Sealed/Patch Notes

0.1 Beta 0.2b 0.5b 0.6b 0.7b 0.8b 0.8.5b 0.9b 1.0b 1.1b 1.1.5 B 1.2 B 1.2.5 B 1.3 B 1.4 B 1.5B 1.6B 1.6.5 B 1.7 B
 * Game Release
 * Changed Prototype 777's name to Bio-Weapon 777
 * Changed AND fixed the $name2 variable for the fight of the above mentioned
 * nscript data has code for what is after the end of current test, but is jumped (you can look at it if you can break it down, its mainly dialogue and just a quick alpha of the Scorpion Girl fight 2, [need to increase damage, take spirits into account,blah blah blah] )
 * Avoid the evaluation of the scorpion girl for now. Else you will jump (I believe) to the original scorpion girl fight in part 1.
 * Changed the Hainuwele fight to work much like #777's except its Lightning Sword Flash, and Dive Bomb
 * Added the Scorpion Girl 2 fight. Fight starts with 4 SP instead of max [Side Note: the venom is not a 100% dodge to add to difficulty, if people feel its too difficult, I will raise the dodge rate]
 * Fixed the sound effects on the 5 stages of the ground breaking (whether it be by Tail Sweep or Earth Rumbling Decapitation)
 * (Not sure if on this update or 0.2...) #777, Shirohebi I, Hainuwele, and Amphisbaena have proper sound effects for their attacks.
 * Dialogue expanded further into Rebels' Pit
 * Fixed garden / torture chamber location when ignoring the voice
 * Attempted (and somewhat successful) to fix the spacing on the selections
 * Removed two names of NPCs until I can get permission to use the references.
 * Placed an evaluation for Scorpion Girl [2] fight.
 * Fixed two incorrect sound effect file names for Amphisbaena that were causing crashes.
 * Changed Alraune Priestess's Corona sound effect
 * Expanded dialogue further.
 * Made some edits to Hainuwele's evaluation.
 * Edited the two notices (The one at the beginning of the game, and the one signaling the end of the patch
 * Patch notes now have instructions to installation.
 * Increased Shirohebi I's chances of doing binding attack "Binding Coil".
 * Reduced counter variables on "Binding Coil" and "Snake Eyes" so they occur more often (Binding to occur at best every 5 turns and snake eyes at best once every 7 turns since last used)
 * Changed Shirohebi I's "Sadistic Bites" to be a multiple hit attack if not dodged with the first one.
 * Changed the intro to all the fights (except Vore I think) to skip the "battlestart.ogg" (seemed out of place if you ask me)
 * Made a reference to IMMA CHARGIN MAH LAZER in both Alraune Priestess's and Fake Alice's fights with Heinrich.
 * Made a few background variables and changes (not implemented maybe never lol)
 * Patch Readme in folder left marked as 0.6b sorry lol as well as the in-game notices now that I think about it...
 * BUGS
 * Shirohebi I's "Binding Coil" on a successful bind shows the scene from Giganto Weapon's semen extraction. I can't locate the problem at the moment...
 * Fixed Fake Alice's and Alra Priestess' finishing move when they unstun (messy of me, I had like 4 bugs in there can't believe I never check it lol...)
 * Removed conditions and fixed the randomize number range for Alra Priestess (she will now use all her moves instead of starting with a few then being force to use the rest like the story)
 * Changed the Evaluation background and music.
 * Fixed the path (retry / evaluation / etc.) that you take when you lose to Fake Alice. You will now correctly start at the beginning of the fight instead of being sent all the way to the staircase
 * Dropped the hit rate on Hainuwele from 85% to 10%. In otherwords without Sylph (wind 3) you only have a 10% chance? to hit Hainuwele with normal attacks (later on I MAY make it so this also includes skills).
 * Reordered some text when Heinrich tells Luka to charge his lazer. (Very slight changes)
 * Fixed Alra Priestess's wind dodge rate. Since aside from the fragrance, Sylph held no purpose. Dodge rate set very low (10-30% dodge rate depending on the skill other than the trance) since she doesn't hit hard to begin with.
 * Fixed the Notice at the beginning of the game.
 * Moved all custom files from their respective folders to 2.5
 * Changed all file directories of those respective files so the game will pick them up
 * Fixed a bug where the title screen music would return back to title.ogg if you went to Extras Menu.
 * Expanded code in the background for a spoof fight I'm preparing.
 * Partial Release of "Chapter 2" of the game.
 * Made Changes to Script. Do NOT Load any save further than the point where you meet Heinrich after the boss (either Fake Alice or Alra Priestess) in the castle.
 * FIXED (At Last...) the bug in which Shirohebi's bind would show the bind image from Bio-Weapon #777
 * Implemented Level ups starting with the scorpion fight.
 * Added custom monsters (refer to readme and end-of-patch [EOP] notice for credit to who)
 * Fixed pathway to all monsters. Using "Go Back One Decision" sent you back to one of the many maps used in the game.
 * Fixed a problem where being defeated by #777 and retrying the fight would cause you to lose Vaporizing Flame.
 * Updated New-Game and EOP notices.
 * Added some code varaibles for dealing with the spirits for future balancing purposes; makes spirits unuseable at times or after certain conditions are met.
 * Expanded code on the future Tamamo Spoof Fight
 * The forest has been named Lumine's Forest
 * Released another portion of Chapter 2 (Half of Chapter 2 at this point)
 * Fixed Medusa's Petrifying Bite so (the first bite leads to complete dodge) consequetive bites can be dodged.
 * Petrification bite count increased to 8 for Medusa.
 * Created and updated evaluations for Medusa, Lava Girl, and Salamander.
 * Changed (and now fixed) the song file for Medusa fight.
 * fixed a variable in the Salamander fight that had somehow unfixed itself....
 * Changed the text after the salamander fight due to some users reporting crashes.
 * Updated missing files from the last folder update. I am terribly sorry people I feel so stupid right now lol
 * Slightly added more text to the story (like maybe 10-20 lines of dialogue lol
 * Writing out the code for Passionate Wrath
 * Reverted the change of patch 1.2.5
