2.099994
*) Fixed bug where Type B would be enabled at New Game if the player selected Type B then navigated back to Type A

2.099993
*) Oversight where Aps' Sewer Tsunami was back-attacking the party instead of Diueretic Deluge, causing more damage than intended
*) Aps HP reduced and elemental weaknesses tweaked (is now weak to Ice and Bolt in addition to Fire)

2.09999
*) Revisions made to how Bizarro battle prep and conditions are handled
	1) Saving is now done after preparing your party/parties
	2) Type A has a 1-Party battle on Normal, and a 2-Party battle on Hard
	3) Type B has a 2-Party battle on Normal, and a 3-Party battle on Hard
	4) The player can opt to change Bizarro to a 1, 2, or 3 Party battle during the prep stage
	5) The 2nd and 3rd party no longer have to destroy secondary targets to expose their side of the Core to damage

*) Fixed a menu bug at New Game where selecting 'Return' would instead advance to the next step of the mode-selection process
*) Added Cait #2 to Gongaga scene (after Temple of the Ancients)
*) Added a handler to prevent a Chocobo (and potentially Highwind) from becoming unrecoverable when leaving the Great Glacier with a party leader other than Cloud
*) Updated Chokhmabo's AI text to refer to its name correctly
*) Tweaked an attack for Ghirofelgo and Gigas to deal 15/32 of MaxHP as damage instead of 16/32
*) Aeris no longer chilling in costa del sol after Temple of the Ancients

2.09998
Field Changes
*) Tweaks to dialogue in Forgotten City
*) Made tweaks to the Junon Weapon Raid, fixed no music bug midway, added countermeasures to escaping hallway
*) Improved spacing for button prompts in text
*) Added Full Restore for Cloud after bombing mission inbetween fights with Shinra MPs
*) Corrected text on Platinum Knuckle pickup from Platinum Fist
*) Corrected pickup in Rocket Town (Light Curtain instead of Lunar Curtain)
*) Updated text on Prism Staff and Aurora Rod to reflect chance of giving Barrier/MBarrier
*) Removed bracket from vincent's name (limit break info, intermediate hall)
*) Re-added Remove Materia instruction prior to the final battle to prevent a potential softlock with Sneak Attack
*) Tweak to Type B Sector 7 scene so that Tifa will be covered by model replacement mods

Battle Changes
*) Buffed Quadrangea's HP by 10k
*) Adjusted Master Tonberry HP down from 88,888 to 44,444
*) Lifted weapon power of HP restoring staves by 50%, added base 5% critical hit chance (same as regular staves)
*) Added [KO] indicator to attacks that have an instant-KO chance
*) Corrected L4 Confu in the purple materia cave to infliuct Confu instead of KO
*) Adjusted Bizarro Sephiroth for multiple party fights; Arms no longer need to be killed to destroy each side of the Core

IRO Changes
*) Added some compatibility constraints (Kactuar, etc.)

2.09997
*) Materia in North Cave Left-Down path that required to be picked up during a jump sequence can now just be picked up from the ground
*) Adjusted conditions for Biggs, Wedge, Jessie to not be visible on the train during Type B
*) Added information about the buggy when acquiring it, including that it can be boarded onto the Cargo Ship in Costa Del Sol.
*) Added an opportunity to save the game after Reactor No.5
*) Adjusted Cait's appearance condition in Costa Del Sol to prevent him appearing before recruitment
*) Changed triggers for examining the vent in the train tunnels; an issue where the Type A route could be blocked under certain conditions
*) Fixed an issue where an item could be picked up repeatedly from Floor 65's conference room
*) Removed debug NPC from the Highwind
*) Morph damage modifier changed to 30% of regular attack damage (credit to PostScriptThree)
*) Bottomswell range-row set to normal

2.09996
*) Fixed issue where some fields had a corrupted tilemap (unused chunk), which would affect non-7h users
*) Descriptions of 'Blocks KO' changed to 'Blocks Insta-KO'
*) Fixed text strings and updated changes to the triple slots option (IRO only)
*) Made the junction in Junon weapon raid as Barret less easy to escape from (disabled walkmesh triangles for left/right exits)
*) Cleaned up key pickup during gas chamber scene (Type B scene remnant)

2.09995
*) Fixed oversight where the main party against Bizarro would be reloaded for the Safer fight
*) Kernel text issue where Hellfire had become appended to Diamond Dust
*) Talisman adjusted to have effect of +35 Spirit & Luck
*) Issue where game type would swap to Type B during Mythril Mines
*) Issue where 1/35 soldier item in Nibelheim could be picked up repeatedly
*) Installer retired due to unpredictable field corruption issue; direct merge now being used

2.09994
*) Kernel strings corrected (materia born, etc.)
*) Revisions made to some Turk steals (Mythril Mines, Pillar, Church)
*) Added a failsafe to Holzoff save point
*) Reimported older fields (2.094) for Wonder Square & Chocobo Square (attempting to resolve unknown crash on Installer version for those two screens)
*) Resolved softlock in Weapon Raid where Yuffie as a reporter would collide with Barret when trying to 'join' the party
*) Fixed issue where Cloud would not be re-added to the party after Battle Square when not the party leader

2.09993
*) Fixed oversight where Tifa & Cid aren't visible during Whirlwind Maze scene, causing softlock
*) Hid a 1/35 soldier item available in Nibelheim during the flashback
*) Fixed Ultima Weapon always missing (flag normally used by revive effects enabled by mistake)

2.09992
New IRO Options
*) Relax Mode: Applies the following parameters-
	Enemy HP, Strength, and Magic reduced by 10%
	Enemy Level reduced by 20%
	Enemy Defence & Magic Defence reduced by 30%
	EXP & AP received increased by 20%
	Gil received increased by 50%

	Other Adjustments:
	Steal rates for weapons in the North Crater increased
	Attacks for certain bosses adjusted (some status ailments removed, base power reduction, etc.)
	Some boss parameters and AI manually adjusted (speed nerfs, etc.)

