v0.400
-first public release



v0.527
-added (semi hidden) New Game Plus
--character levels, job levels, items, magic and abilities carry over
--cap of total job levels increases from 30 to 70
--enemy stats increase

-added field effects in style of Chrono Cross
--at battle start set to 5 elements based on background
--field elements change based on element icon in the message box of a used spell or command
--for weapon based commands an element of equipped weapons is used or water for unarmed
--all spells that are not affected by any element are given a element solely for the field effect
--field elements increase damage, heal power and status effect chance of matching element, or lower of the element they oppose
--effect from field elements on damage of the ability !summon is greater than usual (up to x2.5 instead of x1.5 at max)

-heal spells now have elements for the purpose of field and relic boost
-distribution of being targetted changed by enemy from 25/25/25/25 to 32/28/22/18
-Stomp makes the user more likely to be targetted
-changed logic of locking single/normal job mod to prevent abuse
-in single job mode, max level of jobs is increased from 5 to 15
-lv6+ jobs don't teach new abilities but instead gain double stat increases
-changed exp gain logic: escaped monster grant 50% exp, multi-killed monster (e.g. revived) grant exp multiple times
-changed defend MP gain from 100 to 10%maxMP+90
-while defending/guarding you can now survive lethal attacks with 1 HP if you have at least 1/8 of your max HP left
-changed remaining boss rare drops to common (100% chance)
-changed monster formation minimum size for random formations from 3 to 25% of maximum
-added missing element icons to monster, mix, animal and terrain spells
-added logic for non-turn-free abilities to also have an element
-replaced icons for ice and void element
-Catch: no longer auto fails for monster with health > 25% (50% with item), chance increases with HP loss
-Release: monster stats increase in New Game Plus
-Terrain: spells count as earth for "50% magic boost" check (e.g. rods, gaia gear)
-Terrain: added a chance to cast location-independant spells "Gaia's Wrath" and "Gaia's Lament" instead; chance increases with Geomancer level
-Terrain/Gaia's Wrath: deals high non-elemental damage to all enemies
-Terrain/Gaia's Lament: inflicts random status ailments on all enemies
-added functionality to Mastery passive skill: great increase to overall accuracy, 70% chance to keep !Released monster
-added new unique katana: Odenta
-added elemental affinity to status screen: weaknesses and aggregated resistances
-swords, lances and katanas now use (STR+VIT)/2 instead of STR; axes are only pure STR weapon now
-modified M formula to lean more towards stats than levels with bonus for dual-stat attacks (85~93 dual [at lv1~99] is about as strong as 99 pure)
-added diminishing returns for 30+ AGL in regards to ATB speed
-Poison: changed tick interval from VIT+20 to (VIT+319)/4-agl/2 for player or (VIT+511)/8-agl/2 for monster
-poison: overworld tick damage decreased from 1/64 to 1/256
-poison: getting poison state inflicted by terrain now also deals 1/32 damage
-fixed bug that made rods apply their element twice
-fixed an incompatibility bug with real hardware and accurate emulators
-switched a few jobs around between characters
-increased theoretical maximum of jobs from 21+freelancer to 31+freelancer
-added experimental hack that speeds up spell animations for 5+ targets
-reduced cutscene delay from 15 to 12