CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
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brt345678

Newbie
Mar 20, 2023
77
170
Here's the new version.

Download:
LonaRPG B.0.8.6.1:lonarpg-B.0.8.6.1.zip
Critical bugfix Patch: LonaRPG B.0.8.6.1.2

Official Text Project:
Download:LonaLang-20231411.zip
Comments:Date format in filename is yyyyddmm where d=day, m=month and y=year.
MTL Tool still needs to be used after applying this.

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Do NOT use the English patch until it gets updated, use the MTL tool instead.

Support the dev if you are able.
Post updated with critical bugfix patch (updated files only) and latest Official Text Project.

Please update your files with the patch if you are using B.0.8.6.1
 
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coshbar

Newbie
May 20, 2020
36
80
Is it realistic to ask if I could get any general tips for getting through this game? Tips that don't spoil the story or involving cheesing/breaking the mechanics. When I say cheesing, I mean things like "this certain class and build is broken and you have to use it cause its meta" or things like "remember to pick up this secret rare weapon that only spawns in this certain area". Just any advice thats universal that I can take with me for the entire game. Or is this one of those games were you definitely need a guide?

I've played this game years ago and I enjoyed it but I didn't get very far bc I simply didn't have much time on my hands. However, I do enjoy games like Dark Souls and Elden Ring, so I'm hoping this is just one of those games i can have fun figuring out along the way (and struggling). But if its one of those games where I'll just be lost unless I look up guides then I'll shift my expectations
You can repeat the graveyard mission and the mine cleaning, hire the guy with the whip and let him do all the work, after getting the sneak/hiding traits, grab a bow and kill everything from afar, be extra careful and fight one enemy at time, it is a lot harder but you can remain pure for the entirety of the game like this
 
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TangentBias

New Member
Dec 22, 2022
6
2
Does anyone have a mod that changes the color of the cum in the game to white? Every post I've found in this thread that mentions a mod like this or even has a link to said mod is either long out of date or the link is broken. This also isn't helped by the fact that the only mod forums I can find on the game are either Russian or Korean, both of which would take ages to sort through and translate.
 

Shadesishere

Well-Known Member
Modder
Dec 5, 2020
1,641
12,501
Did you delete the text folder before extracting the Official Text Project? Because you don't do that, it needs to overwrite what is already there.
no, I didn't delete the folder.

*Edit* apparently I did :/ whoops, fixed now!
 
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dinowithonei

Newbie
Nov 12, 2023
17
7
Anyone else have a bug with the first Gray Rat quest? I cleared out all the traps but he keeps saying he'll follow me after I clear a path :mad:
 

Aereist

Newbie
Feb 1, 2018
26
21
Anyone else have a bug with the first Gray Rat quest? I cleared out all the traps but he keeps saying he'll follow me after I clear a path :mad:
The quest is misleading as heck.

He's not telling you to just clear the trap, it's requiring you to save Cecily and he'll be there after.
 

onlythebest

New Member
Jun 27, 2021
1
1
My first post ever because l really like this game, but took real issue with how the game scales SCU with underground light/opacity and I thought some folks would be interested in this too.
After some digging around, the responsible code used for relevant calculation is within \Data\Scripts\Editables\70_Game_Map_DayNightAndOvermap.rb as follows (as of version 0.8.4.3.1):
Code:
def set_underground_light
    prp "$game_map.setup nightLIght",3
    tmpBasic = 230
    tmpScoutcraftFix = [$game_player.actor.scoutcraft_trait*3,75].min
    shadows.set_color(0, 5, 10)
    shadows.set_opacity(tmpBasic-tmpScoutcraftFix)
end
I'm not familiar with Ruby, but the code is rather simple. From what I understand, opacity in this case is really just the alpha value of the RGBA color model, with the RGB value being 0, 5, 10, which is black (well, a milder shade of black).

Essentially this code overlays a color filter on top of the underground map with an initial alpha value of 230. Know that 255 being fully opaque (color at full intensity), 0 being fully transparent (color not applied at all). Then, your SCU point is multiplied by 3 to subtract from said initial alpha value as final calculation for how "dark" the map should be.

