game after uninstalling Mods.
* NPCs with the "Miko" feat can no longer be offered duplicated equipment.
* Death penalties will now occur even if the PC has no money (except during penalty immunity periods).
* A warning has been added to the cloud save window.
* A setting to disable effects like lightning flashes has been added to the graphics tab in the settings window.
* Non-container items with contents can now be delivered for random delivery quests.
* Non-PC characters can now eat unopened Yuki Puchi Daifuku.
* Mosaics will now be removed from resurrected characters.
* The hit effects of all melee attacks will now be displayed, even when hitting multiple targets (e.g., Cleave).
* The search function in build mode can now search for complete item names (e.g., "Staff of Teleportation" can now be found by "Teleportation").
* When reforging divine equipment, enhancement levels, blessing status, and identification status will now be retained.
* Various adjustments have been made to the initial enchantments and performance of weapons.
* The "Fix_LostCore" console command has been added to address missing Covenant Stones caused by past bugs. The "RemoveDemitas" command has been renamed to "Fix_RemoveDemitas."
* The conditions for graying out job and hobby icons on resident noticeboards have been adjusted to gray out if the resident cannot perform at least one job or hobby.
* The conditions for graying out house icons on resident noticeboards have been adjusted to gray out if the resident does not have an assigned bed.
* The quality of meat dropped by unique residents has been reduced.
* Monsters with ether disease will no longer split.
* Effects that absorb HP or MP will now activate even when killing enemies.
* For diffusion attacks, self-targeting activation enchantments and certain activation enchantments (area attacks, summoning, teleportation, self-destruction, etc.) will now only activate when hitting the first target.
* NPCs will now reset taunts and stances upon resurrection.
* Party members can now be butchered.
* The contents of mannequins can now be searched using the item search widget.
* Mannequins and signage with different written content will no longer stack.
* Mannequin outfits will now be dyed based on the material color of the equipped gear.
* Interacting with an incapacitated companion will now revive them (temporary measure to address the inability to remove them from the party).
* Invisibility magic can now affect all targets. Aggro will now be removed from NPCs without invisibility detection when turning invisible.
* Allies who are invisible while the PC is invisible will no longer attack enemies.
* Enchantments that slow ether progression will now reduce ether accumulation from all sources, including ether-based attacks.
* Bloodstains and dirt outside map boundaries will now naturally disappear over time.
* Tents will now auto-save the first time they are entered to prevent disappearing during festival changes.
* The cumulative shipment total will now be stored as a long-type value. Shipment bonus stages for gold bars have been added.
* Another note widget has been added.
* Note widgets now support rich text (e.g., bold, italic, red text, small text). Rich text follows Unity's Text standards.
* Items will no longer auto-stack after eating divided food.
* A prototype for the Village of Atonement has been created (currently accessible only in debug mode), along with multiple related furniture items.
* The gluttonous seal's occupation has been changed to unemployed.
* The AI types for puppets and grudges have been changed to sorcerer.
* Trap disarm has been added as a benefit to Mani's blessings.
* NPCs with bounties will now display "Bounty" when moused over.
* Doors can now be placed on L-shaped walls.
* Unidentified items will now automatically be identified when sold and will not be included in buyback targets.
* A "Display behind widgets" option has been added to the widget decoration settings.
* Chinese translations have been updated.

[Mod-Related]
* Save states for Mod load orders will no longer be saved when starting without Mods enabled.
* Fixed an issue where item initialization sometimes failed when importing items from Excel in Mods.
* Missing items from uninstalled Mods will now generate "Alchemy Ash" instead of "Corn."
* The RegisterSerializedTypeFallback method has been added to the ModUtil class to specify fallback types for serialized classes when Mods are uninstalled.