*) Struggle Mode: Planned for a future release (will replace Hard Mode)

*) Triple-Linked Slots: Materia slots with 3-linked slots can be used.
	Requires PostScriptThree's IRO to be active and to have the 'On' setting.

Enemy Changes & Bugfixes
*) Removed element from Aurora Fence (Whirlwind Maze boss) to prevent an unintended status flag switch and made the attack more consistent with the version used later (albeit weaker)
*) Changed Morph for Lost Number's Magic Form from Enhance Sword to Crystal Bangle
*) Changed Mustard Bomb's animation (original had no audio)
*) Defence & Magic Defence nerf for enemies in Gelnika, Ancient Forest, Midgar Raid, and North Crater (including Disc 3 extra bosses)
*) Corrected AI text for Emerald Weapon (was referring the 1.5 enemy name, Carmine)
*) Kimara Bug given check to not use Stop Web if only one active character (for Battle Square encounter)
*) Issue where Senior Grunt could try to attack before assigning an attack ID to its variable (produced 'out of MP' message)
*) Targeting issue with Maximum Chimera's Dusty Gale counter (and renamed to display [Counter]
*) Issue where Malldancer would target its allies with Leaf Dance
*) Text issue on an attack in Special Battle
*) Name of Lusus Mark added with a space at the end to separate the A and B identifier
*) Incorrect name displayed in AI for Hurricanranu enemy
*) Rocket Buster boss HP & defences reduced
*) Elena's Light Curtain item renamed to Lunar Curtain
*) Changed Grenade Bomb animation for Train Driver enemy (potential softlock when Vincent transformation is pending)
*) SOLDIER: 3rd Stats tweaked (Air Buster fight & Floor 67 of Shinra HQ)

Balancing Tweaks
*) Kill requirements on Limit Breaks reduced for all characters

Spells
*) Renew: Base power doubled to 150, MP cost reduced to 45
*) Goblin Song now only inflicts Fury on enemies (30% accuracy reduction), revive effect removed
*) Comet & Comet2 base power reduced by 5 (25, and 22 respectively)
*) Base power of tier3 elemental spells and Planet/Contain elemental spells raised by 10
*) Osmose MP cost set to 0
*) MP Cost of Bahamut ZERO and KOTR reduced, base power of Bahamut ZERO and KOTR reduced
*) Typhon Materia erroneously had Gravity as its element instead of Wind
*) Ultima Materia changed to Hidden element (spell is still non-elemental)
*) Kjata Materia set to carry the Earth element
*) Updated Exp Plus and Gil Plus to display modifier bonus in their Materia description
*) Quadra Magic upgraded to Octa Magic

Materia AP Changes
*) All Materia: AP requirement for Master reduced from 100k to 25k
*) Command Counter & Magic Counter: AP requirement for Master reduced from 100k to 80k
*) MP Turbo: AP requirement for Master reduced from 100k to 90k
*) HP/MP Absorb: AP requirement for Master reduced from 100k to 10k
*) Sneak Attack: AP requirement for Master reduced from 100k to 25k
*) Added Cut/Steal: AP requirement for Master reduced from 100k to 50k
*) Steal: AP required for Master reduced from 84k to 12k
*) Sense: AP required for Master reduced from 84k to 5k
*) Flash: AP required for Master reduced from 50k to 15k
*) Throw: AP required for Master reduced from 90k to 35k
*) Deathblow: AP required for Master reduced from 100k to 70k
*) Manipulate: AP required for Master reduced from 100k to 25k
*) Core: AP required for Master increased from 25k to 100k
*) Fire/Ice/Thunder/Earth/Restore/Poison/Gravity: AP required for each level adjusted
*) Heal: 2-Star (25k AP) required to activate Esuna, AP requirements adjusted
*) Revive: AP requirements for Life2 adjusted from 20k to 90k
*) Seal/Mystify/Transform/Exit: AP requirements for Master reduced
*) Barrier: AP requirements for Master reduced from 100k to 80k
*) Hydro: AP required for Master reduced from 100k to 50k
*) Time: AP required for each level adjusted
*) Osmose: AP required for master reduced from 170k to 50k
*) Pearl: AP required for master reduced from 100k to 55k
*) Destruct: AP required for master reduced from 100k to 70k
*) Counter Attack: AP required for master increased from 30k to 45k
*) HP<->MP Swap and Exp Plus set to drop as mastered

Splinter Materia (duplicate single spell Materia)
*) MBarrier: AP required for Master reduced from 70k to 25k
*) Slow: AP required for Master reduced from 70k to 30k
*) Break/Tornado/Dispel/Reflect: AP required for Master reduced

Materia Prices
*) Mastered Materia prices adjusted
*) Unique Materia that is acquired as Mastered/1-Star sells for 30k

Equipment
*) Removed Ignore Defence flag from several weapons, replaced with stat bonuses & tweaks
*) Nerf to Wizard Bracelet defensive stats (15/15), 7/7 for defensive and evasion stats)
*) Ziedrich given 50/50 and 15/15 for defensive and evasion stats
*) Prices adjusted on items
	Weapon prices reduced by 20%
	Ancient weapons set to 20k (sells for 10k)
	Endgame weapons given a higher selling price
	Ultimate weapons set to 20 million (sells for 10 million)
	Rare item selling prices tweaked

Statuses
*) Slow-Numb timer increased to 45s from 30s
*) Poison tick timer made 50% slower (2 action ticks = 1 poison tick, down from 1 action tick = 1 poison tick)
*) Sleep duration reduced by half
*) Dual-Drain (Reverse-Regen) duration reduced by half

