I haven't tested many of these, as in most cases the fix was obvious. So there's a chance some changes don't actually work. () Brackets show stuff I've fixed or added. [] Don't really want to fix it. - for ignoring this issue. Swords, skills, items (Fixed in tutorial) The game doesn't tell Limit Breaks take longer and longer to charge each time one is used, separate for each player; (Fixed to 1.4 boost) Anarchy's description says it boosts Screamer. Screamer's description says it's boosted by Anarchy. Both lie; (Fixed) Despite their description, Swift Brand and Razorback are actually Holy-elemental and not Wind-elemental, though their Unleashes have proper element set; (Fixed to 1/4) Matt's Defend's description says "quarters physical damage", but it still lets only 1/8 through; (Fixed) Drain was supposed to support same special effects as Revenge, but the effect-inserting function on skill's script is placed right after the function that applies damage and effects, so it does nothing; (Fixed display) Wind Slash has 3300 base damage and 120% accuracy, but is displayed with 40 power and 100% accuracy; (Fixed) Legend has 11800 base damage, but is displayed with 110 power; (Fixed, degree halved) Legend, despite its description saying it's 50% weapon-elemental, doesn't impact sword's element degree at all; (Fixed) Quake has 5500 base damage and 100% element degree, but is displayed with 50 power and 75% element degree; (Fixed) Eruption has 6400 base damage, but is displayed with 60 power; (Fixed) IceBerg has 8300 base damage, but is displayed with 80 power; (Fixed) Eruption, IceBerg, Seiken, Screamer and Power Metal depend on Natz' accuracy rather than Matt's; (Fixed) Air Strike doesn't mention it ignores Matt's accuracy; (Fixed) Air Strike still ignores Magic Attack (de)buff, but doesn't tell that anymore; (Fixed) Screamer has 4900 base damage, but it displayed with 45 power; (Fixed) Lucky Star has 2000-13000 base damage, but is displayed with 20-110 power; (Fixed) Fireball has 7500 base damage, but is displayed with 70 power; (Fixed) Glacier has 8300 base damage, but is displayed with 75 power; (Fixed) Thunderbolt has 6900 base damage in total, but is displayed with 65 power; (Fixed) Toxic has 3500 base damage, but is displayed with 30 power; (Fixed) Syphon has 900 base damage and 150% accuracy, but is displayed with 0 power and 200% accuracy; (Fixed) Pulsar has 8800 base damage, but is displayed with 92 power; (Fixed) Judgement has 10800 base damage, but is displayed with 100 power; [Is this a major problem?] Natalie's Defend's MP heal considers only the last hit of the attack, not total damage; (Fixed) Shuriken ignores sword's Attack bonus/penalty; (Fixed) Antidote doesn't mention it also heals Blind; - After defeating Giga Golem, the reward is chosen between nothing, Max Ether, Mystery Potion or Mist Potion, but the latter requires a higher score than the "dice" can possibly roll. (Razorback now boosts power metal damage and healing by 1.4) (Skills' power has been rounded up to nearest 5, much like MP) (Revenge gets extra 70 power if Natalie is dead, description improved, power listed as 0-240) Skill bonuses [Is this a major problem? Could just increase the values given] When finishing the enemies in a wave and getting no items for it, that turn will be ignored by sword-dependant skill bonuses, so they get less points than expected; (Fixed description) Swordbreaker can stack with Anarchy itself, despite the description clearly implying otherwise; (Fixed to +40%) Chemist (both Matt and Natz versions) actually boosts items by 30%, not 40%; (Fixed to +80%) Chemist x2 (both Matt and Natz versions) actually boosts items by 60%, not 80%; (Fixed) Hurricane doesn't actually give Wind resistance; (Fixed) Fear Lord doesn't actually give Holy resistance; (Fixed to 50) Extreme Metal's description talks about a 40% boost, but it's actually 50%; (Fixed to +30% for all hits) Legendary boosts the final strong attack by 50%, leaving smaller attacks as is. That's a ≈21% boost in total. Description's "Boosts the power of Legend by 30%" is both unspecific and incorrect; (Fixed, buffs to 40% if less than 40%) Ready Edge can take the effect only when Matt's current Attack (de)buff state is less than +10%, which is not mentioned in the description; (Fixed description) Astrology and Astrology x2 also boost Flare but don't mention so; (Fixed description) Bunny! boosts not Slime Bunny's healing in particular but Regen's healing in general, including the Regen you can get from Mystery Potion; (Fixed effect) Meows! does boost Meow Meow's damage by 40% when the sword doesn't break, but when it breaks, the boost is only 20% for all three hits; (Fixed effect) Behold! does boost the laser attack by 40%, but only boosts the melee attack by 20%; (Fixed) Ions! does boost Ion Cannon's damage on players by 30%, but only 20% for damage on foes; (Fixed description) Mighty Mage boosts Evade instead of Attack; (Fixed and added Thunderbolt) Curses ("The effects of Syphon and Flare last longer") depends on obsolete status infliction functions, which don't seem to actually be used in the final game; (Fixed) Kyun ("Gauge for