most up to date version is available at:
http://www.insanedifficulty.com/board/index.php?/forum/143-seiken-densetsu-3-hardtype/



This hack increases the overall difficulty, fixes some bugs and increases variety in gear choice. Running in battle has also been enabled.
*enabled running in battle via B button
*tech usage moved to the Y button
*regular menu is now opened with Y+B
*AT mode disabled
*enabled criticals; luck increases chance to land and decreases chance to receive criticals
*energy ball only increases chance to land critical by ~10% instead of setting to 50%
*removed 20 cap on derived luck value
*changed handling of hit & miss that should make impact of AGL more notable
*chance to hit is now increased by evade/2 instead of a flat +0
*altered damage formulas; defenses now work a bit better than a simple 1:1 damage reduction
*Lv2 & 3 techs now profit from saber spells and respect weakness, resistance and immunity
*single target and multi-target techs have different damage values
*removed the 60% / 90% bonus for using a spell on a class rank1 / rank2 target (stealth nerf to heal light!)
*altered equipment, final gear gives now x8.5 STR to attack and x8 VIT/INT/PIE to defenses instead of x15 and x14 
*edited spell values, e.g. Jutsus now use AGL instead of INT
*heal light has now always a >0 cast time
*altered HP progression; by Lv99 you'll have about 870-950 HP instead of 999 by Lv60 for some heroes
*altered final stat caps, on average +50% over normal cap, e.g. Duelist can now gain up to 33 STR
*removed the disability to rise one stat on each level up to the max; e.g. you can now rise STR on Lvs 2-7 to reach max STR instead of waiting until Lv17
*changes to which class learns what spells
*removed cap on enemy stats that limits their non-HP value to Lv55
*increased enemy level progression; last enemies before your final boss cap at lv99 now
*altered a few enemy formations; including a few early options to grind class change items when enemies surpass Lv30
*removed the 999 HP base cap for regular enemies; Lv99 enemies can now reach 2-2,5k base health depending on type
*changed enemies base stats, originally every enemy except for Heath and Koren copied Lise's stats; now more diversified over all 6 types
*adjusted a few enemy stats, including elements, money, exp and inflicted stats
*increased prices for certain items, like spell-replacements and revive
*Hawk and Kevin receive a damage penalty on their regular physical attacks, Hawk also receives a penalty on his spell damage
*some enemies have now a resistance/weakness/immunity/... to physical damage
*removed left-over status immunities on a few items, instead all final accessoires grant one resistance now
*altered attack up/down (de)buff in a way that attack bonus from saber spell and power up effect stack
*HP overflow by absorbed spells should no longer bring an enemy close to death, that means no longer dark spell on black rabites then light spell for easy kill
*fixed bug where Kevin's wolf attack bonus could be stacked to absurd levels
*fixed bug where Kevin would not get the increased attack from level up if he happened to be in wolf form at the time


known bugs that are now classified as features:
*2nd and 3rd character start with way too high def until level up or re-equip - take it as a early-game bonus


known unfixed bugs:
*suddenly empty tech bar - the game might think you did the tech when someone else attacks
*the Lv1 techs invulnerability frames may last longer than intended or not apply at all
*the AI may go numb under unknown circumstances, often caused by AT mode/AI switch abuse
*if a petrify effect hits someone they take 50% damage, this can exceed the 999 damage cap which leads to strange damage numbers like "12MP" due to the way damage display is handled
*the map before the corobokkle forest grants the def up effect upon entering the map and leaving battle; this is required for the corobokkle town event to run at all
*loading a save from the GhostShip where you're down one party member resets the game


known potentially fixed bugs:
*rarely damage result is lower or wrong - sometimes a pointer can't be allocated during damage calculation because the original space is full (potentially fixed as of v0.130)
*rarely damage is "transferred", e.g. if Hawk uses a Lv1 tech and Kevin attacks at the same time all four hits may contain a random assignment of the two damage values, e.g. all 4 do Kevin's normal damage - possibly same bug as above (potentially fixed as of v0.130)
*Duran's shields don't grant elemental resistances - seriously who would even want Moon+Tree resistance on the Paladin's final shield? (fixed as of v0.200)





v0.102
*fixed exp gain from monsters on Lv55+; before it stagnated at value of Lv55
*fixed def progress of enemy; previously capped at 255 when it shouldn't
*fixed poison bubble, unless you consider Dark Lich hitting you with 999 damage with max def, mind up&down ok


v0.110
*new attack and defense tables for enemies
*increased effect of defense against physical attacks
*some enemy element edits
*small adjustments to enemy levels in desert, snowfield and the two forest


v0.125
*increased cap for defense with buff from 300 to 360
*increased base attack for Charlie's and Angela's weapons
*minor adjustments to enemy attack and defense
*minor adjustments to spell damage data; Lv2&3 spells were to weak in low levels
*small increases to post Lv-15 experience gain
*skill set changes
*Kevin/Dervish traded Life Booster with Lunatic and Ice Saber
*Kevin/Death Hand gains Dark Saber
*Kevin/God Hand gets Life Booster
*Charlie HolyBall upgrades to multi-target at 10 PIE
*Charlie/Priestess Heal Light upgrades to multi-target at 14 PIE
*Charlie/Enchantress gains Ghost
*Charlie/Necromancer gains Gremlin
*Charlie/EvilShaman gains Ghoul, Ghost and Ghost Road
*Duran/Paladin gets Anti-Magic
*Duran/Lord gets Speed Up* and Leaf Saber
*Ghost Road displays in menu the text of Ghost summon, this is as good as it gets without breaking compatibility to translation patches...


