Sealed/Patch Notes

3.1 B Patch
 * Fixed some hora-ble grammar mistake (horrendous really one sentence I didn't even remember what I was trying to type...) in Chapter 4.
 * Removed dodge with aqua_guard (aqua 3 not aqua 4) for the two Hymns of the Valkyrie (didn't really make sense).
 * Boosted the sound effects for Hymn1.ogg and Hymn2.ogg (gonna place them in the monster folder but move them to folder #2)
 * Added the first Alpha of the Party system (will replace the Tamamo spoof fight alpha)
 * NOTES ON PARTY SYSTEM

3.2 B Patch 3.3 B Patch
 * Only Tamamo and Luka will be changable for now (if you attempt to use Yao, Nanabi, or any other chracter the game SHOULD crash [afterall their choices aren't implemented. If anything i tried to make it so it would catch the incorrect change and leave a black anon for now but please don't bother reporting bugs for those since I am o nly testing Tamamo and Luka). I will disregard any bugs/crashes you encounter if you tried using anyone other than Tamamo or Luka.
 * Each Kitsune will have 1 element (Tamamo will obviously hold earth) as to what kitsune has what you can check the # 2 folder (the background of each of the kitsune "skill" image indicates their element [in the same way it does for the spirits in Quadruple Giga)
 * Due to the test being in a Copy and paste of the Valkyrie fight some damage inflicted to the player will say Luka even if you have switched to Tamamo
 * SP should carry over. HP however should be independent for each character
 * Spirits turns should end up in reserve just like with Wave fights (meaning while Luka switches to Tamamo, Sylph, Undine,etc. should not decrease and die out while you are using Tamamo)
 * You should not be able to use the Party option if you are using a Spirit in Hyper Mode (Luka obviously) Why? Personally I think it would be a pain in the ass having to keep track of not only the turn counts for elements (not just Luka's but also the other kitsunes) but ALSO the turns in hyper it is simply not worth the effort at the moment (I may change this later on but for now no I'm not allowing you to do this...besides it would make for some OP strategies later on ahead....)
 * 3rd attempt to fix a notorious bug I seem to get when Quadruple Giga (or Furball) gets cancelled out with no apparent reason behind it....
 * Fixed a text overflow when Tamamo uses Tail bind (I'll fix the animation to something else [as well as the label that marks it as a bind instead of a stun] )
 * Added a few lines (and fixed a few skips) where doing a re-try would cause some stuff to be left out (re-implementing the background, re-displaying your HP,etc. etc)
 * Nerfed the Valkyrie copy in the alpha party fight (the original dark valkyrie was left intact) most importantly her damage output
 * Removed the first turn phase of the copied valkyrie
 * Implemented a block to switching party members when a spirit is in Hyper Mode
 * Added the third fight for Chapter 4. (Well...WIP atm) I'll get working on this [and the rest of Chapter 4] after the party system alpha is all nice and fluffy :3
 * Fixed a bug where if both the original Valkyrie (and the party copy) would get stuck in a loop when using "Holy Arts: Death Hymn" skill and was unable to find a spirit to remove
 * Implemented Yao to the party system (Nibi and Nanabi still not implemented...)
 * Fixed the fire resistance variable (they were sharing the same pointer [or whatever OnScripter's equivalent of a pointer is...] with Nanabi's HP )
 * Seperated Fire reistance variable completely from Earth Resistance (for now most the previous fights where you could of used Hyper mandy, fire resistance is marked at half of what earth resistance is, later on the future some enemies will be deal less damage to you if you use Hyper Mandy (or Power conversion with Yao) instead of using Gnome (or Imposing Earth)
 * NOTES ON YAO


