Note: for gameplay instructions, please refer to the in-game manual (press F1 while in the field).

---------------------------------------------------
* Alcarys Complex version 1.02r4 | April 21, 2013 *
---------------------------------------------------

DISCLAIMER: I DO NOT DIFFERENTIATE BETWEEN BUGS THAT WERE INTRODUCED BY GAME MAKER STUDIO AND BUGS LEFT OVER FROM 1.01 (but the vast majority of them 
should be from porting to GMS). PLEASE KEEP THIS IN MIND. - J

--------------
* KNOWN BUGS *
--------------

BGM GAPPING ON OS X: Looping BGM on OS X introduces a gap while the engine loads the BGM into memory.

See the bugtracker (bugs.modestarcade.com) for open bugs. Please report bugs using the bugtracker or by e-mailing qa@modestarcade.com.

-----------
* FIXLIST *
-----------

- fixed a bug in progressing past certain scenarios in the Decision Bell (484)
- fixed a crash related to New Game + (485)
- incorporated usability suggestions with regard to window focus on the pause screen

---------------------------------------------------
* Alcarys Complex version 1.02r3 | April 15, 2013 *
---------------------------------------------------

Note: Alcarys Complex 1.02r3 is a PHYSICAL DISC BUILD only.

-----------
* CHANGES *
-----------

- placed save point tutorial tile in a more intuitive location

-----------
* FIXLIST *
-----------

- fixed a freeze bug in the configuration menu (480)
- fixed a bug in window focus (481)
- fixed a bug in message cancellation and the HUD (483)

---------------------------------------------------
* Alcarys Complex version 1.02r2 | April 10, 2013 *
---------------------------------------------------

-----------
* CHANGES *
-----------

- the player can no longer sell items marked for sale. they have to wait until the item returns to normal shop status.

-----------
* FIXLIST *
-----------

- fixed a bug in sociability level 9+ (474)
- fixed a location error in the description of the Boles quest package
- fixed a bug in using Brandish in a town (471, 448)
- fixed a bug in using node key shortcuts within the command menu for non-leaders (469)
- fixed a bug in the Kenneth Boles listing in the Contract Menu (451)
- fixed a crash in soft resetting with the Contract Menu open (475)
- fixed a bug with waiter NPC in KoMando (462)
- fixed a stairs glitch in rmCAVHubAG2 (470)
- fixed a bug in skipping the last part of scene 31A with regard to visibility of the party leader (449)
- fixed a glitch in angela's bed graphics layering (468)
- fixed a bug in talking to guard NPC in Cape Bojador (463)
- fixed a bug in talking to an NPC while in contact with a teleport point (453)
- fixed a bug in finishing Jon Shobe contract (453)
- fixed a usability error with ambient sound (464)
- lowered price increase percentage for "High-Demand" items (455)
- fixed all money exploits with regard to Sale and High-Demand items (457, 472, 458, 456)
- fixed a bug in Theodore Renier (473)
- fixed OS X bugs related to restarting sound after a fade or bgm halt (452, 459, 466, 467)
- fixed a bug in Theo Renier at talkno 4 (477)

---------------------------------------------------
* Alcarys Complex version 1.02r1 | March 22, 2013 *
---------------------------------------------------

-----------
* FIXLIST *
-----------

- fixed a crash caused by referencing a room that no longer exists
- fixed __MACOSX issue with OS X build

-------------------------------------------------
* Alcarys Complex version 1.02 | March 21, 2013 *
-------------------------------------------------

-----------
* CHANGES *
-----------

USABILITY
------------------------------------

COLORBLIND-FRIENDLY MODE: 

This changes all interface elements that are red and green to other colors if the only way to identify that element's gameplay purpose is by color.