 * Changed the script yet again! Load save no further than the one after talking to everyone in Rebel's pit.
 * Fixed Yulia's name in the city listing (I had Viola for whatever reason...)
 * Correctly implemented the event variables so you cannot re-do the Volcano and so the correct scene of Rebel's Pit shows up after departing the volcano
 * Implemented First Beta for "Passionate Wrath" and "Charring Mistake "
 * Wrote out the code for the bad ending of Rebel's Pit
 * Wrote the code ahead of time for attempting to return to Undine's Prison (so I won't have to make another script change)
 * Added more monsters, effects, (and I think music not sure) to the 2.5 folder.
 * BUGS
 * Mandy shows up improperly when using "Charring Mistake"
 * Summoning Super Charged Salamander shows Mandy improperly
 * Alraune (for whatever reason...) has green pixel distortions in the story section then shows up fine in the battle section
 * Released Second Beta of Passionate Wrath and related skills.
 * FIXED the three graphic bugs highlighted on the last patch notes (how I fixed them makes no sense to me but hey they're fix!....)
 * Implemented damage increase for Serene Demon Sword, Lightning Sword Flash, and Earth Rumbling Decapitation
 * Damage dealt by "Blade of Burning Passion" was drastically lowered
 * Fixed "Blade of Burning Passion" to give 1 SP along with the 1 SP from "Passion's Retaliation"
 * "Passion's Retaliation" HP cut was reduced from an eighth to a tenth
 * Changed Super Charged [Spirit name] to Hyper [spirit name] (still open to suggestion on name changes)
 * Created a battle script for Alraune (might change it I'm still focusing in the testing phase for Passionate Wrath and Charring Mistake) Will start doing this tomorrow... (and thus on patch 1.6B) 
 * Started Implementing the ß instead of @ in multiple attack names, character names, and dialogue choices. (All the way from beginning to game to the point right now) Please report any @ symbols still showing up anywhere (what fight / part of the story)
 * Created a proper battle script for Alraune.
 * Fixed an error in Salamander's Evaluation
 * Continued the dialogue further into the game
 * Removed the notice before the start of the Alraune fight
 * Changed the text with Heinrich from Third to Seventh King (I know random patch change lol...)
 * Slightly extended the animation for Charring Mistake.
 * Changed destination of End of patch game. (Game will now take you to the title screen instead of randomly jumping to the Ant Queen in the Grangold Castle)
 * Updated the end of patch notice to include credit to YMunesanzun for song remixes and remakes
 * Preparing battle script for Dagon and Undine.
 * Included Heinrich character design by Kiomaru1. First impression seems to be negative so canceling this update change. Please feel free to criticize on whether it is good or not pertaining to how Heinrich should be envisioned. Depending the responses I will keep it or remove it. 
 * Fixed Undine's exp gain
 * Fixed an odd error that I was not encounterring on my end (game crashing on load...)
 * Dialogue expanded up to re-entry of Rebels' Pit (one line really lol...)
 * Removed the difficulty skip on new game (for those who never changed the difficulty you been playing on hard :p )
 * FIXED: Re-implemented Gnome's KO variable (soe she will be useable again after the medusa fight)
 * Expanded dialogue further into town
 * All fights starting with Salamander 2 no longer have request options (too lazy really >3> besides its not like i have H-scenes planned out if ever ill only do text-based like OldSlashFriend's Passion of Decay due to lack of art)
 * Wrote and implemented Lily's fight
 * started implementing ":a;" to all the custom images from the 2.5 folder
 * Fixed the count on Salamander's fatigue (she is suppose to be KO-ed for the end of 3 fights [alraune, dagon, and undine] re-valued the KO-ed in case you don't want to re-do the undine fight.
 * Removed alot of code that is not used in my side story (all of the chapter 2 story, and chapter 1's fight scripts) that was in between my mod's story section and fight sections. As of this update to the patch notes. Reduced the code from 238,834 to 53,038)
 * Removed the "Extras" button (didn't want to look around the code to disable the monsterpedia only so I just removed the whole thing for now or permanently I'll see)
 * Implemented Final Daze Code
 * Expanded skill code on the Tamamo spoof (soon as I get a working version I will attach it AFTER the end of mod notice) [Note: I will make Tamamo pretty relevant later on in chapter 5 (maybe sooner if I rearrange the story which I'm tempted to cause I do wanna bring out Tamamo already :< ) including playable at times (or at will I am playing with an idea but no code written out yet...)
 * Fixed missing path for Edging, (was unable to use edging with salamander, alraune, medusa(?), and undine)
 * Corrected the original Passionate's Wrath KO time so Salamander is down for 3 fights (the current fight where the skill is used and the next two)
 * Changed the images for the Monk and Priest in the first visit to the city, the bad ending when going to Rebels' Pit, and in the correct second visit to the city.
 * Fixed a bug in the bad ending that would cause the game to crash
 * Made Corrupt Undine tougher. Even so if you want a good fight do Undine since unlike Salamander the gap between Normal and Hard is too large (don't know how to properly cut hte gap without increasing damage on Normal by too much)
 * Increased Her Max Life
 * Increased the setpoint of when she activates Tranquil Currents
 * Reduced the counter of Currents of Pleasure by 1
 * End of Chapter 2
 * New (to the last 1.7B patch in case anyone WAS able to download it...):
 * Updated the end of game patch
 * Implemented Final Daze (FD)
 * Added 1 fight to implement FD
 * Changed multiple occurances of the footstep soundeffects (it was almost all asioto2.ogg and sometimes didn't fit the location / situation...)
 * Bugs
 * Still some graphic bugs I haven't taken the time to fix... anything other than a graphic bug let me know lol (or if its a graphic bug that is the volcano section or before)

