• Repurposed the Auction House in Jidoor as an "Advanced" Beginner's School

• Completely rewrote enemy AI with a heavy focus on more predictable behavior in random encounters that

should be easier to exploit and more interesting/dynamic boss battles

• Lowered the HP of many enemies and several bosses who were deemed to have more than necessary

• Added a minimum number of steps between battles, slightly lowering the overall rate

• Increased the pace of combat by doubling ATB fill speed during "empty" downtime

• Running from battle is no longer substantially more difficult than in vanilla

• Non-standard random encounters (back/side/pincer attacks) are more likely, but your party is now able

to react faster to them and physical damage is no longer increased from behind

• The "Defend" and "Row" commands now only consume half of a turn

• Can now swap out weapons/shields in combat, but it costs half a turn per hand

• When swapping equipment in battle or leaving the "rage" status, only previously-inherent statuses are

now stripped (instead of all of them); maximum HP/MP (from equipment) is now also updated

• Green Cherries will now cancel any action that the target has queued

• Greatly improved how the game handles resistance to multi-elemental attacks

• Mug no longer ignores special weapon effects, but the attack will now miss if steal fails

• Allies at non-critical HP can now only be covered when they are in the back row

• The "rflect" status now behaves like "image" instead of being on a timer

• Updated the "Status Display" hack to include "cycling" auras and be more intuitive

• Status-setting attacks now provide more feedback if that status attempt fails

• White/Black/Grey magic will now display their "dot" when used in battle

• Can now toggle between "max HP" and "ATB" view in battle by holding Select

• Shops can now display the "full" stats of of equipment prior to purchase

• The Rage and Dance menus now display the attacks of each rage/dance

• Combined the equip and relic menus into one screen (includes full item descriptions)

• Replaced "Relic" in the main menu screen with a shortcut to the party overview screen

• Redesigned the status display screen and clarified certain terms

• Redesigned the "Earth" and "Dark" (AKA "Poison") icons in extended equipment descriptions

• Removed the unique item counter at the bottom right of the info panel in the inventory screen as it

was taking up space and sometimes causing text overlap

• Characters who join later in the WoR are now re-averaged to higher levels

• Lowered character HP/MP growth at high levels

• Tweaked the base stats for several characters, most notably buffs to all of Gau's attack stats

• Edited the Vigor/Stamina damage variance reduction formula to have a better effect at higher values

• Updated the Regen formula to rely more heavily on a character's stamina than on their maximum HP

• Reverted the formula for poison damage to vanilla settings for player characters while enemies now

take substantially more damage from it

• Simplified how evasion works for magical attacks; rather than a hitrate, the Printme now just lists

the relevant evasion stat (stamina or m.evade) for attacks that can be avoided

• Changed who learns which spells (and when) again, mostly the grey ones

• Swapped the locations of Crusader and Alexandr with the latter now behind a cash gate instead of the

former's old boss gate; also swapped their users, EL/equip bonuses, and moved Demi/Quartr to Crusader

• Raised Zoneseek's EL bonus to Magic +1/MP +20 (MP was only +15 before)

• Swapped the equip bonuses on Carbunkl (now Auto-Regen) and Starlet (now +25% MP)

• Adjusted the MP costs of many spells, summons, and lores - notably, there is now a much bigger price

gap between the two water lores and Blow Fish no longer has an MP cost

• Bad Breath no longer sets Sap (Blaze and Raze still do)

• Blaze is now fire/wind elemental (was just fire)

• Raze is weaker (power: 90 -> 75) and now fire/wind elemental (was fire/"dark"; see below)

• Re-branded the "poison" element as "dark" and reworked its line of spells to be more useful

• Per the above, Merton is now a fire/"dark" spell (instead of fire/wind)

• Break and Quake are both slightly (exactly 1/9 each) stronger, but also more expensive (see above)

• Mute is no longer multi-target, but is more effective than before due to resistance being much less

common and enemies using spells more frequently

• Scan is now a free action and can no longer trigger enemy counter-attacks

• Edited several esper summons, notably buffs to Maduin and Bismark and Stray now revives allies

• Major changes to Blitz: stamina options are stronger, but only physical blitzes now ignore defense

• Several Bushido changes: stamina(ish) options are weaker and only Dispatch/Dragon now ignore defense

• Made changes to (or that affect) most Rages, including giving Gau a better healing rage (Soldier)

right out of the gate and balancing end-game physical damage around 3x damage bonuses instead of 4x

• Edited several Dance steps (most of which are also Rage attacks)

• Changed the 3/16 step on Earth Blues to Wind Slash (was Cave In)

• Rebalanced the main winning Slot spins: Blackjack is still the strongest against most foes, Solitaire

is now the weakest since it also blinds your opponents, and Trifecta (3 chocobos) is your sap-setter