special attack fills faster") does gain points from using Kyun, but adds them into wrong parameter, in where they have no effect. (Matt's skills give +20% elemental resistance instead of 10% now) (Fiery Spirit: Added Thunder resistance) (Burning Soul: Bomb resistance instead of Ice resistance) (Arctic Wind: Thunder resistance instead of Fire resistance) (Sub Zero: Replaced Water resistance with Earth) (Hurricane: Added Holy resistance) (Bloodthirsty: Added Poison resistance) (Rock On: Replaced Wind Resistance with Bomb) (Ion/Meow Meow self harming damage is no longer boosted) (Divinity fixed, also give short autolife on Revive) (Lucky Star counter doesn't use MP) (reduced Slime bunny Regen to 6, made it stackable) Foes (Fixed) Positive buffs on foes don't fade; (Fixed) Spirit, Zombie Hydra and Flybot handle Dispel incorrectly: when getting Dispelled, the (de)buff state of the Attack stat (stored as a decimal) is normally set to 1 if it's above said value, but for these three foes the wrong parameter is specified to manipulate with, which instead contains the result of base Attack * wave-specific multiplier, usually 1 * difficulty's multiplier. This can be abused to slightly decrease their physical strength on higher difficulties — on Epic, Zombie Hydra and Flybot become ≈11.8% and ≈20% weaker, respectively, while Spirit is basically unaffected; (Fixed) Red Jelly, Blue Jelly, Guardian's Sword and Guardian's Shield ignore the health penalty of Easy difficulty; (Fixed) Guardian's Sword and Guardian's Shield ignore Blind if it's inflicted on Guardian, but consider all other statuses and debuffs; (Fixed, doubled his HP) Lance takes only a half of damage dealt, and this isn't reflected in damage display; (Fixed weakness) Spirit isn't actually weak to Wind; (Fixed description) Golem's Balls (Fire) isn't actually weak to Bomb; (Fixed description) Golem's Balls (Ice) isn't actually weak to Holy, and is secretly weak to Dark; (Fixed descriptions) Red Bee, Spikey Moth, Tank Top, Valkyrie and Flybot are secretly weak to Ice, with the latter also being secretly weak to Wind; (Fixed description) Rock Eater isn't actually immune to Blind; (Fixed description) Sandworm and Sandworm's Tail are secretly weak to Poison; (Fixed description) Tank Top & Valkyrie are secretly immune to Dispel; (Fixed description) Lance is secretly weak to Holy; (Fixed description) Red Bee & Spikey Moth are shown with +20 evade, but it's actually +15; (Fixed stat) Sandworm's Tail is shown with +10 evade, but it's actually +7; (Fixed description) Tank Top is shown with -30 evade, but it's actually -200; (Fixed description) Valkyrie is shown with -30 evade, but it's actually -50; (Fixed to matk, effectively stronger) Red Bee's and Spikey Moth's supersonic waves, Red Bee's toxic powder, Blue Jelly's bolt and Red Jelly's bubbles have their damage powered by foe's Attack but reduced by players' Magic Defence; (Fixed to mdef) Spirit's Glitter has its damage increased by foe's Magic Attack but reduced by players' Defence; (Fixed) Red Jelly's bubble attack is Thunder-elemental; - Zombie Hydra's revive ability is also supposed to slightly damage both players, but it never gets to actually apply the damage; (Fixed) Flybot uses only the weak magical energy waves attack when Syphoned, instead of its only physical skill — drills; (Fixed) Flybot's energy waves' debuffs don't work because their syntax is completely screwed up; - Bestiary entry for Valkyrie shows the tank with the cannon intact, even though that entry relates only to the boss' second stage, when its cannon is already destroyed. (infinite hydra bites, tank turret shots, limited to one extra loop) Stacking (Fixed) Attack Potion sets Attack (de)buff state to +50% (or more, depending on Chemists) instead of applying the buff normally; (Fixed) Magic Potion sets Magic Attack (de)buff state to +50% (or more, depending on Chemists) instead of applying the buff normally; (Fixed) Mystery Potion's offensive buff effect sets Attack and Magic Attack (de)buff state to +50% instead of applying the buff normally; (Fixed) Protect sets Defence (de)buff state to +65% instead of applying the 50% buff normally; (Fixed) Barrier sets Magic Defence (de)buff state to +65% instead of applying the 60% buff normally; (Fixed) Angel skill bonus randomly sets Auto-Revive's length to 2 turns instead of increasing current status length by 2; (Fixed) Mystery Potion's good statuses variant sets Regen length to 5 turns instead of increasing current status length by 5; - Revive and Slime Bunny do the same, but their case is justified by lack of an actual status cap (why?) and the necessity to prevent them to be easily stackable to the infinity, plus no others means of getting their statuses have a higher value than them, so they're never harmful; (Fixed) Gold left after shop 1 is not saved, unlike in EBF1. (positive status cap of 9 added) Medals (Fixed description) The "Survivor" medal ("Survive with 1HP remaining") doesn't clearly tell it cares only about Matt; (Fixed description) The "Noob" medal ("Kill yourself") is awarded only for having Natz die to Meow Meow or Ion Cannon, even if the latter was fired by