2.0 B patch notes
 * Start of Chapter 3 (might change the name from Chapter from something else at least for this 3rd one to not confuse people searching online for info on Chapter 3 lol...)
 * Finished implementing a wave system (HP, SP, spirit turns, etc. carry over for the next fights without resetting thus your actions in the last fight carry over)
 * Implemented first 9 wave monsters
 * Implemented H-scenes for all 9 [first] wave monsters I'll work on this slowly so I avoid copy-pasta on monsters that already have H-scenes. I will start from the very beginning with Amphisbaena. (not in this patch however...)
 * Working on the the second wave of monsters (another 15) in case you decide to use quadruple giga at any time of first wave (other than Imp)
 * Replaced the second vampire with a behemoth
 * Fixed a bug where dieing and retrying in the midst of the wave you would start with 0 HP (and thus any successful enemy hit would leave to a KO unless used meditate)
 * Fixed a bug where starting the next part of the wave would cause your SP to stack (at least graphically)
 * Fixed a bug where if you used Hyper Mandy, lost, and retried Hyper Mandy would stay knocked out
 * Fixed a bug where using Final Daze on 1 enemy would make it immune for the next monster (The Intention is that Final daze cannot be used twice on the same enemy however)
 * Implementing my version of poison (the game folders have an image for poison state but it is never used (maybe in chapter 3 of the actual game? )
 * Massacred the default variables (oh well its fine considering I DID remove the extra sections but yeah...by now my mod is incompatible with side stories but not a big deal since I did remove the pathway to them anyways...