v0.130
*Anti-Magic now affects immunities in addition to absorb and reflect; instead of simply clearing all three, they are now added to the simple resistance
*fixed issue where sell price was sometimes 30k+ for certain items; this was display only
*fixed issue with elemental sabers against enemies that resist physical where the elemental part was skipped
*fixed issue with multi-elemental spells where certain element/resistance combinations ignored a potential weakness
*upgraded weakness hitting spells; before you'd gain a +50%+38 flat damage increase, now it's strict double
*weapon attacks that hit a monster that is immune will now do 1/4 damage instead of a flat 1
*fix for "wrong" damage (issue from original); every weapon damage is temporarily saved in 9 "slots" on a per victim base,
normally they are removed once the damage gets pulled from these slots, under random conditions they get not cleared.
If all 9 are full the new damage is ignored and a lingering old damage was used instead.


v0.135
*enabled running in battle via B button
*tech usage moved to the Y button
*AT mode disabled


v0.138
*removed state change from enemies that inflict sleep, as that leads to out of memory crashs; this only affects normal attacks
*adjusted damage of items that emulate damage spells; generally about 20-25% stronger than using the spell normally
*fixed error where dealing a theoretical 2k+ damage leads to overflow, e.g. Lv99 caster with mind up throws light coin at a lv7 bat


v0.140
*Shell Hunter/chibikko'd enemies give now exp
*Shell Hunter/chibikko'd enemies have now less HP and defenses
*Kevin as God Hand now learns Saint Saber instead of Ice Saber


v0.150
*defense can now be increased past 300, above 270 growth is slowed down a bit
*further changes to hit chance routines


v0.200
*edited almost every equipment, "strictly better" equipment should now not exist outside of the starter items that are the worst in all categories
*changed calculation of attack, defense and magic damage to compensate for lack of "strictly better" gear progression
*edited enemy stat progression to fit to the new system
*added special properties to equipment, e.g. armor that boosts magic damage or weapons that calculate attack from a different stat than STR
*added resistance and weaknesses to all heroes which may change on 1st class change and be countered or added by equipment; this includes light Duran's shields
*fixed bug where physical element spells required possession of all 8 spirits
*removed Hawk's penalty for spell damage
*minor alteration to calculation of critical damage


v0.203
*fixed issue where lampflower forest's flower's would change color during night
*added Lv2/3 tech damage up effect to certain head gear


v0.225
*changed light Hawks spell from AGL to LUCK, except poison bubble
*changed Evil Gate and Dark Force from INT to PIE
*Angela can now learn fireball with the light spirit, but still as fire element
*altered a few requirements to learn spells
*increased money gain
*added effect to one accessoire: 2x spellcost is taken from HP, no MP cost
*added effect to one weapon: steal mp from target
*fixed issue where some equippable items don't grant their intended spell power bonus


v0.250
*nerfed physical defense; damage in medium armor should be mostly unchanged, other types are less extreme than previously
*changed undead armor from medium-heavy to heavy
*increased capacity for consumable items from 9 to 20 per type
*dead heroes can now gain exp; level up is still only granted when alive
*prevent level up if hero has the necessary level to class change but not yet done so; e.g. Lvl up from 18 to 19 is only possible after class change, exp is still collected towards further levels
*increased exp gain for Lv15+
*altered prices of handaxe and dart
*fixed feature where heroes with 20 luck would get their luck maxed
*increased cap for evasion from 99 to 127
*grant bonus to evasion based on level; maximum bonus of +33% is achieved at Lv90
*capped effective evasion after attackers hit bonus at 90
*weakened wood elemental spells
*Runemaster can now correctly learn MT explode


v0.270
*certain enemies' normal attacks target a different defense than physical
*edited all shops
*all equipment -except shields- can now be used independant of chosen class path
*item shop in Deen sells (overpriced) items for class change
*small correction to enemy attack bonus
*increased potency of poison
*increased effect from HP steal
*removed random bonus of MP steal
*Lord Duran can no longer learn Leaf and Moon saber
*Bishop Charlie can now learn multi-target def-up
*various changes to Lise's spell lists
*changed attributes for alternate stat weapons
*disabled use of magic rope in three rooms of the dark castle that would otherwise lead to an unwinnable game if the player leaves before clearing them
*Oath Shield now only blocks silence+poison status
*Adamant Shield reduced from 20 to 10 evasion
*increased level of first Jewel Eater by 2
*altered stats of Lugar
*fixed level of Tzenker refight
*2nd fix for feature where heroes with 20 luck would get their luck maxed


v0.271
*fixed Lv2/3 tech bonus from certain helms


v0.274
*fixed defense calculation after level up
*minor evade fix
*nerfed high base with low str factor weapon from break even at ~25 STR to ~22 STR
*added effects to 2 helms and 1 weapon
*fixed issue where boss repel/drain attributes where randomly dropped


v0.285
*undead armor can now heal normally out of battle; heal remains damaging during battle
*Lv2/3 tech bonus from item now scales with level instead of fixed bonus
*replaced effect of duplicate "cast from HP" accessoires with bonus to accuracy and evasion
*added effect to one helm: increased crit chance and damage
*added effect to one armor: inc. attack, hitrate, critrate, can't cast
*added effect to starter armor: exp gain for party increases
*fix for wrong defense after level up in battle
*fixed power up/down not working correctly for normal attacks