 * Yao has a skilled called "Power Conversion" in exchange for half of her attack power she gains more defense. Making her the party's main tank (boasting not only this powerful defensive skill but the largest HP in the group) suitable for someone who fights to protect Tamamo at all times and her right-hand.
 * Yao lacks any strong offensive skill however much like Luka's Lightning Sword Flash, Yao's Sucker Punch deals a great amount of damage when she has not used Power conversion and it happens to the first turn.
 * Moonlight Soothing heals Yao less for every power conversion stack she has.
 * I intended to make Power Conversion stack up to 4 times (meaning you can only use it 4 times) and it has no duration meaning unlike the spirits she will stay buffed until the end of the fight. The follow two bullets will explain how much of a boost (and nerf) Yao gets when she uses Power Conversion
 * 0 conversions used = damage received and dealt is normal -- 1 conversion used = damage dealing cut by half and damage received is calculated with 1 times the resistance of fire resistance (same as Hyper Mandy) -- 2 conversions used = damage dealing cut to a quarter what is normally dealt and damage received is calculated with 2 times fire resistance -- following the same pattern up to 4 conversions used = Yao deals 1/16th her normal damage but her damage resistance formula is 4 times whatever fire resistance is.
 * Moonlight Soothing (Yao's Heal) is calculated like this. 0 conversions = maxhealth/2 (same as Luka's Meditation and Tamamo's Moonlight Healing) -- 1 conversion used maxhealth/(5/2) 2 -- conversions used maxhealth/3 -- 3 conversions used maxhealth/(7/2) --- 4 conversions used maxhealth/4
 * Yao's flame cloak increases her attack power (and later will give her a different guard but not right now) but not enough to compensate for Power conversion)

3.4 B Patch
 * Fixed one of Pixel Tamamo's "attacks" (her idle turns)
 * Removed the label for the party system (consider it going under maintence until Chapter 5/6 )
 * Added another fight for Chapter 4
 * Expanded dialogue further into Chapter 4
 * Added Folder #3
 * Buffed Lewis's normal attack by 500 (now does 2000-3000 damage instead of 1500-2500)
 * Known "bugs"

3.5 B Patch 3.6 B Patch
 * Grammar, and sentence (as well as a few wrong names) in the newest fight.
 * Added 4th of 8 fights for Chapter 4
 * Expanded dialogue further into Chapter 4
 * Added Folder bg (serves same purpose as the tatie folder, seperates bgs for fights while tatie monsters for fights)
 * Added evaluations for Valkyrie, the Angels, and Epimetheus
 * Added button for the hidden feature (how to activate and the actual function will be implemented later though)
 * Fixed some (if not all?) of the grammar, sentence, and spelling errors in the fight against the Angel Trio.
 * Fixed the death, surrender, and request dialogue for Angel Trio and for Epimetheus.
 * Changed Epimetheus's name to Epimestein.
 * Expanded dialogue further into Chapter 4
 * Added the 5th of the 8 fights for Chapter 4
 * 1 of the 4 bad paths written out. (or 3...I'll see what I'll do).
 * 0 of the 2 good paths written out.

3.7 B Patch
 * Added 6th fight of Chapter 4
 * 1 of 3 bad ends (the H-scenes) written out
 * 1 of the 2 good paths written out (takes you to Chapter 5)
 * Implemented a prototype of damageI command
 * Added Exp to Nanabi and Endless Kitsune fights
 * Added evaluation to Nanabi and Endless Kitsune fight
 * Fixed a spacing in Amphisbaena's Strong Vice attack on Hard difficulty
 * Spacing all the multiplication mathematical equations [ex. if %earth>1 mov %damage,%damage * (100-%earth_keigen)/100 ] for code highlighting. It should NOT cause any crashes but if you encounter a crash anywhere on any chapter let me know.
 * Fixed a number of possible bugs (missing or extra quotation marks) [thank you highlighted code that I'm working on...]
 * Further changes for code highlighting. Again it should not cause any crashes but if they do they may happen in any section of the game (a menu, fight, story section, etc.).

