This is essentially a bugfix for 0.5. My testers had found quite a few issues with 0.5 while I was on the move. In the past few weeks, I've made an extensive effort to fix them and restabilize the game.
Improvements:
*HUD is more legible, flexible with window size.
*Allies show their recovery value in addition to their current HP in multi-character games.
*Allowed log saves after defeat and victory, with frame timestamps.
*Improved the timing system. Actions don't happen in chunks anymore, but on the frames they're supposed to.
*Greater Techniques are significantly faster. Before, it was a crapshoot getting them out at a time you were even remotely threatened.
*Concentrate (Makura's Unique Ability) has a recovery cost of (5000/speed) instead of a flat 100.
*Changed the way the Life Surge trait and the Lament of Life greater technique work. The life surge causes gradual HP regen after 50 frames without taking damage. LoL will immediately bring HP up to the maximum (without healing wounds) after 50 frames, and it will cause regeneration as long as it's active. LoL still causes a healing song's worth of HP restoration once it's activated.
*Makura's second lesser technique (Suppress) has been replaced with Divine Shout, a range 0, area 3 ability that knocks foes back by a distance based on Makura's technique value. The LT was meant to close a very serious gap in her ability to deal with ambushes and surrounding enemies.
*Glyphs that accelerate technique recharge now do it based on a fixed percentage of the cooldown the technique has rather than the damage dealt.
*Downed characters can get autorevived after spending 1000 frames downed, as long as Makura is in the party at level 2 or greater. They get up with very little HP, but regenerate it immediately.
*Allowed the option to suppress allied messages
*Removed second-person and gendered language from messages, to keep them from being chained to a specific perspective
Bugs fixed:
* Fixed a latent bug with timing in which ranged weapons requiring a target could be fired off infinitely as long as the user didn't move, with no response from the rest of the game.
* Confusion, charm, fear and provocation now work as intended. They will render a unit uncontrollable and force an active unit switch if a party member is hit with it and there's another party member that's unaffected. Fear prevents melee attacks and halves the rate of ranged ones in the AI. Provocation prioritizes melee attacks above all else. If the only conscious unit is affected by these statuses, it will still act automatically for the duration.Confusion randomizes nearly every aspect of artificial intelligence while avoiding impossible actions. Charm will change targeting choices based on unit alliances.
*Status durations no longer tick down during invalid actions.
*Fixed out-of-bounds errors with knockback techniques pushing units to the edge of the map.
*Fixed a bug that prevented AI characters that had greater techniques costing 50000 power from using them
As always, the game can be found
here, and the wiki entry can be found
here.