CROSS-PLATFORM GAMEPAD SUPPORT:

Added support for XInput gamepads on both PC and OS X.
Added support for 360-style glyphs for the following gamepads: Logitech F310, Logitech Wireless F710. if you have a PC gamepad with ABXY face buttons 
in the style of the 360, let me know so I can add it to the identifier list.
Added the ability to toggle between gamepad glyph sets using the TAB key

HEADS-UP DISPLAY/MENU:

Added an HP tinter to the HUD. this will flash the HP value a certain color if that character is afflicted with a status effect that modifies HP (green 
for PHOTOSYNTH, purple for POISON, and red for CORROSION). sorely needed for a while.
Changed objSingleSpecial depth layering. it now ADDS the target depth to the entity's depth instead of setting them equal. this preserves z-order when 
entities are elevated by objSingleSpecial.
Added a tutorial tile to scene 9B that provides a visual identifier for the save point
Changed soft reset from F12 (which is bound to a function on OS X) to SHIFT+ESC+R
Adapted all menus to use the new Draw GUI event. this should address displacement of HUD elements by the camera, a bug that has been plaguing the menu 
system since it was created.
Moved (most) surface drawing into each object's Draw event
Added code to hide the HUD if a message box is displaying (finally)
Reversed the objective timer in the main menu. When the player opens the main menu, they should be greeted with the next objective immediately.

PERFORMANCE
------------------------------------

GAME STARTUP TIMES HAVE BEEN ELIMINATED. The game itself also seems to move at a much faster clip than 1.01 ever did.

MEMORY USAGE HAS BEEN GREATLY IMPROVED.

Made changes to increase performance in scrHandleCollisions, scrCheckContact, and scrCheckConfirm: entities will only handle collisions if they have 
to. this means either (a) meeting a distance conditional (usually 128px), (b) meeting a layer conditional, or (c) some other misc. conditional (for 
example, the code for checking objNoFlySolid will run only if the entity is an entity that can fly). there's a lot of waste in this function since 
the underlying logic hasn't really been touched in years.
Split HUD redrawing by party member. this means that I can refresh just one party member's battle flash now instead of having to needlessly refresh 
everyone's, which should increase performance overall.

GAMEPLAY
------------------------------------

NODES:

Added ability to assign unlearned nodes to the node assignment quickmenu in the command menu.
Added ability to clear nodes while in the field. here's how it works: if you're playing on keyboard, hold the key associated with the node for three 
seconds. if you're playing with a gamepad, select the node using the left and right rotators and hold the Cancel key for three seconds.

REVAMPED WEATHER SYSTEM:

Reworked the weather system somewhat significantly. There are now multiple frequency flags (ALWAYS, FREQUENT, INFREQUENT, RARE), the biome regioning 
has been greatly improved, and a new weather type has been introduced that randomly chooses between rain and snow (never in the same weather period, 
though).

STATS: 

Cut small mammal variant HP in half.
Changed death timer heal rate. it now heals for a variable value based on the number of party members as follows: 100%/(number of party members)

SHOPPING:

Added SALE and HIGH-DEMAND items to the shop system. At certain points in a playthrough, the game will pick five items to be sale items and five items 
to be high demand items. Sale items are marked down 50% from their final shop price (after shopkeeper markup) and high demand items are items that 
shops want to buy, so their sell price is doubled. These items will be marked thus in the buy and sell menus. Tags and resell items are excluded 
from this system.
Prices have been lowered across the board, pretty much. it should be a lot easier to get items with either money or tags now.

TECHNICAL
------------------------------------

Removed support for the following extensions: SGAudio, Cleanmem, Focus, High Resolution Timer, joydll
Added the following extensions: ExecuteEx, GMFileSystem
Rewrote scrTargetSortByDistance because it wasn't sorting right for some reason
Added collision solid objBounceBuffer for managing entity bouncing in arenas when the exit to that arena isn't blocked off by some other means 
(example: the Supercritical arena)

SEE BELOW FOR FULL BUGFIX LIST.

