1.46 Changelog (EN, translated by AnnaBannana)
[Additions & Changes]
Added an event where a companion who is at Soul Mate or higher work through the night and make an armor for you. This can trigger if you do not stay up overly late and wake up between morning and noon. It'll be a "soft" armor if the companion's tailoring skill is the highest, or a "hard" armor if their carpentry skill is the highest. The variety of armor that can be crafted rises with skill level, making it possible to create excellent armor. The companion's lines for this event can be edited in txtCreate.
A new subquest has been added that gives a reward for the first 50 cards in a deck. A new location has been added to North Tyris related to this addition (you may need to trigger a map reset [sudden diastrophism] for it to show up). [Maybe bad TL regarding the card thing]
The effect of Super Armor has been adjusted downwards. It's maximum reduction is now at 75% of max health.
Emergency Evasion now includes a 20% physical damage reduction. This is to give the feeling of partially avoiding even attacks that are guaranteed to hit.
Magic Armor now adds a 20% decrease to magical attributed attacks (not raw magic attribute).
The duel glove has now been fully implemented. It will cause the opponent to become hostile without a karma or relationship loss. Drops from dueled opponents are better than usual. However, you cannot leave the map while dueling, so be prepared.
When NPCs are fighting, any turn that ends with no actions (the so called "waste action") will give the NPC a 15% boost to their gauge if it is at 80% or lower. This does not apply while in defensive stance.
Having a cart that is too heavy will now stop you from moving, similar to inventory weight. However, since you're not carrying the items on your back, you won't take damage.
When items beyond a certain amount are sold to a trader, the number of items of other shops on the map will increase (up to a max of 20). Buying and reselling trade goods will have no effect. This effect is applied to stores when their inventory is decided, and is removed at their next restock. If a store's items have already been decided, then the bonus will apply to the next restock.
The grenade effect occurred too often and has been adjusted similarly to bolt invokes. The invoke rate for thrown grenades remain unchanged however.
Each "intermediate level" (normal form?) of the gods drop a new item. No effects have yet to be implemented.
Martial Arts attacks can now proc additional attacks up to 7 times (for a total of 8 attacks)
The strength of the 1.45 boss has been adjusted.
Two evolutions have been added.
[Fixes]
The location of a unique in Melugas has been adjusted.
Fixed an issue regarding anniversaries when giving an engagement ring or necklace to a pet.
The Interlocking Shoot Mechanism and Proximity Assist enchantments will no longer proc when the opponent has died.
Icons on a certain part of the pot of fusion screen have been corrected.
Fixed some errors regarding the main quest progress flags.
Made some changes and corrections to various text.
Corrected some errors that 1.45 introduced to the appearances of uniques.
The changes to the slave trader from 1.45 should now work correctly.
1.46 Changes Detailed (official note translated to EN by AnnaBannana)
[Duel Glove Effect]
When an opponent is not asleep, paralyzed, blind, choking, dimmed, or feared, a thrown duel glove will begin a duel with them (the glove disappears). If the opponent is not eligible for a duel, the glove will not disappear.
In addition to not being able to leave a map through the stairs or the map edge, you will also not be able to move maps through these means: Melugast, Norn, Barrier Breaking (?), Move Request (?), Boat for the 3rd chapter, Subquests that teleport you, arenas, return, escape, or showroom movement.
Also, Incognito will not work. (Please report if you find a way to bypass this)
A duel ends when either the PC or the opponent dies. Guards may arrest you, sending you to the Isle of Madness. The time limit running out in a quest will cancel the duel, as will repatriating a god that is your duel partner.
Defeating an opponent will make them drop 1/4 of their gold (storekeeper's gold not included) as well as their card and statue. They will also drop all items of miracle or higher quality (excluding those set to not be dropped). Adventurers will drop all of their items - assuming you can beat them.
[Other stores being affected by trading]
The numbers of items generated is increased by 1 for ever 3000gp traded. Speaking to a storekeeper will now determine their number of items in addition to the items themselves. This allows you to break through the upper limit from investment alone. If you intend to reach the additional 20 items, it'll be necessary to carry around trade goods. And remember that traders start with a low amount of gold at first.
And, of course, you should take advantage of what sells best in each location, as well as carefully monitor your cart weight. Buying trade goods works as well, so keep that in mind too.
[Armor crafted by companions at night]
What they can make is as follows:
Sewing
Gloves
Tight Boots 10+
Coat 20+
Magic Hat 30+
Charm 40+
Cloak 50+
Decorated Gloves 60+
Pope Robe 70+
Bullet-proof Vest 80+
Fairy Hat 90+
Carpenter
Round Shield
Knight Helmet 10+
Neck Guard 20+
Plate Girdle 30+
Chain Mail 40+
Armored Boots 50+
Tower Shield 60+
Composite Helm 70+
Plate Gauntlets 80+
Plate Mail 90+
Produced goods are typically of miracle quality, though relationship value and player luck can increase that to godly. Also, items are always blessed. That's the power of love!
You likely won't get anything too great when a pet first reaches soul mate status, but as you go on you'll probably get some good equipment. Also, though it doesn't actually have an effect, you can also set a pet's lines for when they have greater than 100 in the respective skill.
[New Evolutions]
Rabbit + Magic Heart = Crimson-Eyed White Rabbit. Knows Time Stop.
Rabbit (Female Only) + Another Heart = Sylvani. Knows Cheer. (Name is a reference to a JP children's show I think)
[1.45 Boss Adjustment]
Constitution and ranged weapon have been adjusted, and Mind Breath has been changed to Nerve Breath.
[New Subquest]
The Witch Hut has been added East of the Truce grounds, near the snowy area. Ssil is there and gives the subquest. The rewards are "kneaded sweets of witch" and other consumable items from the fusion pot (there are a total of 10 steps right now).
[Additional Characters]
<Ssil>
Equipped with the Blood Rod by default.
Age will show "Unknown", even if changed.
[New Items]
Blood Rod
Exclusive Enchant: Changes the user's mana to offensive power. When making an attack with more than 20MP, 0.5% of max MP is added as attack dice (up to 200). Current MP will be decreased by 5%. In other words, you need 40,000 mana for maximum effect, and each attack will drain 2000. Numerically the strongest weapon, but whether you can take advantage of that depends on you.
Kneaded Sweets of Witch
The subject is stunned and completely recovers. Can be spread with Alchemical Rain. Has various applications: Use it against a powerful monster to escape, use it together with the Vernis Original to recover an ally, etc.
The effect of the following items aren't yet implemented:
Dumbbell of Opatos - Dropped from Urcaquary
Amulet of Jure - Dropped from Rovid
Candle of Luluwy - Dropped from Arasiel
Very Pistol of Mani - Dropped from Garziem
Glasses of Yacatect - Dropped from Karavika
Bookmark of Itzpalt - Dropped from Sophia
Mug of Ehekatl - Dropped from Sinaha
Scissors of Kumiromi - Dropped from Amurdad
[Fixes to NPCs sold by the horse trader]
Dark Horse
[Fixes to the NPCs sold by the slave trader]
Juere Demon Soldier
Sage of Elea