[Changes and additions] Added 5 wide-area special actions that will resolve conflicts without killing the enemy. Negotiator feat will now grant these instead. Makes roleplaying as a character who resolves problems peacefully via conversation, jokes, and song possible. Flavour text displayed when used can be customized by altering %txtBtalk. A completely pacifist playthrough will be difficult, so you may have to pick your enemies carefully or just settle for buffing [your pets].

Added Negotiation mode to Directive and command flag. Like in Intercept mode, NPCs in Negotiation mode will try not to move out of your range of sight. Out of the aforementioned Negotiator wide-area special actions, they will pick and use the one that they have the highest attribute for. For creating support characters and non-combat personnel pets.

Collected Power special action now recovers 5% SP. Added 4 new items.

Added 1 new item fusion recipe.

Kills by non-pet NPCs no longer contribute to the kill counter.

Damage dealt by juice made with Hazard Recipe will now be considered an attack by the player even if the NPC drinks it of his own volition.

Deaths by Psychic Wave, getting prickled by chestnuts, and getting hit by the hard edge of a block of tofu are now considered kills, not accidents. They will now award AP accordingly just like other kills.

The accuracy multiplier is now 2x regardless of distance for characters buffed by Shooting Mode.

The power gauge is now displayed albeit greyed out for NPCs who are unable to use gauge attacks.

NPCs who use Pressure special action in their default combat mode and NPCs who use Disturbance will no longer waste it on enemies who can't use gauge attacks.

Added some alternative texts to objet of heart and made them useable on non-pet NPCs. For determining enemies' weak point and such.

Equipment that weighs less than 0.1s can now be lightened at the blacksmith. If the resulting weight is less than 0.01s, it will be rounded off to 0.01s. (It will display as 0.0s.) This is because the critical chance multiplier for weapon and ammo lightness maxes out at 0.01s.

Players can now choose to continue playing when dead in Purge mode. Feel free to use it or not use it. The number of remaining lives you get can be changed at the Devil Cape. The choices available are 0 (default), 3, 9, 20, and 99 lives. When dying with at least 1 remaining life, the player character will revive on the spot and recover from all status ailments. In addition to that, the player character will also become invulnerable for 3 turns. This should be enough for the player character to pull himself together and continue the fight, as long as there isn't too much of a power difference. Number of remaining lives is displayed on the character sheet beside the portrait. Changing the [maximum] number of remaining lives will set the number of remaining lives to that number, no matter how many remaining lives there were. For players who don't want to be kept on their toes by accidental deaths and are fine with zombie-attacking enemies.

Lowered the default experience multiplier for overdose mode to 3x. This is adjustable at the Devil Cape. Pick from a list that ranges from a modest value to an extreme one - 3x, 5x, 10x, 20x, and 30x. Set potential decreases in overdose and purge modes to a fixed -5%, i.e. independent of current potential. Now you can level up even faster. Sweet. [Fixes]