[Fixes]
* Fixed an issue where the range of lights like the Sun Lamp displayed the previous base's range after switching bases.
* Fixed a bug where throwing weapons exceeding 100,000s in weight were locked to one dice roll.
* Fixed an issue where grown Gold Yuki Puchi retained baby graphics.
* Added fixes for progression issues in Loytel's debt repayment quest.
* Fixed an issue where high-level content generation caused elemental enemies and wands to default to fire attributes.
* Fixed enchantments for living equipment being incorrectly displayed as food traits.
* Fixed livestock tooltips where breeding bonuses were incorrectly displayed.
* Fixed the "Transform Body" feat being inheritable.
* Fixed fire-resistant items taking damage accumulation from Pillar of Fire effects.
* Fixed errors occurring when harvesting crops on infertile land in build mode.
* Fixed material count checks when crafting with multiple identical materials in build mode.
* Fixed swapped graphics for Orcs and Orc Warriors, as well as Blade Ω and Blade.
* Fixed sound effects from furniture that did not alter ground height.
* Removed party flags when toggling livestock status to prevent unintended rejoining.
* Fixed an issue where minions exceeded the summon cap by one.
* Fixed save data incompatibility displaying incorrectly for backups.
* Fixed cumulative shipment totals displaying overflow values.
* Fixed duplicate item UIDs in bases causing errors upon loading.
* Adjusted the progression of Loytel's repayment quest for repayments exceeding 19 million.
* Other minor fixes and adjustments.

[Notes]
* For ★Lucky Dagger with "Chaser" enchantments that are not faction effects, offer it to an altar and reforge it.
* Enchantments like Vorpal and Critical on ranged Mods may be adjusted to only apply when used with the respective weapon in future updates.
* A system for attaching and detaching optional enchantments to equipment is under consideration, along with accuracy adjustments for future Nightly builds.
* Save data is appreciated for investigating issues such as performance drops in deep layers or save-loading issues caused by Mods after updates.
* Stepping onto the mini pool in Little Garden causes disrobing.
* Newly added melee enchantments support combinations like Flurry + Cleave + Chaser. Balancing will continue through stable versions.
* Artifact values and selling prices are unaffected by materials.
* Eureka's "Mana Integration" feat requires draining both mana and health to defeat.
* Ether diseases and feats affecting base stats are currently intended behavior.
* Higher-tier attributes bypass immunities and will have unique effects and visuals implemented in future updates.
* EA adjustments will focus on balancing layers 0-200, with high-layer balancing deferred to the later stages of EA.

Update 23.74 Stable

■ 1/4 2024 EA 23.74
(Translated by ChatGPT)

[Added Content]
* Unlock "Haunted Manor" Early DLC.
* Added brush recipe to Loytel's wares.
* Added butcher knife to initial recipes (experimental. A tool guaranteed to yield a large amount of meat and fur).
* Added mortar recipe to Loytel. Added mochi production to mortar recipes (mochi categories and performance are tentative).
* Added "transparent blocks" to Build Mode.
* Added recipe for "door frames."
* Added roof (awning) recipes to loom.
* Added a low chance for "Lucky Moon" to visit homes (increased probability when following Ehekatl, occurs once per year per base, doubles resident production, doubles max guest count, all guests are wealthy, and grants Kumiromi secret experience. Effects are still under adjustment).
* Added several illustrations to the in-game gallery.
* Added four new panty skins.
* Added two new friendship levels (friendship above 500 will now increase more slowly).
* Added a "Show menu only when Shift key is pressed" option to container settings when "Advanced Menu" is enabled.
* Added recipe for "curtain doors."
* Added three new monsters.
* Updated Chinese translations.

[Highlights]
* A gentler world for Corgon. Taming animals through brushing and acquiring meat through slaughtering.
* Added Rare Species feat to Corgon.
* Killing NPCs or cats with the "Rare Species" feat now lowers Karma.
* Added hobbies and jobs to Quruitzia, Corgon, and Kettle.
* Yvan's Flame of War now charges based on ally or resident deaths, granting 2 charges for minions and 30 for non-minions.
* Added all-faction enchantment to ★Warmonger.