• The 7-7-7 Slot spin now both revives fallen allies AND heals live ones, but its power is now slightly

lower (10 -> 7) than a losing spin

• Raised the power of all vigor-based Tools

• The Bio Blaster is no longer for sale until after the Battle of Narshe (see below)

• The Flash is weaker (power: 75 -> 60) as the Blind status is now more effective

• The upgraded Autocrossbow now has perfect accuracy (in addition to being 50% stronger)

• Set Ninja Stars to maximum ultimate power (were previously 240)

• ??? is now slightly weaker on average, but now ignores defense

• Desperation attacks no longer set Slow (they still set Sap)

• Elixirs now remove most bad statuses (as a Remedy would)

• Edited the wares of most shops, pushing back the availability of some items, making others available

sooner, and (most notably) fixing instances of items becoming unavailable at certain points

• Renamed several pieces of equipment; also swapped the names of the Dali and Monet Brushes

• Removed several pieces of equipment

• Reworked the stat boosts on elemental blades and shields to all provide magic bonuses

• The Scimitar and Falchion now enable counter-attacks to encourage pairing them with other weapons

• The Demonsbane no longer deals Holy damage so that it doesn't beat out the Avenger vs. undead foes

• Slightly lowered the attack of (-5) and Vigor boost on (-2) the Valiance

• The earlier claws are now available sooner and the later ones are stronger

• Changed the random spellcasts on the Spirit Claw (Stop -> Slow) and Frostgore (Doom -> Ice)

• Overhauled the "magical" katanas: stat boosts are now +Spd/+Stam (stamina is now the "common" stat on

all katanas), the Ichimonji(/Nodachi) is improved, and the "wind" blade attacks are now stamina-based

• Reworked the stat boosts on Shadow's ninja daggers to compliment the above-mentioned katana changes

• Added the "strong vs. flying foes" property to the Kunai and Ninjato

• The Kusarigama has been reworked into a Zozo-era anti-human ninja weapon that can also set Stop/Slow

• Overhauled Setzer's "casino" weapons: removed all stat boosts, "always hits" (except from Dice), and

the ability to dual-wield darts in favor of making them better weapons

• Rods are more expensive (especially the Doomstick) and only the basic elemental ones can be broken

• Larger rods (Quartrstaff and higher) now all possess physical evasion only

• Lowered the attack on the Punisher (180 -> 150) as it was too strong when dragooning

• Added a new Colosseum-exclusive weapon for Strago/Relm that's basically a one-handed Mutsunokami

• Brushes now hit twice to increase the likelihood of random spellcasts (lowered attack to compensate

for the extra "damage"); also added magic evasion (10) to all brushes and reworked their stat boosts

• The Ross Brush now randomly casts Rflect (instead of Haste)

• The Magic Bone (a formerly hidden/theft-exclusive weapon for Gau) can now be won at the Colosseum

• The Morning Star is stronger (attack: 100 -> 125) and is now usable only by Celes and Terra

• The Chainsaw now "cleaves" on insta-kill procs, thus preventing counter-attacks

• Anti-undead weapons now use the "X-kill" animation (which also prevents counter-attacks)

• Adjusted the prices of a lot of store-bought armor: the Light Robe and many early-game upgrades are

all cheaper, while a few key items (namely the Oath Veil) are more expensive

• Slightly adjusted the stats of several helmets and suits of armor, most notably a +10 magic defense

increase for the Magus Hat/Circlet and +5 to physical defense for all "heavy" armor from Gold onward

• Relm now comes equipped with the Memento Ring (it's no longer hidden)

• Strago no longer comes equipped with a Magus Hat

• The Royal Jacket no longer blocks fire damage

• Removed the +25% MP buff from the Minerva and added it to the Radiant Gown

• Bandanas and the Mirage Vest can now be equipped by anyone (instead of just "light" armor users)

• Umaro can now equip the Skull Cap (it's the only helmet he can use)

• Gogo can no longer wear robes (he must wear hides or vests)

• The Hero Shield now sets inherent sap (instead of condemned) until the curse is lifted

• A certain piece of hidden armor has slightly less defense (-5/-5), but now halves Bolt/Wind damage

• Reworked the coverage of status protection relics; most notably, the Ribbon now only blocks instant

death (it is now the only relic to do so), Stop, and Pertrify

• Relics which grant statuses at critical health can now trigger again if the wearer dies

• It is no longer impossible to revive a character who dies while wearing a Ghost Ring

• Raised the physical evasion of the Sprint Shoes and the magic evasion of the Magic Cube

• Lowered the defense of the Guard Ring and added magic defense; did the opposite for the Wall Ring

• Removed both evasion boosts from the Back Guard and raised both defense stats to 20 (from 10)

• Removed +7 Magic bonus from the Gem Box and the +7 Vigor boost from the Soul Box

• Added stat boosts to the Storm Belt (+5 Spd) and Blizzard Orb (+5 Stam); also modified their in-game

descriptions to be less cryptic about what they do (specifically their +25% damage properties)