v0.286
*increased the attack cap of Kevin's wolfform from 370


v0.291
*instant-kill by petrify status halves exp gain from that enemy
*increased Dangaard's exp bonus, was 0 before
*fixed issue with def/m.def buffs not working correctly
*fixed issue where standing on certain tiles at battle end doesn't clear the battle-flag for undead armor
*fixed unintended damage cap of 499 for physical attacks


v0.300
*enemies give now more experience if they are two or more levels higher than the highest hero; the bonus increases with each additional level they have
*enemies may at most give the equivalent of a level 100 enemy in experience
*enemies do not give less experience to overlevelled parties
*tripled exp gain from Godbeasts
*increased exp gain from Golems, Bill/Ben, Lugar and Gildervine by about 20%
*increased exp gain from normal enemies Lv15+; around Lv20 +10% over previous, after Lv50 +40-50%
*increased enemy levels between earth cave and before god beasts, Gildervine now reaches Lv48 instead of 44
*adjusted/increased experience factor for several enemy types
*changed Dolan to give more exp but less money, inverse of Dangaard
*removed "no experience"-flag from black rabite


v0.312
*changed duration of transshape from (25 - target's luck) to a fixed 12 time units
*fixed heal light, tinkle rain and equivalents removing HP up/down flags; this change does not affect stardust herb from removing them
*fixed issue where transshape ending removed HP up/down flags
*increased HP cost of cast from HP accessoire from x2 to x5 the original MP cost
*increased cost of Heal Light from 5 to 8
*added Power Down spell to Duelist
*added Speed Down spell to Lord
*added Power Down spell to Enchantress
*added MT Power Down to Necromancer and Evil Shaman
*changed Bishop's saber to MT and altered max stats
*changed Sage's saber to ST, added MT Mind Up and Rainbow Dust spell
*altered Bishop's and Sage's max stats
*altered most of Kevin's spell lists
*removed free power up from wolf-Kevin getting hit
*decreased damage bonus by buff for physical attacks from 33% to 25%
*increased damage bonus by buff for magic attacks from 20% to 25%
*altered Blaze Wall to inflict poison status instead of a dummy status ailment


v0.325
*Flame Breath no longer deletes target's status ailment
*Tinkle Rain and Mama Poto Oil now additionally add an effect that blocks 85% of status ailments from physical attacks; this effect lasts until the first status attack succeeds
*increased cost of Tinkle Rain from 2 to 5
*reduced cast time of Tinkle Rain
*various fixes to try and keep certain bosses from losing their resistances/weaknesses
*changes to "undead"-armor that should make it more reliably healable out of battle
*complete change of Angela's spell lists
*increased max luck of Angela's and Lise's final classes by 1
*increased max spirit of Lise's dark final classes by 1
*various adjustments to max stats of Angela's final classes
*decreased Needlion's attack value by 5%
*reduced power of most dark Hawk spells by 10~15%


v0.340
*open menu moved to Y+B
*critical damage factor and bonus is determined by LUCK instead of fixed
*Lv1 techs damage factor and bonus is determined by AGL instead of fixed
*Lv2/3 techs gain bonus damage from INT
*altered influence of tech helm
*increased influence from casting stat and defense on spell damage, reduction in base damage
*reduced attack difference between weapon classes slightly
*starter weapons grant increased Lv1 tech damage
*certain weapons (Colichemarde & Co.) grant increased critical damage
*set damage variance to 0
*minor changes to high level enemy defense
*changes to a couple enemy spells: power, used stat/targetted defense


v0.350
*fix for cast time counting down while in menu
*cast time depends on spell and relevant stat
*added effect to helm: halved cast time
*included data for all difficulty settings in the base patch, other patches are now only a selector
*Full Metal Hugger, Jewel Eater and Bigieu deal slightly less physical damage
*poison damage now varies by difficulty and victim
*altered chance of non-boss enemies to inflict status ailments with regular attacks from 100% to 15%+luck+level/2
*increased cost of Deathspell from 8 to 15
*increased cost of Turn Undead from 7 to 12
*altered max stats of final classes; before lowest cap was 24, now 27
*small decrease to effect of magic up gear


v0.355
*small improvements to cast time handling
*edited MP progression
*lowered price of Walnut from 525 to 200
*Magic Shield additionally adds maxMP up


v0.380
*changed AI and stats of Full Metal Hagger
*changed Aura Wave from max tech gauge to add 5 tech points and grant +1 tech gain buff
*AI-controlled party members receive bonus evasion against physical attacks
*regular enemies have a random chance to spawn as different monster type; e.g. Molebear may be replaced by Myconid or Poron
*changes to physical element; it now stacks with regular elements, e.g. double weakness is now possible
*enemies gain percentual damage reduction with higher level, e.g. Lv90+ takes 1/3 damage
*decreased maxHP of high level enemies accordingly
*small increase to attack difference between weapon classes
*reduced defense progression of enemies
*increased bonus from LUCK on critical hits
*increased bonus from AGL on Lv1 techs
*increased bonus from INT on Lv2/3 techs
*increased MP steal of weapons from 1/32 to 1/16; HP steal remains at 1/4
*capped HP steal at 12 and MP steal at 3
*HP steal weapons rise cap to 20
*MP steal weapons rise cap to 5
*changed Evade up/down modifier to +/-20%
*changed accuracy up/down modifier to flat +10/-15
*Hawk's Yafuku Cuirass now resists silence as intended
*minor stat changes for a few enemies and bosses