Field Script & Event Changes/Bugfixes
*) Fixed issue where some of the soldiers in the command room would disappear once Barret operated the panel
*) A secret encounter was made unmissable and can be accessed on Type A and Type B
*) Reno added to Type B Mythril Mines scene
*) Set Party Swap to only be available from the Highwind once the bottom of the North Crater has been reached (an old countermeasure that warped players back to the Highwind if accessing the Crater with a different party leader before the split-up event has been resolved is now deactivated)
*) Set 2nd Long Range Materia to not be visible if picked up earlier in the game (Rocket Town)
*) Fixed softlock on Cait Sith sidequest on Disc 3 when arriving at the white screen
*) Changed Silver Chocobo Dialogue to not mention something on Type A run
*) Adjusted Silver Chocobo Warp destination to prevent a softlock when using Tifa/Cid as party leader
*) For the last 60s of the Mako Reactor 1 countdown, random battles are disabled
*) When returning to the cargo car on the train, some characters would be placed erroneously
*) Prevented return to the Church right away after escaping Reno & Co.
*) Added an accessory reward for getting picked by Corneo
*) Whirlwind Maze; players are knocked through the wind rather than away, to help with progression
*) Icicle Inn; fixed issue where a character would disappear under certain conditions
*) Icicle Inn; fixed scripts for Tifa in the Inn
*) Updated Whirlwind Maze Nibel scene for some characters
*) Merged in the Type B control panel scene into both types as part of event progression
*) Added an extra event line to prevent Barret from reaching Rufus and co. in the control room
*) Wrong battle being used for the Weapon Raid event when entering the control room
*) Improvements to scene during Weapon Raid when meeting Yuffie
*) Re-added guards to junon after weapon raid (inaccessible area with open door, just a cosmetic tweak to explain inaccessibility)
*) Small animation issue when going down to the underwater reactor and talking to the guards as either Tifa or Cid as party leader
*) Wonder Square prizes have been given their actual names instead of ????
*) Added Wonder Square prize exchange to the Chocobo Square NPC at the Exchange desk
*) Betting on S-Rank Chocobo races now requires a Gold Ticket (doesn't affect player chocobo races)
*) Changed music for Vincent's boss fight on Disc 3 & dialogue
*) You now see the clean version of Floor 67 when returning to Midgar HQ on Disc 2
*) Fixed scene with Tifa under the highwind so that either version can be triggered based on dialogue choice
*) Fixed invisible Gondola
*) Added 75% reductions to stored BP when prizes change after receiving the buggy and bronco
*) Updated text on an unused item
*) Junon Weapon Raid event progression now uses both Type A and Type B events together
*) Wrong encounter on Junon Weapon Raid Type B in the control room
*) Fixed jumping animations for Tifa and Cid as party leaders in North Crater
*) Added Cait Sith to Icicle Inn (part of 'talk to party in towns' feature)

//Dialogue
*) Dialogue adjustment for opening of Type B (character name shown before naming screen)
*) Adjusted dialogue where 'everyday' was used erroneously in some cases instead of 'every day'
*) Adjusted Jessie's ladder dialogue
*) Train passenger's dialogue referring to the news
*) Train conductor's line regarding trains leaving Midgar
*) Tifa's line referring to the bar as a shop
*) Wedge's dialogue about Tifa's cooking
*) Beginner's Hall (SP system, status colours to indicate curing method, dialogue box placement for the two fighting boys)
*) Consistency naming for Aeris/Elmyra's House (went with Aeris' House)
*) Moved dialogue boxes around for the pillar escape scene
*) Text involving the locked chests on Floor 59's shop
*) President Shinra's dialogue on Floor 66 with Hojo mistakenly used a Type B line for both modes, which would make the Type A dialogue not make sense
*) Aeris dialogue when trying to interact with elevators etc. in the lobby during escape
*) Cloud's line when remembering the entire letter in the Nibel Flashback
*) Cloud dialogue in flashback when trying to go to Mt. nibel early
*) Dialogue of man at entrance to Kalm
*) Weapon Raid between Rufus & Heidegger
*) Weapon Raid, when meeting Yuffie
*) Gaea Amulet updated: Luck +50 instead of Spirit +30 (was redundant next to a Phoenix Ring)
*) PHS disabled on Highwind bridge for Tifa when entering Highwind for the first time
*) Vincent dialogue on Highwind when Tifa enters the bridge for the first time
*) Set a character to not appear on the deck when entering the bridge for the first time
*) Missing 'to' in Barret's line for Disc 2 in the Chocobo Ranch
*) Minor alteration to choco billy's lines about empty stables
*) Minor alteration to lower junon item store owner's dialogue
*) Meteor dialogue added for Red XIII in Icicle Inn
*) Meteor dialogue added for Barret in Cosmo Canyon
*) Typo on Bugenhagen dialogue when talking about Cloud's fall into the lifestream
*) Dialogue when interacting with the little silver chocobo in Mideel
*) Red dialogue in Mideel
*) Palmer dialogue during the Huge Materia scene
*) Fix for old man's greeting in Mideel when talked to as Cid
*) Echo Drop instead of Echo Drops in Junon pickup
*) Updated name of cave where Alexander Materia is found
*) Updated description of Ink to use Darkness instead of Blind
*) Incomplete line in North Corel (post train)
*) Extra 'this' on nurse's line in Mideel
*) Missing 'me' on cloud's line in Cloud's Memory scenes in Mideel
*) Adjusted Parade trooper dialogue on the submarine
*) Dialogue between Cid and the crew during rocket launch against Meteor
*) Cloud dialogue in Bugenhagen's observatory
*) Bugen dialogue in Forgotten City
*) Hojo dialogue on the cannon, if you've already seen Lucrecia
*) Curse Ring displayed text as Cursed Ring when picked up