WRITING
------------------------------------

Rewrote some ambiguous mechanism NPCs in Dendera Secure Gate (262)
Added some dialogue to Angela's apartment
Added a bit of dialogue to Florus Wise
Changed one of Jake Quinn's dialogues (the one for Corvallis in period 7)
Added dialogue to Margaret Claude in period 7
Made minor edits to Tina Gatto
Removed a line from scene 51

-----------
* FIXLIST *
-----------

- fixed a bug in scrFindActor that was causing some queue actions to be dropped
- fixed bugs in some textures that caused them to blur at the edges (most notably with sprMessageBox)
- fixed a bug in objMessageBox where the text wouldn't show up (222)
- fixed a bug in sprites where arrangement on the texture page would cause sprite sheets to bleed over onto one another (221)
- fixed a passability error in rmScene1 (223)
- fixed a bug in creation of objects descended from ojmObject (224)
- fixed a face portrait alignment error in objMessageBox
- fixed an alignment of the night surface
- fixed an error where draw_texture_flush flushed the night surface and the surface didn't regenerate before drawing, resulting in a fatal error.
- fixed various bugs caused by the new undefined object creation order (226 of note)
- fixed a bug that clogged the GameManager's actionqueue, killing interaction with NPCs and placards (225)
- fixed a type bug when entering the main menu
- fixed various layering and positioning bugs in the main menu
- fixed a bug in objSceneFader where alarm[0] wasn't going off for normal fades, resulting in a very short gap between fade out and fade in
- fixed a bug in subtractive lighting (227)
- fixed a bug where the save point wasn't being illuminated
- fixed saving the game by working around a bug in the GM Studio runner. this bug kills the runner if the game attempts to write a very large 
string using any of the data structure writing functions (ex. ds_list_write). since i can't fix this, i worked around it by rearranging the 
save structure to avoid any absurdly long strings. these can often be caused by calling, for example, ds_map_write, storing the result in, 
say, a ds_list, and then calling ds_list_write on the whole thing. (228)
- so i spent TWO DAYS trying to solve a problem with the save system. i needed to figure out why, upon loading a save file, angela was locked 
in nalfayn main. as it turns out, ds_map got quite a few changes, and so ds_map_write strings written by GM 8.1 don't load into Studio properly, 
and when it gets a string that it doesn't like, it leaves the map blank, which is bad news for the cutscene map, since a lot of doors in the 
game are scene-locked. so i wrote a ds_map legacy reader in order to translate the string into a usable map. took two days and a lot of help, 
but it's done.
- fixed bugs in scaling the screen, especially relating to the GUI. the screen should scale properly at 1x, 2x, 3x, and Full in both 4:3 and 16:10.
- this also fixes a bug where the intro quote would be off-center when loading up a new game in fullscreen.
- attempted to address slowdown bugs in connecting and disconnecting gamepads only to find out it's a GM issue and it's completely unavoidable.
- fixed various graphical errors in the command menu overlay
- fixed a bug where monsters were running outside of the collision space (232)
- fixed a bug where NPCs would face down after they were done talking (235)
- fixed a bug where the digital clock would disappear after any interface manipulation (240)
- fixed a bug where surfaces would glitch out in abandoned houses (244)
- fixed a crash bug in approaching treasure chests (237)
- fixed a bug where monster name, stacker icon, and status effect windows would be misaligned (245)
- fixed a bug where status messages wouldn't show when called from the scene fader (241)
- fixed a graphical glitch in the JS donation menu (246)
- fixed a few tile glitches
- fixed a graphical glitch in the gamesave menu
- fixed a glitch in display of music notes in message boxes (243)
- fixed graphical glitches in the radio and the Jahrat Observatory telescope viewer
- fixed a bug in opening and closing the node assignment quickmenu
- fixed a glitch in display of banter (242)
- added Interpolation and Vertical Sync options to the config menu
- instances of surfaces being created where either dimension was not a power of 2 have been fixed.
- added additional checks for interpolation/vsync
- i haven't dropped off the face of the earth! i've just been writing a map parser for the past couple of days. this is a necessary step that 