[Additions and Changes]
* Added livestock and guest labels to hover guide for NPC mouseover.
* Fertility added to tents.
* Improved snow rendering on blocks and roofs during snowfall.
* Allowed placement of obstructive furniture even when non-enemy NPCs occupy the tile.
* Allowed tent placement in remote locations.
* Party members revived at home will rejoin the party automatically when entering the home.
* Enabled use of map and design boards inside tents.
* Prevented harvesting crops that are not ready when holding the mouse for continuous harvest.
* Reduced hobby and job efficiency for residents with low friendship.
* Skinned items now display all options during crafting (recipes and levels remain the same).
* Ripened containers now perform stack checks upon ripening.
* Added resident and livestock count/max display to resident board tabs.
* Increased chance of generating marbled meat based on Anatomy skill when slaughtering.
* Detector now beeps if sound effects or master volume is low.
* Summoned NPCs now generate with 0 interest and no fur.
* Cleanliness gradually decreases over time (only affects PC and influences friendship gain rate). Cleanliness is restored through brushing, toilets, or hot springs. Cleanliness won't drop below normal. This feature may be toggleable in future custom difficulty settings.
* Slightly increased spawn rate for melee weapons.
* Adjusted taste evaluations during meals (calculated by all taste-related traits combined).
* Neutral NPCs no longer turn hostile when afflicted by "Enemy of All Life" during Incognito.
* Adjusted calculation for -1 MP/SP consumption in Ehekatl magic (expected value now under -1).
* Adjusted calculation for -1 SP consumption in Farmer's Back feat (stamina is now consumed probabilistically).
* Implemented effect for "Hometown Love" Home Skill.
* Increased "Lucky Moon" occurrence rate with "Luck" Home Skill.
* Taming difficulty now scales as follows: animal NPCs (easy) < non-humanoid NPCs < humanoid NPCs (hard). Engaged targets are even harder.
* Brushable NPCs now display icons based on current friendship.
* Friendship levels above a certain threshold no longer decrease through conversations or brushing, and gain rates are slightly increased.
* Allowed drawing water from sinks, aquariums, tubs, toilets, etc., using watering cans.
* Fixed materials for some items like microchips.
* Highlighted containers in inventory on mouseover.
* Adjusted breeding rates by race.
* Added friendship icons to resident board lists.
* Kizuami and Horome now accept mochi, kagami mochi, sake, and ceremonial sake as offerings.
* Renamed "Sockets" for ranged weapons to "Modification Sockets."
* Allowed placing items on blocks with "Allow construction over items" enabled (unsupported feature).
* Base danger and content generation levels now factor into calculations beyond guest generation.
* Sown seeds now place below signposts and similar items.
* Weak stats now always display in red on the info bar regardless of enchantment bonuses.
* Enabled cleaning of unreachable areas blocked by walls.
* Broom cleaning now starts adjacent to the cleaning target. Cleaning water puddles takes more time.
* Increased gene slots for races with "Rare Species" feat by 2. Added -2 gene slots to the "Rare Species" feat itself. Added "Rare Species" to the immortal younger sister.
* All store goods except dangerous books now come identified.
* Guests now leave with their minions when departing from a base.

[Mod-Related]
* User maps no longer generate contents in empty containers (effective for newly uploaded maps).
* Fixed errors caused by Mod items in the light source slot after uninstalling.
* Added post-processing for quests tied to uninstalled Mods.
* Improved post-processing after Mod uninstallation.