v0.382
*removed evade skip of enemies with 32k+ current HP
*fixed unintended swap of HP and MP steal weapons


v0.400
*changes to crit mechanics
*increased max luck of Angela's first classes by 2
*enemies gain bonus crit rate and resistance by creature type, independant from luck; e.g. Wizards can be crit more easily while Golems shrug more crits off
*minor increase to critical damage
*minor decrease to Lv1 tech damage
*changed crit rates of weapons
*changed crit rate bonuses of appropriate armor and helms
*added minor crit damage increase to "no tech gain" weapons
*armors now offer non-uniform crit resistances
*added weapons with evasion bonus
*minor increase to hero's defense progression; VIT/INT/PIE has ~5% more influence
*changes to hitrate mechanics that should fix a random low damage bug, only observed against Tzenker


v0.410
*reclassified shields as accessoires
*changed shield slot to a second accessoire slot
*changed Wendel's armor shop to include two helms
*turned two NPCs into trader for later
*fixed bug where crit helms didn't grant increased critical damage anymore
*slight increase to critical damage bonus from applicable weapons
*moved Genova's boss room
*small decrease to enemy defense


v0.411
*fixed bug that made the game reset when a transformed shadow zero attacks


v0.420
*set all accessoires to be equippable by everyone
*changed shops' inventories
*changed effects of accessoires
*all shields grant now a minor bonus to evasion
*implemented death resistance property for items, 0 damage from death spell no matter what
*shapeshifter now retain their current health when transforming
*changed sorting of timer lists which hopefully fixes a rare game crash
*fixed bug where physical-elemental spells were reflected


v0.434
*speed up/down effects now affect cast time
*exp bonuses now stack, formerly only applied once per character
*implemented accessoires that manipulate enemy level
*implemented item effect: upgrade spell targetting
*added small passive MP regeneration
*upgraded Kevin's weapons to normal attack values
*decreased Kevin's wolfform bonus from 1/7 to 1/20
*removed old, crash-happy cast time fix and added a new, hopefully more stable one
*fixed bug that prevented non-Lise buyers from buying Earth Bracelet


v0.437
*fixed selling the regeneration timer
*fixed spell upgrade not applying to enemy targetting spells
*disabled edit for cast time


v0.455
*MP is completely refilled on map transfer
*altered maxMP calculation to small level based constant plus spirit
*increased MP regeneration
*altered cost of several spells
*elemental spells now receive a damage bonus if a saber of the same element is active
*altered way spell damage is calculated
*Evil Shaman now learns Ghost Road as multi-target
*Necromancer gained Black Rain and Half Vanish skills
*absorption has now priority over HP or MP steal
*fixed the lower limit of HP/MP steal
*cut Lugar's tech damage in half
*altered stats and status immunities of most regular enemies
*early game money gain is increased, late game decreased
*may or not have fixed cast/menu bug this time


v0.460
*another edit to timer handling
*increase to evade helms
*increased def gain by stats
*reduced base defense by level to 25% its old value
*increased influence of defense against enemy magic spells


v0.470
*fixed a bug that caused game crashes
*minor alterations to a few enemy stats
*lowered enemy defense progression and increased HP progression
*altered spell damage calculation; minor damage bonus similar to Lv2/3 techs, stat used depends on character
*removed out of battle instant-cast
*Duran/Swordmaster now learns Speed Up and Energy Ball, both cast on self only
*Duran/Duelist replaces Energy Ball&Power Down with Leaf Saber&Anti-Magic
*Kevin/Dervish now learns Leaf Saber
*Hawk/Wanderer now upgrades Spikes into Anti-Magic
*Hawk/Rogue now upgrades Arrows and Spikes into Speed Up and Deadly Weapon
*Hawk/NinjaMaster now learns Analyse
*Charlie (base) no longer learns MT holy ball, only ST
*Charlie/Priestess no longer learns MT heal light, only ST (MT accessoire is on the ghost ship, so it shouldn't even matter)
*Angela now learns Ice Smash with the earth spirit
*Angela/Grand Divina no longer learns MT Sleep Flower or Tinkle Rain, both only ST
*Angela/Grand Divina replaces Mind Up with Speed Up
*Angela/Archmage no longer learns MT Body Change, only ST
*Angela/Magus replaces Turn Undead with Power Up
*Lise/Vanadise additionally learns ST Tinkle Rain
*Lise/DragonMaster no longer learns any saber spell, instead learns MT Sleep Flower
*Lise/FenrirKnight no longer learns Black Curse, Leaf Saber, Half Vanish or Body Change, instead learns Transshape


v0.475
*fixed another infinite loop from the original game
*techs now deal 25% more damage if targetting a single enemy
*MT techs now distinguish in damage between ST and MT; ST form still deals less damage than a proper ST tech
*reduced cast time reduction helm from -50% to -25%
*decreased Landmine and Cutter Missile from Lv1.5 to Lv1 and added debuffs, speed down and (all) def down respectively
*reduced damage on weaknesses to 150% instead of 200%
*simple physical resistance now takes 75% damage instead of 50%


v0.485
*fixed yet another infinite loop from the original game
*fixed bug where quick cast helms did not work as intended
*Angela/base now only learns ST spells
*Charlie/Necromancer no longer learns MT Tinkle Rain
*increased health and defenses of final bosses, reduced for Black Rabite
*reduced damage of Lv2/3 techs
*reduced attack of alternate stat weapons from light-medium/medium-heavy to light/light-medium
*reduced rate of MP regeneration by 30%
*Sleep Flower and Body Change can now be learned with air and shadow spirit respectively


