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



v0.575
-added abilities for Tinker job
-finished job palettes for new jobs
-fixed berserk, confuse action behaviour
-fixed exp options not working as intended
-fixed bug that made X-Fight and TwinCut randomly crash the game
-fixed bug that made certain escaping enemies not really escape (also applies to SolCannon self-destruct)
-fixed interaction with X-magic and Time/Echo spell
-altered MP calculation to (2xSTR + 1xMAG + base + JobBonus) * (MAG+64) / 64
-MP soft caps at 200 and 300, hard cap at 400 before %MP abilities which cap at 500
-adjusted HP/MP curve of player characters
-decreased general HP growth of enemies by about 15%
-decreased specific HP% of Sandworm
-increased general enemy damage output
-increased effect of difficulty on enemy damage output
-increased abp gain from exp/128 to exp/32
-increase power of heal vs undead by 50%
-modifed delay for actions; 0 tick delays are now possible (most abilities), non-0 delays are now modifed by AGL (Slash, Jump, BuildUp,...)
-added 2hand-only flag to Anti-Magic bow
-increased accuracy of Rod from 70 to 80
-now shows the job's main ability in the abiltiy selection instead of just "ability"
-singing gets ended when max buffs are reached
-Blue/Vampire: now works like a 80 power non-elemental drain spell
-nerfed X-Magic/Shift to quartering missing delay instead of setting to 0, Time/Shift is unchanged set to 0
-nerfed demi vs heavy to 1/4 instead of 1/2 the usual power
-demi and psych now respect the power penalty for being used via x-magic
-SteadyMP only works up to 99 MP (it is steady MP, not steady TURNS!!)
-changed ribbon to void type
-changed martial/aid to void type



v0.611
-added info dumps to Beginner's House
-replaced evade% in equip/status with magic attack power
-added max job levels to status menu
-added experimental faster dash: hold Y instead of B to run even faster
-pierce now also makes attacks ignore up to 20 (magic) defense after other reductions like elemental weakness
-weakness hits against targets with excessive defense bypass some defense
-poison ticks against heavy targets get more infrequent over time, refreshed by applying poison again
-renamed MagicAmp to MightAmp
-MightAmp now also boosts non-elemental magic by 33% and weapon attack by 25%
-nerfed spellblade additional element factor from 2 to 1.25
-changed spellblade to actually add its element to the weapon's base element instead of only roling a second element check
-increased spellblade/tempr from flat +20 to +50% attack bonus
-added +20 flat attack to spellblade/flare
-increased double grip bonus for weapon attack from +25% to +33%
-increased double grip bonus for magic attack from +12% to +17%
-weapons now also have a weight
-weight recalculation is now also active during battle
-fixed in-battle calculation for evade reading wrong values
-fixed text for newly learned abilities
-fixed miscalculated status durations, e.g. underflowing paralyzation against bosses for infinite stun
-fixed certain in battle events not firing if the boss is stunned
-fixed several issues with the sandworm boss fight like too high HP, not having weaknesses, not giving exp, ...
-fixed !mix resulting in garbage spells
-"fixed" exploit with old status that reset old-penalty on equip change to 0; base stats now drop by 1 for player characters each tick
-decreased SolCanon HP, changed type from Holy+Wasser to Holy+Ice
-decreased Launcher (SolCanon add) HP, changed type from earth to water
-enemy resistances become strong resistances on difficulty 1-3 or absorb in New Game Plus
-Galuf lost access to BlackMage, instead gains Arcanist
-Faris lost access to TimeMage, instead gains Mimic
-MP gain from Ethers and Elixirs via !X-Item is now reduced to 33%
-shields can now not only remove their element from weaknesses but also upgrade the resistance to greater resistance



v0.637
-added abilities for Assassin job
-winning a (non-repeatable!) boss encounter on difficulty1 now awards a "Shard"
-having shards in your inventory increases gained exp by ~3%
-enemies have a 12% chance (33% for heavy enemies) to forcibly end hide status
-fraction-type damage spells are now subject to difficulty (unchanged on 4, less on 1-3, more on 5-6)
-fraction-type damage spells are now halved by shell status and by Opal Bracelet
-added a monster damage modifier by difficulty: 150% - 1, ..., 100% - 4, 75% - 6
-constant damage attacks deal double damage in new game plus
-replaced Dispel/Anti-Magic Bow with Hunter Bow: 17 atk
-added Hunter Bow and Amber jewel (lightning element relic) to tule shop
-reduced price for amber from 380 to 135
-reduced magic bonus for amber from 3 to 2
-reduced HP and damage of WingRaptor
-renamed Blue/Vampire to Blue/Leech
-Jump: reduced 2x damage bonus to 1.5x but now applies to all physical weapons
-Jump: fists, lances, katanas get +25% attack
-critical hits are no longer exclusive to katanas, fists and bows; instead all attacks that deal physical damage can deal critical hits
-damage for critical hits decreased from 200% or 250% with ability to 150%/200%
-base critical chance is now 10%, increased by certain weapons; crit rate bonus stacks when dual wielding