[Fixes]
* Fixed faction enchantments triggering even after unequipping items.
* Ensured save files include original zip after de-clouding without deleting it. Zip files are used when game files are missing.
* Fixed overflow in base heirloom value calculations.
* Prevented recovered resources from entering locked containers within delivery box ranges.
* Fixed items stacking in lower-priority shared containers when residents deposit items.
* Fixed simultaneous casting of party-wide spells using multiple hotkeys.
* Corrected recipe ingredient categories for deluxe cakes, burgers, and Gourmet 2 feat spices.
* Fixed containers not closing when right-clicking their background.
* Fixed friendship-based feat point XP bonuses not being applied.
* Corrected material selection in recipes when excluded materials were moved to designated containers.
* Prevented harvested items from entering locked containers within resource signpost ranges.
* Other minor fixes and adjustments.

[Notes]
* Brooms now search within a 3-tile radius for additional trash during cleaning.
* Taming humanoid NPCs has lower efficacy. A dedicated feat to improve this may be added.
* Plans to add simple economy elements and store/money systems to prevent reliance on a single income method in late-game. Custom difficulty options for adjusting drop rates and economy toggles are under consideration, aiming for implementation in Nightly by month-end.
* Doors placed on blocks are shorter than those on walls due to height differences (intended).
* "Runes" are still not implemented.
* Balancing gods is ongoing. Currently weaker gods may receive a third blessing for significant boosts. Temporary buffs will aim for averages without sacrificing potential future improvements.
* Two types of tent walls are available.
* Costumes like mascots can also appear in dungeons at low probabilities (intended).

Elin is a new open-world roguelike that follows up on a 17 year old title

I never played the original Elona so when I look at its sequel, Elin, there are two things that jump immediately to mind. The first is Project Zomboid, despite the lack of oppressive waves of the walking dead, and the other is Tibia, a classic MMO. Elin offers a similar in-depth permadeath experience such as that found in the former, while giving you the kind of huge, chaotic world to live in and explore as in the latter. If that sounds like something you might want to hop into, it's out now in early access and it's already making waves on Steam.


Read the rest of the story...

Elin's Early Access Has Begun!

Hello, adventurers.

Moments ago, Elin officially entered Early Access! We’re thrilled to bring you an adventure that feels both new and familiar, and we look forward to continually updating and refining the game as we work toward its full release. We hope you’ll stay along for the journey with us and warmly watch over its progress.

During Early Access, major new features and changes will first be available on the Nightly branch, much like in our beta testing phase, with regular updates released to all as they’re ready.

Thank you for your support, and may Elin bring you countless hours of enjoyment!

Development Update #10: *Elin hugs you*


Hello, adventurers.

With only 10 days left until Elin's Early Access (EA) begins on November 1st, we'd like to express our heartfelt gratitude to everyone who has supported and encouraged Elona and Elin over the past 18 years since the release of Elona in 2006! As an Early Access game, there are still many parts we'll continue to develop, but we're taking this EA launch as a significant milestone and are eager to press forward with renewed enthusiasm.

Since we might be busy with final adjustments in the latter half of this month, we're sending out this development letter a bit earlier than usual. Until the EA launch, I'll be sharing illustrations and more about Elin on my Twitter, so if you're interested, please take a look.

Also, the monthly development letters we've been sending may become irregular after the EA launch. We'll let you know once we have more details.

Now, let's briefly introduce this month's highlights. For full details on all the updates made in October, please check the release log on Ylvapedia.

  • Addition of the Home series storyline and a new unique resident joining.
  • Debt repayment phase for the great debt quest begins.
  • Improvements to the lockpicking skill, including the return of familiar gamble chests from Elona and the sale of complexly locked treasure chests at junk shops.
  • Enhancements to the Fog of War representation (areas outside your field of view), as well as graphics and UI improvements.
  • Numerous minor adjustments in preparation for EA.


This month, we've held back on introducing major new features and focused mainly on final adjustments for EA and adding scenarios and quests we wanted to include beforehand. The newly added Home series story features settings and characters from the previous game and serves as an important chapter that conveys the world of Ylva.

It's gradually getting cooler, so please take care not to catch a cold before Elin arrives.

We look forward to seeing you in Ylva!

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