v0.486
*yet another fix against game crashes


v0.487
*corrected debuff flag of Cutter Missile


v0.490
*edited AI of Jewel Eater


v0.510
*health is fully restored on victory if anyone in the party knows the heal light spell
*altered resistances and weaknesses of most heroes
*accordingly changed resistances or weakness-removal of certain armors
*body armor that removed the base weakness now removes all weaknesses and offers only light defense now instead of light-medium
*LUCK no longer removes all traps from the trap wheel of treasure chests
*lowered the bonus chance for rare drops from ~LUCK/10 to ~1.15*LUCK
*bonuses to the exp gain level, e.g. underlevelled, now cap at 127 instead of 100
*edited AI&stats of Tzenker
*edited AI&stats of Genova


v0.525
*Lord now learns Energy Ball
*Godhand no longer learns Aura Wave
*Godhand now learns Moon Saber, Mind Down, Magic Shield and Life Booster
*Warrior Monk now learns Speed Down and Body Change
*Dervish now learns Dark Saber and Poison Breath
*Sage now learns Dark Force and upgrades Holy Ball to Saint Beam
*Necromancer now learns Great Demon; Black Curse replaces Power Down
*Evil Shaman no longer learns Gremlin or Great Demon
*Evil Shaman now learns Lunatic, Def Up, Transshape and Sleep Flower; Ghost upgrades to Ghost Road and Power Down to Demon Breath
*Great Demon spell increased from Lv2.5 to Lv3, additionally inflicts now chibbiko
*Ghost Road now inflicts power down
*Ghoul'n'Ghost can now already be learned with the air spirit
*power of Heal Light is now modified by magic defense (de)buffs instead of magic attack (de)buffs
*added an additional difficulty between normal and hard
*Tinkle Rain casts only needs 25% of the usual time
*spells are instantly casted if no enemy is present on the screen
*minor alterations to cast time overall
*decreased level of Jewel Eater from 14 to 13
*decreased level of Bill/Ben2 from 35 to 34
*increased exp yield of the Werewolf family by ~10-15%
*increased exp yield of Bill/Ben by ~15%
*Chibikko Hammer no longer works when the target is under a different status ailment than the chibikko state
*certain bosses get a bonus to their level for their Death Spell calculations
*increased magic attack power of most bosses from godbeasts on and later


v0.535
*increased hidden AI bonus for evasion
*magic defense is now solely determined by PIE; no more hidden, second magic defense stat
*maxMP is now determined by INT
*Gladiator, Swordmaster, Duelist, Deathhand and Dervish now use INT to learn spells instead of PIE
*Protect Earrings now strengthen Heal Light and heal items; item seeds only gain half the bonus because of MT
*changed duplicate magic increase weapon to also strengthen Heal Light and heal items
*added a minor stronger Heal Light and items effect to Wendel armor
*changed the weakness removal body armor back to light-medium


v0.555
*altered enemy magic damage values
*nerfed/buffed/changed handling for (magic) defense (de)buffs; before +/- 20% defense, now +/-5% defense and additional +/-20% damage multiplier
*fixed issue where magic defense (de)buffs were used against physical spells
*exp bonus for being underlevelled is now already granted with just 1 level behind instead of 2 as before
*changed Bill/Ben's AI to more closely mirror Ninja-Hawk's abilities at this point, i.e. no longer know fire or water jutsu
*edited Gorva's stats and AI
*edited Gildervine's stats, AI and summon level
*disabled the save point on the ghost ship to prevent save game loss
*added misc patch to re-enable the save point for those who know what they are doing
*fixed error where Duelist learned Energy Ball instead of Leaf Saber
*fixed level of two rooms in Castle Rolante
*increased duration of Sleep and Transshape from 12 to 15
*evasion of sleeping targets is treated as 0


v0.575
*added effect to Ninja Master's Analyze spell: reduce crit rate&dmg resistance of target
*small increase to effect of Energy Ball
*edited prices of equipment
*added effect to Protect Ring: removes all resistances and weaknesses, can't be unequipped
*resist element X accessoires no longer prevent healing but now lower defenses
*fixed Blackshade Ring not correctly adding the "heal hurts" property
*fixed level underflow for enemies under the effect of Red Moon Horn
*removed half MP cost and double MP cost "ailments"
*Sage Stone now adds "spell upgrade: sudden" but all spells deplete all MP
*Mist Pendant, in addition to preventing silence, now bypasses the "can't cast" penalty
*added accessoire effect that provides an element for weapon attacks; this gets overwritten by a proper saber spell. Only one such accessoire can be active at a time.
*Gyralhorne: earth element for weapons
*Knight Crest: air element for weapons
*Steel Gauntlet: fire element for weapons
*Snow Crystal: ice element for weapons
*Yadorigi Armlet: light element for weapons
*Bunny Egg: shadow element for weapons


v0.576
*fixed interaction between "cast from HP" and "deplete all MP"