Lance. Needless to say, possible suicide via Mystery Potion doesn't count; (Fixed description) The "Max Radiation" medal ("Fire the Ion Cannon for the first time") is also awarded for letting Lance fire the cannon; (Fixed conditions) The "Sword Master" medal ("Try out all 11 swords") doesn't consider the starter sword tried out already. Misc - Randomization of MP healing affects only the pop-up number and not the actual MP heal; (Fixed) Both players' revival animations leave a few frames between arising and Auto-Revive removal, instead of doing both at the same frame. Thus, aborting the animation by getting hurt just in time preserves the status; (Fixed, cap removed and medal description changed) Damage "cap" of 99999 affects only damage display, not actual damage dealt; (Fixed) Players' base Defence and Magic Defence are ignored in damage calculation and have no effect. Same goes to skill bonuses' boosts to these stats. Sword's stat bonuses and in-battle buffs do work correctly; - Stat debuffs on players are not capped and can go all the way to -100% and beyond, which can theoretically be abused to get healed from incoming attacks; (Fixed, Natalie cheer calls it if Matt is dead) Since getting loot is mapped to Matt's cheering animation, you get no items for clearing waves when he's dead. This might be the reason the players unfreeze for cheering. BTW, cheering when stunned works just fine; (Fixed) Matt's "Chemical weapons are illegal!!" phrase, triggered by Cooler's Poison Gas, is supposed to be not displayed if Matt dies to the attack (to prevent the dead talking), but actually checks whether Natz is alive, instead of Matt; - The game doesn't tell there's a Block ability available for NoLegs by pressing/holding the A button in 1 player minigame modes; (Fixed) The "Click to continue" button on the upgrade screen gives the chosen stat each time it is clicked, literally. Too bad there's very few frames after the first click and before the button hides; (Fixed) Matt's Magic Attack (de)buff sometimes goes 0.(9) instead of just 1, visible in in-battle stat display. There IS code for preventing that, and it works for all other stats, but "P1matk" is misspelled as "P1mat" and therefore isn't affected. (Players take 1% more damage per wave, due to defence being fixed , +22% at final boss) (New skills added) [Do any of these mess up game balance too much? Many are more for fun than anything else] Matt: "Earthquake", "Quake, Eruption and Iceberg do extra Earth damage to all foes" //get by using those skills, 18 power, 100% Earth "Ultra Cleaver","Boosts the power of a certain ultimate attack by 100%" //get by using Cleaver after first upgrade "Scorched Earth", "+20% resistance to Holy, Fire, Earth, and Bomb" //get by using Inferno or Stone Edge "Dark Knight", "+20 resistance to Dark, Poison, Wind and Bomb" //get by using Anarchy or Black Fang "Jebus","Gives Autolife status to player after using Legend" //get by using Legend after first upgrade, or using Rune Blade, 1 stack "Shield Shatter", "Adds a powerful DefenceDown effect to Seiken" //get by using Seiken, -40% def, 100% chance "Magic Shatter", "Adds a powerful MagicDefenceDown effect to Drain" //get by using Drain, -40% mdef, 100% chance "Potion Thief", "Standard Attack steals an item (each foe has one item)" //get by using Standard Attack Natalie: "Ionic Skies","Thunderbolt activates randomly" //get by using Ion Cannon "Frostbite", "Adds a powerful AttackDown effect to Glacier" //get by using Glacier, -40% atk, 100% chance "Antimagic", "Adds a powerful MagicDown effect to Lucky Star" //get by using Lucky Star, -40% matk, 100% chance "Resistance x4","Boosts resistance to all elements by 40%" //get by being hit "Resistance x5","Boosts resistance to all elements by 50%" //get by being hit "Regenerate","Gives Heal and Healmore the Regen effect" //get by using Heal/more after first upgrade "Jebus","Gives Autolife status to player after using Judgement" //get by using Genesis after first upgrade, 1 stack "Mega Knife","Boosts Meow Meow's damage by 80%" //get by using MeowMeow after first upgrade "Doomsday","Boosts Orbital Ion Cannon's damage by 80%" //get by using Ion Cannon after first upgrade "Behold!","Boosts Beholder's damage by 80%" //get by using Beholder after first upgrade "Pain Magic", "Boosts the damage power of Syphon by 500%" //get by using Syphon "Death Touch", "Boosts the power of Standard Attack by 999%" //get by using Standard Attack "Ninja","Boosts Evade by 20%" //get by evading attacks after getting Elusive "Potion Thief", "Standard Attack steals an item (each foe has one item)" //get by using Standard Attack "Frostbite", "Adds a powerful AttackDown effect to Glacier" //get by using Glacier, -40% atk, 100% chance (As listed earlier, Kyun and Curses also work correctly now, so are essentially new skills) (Improved enemy lifebars) (added more sound options) (can now select normal attack OR limit break) (can choose from 4 bonus skills instead of 3) (minigame made easier: skeletons appear more slowly, items stay on screen longer) (number of skeletons depends on difficulty (Epic being the old number), money value adjusted accordingly)