should address tile seaming when in fullscreen interpolated mode (247).
- removed the remaining bugs from fullscreen interpolated mode. if interpolation is on, all surfaces are drawn with single-pass interpolation. 
this fixes a bug where blurry surfaces would result from not managing interpolation properly. 
- fixed a bug in display of key string in objKeyMapFlash (249)
- fixed a memory leak in scene 13 (257)
- fixed a typo in the area card in the Journey Support main office (250)
- fixed a bug where the node assignment quickmenu glides off-screen (251)
- fixed a bug where the "death portrait" would glide away from the party leader as the party leader moved further and further away from the 
room's origin (253)
- fixed a couple of black spots in the path from Buraidh to Aleppo's Cross (254)
- fixed a bug in Offset Champion and generated new backgrounds and rooms. this, in turn, fixed a few graphical bugs relating to tiles with 
widths and heights that were different from each other (255, 259, 260)
- fixed a bug where the description text was grayed out when opening the item bind widget (256)
- fixed a bug where the "Perfect Score" text was highlighted green in Colorblind Mode (258)
- fixed a collision bug in handling analog while on diagonal stairs (261)
- fixed an actionqueue glitch when entering a room via a disabled teleport (263)
- added a placard to a painting in prisma general store 3F (264)
- fixed a highlighting bug when using a special skill or selecting a target (266)
- fixed an actor_move bug in scene 15 (267)
- fixed a bug in switching the party leader using the joypad if the party leader is in any position but party[0] (252)
- fixed a bug in AI pathing while going under bridges (268)
- fixed a bug in bridge graphical layering
- fixed a bug in HUD icons showing up over the Contract Menu (274)
- made another fix to Offset Champion in order to address background tile space glitches like #273
- fixed a bug in objScenery registering of nonsolid scenery objects (272)
- fixed potential stats alignment bug in status flash (271)
- fixed a banter box bug where banter boxes would get cut off if they were too wide (269)
- fixed a radio bug where canceling a conversation with an NPC would allow two banter boxes at a time to pop up (270)
- changed all instances of "Joypad" to "Gamepad" (since this is the accepted parlance)
- addressed some bugs and other oddities in the new gamepad control
- fixed a graphical error in sprKeyVirtualIcons360/alpha
- fixed button glyph display for tutorial tiles and other control indicators throughout the interface
- changed gamepad map button press array to a ds_map (to get around array index limitations)
- fixed non-appearance errors in gamepad glyphs for Quickload, Pause screen, and Game Start screen.
- moved the gamepad enumeration code in Environment to an alarm event instead of the create event (because gamepad functions aren't visible 
in the create event)
- fixed bugs in getting key glyphs to load properly at the title screen (276)
- fixed a bug in backup save enumeration (277)
- fixed a bug where the 'weather effects' option in the configuration menu was being automatically disabled (278)
- fixed a bug where the Ramona Lawson quest can be completed without Alex in the party (281)
- fixed a bug in contract board 'New' flags (282)
- fixed a bug in saving of backup saves (283)
- fixed a graphical error in portraits (284)
- passed up a bug regarding inversion of y-axis when using gamepad_axis_value (285)
- fixed a bug in the save menu: the first entry in the backup saves list was being enumerated twice (286)
- fixed a bug where blank message boxes would pop up if the player exhausted all canned dialogue for a scenario (238)
- made a colorblind icon image to swap out icons during colorblind mode
- fixed a bug in node use tutorial tile (287)
- fixed a bug in setting grid references (288)
- fixed a bug in the area card (289)
- fixed a bug in setting and removing skill nodes (290)
- added script scrLoadPriceList that lets me manage prices much more easily
- added AP count to node quickmenu for unlearned nodes
- all skill node AP counts now have an "AP" icon next to them
- fixed a bug in pricing of sale and high demand items
- fixed a bug in tag price of Metal Armlet
- fixed a bug in camera focus when using skills (291)
- fixed a bug in entity movement during skill use (279)
- fixed bugs in glyphs related to tutorial tiles showing up while using an XInput gamepad (292, 293)
- fixed a bug in adding Interactive Dialogue tutorial tiles to the help menu (294)
- fixed a dialog box bug in the Shop Menu (295)