2.09991
-) 2x-Cut altered to avoid a softlock issue when used by weapons with innate All targeting
-) Reverted change to 3D-Battler (matches decided after 10 hits instead of 5) due to softlock
-) Fixed coords of Gongaga 1/35 soldier (credit to Vdain for spotting it)
-) Disabled use of flowers key item due to collision problems
-) IRO Only; char.lgp had vanilla files removed which affected mod compatibility

2.0999
-) Fixed Red Materia Cave Boss HP

2.0998
-) Disabled encounters during Church barrels scene
-) Tweaked save option pre-Bizarro boss (can save after each party reorganisation instead of once only)
-) Improved scene handling in final area (saving, fade transitions, character placement)
-) Fixed party leader support for secret event (North Crater, Type B)
-) Added minor visual use for Flowers key item during two potential scenes
-) Added logic to check for escape during Red Materia cave boss battle (was unable to replicate exploit but added anyway)
-) Adjustment to Hojo dialogue (Mako Cannon, Disc 2)
-) Fixed toggle for No Exp at Kalm Savepoint
-) Reverted change to Ultimate weapons (special formulas, 0 base power)

2.0997
-) Fixed Comet placement in the North Crater's Left-Down path (if missed in Whirlwind Maze)
-) Removed some fight scripts from merchant on Highwind (added for quick debugging, forgot to remove)

2.0996
-) Adjusted Shadow Flare chance for Zombie Dragon from 50% on Turn 4/5 to 100%
-) Script handling in Icicle Inn & Great Glacier to prevent a character appearing at the wrong time
-) Fixed dialogue for Barret in Mideel Clinic scene (exterior)
-) Removed 1/35 Soldier duplicate from Gold Saucer Jockey room (this was a duplicate of the one in Gongaga)
-) Great Glacier: Sets battle music back to default after defeating a certain enemy
-) Updated sleeping man's dialogue
-) Added music back to the final cave of the Ancient Forest
-) Updated some text strings in Emerald Weapon's AI referring to 1.5's Carmine Weapon
-) Adjusted Ultimate Weapons; removed special formulas and gave them high base power instead (+30 ahead regular weapons)
-) Adjusted Cait's restorative weapons to have 255% accuracy (may still miss due to Luck/4 check)
-) Reverted change to X-Potion; it fully restores HP for one party member as before

2.0995
-) Fixed looping issue in North Crater script
-) Fort Condor: Multiple item reward issue & changed to a clean variable
-) Removed an old flag-altering AI fragment from an enemy
-) Corrected flag for a Hard-mode only drop that wasn't resetting for another drop if on Game Type B
-) Updated Shinra HQ Floor 68 Boss to have same drops/steals/morphs as Type A Boss (had none previously)
-) Fix for receiving EXP & Gil when under No-Exp and Hard Mode for a certain enemy
-) Updated conditions for Cait Sith to appear in Costa Del Sol (prevent appearing too early)
-) Updated ability name for Cactuar's 'escape' ability
-) Removed test battle BG (replaced the train chase battle BG and snuck its way into a release)
-) Issue where multiple Bahamut ZERO Materia could be dug up in Bone Village
-) Adjusted condition needed for alternate scene on the hill with Tifa (Disc 2)
-) Da Chao Type A/B dialogue for Tifa was flipped around
-) Adjusted Type B Junon scene to prevent dialogue showing if a certain character isn't present
-) 3D-Battler minigame in Gold Saucer changed to be first to 5 hits instead of 10
-) Adjusted seating positions for characters on the Submarine (both variants)
-) Improved Save Point position for Whirlwind Maze & SP Upgrade teleport coordinates
-) Added a Triangle ID check for picking up HP Plus Materia to prevent it being picked up from below

2.0994
-) Added many missing button prompts to in-game text
-) Added missing model files for 7th Heaven & Reunion versions (Great Glacier enemy affected)
-) Ruby Weapon EXP/Gil/AP values set to match Emerald Weapon EXP/Gil/AP values
-) Chocobo Ranch: Updated conditions so that characters do not appear early before visiting Kalm
-) Added Long Range pickup if it is missed during Disc 1/2
-) Adjusted drops for Eligor (increased chance for Mute Mask & Dream Powder, X-Potion drop removed)
-) Issue where enemy would give EXP under No Exp mode
-) Jenova DEATH: HP reduced by 4000 to 36,000, defence deterioration when attacked increased
-) KO immunity added to Shinra Mansion mini-boss (Type B); Morphs added to both parts to make consistent with Type A boss drops
-) Battle Square: Updated prize text where Fire Veil was listed but was actually 8-Inch Cannon
-) Added No EXP toggle to Game Start menu
-) Adjustment to item 'Synthesis Cell' (removed most of the detrimental effects)
-) Masamune adjustment: base power decreased to 55, defence ignore property removed
-) Minor text revision to Mystile and Curse Ring descriptions
-) Added a random prize-set of items to replace Megalixir 'catch-all' prize used for various Fort Condor battles:
	Astral Curtain
	Lucky Pill
	Hero Drink Classic
	Dragon Fang
	Dragon Scales
-) Added minor easter egg when beating the game under the following conditions (must be activated at New Game and left enabled throughout):
	Hard Mode
	No Source Upgrades
	No EXP
-) Tweaks made to a Disc 3 boss; rewards added and game no longer proceeds to ending scenes after the battle