Now here comes the real kicker: if you couldn't already infer from the code, there's a limit to how low the subtracted alpha value can be, and it is 155 (230 - 75) by using the min method which takes the lower between the multiplied SCU value and 75. What this means is, if you're only investing in SCU to see better in the dark (or planning to), there's no point in going above 25 (25x3 = 75).
You can test this by setting your SCU to 25 and 99 to check it yourself, but I promise you there's no difference.

So then, how to make your life easier? Well, there's a few ways you can do this and they're rather straightforward:
  • Apply a flat reduction to the initial alpha value, set tmpBasic = 230 to a lower value. Just... remember to do the math, or the substracted alpha value can be negative. You don't want things to be too bright anyway (right??).
  • Expand the lower limit by increasing the75 value, up to whatever tmpBasic is. At the default of 230, you would then need around 77 SCU to see everything at full brightness.
  • As an added bonus, you can also mess with the multiplier to allow for more granular adjustment for how impactful SCU should be.
And you can certainly get creative with this. This post is already too long, I hope it helped.
 
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RLJFZ

Member
Sep 10, 2022
281
187
My first post ever because l really like this game, but took real issue with how the game scales SCU with underground light/opacity and I thought some folks would be interested in this too.
After some digging around, the responsible code used for relevant calculation is within \Data\Scripts\Editables\70_Game_Map_DayNightAndOvermap.rb as follows (as of version 0.8.4.3.1):
Code:
def set_underground_light
    prp "$game_map.setup nightLIght",3
    tmpBasic = 230
    tmpScoutcraftFix = [$game_player.actor.scoutcraft_trait*3,75].min
    shadows.set_color(0, 5, 10)
    shadows.set_opacity(tmpBasic-tmpScoutcraftFix)
end
I'm not familiar with Ruby, but the code is rather simple. From what I understand, opacity in this case is really just the alpha value of the RGBA color model, with the RGB value being 0, 5, 10, which is black (well, a milder shade of black).

Essentially this code overlays a color filter on top of the underground map with an initial alpha value of 230. Know that 255 being fully opaque (color at full intensity), 0 being fully transparent (color not applied at all). Then, your SCU point is multiplied by 3 to subtract from said initial alpha value as final calculation for how "dark" the map should be.

Now here comes the real kicker: if you couldn't already infer from the code, there's a limit to how low the subtracted alpha value can be, and it is 155 (230 - 75) by using the min method which takes the lower between the multiplied SCU value and 75. What this means is, if you're only investing in SCU to see better in the dark (or planning to), there's no point in going above 25 (25x3 = 75).
You can test this by setting your SCU to 25 and 99 to check it yourself, but I promise you there's no difference.

So then, how to make your life easier? Well, there's a few ways you can do this and they're rather straightforward:
  • Apply a flat reduction to the initial alpha value, set tmpBasic = 230 to a lower value. Just... remember to do the math, or the substracted alpha value can be negative. You don't want things to be too bright anyway (right??).
  • Expand the lower limit by increasing the75 value, up to whatever tmpBasic is. At the default of 230, you would then need around 77 SCU to see everything at full brightness.
  • As an added bonus, you can also mess with the multiplier to allow for more granular adjustment for how impactful SCU should be.
And you can certainly get creative with this. This post is already too long, I hope it helped.
Interesting. So looking at the code, the brightness of the map doesn't depend on the SCU stat but on the SCU trait? Although, there's more things that SCU can affect, like SPD, trap visibility and lifespan of dropped items, with the latter being the biggest problem imo. In a numbers of situation where ennemies attack, grab or rape, you'll have some items you had equipped on Lona missing and oftentimes you won't even realize it until it's too late since they've already disappeared somewhere, this is especially problematic when it comes to unique items like Abomination Totem or Idol of the Believer. Do you maybe know where the code regarding dropped item lifespan is?
 

<<Solaria>>

Member
May 26, 2023
114
175
Woah What's with this games update info ? All of it is just, Bug fix and more bug fix. What is new added to it ? Seriously need an info ?

Edit: Naah not my kinda game. Seeing this poor girl gets brutally violated all the time is kinda too depressing !
i guess the dev made the game purposely designed to lose and get R*ped all the time ? Because there is no hope for this poor girl to win at something.

i mean there is no single scene is consensual. Some scenes are soul shattering Brutal ! On my 4 hours of playthrough, She get peed and get Sh*tted on her ! Literally everything is browner than chris brown !
And my glass heart can't take it anymore to look upon it ! :cautious:
 
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