• Altered the wording of all +25% damage bonuses to clarify that they affect both damage AND healing

• Changed/moved the contents of many chests, including adding the Dice to a WoR chest (so that they are

no longer missable) as well as the Viper Darts (formerly a Colosseum-exclusive)

• Changed several enemy steals; bosses now hold (common) theft-exclusive items instead of rare items

• Changed many trades at the Colosseum and replaced the more obnoxious opponents with easier ones

• Modified the enemy encounter structure to make certain foes less difficult to find on the Veldt; all

missable (WoB) formations can now be found on Triangle Island and the Grenade Forest (near the Veldt)

• The "Leap" command is now disabled if all rages in an enemy formation are already known

• Changed the names of many enemies and their special attacks; also edited their attack animations to to

make them more closely match what they're supposed to be

• Removed or changed many enemy elemental resistances/weaknesses that felt unintuitive or made no sense

• Overhauled enemy status resistances: only the "major" ones (Sleep, Muddle, Bserk, Stop, Petrify, and

instant death) are now commonly resisted while the others are (almost) universally effective

• Improved standardization of enemy stats, namely defense (both types), evasion, and speed

• Reworked enemy/boss MP values: fewer enemies have MP at all, but those who do now use it frequently

(see "Mute" notes above) and may behave differently if they lose too much of it

• Re-tuned experience and GP drops to be more fitting with the enemies that drop them; most notably,

bosses now award experience - and consequently a good deal of esper xp, to boot

• Made a small improvement to the option to disable experience gains from battle

• Changed how fallen allies are replaced between tiers in the final battle

• Characters in MagiTek armor now attack with Tek Laser instead of elemental beams

• Heal Force now revives dead allies in addition to restoring HP to live ones

• Added an "unequip" NPC to the scenario select screen

• Shadow is now cheaper to hire in Kohlingen (3,000 GP -> 1,000)

• Made quality of life changes to several dungeons

• Battles in the Narshe mines (WoB) now maintain the area's BGM

• "Searching For Friends" now only plays when you are aboard the Falcon

• Shortened the unnecessarily lengthy Aero/Mutsunokami animation

• Phunbaba should no longer sometimes remove only one character from your party

• N. Cross can now only freeze a maximum of two characters

• Mind Blast now respects stamina, but gets an extra attack (4 -> 5) to compensate

• Lifeshaver now respects the "float" status and is no longer reflectable

• Glare and Blow Fish are now physical attacks and thus respect the "clear" status

• The "clear" status is no longer removed if the target absorbs a spell with Runic or by ground-based

attacks missing floating targets

• The "clear" status is now properly lifted by spells cast from rods used as items in battle

• The "Morph" and "Imp" statuses no longer affect (non-fractional) healing items

• Items are no longer consumed in battle if the user dies or is disabled before they go off

• Brushes and healing items now properly re-target if the intended target dies

• X-Fight now re-targets if the first attack kills the original target, can now properly yield critical

hits, and no longer bypasses "cover"

• Jump no longer disables (most) special weapon effects (most notably the Atma Weapon) and dual-wield

setups now attack only with the primary weapon instead of randomly selecting one

• Fixed several issues with Palidor's behavior, making it much better to use

• Interceptor and Golem now always use the correct animation when activated, which corrects the lowered

odds of late-game Interceptor counters and Golem's artificially enhanced durability

• Terra can no longer Morph while imped and is now immune to imp once Morphed

• Gogo no longer does 50% more damage than intended with physical Bushidos when dual-wielding

• Setzer's dice no longer receive a damage boost from the Bserk status

• Flare (from the Apocalypse) now correctly receives the Morph damage boost

• X-Zone no longer revives/heals undead enemies when it's cast by the Doomstick

• Multi-target attacks which respect stamina now correctly check each target individually

• Enemy "special" attacks that inflict sleep no longer miss on targets with death immunity

• Abilities with "one ally" targeting are no longer unable to randomly target (via Rage or enemy AI)

teammates on the opposite end of the field during side or pincer attacks

• Inherent statuses now initialize properly on characters who are dead at the beginning of the battle

and on enemies who are not present

• Updated Assassin's "Optimize Fix" hack to leave slots with no valid equipment empty

• Fixed several RNG errors, most notably a random encounter spike during the Vector escape

• Fixed several other minor bugs and dialogue issues

• Added a Spanish translation and an optional "vanilla" dialogue patch

• Added a "New Game+" patch to the Unlockme

• Added new alternate sprite patches to the Unlockme

• Added screenshots to the Unlockme image gallery and updated existing ones

• Added higher-resolution sprites and SNES Mini/Switch art to the Unlockme image gallery

• Updated the (main) BNW logo in the Unlockme image gallery to the modern design

• Added a damage calculator/bestiary to the BNWCP

• Redesigned the Printme, now distributed as a .pdf file

• Re-bundled LIPS (ROM patching utility) with the Brave New World download