2.0993
-) Issue with Enemy Away & Morph Materia pickups

2.0992
-) Removed rename function during a scene that caused Cait's name to also change
-) Typo on train conductor's dialogue
-) Removed rename functions from Silver Chocobo due to unintended side-effects
-) Reactor 5 Type B: Save Point allowed use of SP Upgrades prematurely
-) Champion Belt: Vit+20 raised to Vit+45
-) Barret's Limit Break 'Mindblow' now deals Magic damage as intended instead of MP damage
-) X-Potion adjusted: In-battle, can be used on a single target for a focused heal or spread across party
-) Updated text for Cid's special items in his innate descriptions in Beginner's Hall & Respectable Inn
-) Type B: Scene fixed when exiting the elevator if Jessie not helped on the way out
-) Type B: Tifa line change in Sector 7 prior to Reactor 5 mission departure
-) Type B: Missing camera data for Sector 7 scene re-added
-) Type B: Sewer boss cleanup handling of the water treatment machine when KO'd
-) Type B: Reactor 5 boss reduced number of enemies in 2nd wave by 1
-) Disabled PHS from Save Point near Ropeway station when about to meet Cait Sith to prevent softlock
-) Iron Bangle: Materia slot added
-) Hard Mode description updated; EXP given is 1.25x higher rather than 0.5x lower
-) Boss in Great Glacier was using a placeholder model and has been updated to the intended model
-) Gi Nattak: Rekindle set to 1 target instead of all to avoid an issue where he could heal himself with it
-) Issue where Tifa could softlock during movement at the Sector 7 train station on Type B route
-) Conditions for playing Tifa's Piano for Final Heaven extended to include other party leaders (Tifa must be in active party)
-) Rebalancing for a boss fight on Disc 3 (and script/AI stability check)
-) Harpy is now more likely to use Aqualung (chance increases as HP decreases; can only cast Aqualung once)
-) Removed walkmesh deactivation on the dog in the cupboard in Kalm which could result in the character being softlocked if in the wrong place
-) Updated documentation for some erroneous information and leftover notes
-) Enemy Away unequipped from Aeris' starting equipment; this is now placed in Sector 5 Slum (outside entrance to junkyard)
-) Great Glacier: Moved location of Slash-All Materia from Mountain \ trail to Hot Springs area
-) North Crater: Added Comet Materia (only present if it was missed in the Whirlwind Maze)
-) Icicle Inn: Moves Save Point indoors

v2.0991
*) AI fix for Jenova DEATH in Whirlwind Maze
*) Blue Materia Cave boss adjusted
*) Removed var checks for 1/32 Soldier collection (just checks for 12 in stock now)
*) Added scripts to handle party leaders for Barret scene in Kalm (Disc 3)
*) Fixed script relating to key in Junon Weapon Raid (Type B)
*) Corrected slots for Gigas Armlet to No Growth
*) Added failsafe to the Save Point in Holzoff's House
*) Corrected typo on Cosmo Canyon repairman's line

v2.099
*) AI fixes for Jersey, Death Dealer, and Jenova SYNTHESIS
*) Schizo HP was restored to intended values
*) 1/32 Soldier in Cosmo Canyon could be picked up repeatedly
*) 1/32 Soldier NPC hand-in check was adjusted to account for above
*) Added a line of dialogue to Cosmo NPC who fixes the car and offers advice when paid
*) North Corel: Text box for buying Materia from boy was fixed (if train crashes)
*) Dragon Force: Effect and targeting changed
*) Touph Ring: Elemental resistance flags added

v2.098
*) Repaired toggle for Hard Mode on Fort Condor and Kalm save points
*) Battle during a Flashback scene was adjusted to prevent a crash

v2.097
*) Lowered HP and Defences for a Crater enemy
*) Fixed a missing teleport jump for the Kalm Save Point when using the SP System
*) Removed some rename OpCodes from the Zack Flashback
*) Removed some Hard Mode on flags from Condor and Kalm save points
*) Fixed New Game turning Hard Mode on when selecting standard difficulty

v2.096
*) Fixed an issue where Hard Mode was the wrong way round when starting a New Game

v2.095
*) Toggle flags for Hard mode, Battle Music, and No EXP fixed
*) Hard Mode: Parameters adjusted
*) Moved Tifa dialogue boxes in old woman's house in Under Junon
*) Removed a 17th Field model from Junon Parade
*) Tifa & Cid were invisible when entering the Slums Park on Type B
*) Reference to Type A events removed from Type B Wall Market
*) 1/35 Soldier in Midgar Raid was giving Vaccine instead of the item
*) Yuffie Innate text updated in-game and in documentation
*) Ahriman in North Crater now carries the Mustard Bomb enemy skill (Manipulate)
*) Mt. Nibel Flashback, Fountain SFX wasn't being played
*) Name change function on a certain Chocobo disabled for Cloud, Cait, and Vincent
*) Magic Counter in Desert Prison was hidden on Type B
*) Grimguard (Forgotten City, canyon in the back) now carries Javelin as a Steal
*) Guard Ring & Relic Ring Steal location corrected in documentation
*) Changed Mideel Materia shop inventory (post-collapse) to keep Osmose available
*) Risk Ring added as a Morph to Goblin enemy (Goblin Islands)
*) Four Slots added as a Steal to Ying enemy (Shinra Mansion Basement)
*) Reactor 5 Type B boss downtuned
*) OPTs in Underwater Reactor boss downtuned
*) Carry Armour: Counter chance on torso halved for each HP increment
*) Cargo Ship: Sound issue where ladders/invisible alpha cancelled sea spray SFX
*) Nerosuferoth: AI mistake caused Beak attack to be unreachable
*) Sector 7 Slums: Typo after picking up Sense Materia
*) Contact flag handler added for character in Junon Weapon Raid
*) Sephiroth & Young Cloud erroneously made unequippable during the Nibelheim Flashback
*) Adjusted Mako Cannon scene script that was locked to Type A only
*) North Crater script fixed
*) Gold Saucer: Save Point at Battle Square was set to disable PHS before entering Desert Prison
*) 1/35 Soldiers: Placements of permanently missable soldiers adjusted to be unmissable
*) Ruby Weapon: Corrected Bolt weakness to Earth weakness
*) X-Attack now exchanged for Desert Rose
*) Long Range now part of the 3 Materia set for completing Kalm Traveller sidequest

v2.0.94
*) Shinra Mansion: A boss wasn't dropping its item.
*) North Crater: A script trigger was fixed.
*) Updated Drain adjustment in Installer EXEs.