v0.603
*altered gold gain for regular monster; early game increased by up to 40%, late decreased by up to 40% over previous values, unchanged around Lv15
*increased boss gold drop rate; gold drop cap is now already reached at Lv88 instead of Lv99
*Beastman Colar now increases gold gain instead of its previous attack&accuracy bonus
*included spell effect "pressure": healing cut by 75%
*included spell effect "curse": 20% chance to suffer bonus damage for element of the day on any day even if normally not possible
*Cardinal Eye now adds "Spell upgrade: pressure"
*Magatama now adds "Spell upgrade: curse"
*extended spell effects to also improve spell coins&statues
*changed Mistscreen Charm from auto-buff tech gain to regular tech gain increase; it does now stack with aura wave but not with itself
*edited AI and stats of Lightgazer
*reduced power of Jewel Eater's spit attack and rock throw
*increased Genova'S average delay between attacks by 60%
*fixed various underflow issues with element of day bonus
*regular physical attacks now use their own element instead of the saber status of the target for determining element of day bonus
*added element of day handling for Lv2/3 techs
*added pseudo saber handling for element of day
*non-elemental spells deal increased damage on mana day
*fixed incorrect max INT of Swordmaster
*added "super_happy_funtimes" misc patch


v0.617
*Half Vanish now affects bosses, but only at 1/8 the usual strength
*enemy's fraction damage spells are now affected by difficulty setting
*fraction damage is now capped at 999
*max HP is now influenced by body armor
*max HP gets a small bonus based on STR
*Mad Beast's Fang increases maxHP by 60 instead giving an auto-buff weapon damage
*Fireblaze now gives auto-buff weapon AND magic damage
*first status resistance armor (e.g. Pegasus Armor) now grants two status resistances
*second status resistance armor  (e.g. Gold Armor) now grants a huge HP increase instead
*removed Lunatic from Genova's AI
*changed Genova's adds; every 1st, 5th, 9th... summon is Shadowzero&Shapeshifter, otherwise Firedrake&Shapeshifter
*Genova's Heatwave should now be correctly shown as such instead of Bodychange
*Shadowzero's wave attack now deals 25% maxHP damage instead of lowering all stats
*minor change to Lightgazer's AI


v0.642
*can now invert spell targetting by holding Y or select while selecting a spell (before targetting) unless the spell is naturally self-targetted (e.g. Speed Up on Swordmaster can NEVER be inverted)
*by necessity, 3 player patch is included by default
*fixed maxHP (de)buff, now again changes by 25% instead of 5%
*changed maxMP (de)buff from +/-25% to flat +/-10
*maxMP (de)buffs now affect MP regeneration speed
*halved damage of Half Vanish vs bosses once more (1/16 -> 1/32)
*removed unintended maxMP up buff from Lise's summons
*increased cost for Magic Shield from 6 to 10
*Magic Shield and Pakkun Oil now also inflict Def Up
*Counter Magic and Matango Oil changed to M.Def Up
*Kevin/Godhand learns now Counter Magic instead of Magic Shield
*death resistance no longer protects against Turn Undead
*healing effects will now also hurt undead enemies
*monster can no longer hurt their allies with Heal Light
*Lightgazer, Xan Bie and Dark Lich now inflict maxHP damage with each spell
*added earth as weakness to Genova
*Genova now counters earth instead of ice
*reduced level of first Genova by 1
*edited AI&stats of Xan Bie


v0.680
*enemies can now have up to 6 rare items and 3 common based on their level
*common drops now have equal chances to appear instead of 80%/15%/5%
*edited drop table for all enemies
*chest spawn rate increased from 33% to 33-100% depending on difficulty (higher for higher difficulty)
*chest trap rate increased from 33% to 33-100% depending on difficulty (higher for higher difficulty)
*chance for rare items from chests now gets a bonus for playing on higher difficulties (lowest: 0% -> highest: 10%)
*chance for rare items is adjusted by relative level of the chest opener
*Beastman Collar now also increases chance for rare items
*increased bonus chance from luck from 2~38% to 5~45%
*trap wheel now needs 6 more AGL to reach minimum speed
*altered power of chest traps; before flat % of maxHP, now % maxHP + value based on level
*chest trap power is no longer dependant on difficulty
*dead people/monster/chests can now still inflict a status ailment prepared before "death" - this includes the poison status of the poison trap
*increased the amount healed by seeds above regular item seed
*consumable damage items (except class change items) now deal main damage based on level instead of AGL/INT/PIE; this caps at Lv85 with the equivalent of 27 AGL/INT/PIE
*allowed Counter Magic to profit from "sudden" spell upgrade
*allowed repel element attributes to work vs regular weapon attacks - attacker and defender will take equal damage
*added thorns effect to Platinum Armor tier, attacker takes 175% of damage dealt with regular weapon attacks
*spells leave some residue that might affect damage reflected via thorns affect
*fixed Jewel Eater's diamond missile sometimes being wrongly called speeddown
*fixed spell bonus damage often using wrong stats
*fixed a bug where existing status effects were erased when a new status would be applied that you are immune to
*fixed a bug where reflected weapon attacks would heal the attacker
*edited Xan Bie's stats and Heatbeam
*edited stats, AI and specials of Mispolm
*removed Mispolm's periods of magic&tech immunity
*spell effect "curse" now also makes the victim take 100% of damage dealt with his regular attacks
*healing effects on undead show now in damage colors instead of healing colors


v0.681
*Heal Light now uses PIE again instead of INT
*might have fixed an UI bug


v0.687
*prevented double infliction of status ailments, e.g. can no longer poison someone who is already poisoned
*same for (de)buffs, only prevents unnecessary message boxes, nothing else
*removed a couple unnecessary function calls from physical attack calculation, saved about 1k bytes of operations per attack
*fixed a bug that made most enemy spells deal 0 damage


