Spoiler
UPDATES:
-Special characters now retain their unique palettes in any class
-Towns now yield tribute gold only on the first taxation of a given stage
-Player characters now receive a morale bonus to their combat performance based on the number of towns controlled in the current stage
-Unit leaders now provide a bonus or penalty, depending on their Charisma, to the stats of units they command
-Beastmen, Dragoners, and Dollmage (as well as their master forms) leaders now give stat bonuses to beasts, dragons, and golems under their command
-Factors such a movement, time of day, and tactics now scale into late game
-Compatibility has been reworked into a new, more sensical table
-Units now receive a small stat penalty based on their alignment difference with their leader
-Recruitable characters may now have higher stats when fought as enemies
-Retreat command can now only be used after the first round of combat
-Nue Shield can now be found as a buried treasure.
-Cities and temples no longer offer tarot cards upon being liberated multiple times
-Cities and temples no longer offer tarot cards after the stage has been cleared
-Enemies no longer receive Tactics Factor for their own tactics
-A Game Over is now received when the rebel base is taken
-Player units 4 levels above enemy units no longer receive XP (XP rates also altered slightly)
-Removed Items: HP+, Str+, Agi+, Int+, and Luk+
-New Items: Ogre's Mirror (Ali down), Abyss Shard (revive undead, very cheap to buy), and Full Heal (restore all HP to one unit)
-Tarots that previously gave permanent stat boosts have been given different effects
-Damage-dealing Tarot cards no longer use Movement and Time Factor and are now based on Lord's level instead of Lord's unmodded Str/Int
-Werewolf and Weretiger infection rate on Fighters is now 100%
-Damage variance has been reduced and reworked some
-Changed accuracy to scale continuously with Agi/Int difference, and raised hit chance by 5%
-Standard AoE attacks now deal 75% of normal damage, some deal more damage, details will come when a class breakdown is released
-Stunned units now receive 25% more damage
-Stun infliction and recovery formulas have been tweaked and made to scale smoothly. New stun recovery formula = (Str + Luk/2 - TimeFactor/4 - Lv*2 + k) where k is a constant
-Petrify can now hit and damage bosses, but will still not petrify them
-Pumpkin now deals Agi-based Phys damage to bosses, rather than missing them. This damage is modded by the boss's remaining HP%.
-Generated levels now gain half a point less per level than player gained levels, instead of a full point less.
-The Fool card now only removes the front row of a boss's unit.
-The World card effect is now removed after shielding a magic attack from a boss.
-AoE Healing now heals 75% of normal healing.
-Non-White attacks no longer target undead on Weak tactics.
-Kiss now targets according to tactics and no longer targets allies that have already been buffed. On Best, Kiss targets the unit with the highest Str.
-Kiss effect now gives +20% damage dealt and -20% damage received.
-Priestess tarot healing now scales with Lord's level (44 + 2*Lv).
-Tarot cards no longer use Move/Tactics factor and their damage variance has been cut in half.
-Equipment can now give +Agi.
-Bosses now take 1/4 damage from Tarot cards.
-Sun tarot damage has been reformulated.
-Best tactic now targets the unit with least resistance against the attack being used.
-Enemies now have new Random and AI tactics.
-Leaderless units now move slower.
-Vampyres now use Charm -> Charm -> Culling in the backrow.
-Item drop rate increased from 1/10 to 1/6.
-Buried treasure quality now scales based on stage.
-Buried treasure quantity per treasure spot has been increased from 1 to several
-All units recruited in stage 1 or earlier now have starting equipment.
-Enemies on Leader tactic no longer focus the player's leader with melee attacks (ranged only)
-A new attack called Gaze has been created for Cerberus. Gaze reduces a target's defenses by a percentage.
-Acid attacks ignore 25% of any type of Golem's defenses.
-Bosses are no longer affected by Time Factor.
-Equipment may now give a bonus to evasion.
-Turn order variance has been reduced.
-Strength and Hanged Man effects increased, but Hanged Man effect is halved against bosses.
-Special characters now give +1 Str/Agi/Int to generic minions they lead. Generals and lv 15+ Lords give an additional +1.
-Melee targeting scope has been reworked.
-Equipping an elemental weapon that is opposite a class's native element (Black/White or Fire/Cold) will cancel and result in Phys elemental melee.
-Reduced the effectiveness of healing.
-Charm now deals weakened, Int-based, Black damage against bosses, rather than missing.
-Charisma penalty for retreating increased from 1 to 3.
-Single target healing now targets the ally with the lowest HP% instead of the lowest HP.
-Move factor's effect on acc/eva has been tripled.
-Princesses no longer give an extra move to themselves.
-Undead have been completely reworked.
-Large monsters now provide double XP.
BUG FIXES:
-Quake evasion bugs with mermaids and tier 4 dragons fixed
-Animation On/Off will no longer be toggled by failing to retreat
-Animations will now properly be turned on for any battle containing a boss
-Minimized the occurrence of the ugly palette issue on the 8th unit type in battles. Now will only occur if there are truly 8 distinct palettes on the field.