3.9 Patch 3.9.5 Patch 3.9.5.5 Patch 4.0 Patch 4.0.5
 * Kiyoto Dialogue added
 * Updated Tamamo's avatar with the one from Chapter 3 Demo
 * Updated cupid's stances with the ones from Chapter 3 Demo
 * added comment-like folds to code (for those who are viewing the code on notepad++ along with my code highlighting [at the moment only me and slash with the highlighting] to 90% of the code (unable to do so for the last 10% due to excess folding causing bugs)
 * added to comments to all the labels involving the story of Sealed (labels to skills, functions, and command not yet added unless previously applied)
 * added backgrounds
 * added a skip to the end-game patch notes (the format is --> info /note at the end of the patch --> option to skip thank yous and credit --> (if skip jump to next option if not...) list thank yous and credit to... --> option to try alpha party system or return to title.
 * Extended dialogue of the party path to the 2nd path of Chapter 5
 * Added 2-3 images to Folder 3
 * Created a skeleton function (still incomplete in other words...) for an old idea I scrapped -- involves damage boosts / nerfs for using certain spirits (when finished it will affect all fights from Chapter 1 to the end [Chapter 10 or 11 whatever it ends up being...] ) 
 * Removed Nanabi's H-scene (I forgot where exactly I was going to put Yao's and Tamamo's H-scenes) while leaving the save locations intact (saves should not be moved before or after the H-scene took place
 * Fixed a tiny bug concerning people who are barely starting to play Sealed (fixes a difficulty bug in which all the enemies have 0 HP...)
 * Party skeleton completed
 * All kitsunes and kitsunes skills are useable
 * Nerfed Tamamo's SP consuption for Moonlight Cannon to 6 SP and slightly raised its power
 * Buffed Nine Moons power and nerfed SP consuption to 5 SP
 * Nerfed Tamamo's bind Sp consuption to 3 SP as well as fixed the text for when SP was insufficient
 * Slight buffing to Tamamo Roll, and Punch
 * Fixed a few bugs concerning max HP if started as someone other than Luka in party fights
 * Implemented a slow, poison, and confuse status effects for the enemy (all activated by Nanabi)
 * Implemented SP graphics showon on the Chapter 3 demo (frees up approximately 15-20 sprite layers 4 of which I use for enemy statuses [stun, poison, confuse and chill] ))
 * Tutorial for the party system (explaining how the party works)
 * Implemented Group Heals for parties
 * To be implemented on a later patch
 * Implemented splash damage for parties
 * Updating the Menu screen
 * (adding the skills [both Luka's hyper skills and the each kitsunes' skills] to the skill sub-menu)
 * (Removing the records sub-menu)
 * (Updating or removing the Item sub-menu)
 * Fixed Nanabi's poison damage
 * Reduced The Narrator's HP
 * Fixed Nibi's clones.
 * Fixed the phrases spoken by the characters and the enemy when HP for each character reaches their half and 1/5th point.
 * Side note:


 * Harmless Prank is not active should you try to use it, it will either not be clickable or do Harmless Prank instead. It shouldn't be clickable though...



4.1


 * Fixed a crash concerning Nanabi, Nibi and possibly Yao when playing on Hard
 * Fixed a bug causing the earth element symbol to not show up (the effect would still be in the place but the symbol would be erased)
 * Fixed a text bug where Undine's summoning option would not show up [instead of being greyed-out] if you had less than 4 SP
 * Fixed a re-directing issue with the tutorial fight
 * Added a missing surrender and a missing request path for the Imp.
 * Fixed some background changes from the Fake Alice fight when successfully dodging with Serene Mind
 * Added variables to keep track of skill use for each character.
 * Major Bug - Spamming skills on Hard will cause crashes (play on Normal or avoid spamming skills until the 4.2 Patch)

On Hard difficulty starting with tutorial fight


 * Enemies start to block or avoid certain moves after being used against them
 * Example If an enemy has been hit by Vaporizing Flame and suffered alot of damage. It will eventually [not all will learn on the first time] learn to avoid that attack [or may even figure out a counter for it]
 * The enemy may also block or take less damage from moves used consecutively.
 * Example Using Serene Demon Sword a few times in a row, the enemy will start to brace itself against the attack. Using different moves for a few turns will make it lower its guard to Serene Demon Sword again.