v0.705
*Dragon's Mail tier armor now change buff effects into debuffs and vice versa, e.g. Power Up inflicts Power Down and Black Curse buffs all stats; armor's HP bonus increased from 100% to 103%
*Hero's Armor tier armor now has a high chance to deny hostile counter attacks; evade bonus dropped from 5 to 0
*Lamellar Armor tier armor now has a low chance to deny hostile counter attacks in addition to high evasion
*Skeleton Mail tier armor increases level of damage spell by 1 (max 3.5), spells are treated as neutral for resistance/weakness purposes; def dropped from medium/medium to light/light
*chance to deny counter is increased by luck but drops with repeated successes against the same enemy
*increased magic bonus of Lunula Mail tier armor
*edited stats, AI and specials of Dolan
*fixed non-working HP/MP steal accessoires
*fixed issue where under certain circumstances saber effects were given
*fixed damage calculation for element of day bonus for regular weapon attacks
*added and fixed a dozen more bugs, maybe even the same dozen
*minor code optimizations
*the camera should no longer flee in terror from the player on accurate emulators and real hardware


v0.720
*implemented a first version of death penalty, refer to the manual for details
*Duran's gold shield has gained a aggro mechanic; for random target selection he takes the place of the original target and for distance based selection he is calculated as being a good bit closer
*aggro bonus is negated by death, petrification, snowman and sleep
*Death Spell and Exorcism can now be countered by some enemies
*Dragon's Mail tier armor no longer dummies Transshape and Analyze
*shields are no longer tied to the light side; Duran can buy and equip them in any class
*fixed HP steal AGAIN
*reduced the Bound Wolf Kevin fights in his intro from 65k health to 300, so that every main character has a chance to finish their intro deathless
*added info to readme about "3 player", "vanilla savegames", "Death Penalty"
*Bishop's final weapon "Judgmentes" now calculates attack by PIE, has medium attack rating and gets a bonus to Lv1 tech damage


v0.742
*un-dummied item Demon Statue: available from certain bosses, heals death penalty, sellable for 2k
*death score per death is increased from 2 to 4
*defense is now recalculated on map transition and victory
*replaced Muramasa tier weapons: now increase attack and magic power based on current death score
*replaced Krau-Soles tier weapons: now increase attack and defenses while deathless
*undead armor and Blackshade Ring reduce effective penalty from death
*glass armor and Dragon's Bone grow stronger with higher death score
*added optional patch "hardcore_death_penalty": death that is not removed via Angel Grail now also permanently reduces one random stat.
*fixed bug that allowed to equip death score as body armor
*increased exp bonus for beating higher levelled enemies and introduced penalty for bullying weaker ones
*added same bonus/penalty system also for money
*heroes that are lower level than the main character get 30 exp extra per kill
*added info to readme about "experience gain"
*added cryptic hints about bosses to xls sheets


v0.757
*Pedan's armor trader now visits Byzel after defeating 3 godbeasts and leaves after the 7th GB kill
*Pedan's weapon trader now visits Wendel after defeating 4 godbeasts and leaves after the 7th GB kill
*edited AI of Gildervine
*edited AI and stats of Lugar; def reduced and HP almost cut in half
*edited AI and stats for Golems (alpha and 2.0 version), both versions have vastly different AI from each other
*reduced crit resistance of enemies slightly, max level will be 6% more likely to take a crit
*reduced progression of enemy crit rate, though lacking investment in luck will still lead to 100% received crit rate
*increased money gain from most bosses between 20% and 50%
*being silenced prevents the tech gauge from increasing
*HP steal percentage is now based on difficulty instead of fixed 25%
*HP steal weapons/accessoire now increase the final HP restore by 50% instead of only raising the cap
*fixed bonus chance for rare items not working properly on lower difficulties
*regular death penalty now requires at least normal difficulty OR applied hardcore_death_penalty misc. patch
*death penalty for failed trap chest now requires at least tough difficulty


v0.800
*Protect Armor tier armor now provides 120% HP and tries to prevent death by damage; uses remaining MP to restore health (requires at least 15 MP)
*wolf form now increases attack by 3% and +VIT
*Dervish's wolf form gets an additional attack bonus based on level; +20 at max (Lv85)
*Dervish's final weapon "Gigas Glove" modifies wolf form to grant even more attack but reduced defense
*Rune Master's final weapon "Rune Staff" now allows multi-targetting of Stun Wind, Blaze Wall and Cold Blaze (NOT Stone Cloud!!), Lv2 spells bypass resistance and immunity
*Sage's final weapon "Gigas Flail" now has a passive Heal Aura that restores party HP, more with higher PIE (max 12/s), not affected by other modifiers
*Evil Shaman's final weapon "Juggernaut" now has a passive effect that reduces all enemies' maxHP by 1/8 and stats by 2
*Mad Beast Fang now additionally provides health regeneration, more with higher INT (max 5/s), not affected by other modifiers
*edited AI and stats of Dangaard
*edited AI and stats of Landumber
*edited AI and stats of Fiegmund
*changed weakness/resistances of Mispolm
*added a proper visual signal for Mispolm's weakness
*cut Lugar's tech power in half
*some bosses are now vulnerable to one status ailment (out of sleep, poison and silence; others would only cause game crashes)
*fixed issue where status infliction rate for regular weapons was calculated incorrectly after map transition
*fixed issue where bosses enacted counter moves for any heal or buff they used on themselves
*those counter moves often targetted the bosses themselves, so they shouldn't hurt themselves (as often) anymore
*decreased scaling of enemy damage reduction
*increased scaling of boss health to compensate
*MT'd Stun Wind uses Rust Hurricane animation
*MT'd Blaze Wall uses Gigaburn animation
*MT'd Cold Blaze uses Icicle animation
*edited hero HP progression; more HP early on, mostly same as before around level ~85, max level loses about 10 HP
*Fire Jutsu and Bullseye Dye now apply M.Def down as intended instead of only M.Power down
*items based on "physical" spells now can get properly reflected
*Lv1 techs now consume TP when "connecting" to an enemy instead of (potentially several frames later) when the damage pops up; this should fix issues where the wrong/every character loses TP when multiple attack close together