v2.0.93
*) Temple of the Ancients: A chest would be flagged as opened during Type B scenario.
*) Ruby uses homing ray counter on Self instead of Self.PreviousAttacker
*) Shin Godo invalid attack ID set to a var under certain conditions
*) Lich GT: Drop, Steal, and Morph added.
*) Boss: Cure3 & L4 Holy Targeting issue + ???? Absorption added.
*) Hyper Jump and Dragon swapped back to original placements as anim for former wouldn't play.
*) Type B Shinra Mansion Boss: MP Increased
*) Cargo Ship: Type B boss battle was using Type A boss instead
*) Shinra HQ F59: One of the fight triggers gives a Type A encounter instead of Type B
*) Highwind: NPC added close to other crewmen on the bridge, with information on locations for sidecontent (appears on Disc 3)
*) Wonder Square: Multiple Speed Plus could be bought.
*) Junon: Softlock on E-Junction when returning as Cloud after Weapon Raid + blocking access to back rooms.
*) Midgar Raid: Save Point line was firing in wrong place in tunnels.
*) North Crater: Shield and EXP Plus Materia locations swapped for visiblity.
*) Zack Flashback: When completing this event, Cait Sith would be re-initialised resulting in a loss of sources and equipment.
*) Reactor 5: Type B boss has small magic reduction.
*) Type B: Boss didn't have AI set for 0 EXP.
*) Added patched .EXEs for the Installer version.

v2.0.92
*) Osmose description updated
*) Temple of the Ancients: leftover debug script was adding Chainsaws to inventory
*) Highwind: Line of dialogue was playing under the wrong circumstances.
*) Sister Ray: Typo on Hojo's line.
*) Midgar Raid: NPC was appearing under incorrect circumstances.
*) Kalm: Depending on where player is when talking to Barret for Catastrophe, a softlock could occur.
*) Corneo's Mansion: If entering on Type B, the Type A events would occur and disrupt game progression.
*) Wutai: Altered some dialogue for Type B on Da Chao.
*) Temple of the Ancients: A button prompt was updated.
*) Satans Gate: Boss respecced, Powersoul drop moved to field script.
*) Red Materia Cave: Adjusted parameters of Zombie Breath, AI script change.
*) Chokhmabo: Unset attack in death script, resulting in softlock.
*) Chokhmabo: Initial Defence stats were not at correct values.
*) Curator: Increased MaxMP of torso to 400.
*) Cobalt XIV: Rearranged order of combatants for an AI trigger from opt to use Laser + Matra Magic.
*) Using other party leaders for Temple of the Ancients on Disc 3 results in softlock on jump.
*) Text Box alignment: Sector 7 slums.
*) Lucrecia Cave: Issue where a different party leader with Cloud/Tifa present would disrupt the script.
*) Documentation: Changed wording of Zenogias Plate placement from Shinra Villa to Costa Villa.
*) Temple of the Ancients: Issue where a special chest could be opened from platform above, causing a softlock.
*) Temple of the Ancients: Issue where Cid couldn't 
*) Armored Golem: Updated some attacks for the AI.
*) Da Chao Spirit: HP boost.
*) Ruby Weapon & Emerald Weapon: HP boost.
*) Green Hero: Changed buff given by an ability from Regen to Auto-Crits.
*) Ruby Weapon could be refought after killing him due to a missing flag toggle on his Death Script.
*) Added KO check for Yuffie and Cid's innate abilities.

v2.0.91
*) 7h IRO: Added chunks that handle the triggers for gateways etc. allowing access to Save Point in Icicle Inn.
*) Da Chao: 1/35 Soldier was misplaced.
*) Wutai Pagoda: Issue where Disc 3 Pagoda couldn't be completed if not finished on Disc 1/2.
*) 3 typos with Ester's lines when explaining Chocobo controls.

*Going forward, the versioning is abandoning the semantic approach of Major.Minor.Patch (2.X.X) as the 7th Heaven
auto-update function reads for decimal and not strings; version from here will be 2.091. Apologies for confusion.

v2.0.11 - 11/08/2020
*) 1/35 Soldier on Sister Ray was incorrectly placed
*) Battle Square Museum; bug during editing prevented the field from loading.
*) Adjusted positioning for Type B Boss in Temple of the Ancients.

v2.0.10 - 10/08/2020
*) Mt. Nibel: Boss could be fought twice due to a script conflict.
*) Battle Square: Dio appearing when not intended.
*) Temple of the Ancients: Battle ID for Type B boss corrected.
*) Land Worm: Was incorrectly targeting itself with a certain attack.
*) Icicle Inn: Snowboarding instructions had overlapping windows.
*) Dragon Force: Target flag prevented it from being used on party when attempting to learn it.
*) Crater Dragon: Trine had no animation set.
*) North Crater: 3 Save Points added to SP Upgrade Jump list & 1 Save Point on Left-Up Path was marked as hidden.
*) Documentation: Corrected error that reported 1/35 location as east cave instead of west cave.
*) Sea Worm: Attacks had incorrect base power.
*) Great Glacier: Wrong BattleID was corrected.
*) Steal Gil property was removed from some Type B enemies in Wall Market.
*) Priscilla's House: Collision deactivated with Priscilla as it obstructed obtaining the Slow Materia later in the game.
*) Kalm: Dog in the closet no longer deactivates player movement to prevent possible softlock (base game issue).
*) Cave of the Gi: A script jump was missing, meaning that the boss from Type B and Type A was being fought on Type B.
*) Shinra Mansion: Zack Flashback can now be triggered once Cloud returns to the party instead of Disc 3 only.
*) Gelnika: Turks reinstated for Type B.
*) Great Glacier: Variable was double-booked, preventing acquisition of a Materia here.
*) Great Glacier: Variable was double-booked, preventing acquisition of an item in North Crater.
*) Purple Materia Cave: Crash could occur as a variable decremented.
*) Nibelheim: Reassigned variable to handle Final Heaven (acquired when Tifa is party leader).
*) Kalm: Issue with Barret & Marlene's scripts.
*) Forgotten City: An event could trigger at an unintended time.
*) Fort Condor: Adjusted battle camera with Ultimate Weapon.
*) Weaponsmith: Dialogue boxes misaligned for Cloud.
*) Mustard Bomb: Changed Camera
*) Mideel: Dialogue box misaligned
*) Rocket Town: Collision disabled for two guards.
*) Temple of the Ancients: Dark Matter Key Item wasn't being acquired.
*) Drain Damage buffed to 25% of damage dealt
*) Osmose: Adjusted to deal 1/2 the target's MP as damage, draining 25% of damage dealt for the caster's MP.
*) Midgar Raid: Tweak to Turks scene so that screen is darkened/models set to invisible directly after the battle.
*) HP Shout: Removed from boss drop, can only be acquired through Wonder Square (Disc 3); documentation updated.
*) Elena: Midgar Raid appearance, AI adjusted to only use Turk Antidote once.
*) Reflect Materia: Issue where selling price was giving close to max gil for Master.