2.3 B
 * Tiny script changes some save locations were moved others were not. If your latest one was moved try an earlier point. I don't know why some moved and others did not...
 * Hyper Salamander (Fire 4) now grants damage reduction (not to the extent of Gnome however) to compensate for the loss of use of the other spirits.
 * Buffed the rest of Vampire's attacks to be more on par with "Vampire's Bust"
 * Buffed All of Behemoth's attacks to be on par with "Behemoth Rape"
 * Increased the self-inflicted damage from confusion.
 * Changed Dialogue for Raffia, Deana
 * Replaced sound effects for some of the new attacks I added (Vampire's Bloody Straddle, and Vaginal Hell, Behemoth's Rape as well as the sound effects during the Imp fight when Luka talks to the two Undines)
 * Fixed a bug where Rapunzel's "Poison Buildup" and "Prosperpina's Tea" were not activating.
 * Implemented second wave start if you giga the any of the first 7 monsters of the first wave.
 * Updated the new game's notice mainly to put a disclaimer on Kenkou's art (which I will start adding in Chapter 4-6)
 * Updated the EOP notice to specify what exactly did I create (since I can no longer say what wasn't accredited is mine since I'm adding Kenkou's work soon...)
 * Implemented a slow status effect where dodging chance is cut by half and the enemy hits you twice. (MIGHT implement it with Hyper Gnome probably not Gnome will probably be half Earth Resistance)
 * Fixed Hyper Salamander's element icon
 * Updated Mandy's image (I had originally removed it due to her flames having excessive green pixels)

Only Hainuwele's event variable was recently added so by default whether you fought her or not it is marked as if you didn't. The rest were already set and simply set aside from now on. 2.4 B 2.5 B
 * Added a humanoid version of Mandy and Undine as well as a censored (breast) version of Mandy (for the sake of the gallery)
 * Updated images for the fight against Mandy with both her humonoid and transformed states (censored and uncensored)
 * Isolated some variables for whether events were encountered or not (ex. Did or did you not run into Hainuwele in the castle. Did you run into the Unknown Kitsune in Rebels' Pit, did you run into Rapunzel or not)
 * Added sound effects for some of the new attacks of the final boss for the final boss ( NOTE: I will shorten three of the obvious sound effects later I'm not exactly a pro at sound editting XD I already did the best I could in like 2 mins... )
 * FIXED - The whitebackground from when Imp uses one of her two Lazer tit attacks
 * Fixed the Giant Mechanical Oni's dialogue when using Rocket Pack
 * Fixed (I believe...) Imp's sprite having disappear after using one of her Lazer tit attacks
 * Removed Giant Mechanical Oni (boss form) changing damage resistance. Raised Earth Resistance to 25% from 20%.
 * Added an Evaluation for the Mechanical Oni (first wave form)
 * Fixed the effect speed skip for the Iron Maiden section when you are with Heinrich and his group

3.0 B Patch
 * Implemented the first Tamamo ALPHA Spoof (alpha because I haven't fixed animations, damage, etc. )
 * Expanded story into Chapter 4
 * added first 2 fights of chapter 4
 * relabeled ALL paths for files (script files will no longer accumulate to 2.5\ but instead will be in Sealed\#\)
 * working on the party parameters
 * Fixed bug where the Giganto Weapon when defeated incorrectly (not by destroying the ground) Undine would be turned off.
 * Fixed a bug where after defeating Shirohebi or Dryad vore would sometimes cause a crash.
 * Fixed an identical bug with Fake Alice, Lily, and Alra Priestess when they stun is placed
 * Fixed a printing bug that would affect anyone going through text too fast (identical bug affecting at least 20 if not 30 spots in all 4 chapters and battles). Replicated by having Text speed very high [I believe...]
 * Fixed a bug where the party option would show up way too soon (talking Chapter 2...) as well as the hidden function. (neither of the two are yet implement just their option available lol)
 * Increased the chance of dodging Tranquil Dance from 75% to 90%.
 * KNOWN BUG


 * Animation for Quadruple Furball slows down after the 4th-5th tail shows up (I tried cutting the wait time on the later tails on my loop to no effect... it might just be that it slows down due to there are an excessive amount of sprites on screen... )

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)