v0.813
*altered AI mode "attack distant enemy" (the option in the top right): character will NOT move towards any enemy at the start of battle but will still engage if an enemy gets too close or after casting him-/herself
*edited AI and stats of Zable Fahr
*speed of trap chest wheels now increases with level and decreases with AGL
*Paladin's final weapon "Brave Blade" allows Turn Undead to deal non-elemental spell damage in case it would deal 0 damage
*Half Plate tier armor and Headgear and Horned Helm tier helms now additionally protects against knockback from regular attacks
*fixed a bug that can wipe out multiple of 50k experience from characters
*minor code optimizations


v0.815
*Inns now heal death penalty
*increased death penalty increase from deaths and failed traps
*maxHP decreases now by ~10% per death to a maximum of -50%


v0.850
*changed enemy counter/hate logic; each attack, miss, spell, etc. builds hate, counter moves are executed once a certain threshold is passed
*can now perform a strong version of the regular attack by holding the attack button but no direction; AI never uses this
*strong attack deals more damage, misses less, has reduced chance to crit and increased delay before next attack
*can now perform counter attacks by hitting enemies with a Lv1 tech shortly after they start their attack or cast a spell
*counterattacks deal increased damage for most weapons and reduce enemy hate
*changed heal color for enemies from yellow to green
*changed color for Lv1 techs and criticals hits from red/purple to yellow
*cooldown between weapon swings is now modified by equipped weapon instead of a flat 60 frames
*changed/added bonus for crit damage and Lv1 tech damage to all weapons as a variable value instant of only a fixed yes/no for the two weapons that had this bonus
*changed Balmunk tier weapons to best counter damage bonus
*Swordmaster's final weapon "Ragnarok" now only deals 1 damage unless it was a yellow hit
*Wanderer's final weapon "Orihalcon" now enables Half Vanish to deal damage based on the target's maxHP instead of current HP
*Rogue's final weapon "Manslaughter" now has a Luck-based chance to deal double spell damage and can MT Landmine
*Necromancer's final weapon "Maul of the Dead" now increases spell damage relative to lost HP
*changed Fireblaze from auto-buff to permanent defense reduction on successful counter attack
*Horned Helm tier now additionally increases counter damage
*can no longer heal characters that are sitting at 0~1 HP and should be dead but aren't yet
*chance for a rare item is now halved after failing a trap wheel
*chance to get a trap wheel is greatly reduced when the previous chest contained a trap which was triggered
*changed damage and effect of traps
*reduced incurred death penalty for failing a trap wheel
*changed heal power of Poto Oil from x10+10 to x9+20
*changed heal power of Lord's Proof from x11+10 to x13+30
*changed heal power of Holy Water Vial from x11+10 to x15


v0.851
*fixed a bug in enemy "open to counterattack" logic that had undefined consequences, from glitches to crashes
*fixed spell damage underflow


v0.853
*changed AI and stats of Heath, he now only uses spells Charlie can actually learn
*fixed a crash related to dead enemies wanting to execute a counter action


v0.870
*changed AI and stats of Dark Lich
*changed AI and stats of Deathjester
*changed AI and stats of Black Rabite
*Kevin/Death Hand now learns MT Lunatic
*changed Levatein tier weapons to ignore physical resistances
*God Hand's final weapon "Spiral Claw" now prolongs the counterattack window on a successful counterattack
*Warrior Monk's final weapon "Holy Claw" now healing power based on current TP (does not consume them)
*Death Hand's final weapon "Skull Disect" now disables throw chance and makes Lv3 techs consume target's stat debuffs to increase damage dealt
*Fenrir Knight's final weapon "Giant's Spear" now heals the party on a successful counterattack
*gave more final class weapons non-zero values for Lv1 tech bonus and counter bonus
*slightly increased Lightgazer's and Fiegmund's magic power
*added resistance to Ice to Mispolm
*increased levels of enemies on the Landumber landing platform from 13 to 50
*changed enemy saber heal color from yellow to green
*fixed levels of enemies in Shangri La final dungeon, most were half as high as they should have been
*fixed a grey save statue in Shangri La that played a boss victory event instead of the save prompt
*fixed a crash caused by Lv1 techs attacking a target with more defense than the attacker has attack power
*MT'd Lunatic uses Spiral Moon animation


v0.880
*can now take out 20 items from storage at once when 0 are in current inventory instead of only 9
*uglified storage gibberish display counts: 2 digits, 20 (max) shows green, but no gap between max length item names and item count
*changed all 9 shields: all grant increased aggro (formerly only Gold Shield) and grant one status resistance, evasion or one increased defense stat
*Dragon Master's final weapon "Dragon Lance" now improves Anti-Magic 
*fixed a "ghost mode" bug when dieing while casting and not properly reviving
*minor changes to a few stats