v0.665
-added abilities for Oracle job
-changed default walk speed to regular dash, B = max dash, Y = slow walk
-magic damage is now subject to magic evade (or phys.evade/4 for player if that is higher) and accuracy (level, weight, agl, vit, mag)
--the damage is not subject to randomness; minimum is 50%, maximum 130%
-altered handling for multi damage attacks from "best resistance" to splitted damage
-removed damage variance from monster attack
-you can now always equip 2 weapons for dual wield but if the dual wield ability is not known you receive another -25% damage penalty
-renamed the ability Politics to Pillage
-sylph-type moves (deal damage and heal party by damage/4) are now subject to element; if the damage is absorbed the party is not damaged
-increased accuracy of Finesse/Weaken
-steadyMP no longer gives MP before the 1st turn
-added skill unlocking via owned bomb count to !Tinker
-added skill unlocking via total job levels to !Martial and !Finesse
-sleep status of "heavy" enemies is now cured by poison ticks and live loss
-mute no longer prevents casting, instead cuts magic accuracy in half - this also directly affects magic damage
-changed formula for Golem-type walls to (100+PARAM1*VIT)*(d(lv+2)*d(MAG+2)/4)/256, with d(x) as diminishing values for 30+



v0.710
-added abilities for Crusader job
-can now speed up spell animations by holding any of the 4 face buttons
-changed HP display in !Scan, now displays HP per segment instead of total value
-scan now shows if the target is undead
-reverted save anywhere
-changed the way defense is used in damage calculation from (atk - def) * m to (atk - defA) * m * (250 - defB) / 256
--for player defA=defB = regular def
--for monster defB is globally 100 if neutral and defA = (VIT * defB) / 256; VIT for monster is their unmodified level, capped at 70
-reduced weakness damage from x2 to x1.5
-increased attack power of weapons by about 80%
-adjusted defense modifying effects
--defense piercing moves now ignore 50% defense and have -25% attack (works out to a break even on neutral defense)
--defense halving spells now decrease defense by an amount that would result in the target taking 20% more damage compared to before for each cast, capped at 0 defense
--axes treat defense as if one extra cast of guard off was used
--changed spellblade/tempr from 25% defense ignoring to flat -20
--changed spellblade/flare from 100% defense ignoring to only 50%
--elemental absorb keeps def = 0 but also gets atk/2
-moved shop items around, including adding a wind type shield to the first shop
-added several previously unobtainable items to shops, including slayer knife, legend jewel, hero shield, ...
-adjusted several item prices
-shields no longer add defense or magic defense; all standard elemental shields have fixed 15% evade
-HP leak now provides damage numbers
-HP leak is now blocked if the damage part of the original attack was absorbed
-status effect duration for stop, stun and doom is now affected by the weakness to said element; e.g. if weak to water doom gives 15 "seconds" instead of 30
-fixed certain status durations getting cut in half
-single target physical skills can now use the regular weapon attack animation instead of a pseudo spell animation
-changed Potion heal from 50-1250 to 60-1200, heal at 3x (starting value) is up from 64 to 75; old value = new value was at 68x
-changed Hi-Potion heal from 120-2500 to 250-3000
-increased attack power for unarmed attacks with brawl ability
-increased cooldown for Hi-Potions from 5 to 7
-replaced potion in beginner house with hi-potion
-increased time for the karnak castle escape from 10:00 to 15:03 minutes
-fixed a bug that made goblin punch apply the temper bonus twice
-fixed a bug that turned damage randomly to 4 digits
-fixed a bug that caused softlock on killing stopped enemies
-fixed a bug that made physical skills target magic defense
-fixed a bug in the end of turn calculation that could cause a variety of bugs, like soft potions not working or crashing the game
-fixed a bug that granted shards on escape from random encounters after beating a boss
-fixed startup time of !Jump
-flagged Gilgamesh's jump attack properly as earth elemental
-finesse/weaken now also lowers magic evade
-heavy type enemies now add 2 field icons per action
-enemies affected with mini/toad now keep their names
-fixed an issue with displaying 4 enemy type names; ignored 4th+ name (only space for 3 names anyway)
-altered monster speed curve by level, difficulty, species modifier
-increased gold drop from monster in main game, reduced for ng+
-increased monster exp gain at low levels, decreased for high levels
-monster attack power modifier no longer varies by difficulty
-increased influence of level on monster damage from 5 to 8 and reduced early game damage