-Special characters now retain their unique palettes in any class
-Towns now yield tribute gold only on the first taxation of a given stage
-Player characters now receive a morale bonus to their combat performance based on the number of towns controlled in the current stage
-Unit leaders now provide a bonus or penalty, depending on their Charisma, to the stats of units they command
-Beastmen, Dragoners, and Dollmage (as well as their master forms) leaders now give stat bonuses to beasts, dragons, and golems under their command
-Factors such a movement, time of day, and tactics now scale into late game
-Compatibility has been reworked into a new, more sensical table
-Units now receive a small stat penalty based on their alignment difference with their leader
-Recruitable characters may now have higher stats when fought as enemies
-Retreat command can now only be used after the first round of combat
-Nue Shield can now be found as a buried treasure.
-Cities and temples no longer offer tarot cards upon being liberated multiple times
-Cities and temples no longer offer tarot cards after the stage has been cleared
-Enemies no longer receive Tactics Factor for their own tactics
-A Game Over is now received when the rebel base is taken
-Player units 4 levels above enemy units no longer receive XP (XP rates also altered slightly)
-Removed Items: HP+, Str+, Agi+, Int+, and Luk+
-New Items: Ogre's Mirror (Ali down), Abyss Shard (revive undead, very cheap to buy), and Full Heal (restore all HP to one unit)
-Tarots that previously gave permanent stat boosts have been given different effects
-Damage-dealing Tarot cards no longer use Movement and Time Factor and are now based on Lord's level instead of Lord's unmodded Str/Int
-Werewolf and Weretiger infection rate on Fighters is now 100%
-Damage variance has been reduced and reworked some
-Changed accuracy to scale continuously with Agi/Int difference, and raised hit chance by 5%
-Standard AoE attacks now deal 75% of normal damage, some deal more damage, details will come when a class breakdown is released
-Stunned units now receive 25% more damage
-Stun infliction and recovery formulas have been tweaked and made to scale smoothly. New stun recovery formula = (Str + Luk/2 - TimeFactor/4 - Lv*2 + k) where k is a constant
-Petrify can now hit and damage bosses, but will still not petrify them
-Pumpkin now deals Agi-based Phys damage to bosses, rather than missing them. This damage is modded by the boss's remaining HP%.
-Generated levels now gain half a point less per level than player gained levels, instead of a full point less.
-The Fool card now only removes the front row of a boss's unit.
-The World card effect is now removed after shielding a magic attack from a boss.
-AoE Healing now heals 75% of normal healing.
-Non-White attacks no longer target undead on Weak tactics.
-Kiss now targets according to tactics and no longer targets allies that have already been buffed. On Best, Kiss targets the unit with the highest Str.
-Kiss effect now gives +20% damage dealt and -20% damage received.
-Priestess tarot healing now scales with Lord's level (44 + 2*Lv).
-Tarot cards no longer use Move/Tactics factor and their damage variance has been cut in half.
-Equipment can now give +Agi.
-Bosses now take 1/4 damage from Tarot cards.
-Sun tarot damage has been reformulated.
-Best tactic now targets the unit with least resistance against the attack being used.
-Enemies now have new Random and AI tactics.
-Leaderless units now move slower.
-Vampyres now use Charm -> Charm -> Culling in the backrow.
-Item drop rate increased from 1/10 to 1/6.
-Buried treasure quality now scales based on stage.
-Buried treasure quantity per treasure spot has been increased from 1 to several
-All units recruited in stage 1 or earlier now have starting equipment.
-Enemies on Leader tactic no longer focus the player's leader with melee attacks (ranged only)
-A new attack called Gaze has been created for Cerberus. Gaze reduces a target's defenses by a percentage.
-Acid attacks ignore 25% of any type of Golem's defenses.
-Bosses are no longer affected by Time Factor.
-Equipment may now give a bonus to evasion.
-Turn order variance has been reduced.
-Strength and Hanged Man effects increased, but Hanged Man effect is halved against bosses.
-Special characters now give +1 Str/Agi/Int to generic minions they lead. Generals and lv 15+ Lords give an additional +1.
-Melee targeting scope has been reworked.
-Equipping an elemental weapon that is opposite a class's native element (Black/White or Fire/Cold) will cancel and result in Phys elemental melee.
-Reduced the effectiveness of healing.
-Charm now deals weakened, Int-based, Black damage against bosses, rather than missing.
-Charisma penalty for retreating increased from 1 to 3.
-Single target healing now targets the ally with the lowest HP% instead of the lowest HP.
-Move factor's effect on acc/eva has been tripled.
-Princesses no longer give an extra move to themselves.
-Undead have been completely reworked.
-Large monsters now provide double XP.
BUG FIXES:
-Quake evasion bugs with mermaids and tier 4 dragons fixed
-Animation On/Off will no longer be toggled by failing to retreat
-Animations will now properly be turned on for any battle containing a boss
-Minimized the occurrence of the ugly palette issue on the 8th unit type in battles. Now will only occur if there are truly 8 distinct palettes on the field.