v2.0.9 - 7/08/2020
*) PC Button Prompts added alongside the Controller button prompts.
*) Yuffie: Fixed issue where Throwlette would only trigger if she was Defending prior to its charge.
*) Updated innate text for Yuffie and Red XIII.
*) Mt. Nibel: Some field models intended for later were visible during the flashback.
*) Oversight where Hard Mode and Standard Mode were flipped at the start.
*) Weapon Raid: Type B continuity corrected.
*) Beginner's Hall: Menu Selection had extra blank options set.
*) Kalm Traveller: W-Attack was being given instead of W-Magic.
*) Nibelheim Flashback: Mt. Nibel music was playing earlier than intended.
*) Sephiroth: Changed Odin to Bahamut in Flashback.

v2.0.8 - 5/08/2020
*) Icicle Inn: Innkeeper had Barret name on one of his dialogue lines.
*) Mt. Nibel: Chests visible during Cloud's Memory Flashback.
*) Chocobo Ranch: Chocobos being moved into stable would fade to black during selection screen.
*) Submarine: Aeris position was overlaying Yuffie's.
*) Shinra HQ: Vending Machine price check fixed.
*) Shinra HQ: An issue where the script would jump players to the wrong Floor 67 after a Type B scene.
*) Sector 5 Slums: Cloud could clip through the Sector 7 gates under certain conditions in Type B.
*) Shinra HQ: Cloud mixes up character names in the stairwell.
*) Cargo Ship: Barret would say two sets of lines which are intended to differ from Type A to Type B.
*) Church: Altered scene when re-entering the Church early on Type B.
*) Sector 7: Tifa's lines change on Type B when saying she'll come along this time.
*) Train: Cloud line changes on Type B.
*) Save Point: Corrected a variable trigger for Hard Mode toggle.
*) Wall Market: Corneo's Mansion sealed off during certain parts of Type B.
*) Mt. Nibel: The boss on Mt. Nibel would not vanish after being defeated under certain conditions.
*) Kalm: Some dialogue with Red XIII would not match events on Type B.
*) Wall Market: An unused Cait Sith was visible in the diner on Disc 2/3.
*) Ancient Forest: Resized text at entrance.
*) Blue Materia Cave: Changed text when picking up the Materia.
*) Ultimate Weapon: Corel Reactor encounter had some attacks not set with an animation.
*) Cactuar: Added check for decrementing run chance + deactivation AI.
*) Cobalt XIV: Fixed AI target for Ice2.
*) COMMANDO: Text for an attack name had REDBOX in it.
*) Gondola: An issue where a 2nd Cloud could appear.
*) Cait Sith: Can no longe regen MP past his maximum when not defending.
*) Yuffie: Innate altered, now has a Defend-activated ability called Throwlette.
*) Red XIII: Innate altered, max stat gain is now +45 instead of +35.
*) Documentation: Item location for a 1/35 Soldier updated.
*) Hard Mode: Toggle on field screens was opposite to the one reported in-battle (actual setting).
*) Elfadunk: Morph added (Tent).
*) Mythril Mines: Dialogue altered for Type B continuity.
*) Ghost Hotel: Dialogue altered for Type B continuity.

v2.0.7 - 4/08/2020
*) Shinra HQ: Party Composition was off, resulting in Barret running into a wall during a scene.
*) Church: Typo on Aeris' line.
*) Cloud's Memory: Window resized for text.
*) Mideel: Window resized for text.
*) Changed reference to Mega-Materia to Huge Materia in some scenes.
*) Cloud: Starting MP was adjusted to match his max MP.
*) Reactor 5: Shinra Troopers given AI.
*) Ultimate Weapon: AI report strings removed (Debug).

Appended
*) Shinra HQ: Fixed issue where player was being placed on the wrong field for a certain scene.
*) COMMANDO: Adjusted to use Fire and Quake for a certain battle.

