[Changes and additions] Added a new world map. There are no enemy encounters, wandering vendors, or random Nefia here. To be honest, there's really nothing much to do here for now. In future versions, there will be monsters in the wilderness here that can be found nowhere else. Temporarily added a new map. The tile sprites you see here are make-shift. Conversations with the NPCs here not yet scripted. Added 2 new trade goods [available] only here. Added 7 new NPCs for Act III. Conversations and other stuff to come later. Expanded character.bmp by 3 [more rows] to make room for future updates, so do be careful if you've replaced the entire sprite sheet with a custom one. Removed the art on the ground at mansion of younger sister due to copyright concerns. It will eventually get replaced. Increased the 100-consecutive win bonus for the arena and pet arena. This bonus, however, will now be awarded only at rank 1. You can now limit the the number of items sold by your shop per day to 15 or 5. The lower the item limit, the higher the bonus Negotiation experience earned by the shopkeeper. You can use this if you don't want to have to restock your shop as often. You can no longer change the shop type for 15 days after a change. Added thirst mechanic, the quaffing version of hunger. Hydration increases when drinking fluids and decreases when vomiting. The status display will go from Drying!, Drying, Thirsty, (no description), Wetting, and Distended. NB: alternative translation - Dehydrated, Parched, Thirsty, (no description), Hydrated, and Overhydrated.

Hydration decreases naturally at a slower rate than satiety and stops decreasing when Wet. Being in the desert in the daytime will also cause it to decrease - this decrease stacks with the aforementioned natural decrease. For NPCs, the natural decrease stops at a hydration value that is just before Thirsty. This is another parameter that the player will have to manage. That said, all that Drying! will do is cause stamina to decrease when not Wet; characters will never die of it. Quaffing potions will not be possible when Wetting or above, but you can still douse yourself with them. A puddle will be generated at that character's feet and hydration will be decreased when a character is Wetting or Distended and gets hit by Body Blow, or is Distended and is inflicted with Fear. This may also happen at random when increasing hydration beyond Wetting. Also added a new item for [making] puddles and a special action for decreasing hydration.

Added an option to the conversation with bartenders - the drink version of the Innkeeper's "Bring me something to eat." Hydration will become Distended, and satiety will slightly increase. The time has come for bartenders to act like bartenders.

In Purge mode: made it possible to eat even when Satisfied and above, and to drink even when Distended. The character will throw up or wet himself though. Added a non-hostile AI type. Can be used by custom NPCs. (Refer to help_npc.txt.) Pets who have a master/servant relationship of Amenable or above can now be given special commands via their conversation window. This allows you to set their AI to any of the non-hostile types, including the new AI and others that don't serve any purpose when used by your pets. To avoid taking away the raison d'etre of bard, prostitute, and cleaner NPCs, these NPCs (includes 6 unique NPCs) will now have double the range for their respective actions and gain double experience for doing them.

NPCs [have a chance of changing their target] when having a little tail. If the initiator is a pet, or if both the initiator and the target are both within the player's sight, the target's name will now be displayed [in the log]. This is because the characters have to be adjacent to initiate it. NPCs' Preaching can no longer change the player's faith. Pets also no longer obtain Faith skill experience from NPCs' Preaching. Pets' Fascination Dance will no longer sap the stamina of other pets. Cleaners and <Balzak> the janiator will now also throw salt solutions at NPC snails when not in combat, so watch out for him if you have any snail pets. He will no longer throw salt solutions at the player or pets after getting recruited. That doesn't make him more useful though. Made the races for 2 unique NPCs display as elsia. It's just a cosmetic change; their actual race is still elea. This will not affect instances of those NPCs that were generated in previous versions. The equipment attributes granted by the black cat are no longer random, and the game will no longer auto-save. The type of equipment attribute gained will now depend on the target's Magic attribute, the black cat's Luck, and the player character's Luck. Strength of the equipment attribute is fixed. Only equipment attributes that grant resistances and attribute buffs are available now. This is so that none of the equipment attributes go to waste as there is no limit to how many of these you can stack. It would have been a lot more fitting to have crappy ones mixed into the list of equipment attributes available, but players would just load a save to get around that... It depends on magic and luck now to illustrate Ehekatl's hand in it.

Increased the number of materials obtainable from gathering spots, made them harvestable in 1 search, and also made it auto-save. This is to prevent material harvesting from becoming routine work, as you could harvest just a bit from one spot then move on to another spot, then come back and harvest some more, and repeat that ad nauseam.

Added 2 item fusion recipes. The ingredients for the junk make recipe no longer accept items that you can grab an infinite amount of. Also increased the number of items needed by 1 so that you can't keep using the recipe by inputting products as ingredients. Characters hit by molotov will now have 5 turns of Oil status ailment applied before applying the fire damage. NPCs that have the lulwy's photo collection item at their feet will now always fail to detect hostile enemies. They will still notice enemies when they get attacked though. They will also no longer catch any pickpocketing around them, as long as the item being stolen is not from their inventory.

The bio battery item now negates green tea's weight loss effect as well. The show case of breads can now store puff puff bread, stick bread, and hamburger. Item stacking will be attempted after cooking. Uncooked fish will no longer decrease in freshness over time when they are placed on water tiles. You can use this to keep your catch alive and fresh or run an aquarium. You can now make uncooked fresh fish [reproduce] by giving it a special type of feed. Uncooked fish will now have their size calculated from their individual weight, and then have that size [prefixed] to their name. When their weight is increased by feeding them, their selling price will increase as well. Made fish obtained from fishing have variation in weight and price. Their weight will now range from 80% to 160% of their original base weight. The smaller fish may appear to have the same weight, but that can be because of rounding of the displayed weight. Junk items have fixed weight. Also rebalanced whale weight, as they were kind of light.

Uncooked fish will now have their size calculated from their individual weight, and then have that size [prefixed] to their name. Also rebalanced coconut crab weight, as they were kind of heavy. Uncooked fish that is not rotten can now be given fish food to increase their +enhance value, up to a maximum of +15. Like vegetables, the +enhance value will increase the fish selling price and experience gained from eating it.

Greatly decreased the stamina cost of using 4-dimensional pocket. Increased the spell power of 4-dimensional pocket available from a 4-Dimensional mirror. This is to balance out the fact that fish does not stack as nicely now. Under "Attack Animation" in "Screen & Sound" in the config menu, you can now toggle attack animations for NPCs separately. You can also choose to turn them on only for pets. Increased the amount of experience passively earned for Light, Medium, and Heavy Armor skills. Every 50 levels of Armor skill will now decrease the Pierce of the attacker's weapon by 1%. e.g. When getting attacked by an attacker with a 50% Pierce and you have 1000 in your Armor skill, the effective Pierce is 40%. With 2000 Armor skill, it's 30%. Effect is limited at half of the weapon's Pierce. There is no change to their contribution to PV; it's still capped at [skill level] 300. There is also no effect on absolute piercing attacks. This is to reduce the effect of weapon pierce stat and to increase the usefulness of the 3 armor skills.

Added an NPC to discourage afk grinding. If the player character remains on the same tile and physical attacks keep getting used, a warning message will now get displayed. If the player still does not move, the NPC will then get summoned regardless of where the player is - be it in the showroom or at home. (The player is invincible in the pet arena, so it'll just cause an automatic defeat after 1000 turns and boot the player out.) It will have its stats buffed a lot and also trigger ragnarok. It won't spawn as long as you don't afk with a key held down. It also doesn't have any special animation effects or anything, so you won't be missing out on anything if you don't see it. This NPC can also be randomly generated, albeit unbuffed.

[Fixes] Fixed some descriptions. Fixed slicing animation for regular attacks changing rotation every frame. Fixed bolt spells being able to hit targets out of sight. Fixed the seminar attended variable getting reset if the date changes in the Adventure Seminar classroom.