V2.0.6 - 3/08/2020
*) Game Type B Enabled
*) Midgar Raid: Placement of Rude could cause a sotflock under certain conditions.
*) Costa Del Sol: Vincent was visible before his recruitment in the Villa basement.
*) Aeris: Added some animation files to the char.lgp for Installer version.
*) Shinra HQ: Some text box alignments & animation speed settings.
*) Sector 5 Slums: Shorten Wait on scripts for Sector 5 Slum vendors.
*) Wonder Square: If you buy Materia before weapon then weapon can't be bought.
*) Source System: Randomiser toggle would lose sources when checking stats in menu.
*) Fort Condor: Teleport NPC wasn't being enabled at start of Disc 2 under certain conditions.
*) Respectable Inn: Tetx updated with accurate kill count needed for 2-1, 3-1 Limit Breaks.
*) Ying/Yang: Softlock when attacking Ying with Magic.
*) Unknown2: ???? Needle set to reduce target's HP to 1 instead of MHP - HP difference of Unknown2
*) Unknown3: Creepy Touch set to inflict Paralysis instead of Imprisoned/Ejected.
*) Materia Cave: Changed Gold Flare animation.
*) Sample HO512: Can now be hit with Gravity-based attacks
*) Sample HO512: Changed animation of cloying breath
*) Aeris: Healing staves have been given the ignore-defence property.
*) White M-Phone: Extra slot added, Triple Growth set.
*) Black M-Phone: Extra slots added.

v2.0.5 - 01/08/2020
*) Beginner's Hall: Field loading problem.

v2.0.4 - 31/07/2020
*) Highwind: Issue wherein a softlock could occur when Tifa talks to Red XIII under certain conditions.
*) Beginner's Hall: Innate List wasn't being drawn as a question box on some of the NPCs.
*) Temple of the Ancients: Reverted Cloud positioning during the final scene.
*) Jumping: A targeting issue in which Jumping could attack itself or allies.
*) SOLDIER 2nd: An issue where 2x-Cut was playing an altered animation.
*) Crater Dragon: Added Manipulate as an available status, to allow for Dragon Force to be learned.
*) Crater Dragon: Trine added to list of usable moves while under Manipulate
*) Death Dealer: One entry of Death Dealer was not vulnerable to Manipulate as intended.
*) Documentation: Updated locations list with Enemy Skill list.

Appended
*) Reactor 1: The item sitting on the catwalk could be made impassable under certain conditions.
*) Beginner's Hall: Issue with Save Point tutorial script in which it could be escaped.
*) Rocket Town: Materia flag corrected.
*) Mt. Corel: Encounter probability corrected on the Rope Bridge area to prevent Encounter 0.

Appended
*) Costa Del Sol: Issue where scene would not trigger in Mt. Corel if Villa was purchased and items were acquired.
*) Shinra HQ: Vending machine wouldn't accept payment if Gil was above 255.

v2.0.3 - 30/07/2020
*) Versioning for the IRO's mod.xml updated.
*) Forgotten City: PHS was staying available when moving away from the Save Point close to the Altar.
*) Forgotten City: Adjusted parameters for a scene that may not occur under certain conditions.
*) Forgotten City: An issue where the Fort Condor teleport NPC was not returning the player.
*) Cargo Ship: Text for 'Invisible Alpha' drink price corrected to 250gil.
*) Great Glacier: Magic Plus moved to the log-bridge area.
*) Icicle Inn: Save Point set up and walkmesh accessibility
*) Cait Sith: Black M-Phone was draining MP instead of HP.
*) EXP & Gil values for Hard Mode weren't being reduced correctly.
*) Kernel: Updated some item names.
*) Attack Squad: An animation issue with grenades.
*) COMMANDO Captain: Parameters adjusted for appearance in Special Battle of Battle Square.

Appended
*) Documentation: Corrected Eligor's Steal and Morph, to Striking Staff and Silver Glasses respectively.
*) Yuffie: Innate now returns a small amount of gil per battle on Hard Mode (First enemy's level * Yuffie's Level).
*) Highwind: Fixed a crash on Merchant (debugging routine) for a test battle that has been deleted.

*) Spells: The following adjustments were made
Fire2: Base 30 > 32
Fire3: MP 39 > 44
Ice2: Base 20 > 28, MP 9 > 12
Ice3: Base 46 > 54, MP 15 > 20
Bolt2: Base 25 > 30, MP 23 > 24
Bolt3: Base 54 > 56, MP 36 > 40
Quake: Base 14 > 15
Quake2: Base 35 > 36, MP 27 > 31
Quake3: Base 63 > 66, MP 45 > 49
Bio2: Base 22 > 29
Bio3: Base 50 > 55
Trine: Base 24 > 22
Magic Breath: Base 46 > 50, MP 64 > 54

v2.0.2 - 29/07/2020
*) Reactor 5: Steal rates adjusted
*) Yuffie Innate: Flag set to counter the previous physical attacker
*) Gorki: Adjusted parameters of the fight; can now be targeted with Magic, and is not immune to Gravity
*) Tonadu: Defined a var at start of fight for random checks, re-checked attacks are set
*) Enemies: Added Hard Mode AI script to several world map enemies
*) Beginner's Hall: A loop error on one of the kid's scripts was removed.
*) Shinra HQ: Added a gil check to the vending machine on floor 64.
*) Kalm: When opening the closet, the dog can become trapped on the player causing a softlock (vanilla).
*) Jenova LIFE: Fixed a check that the Hard Mode toggle interferes with.
*) MP Turbo: Location corrected in the documentation.
*) Sector 5 Slums: Adjusted dialogue of NPC.

v2.0.1 - 28/07/2020
*) Corrected Battle ID for Security Captain
*) Fixed a hext offset that caused Aps to crash on use of Sewer Tsunami (likely other problems)
*) Fixed 'Matera Menu' typo
*) Fixed missing word in Reno line
*) Removed name of Cloud's innate for consistency with other unnamed innates
*) Removed a label loop error on Train Guard in Sector 7

Appended
*) Beginner's Hall: Save Point NPC could break under certain conditions
*) Junon Heli-taxi: Options fixed
*) Text box resizing: Under Junon
*) Yin/Yang: Pause on text lines in battle AI caused anim desynch
*) Stinger: Removed use of Sting Bomb counter from its Main attack pattern
*) Security Captain: Duplicate ID on attacks and mis-referenced in AI

Appended
*) Security Captain: Checked Model & Attack IDs
*) Junon T-Junction: Alarm script fixed
*) Heli Taxi NPC: Lock when declining


v2.0.0 - 27/07/2020
*) Initial Release