- fixed an alpha bug in status effect overhead dialog box (297)
- fixed various bugs related to node assignment and the node assignment quickmenu (300, 301, 302)
- fixed an exploit in the shop menu (303)
- fixed a bug in monster bioluminescence (296)
- fixed a bug in Dolores Dennison (304)
- fixed a fatal error in rallying (305)
- fixed some pricing errors
- fixed black space in a few maps (307,309,310)
- dumped about six hours into fixing a runner freeze bug. not happy that i spent that much time figuring out what was going wrong, but 
whatever. (311, 312)
- solved the problem with all elementals being killed when the player kills just one (312)
- addressed problems in movement after monsters use skills that target the party (298, 306)
- addressed problems in movement after players use skills that target monsters (280)
- fixed a crash when entering Dieppe Revolving Market #2 (316)
- fixed an issue with being able to access Hallia Lucia before you're supposed to (315)
- fixed an issue with NOT being able to access the Admiral ferry after scene 59 (317)
- removed an unnecessary collision solid near Douglass Manor (319)
- fixed a bug in Supercritical knockout (320)
- talking to NPCs: changed all instances where party[0] was talking to make it so that party_leader is talking instead
- fixed black space in rmSTNtoBDH3
- shortened length of a teleport in rmBOJPrincePalace that was way too long
- fixed bugs in using the AnyKey prompt with a gamepad. this affects objDemoCard, objTrialCard, and objAnyKey. (322)
- fixed talk number bugs in Brendan Modoc (323)
- fixed a bug where you could get another Sliding Puzzle as long as the first one you got was equipped (325)
- fixed a minor text bug in Tammy Falk's dialogue (326)
- fixed a bug in a bridge trigger in the Reagast Commercial Strip (324)
- fixed a bug where a background drawn by objDrawBackground would alpha-blink when opening and closing interfaces (327)
- fixed a crash when attempting to buy a Malin ferry ticket (328)
- fixed a couple of bugs related to Hunter in Stevenson Cave (329, 330)
- fixed bugs in the Supercritical encounter (333, 334)
- changed a few collision solids in rmSTENorth to be more manageable
- got back the final draft of the Target 1.02 manual.
- fixed a bug in SOC award for Christie White (336)
- fixed a graphical bug in the counter in the Gennon Clinic (337)
- fixed a consistency bug w/r/t Leyt and his Alcarytic form (338)
- spent a bit of time addressing a long-standing sprite glitch that happens on first party member death. this was addressed in 1.01, but the 
GMS import broke it again (339)
- fixed a crash when loading saved game from Game Over flash (340)
- fixed a bug in enemy pathing taking into account HALTED state (341)
- fixed a bug in the command menu with regard to use of shoulder rotators when only one party member is present (342)
- fixed a bug in halting the environment while the help menu is open (343)
- hooked in the canmove property of ojmEntity to direct AI pathing, meaning that being interrupted (AT ALL) when attempting to use a skill or 
item is a thing of the past, finally (344)
- fixed a bug in the HUD during scene 36 (345)
- added missing BGM preload to scene 36 (346)
- fixed bugs in the night surface (347, 348, 349)
- added a calendar placard to Northern Enclosure
- repositioned the radio in Lomah's room
- fixed a couple of spacing errors in Pete, period 10
- fixed a banter misfire during period 10 (350)
- fixed a bug in shop menus not having list position indicators, but ONLY if the shop has its no-sell flag up (351)
- fixed a bug in AI targeting after use of non-damage skills (353)
- fixed a bug in rain (314)
- fixed a bug in monster AI path drifting while initiating skills (352)
- fixed a bug in the radio timer (354)
- fixed a graphical glitch in the Cape Bojador pharmacy (355)
- fixed glitching of the collapsed tower during scene 40 (356)
- fixed a surface bug in Alex's charge meter that was blocking progression in the game. this one caused a LOT of heartache. (357)
- fixed a drawing glitch in Alex's charge meter
- fixed a bug in item nodes that have exactly two items left in them (359)
- addressed a bug in granting lingua status to targets of Distilled Potion (360)
- addressed a bug in successive use of the same skill not firing 50% of the time (358)
- addressed a crash in using "Seeing Red" on Nathaniel (361)
- addressed a bug in elevation of entities that are affected by skills that only use screen effects (362)
- addressed a bug in accessing the help menu during cutscenes (363)
- addressed a bug in updating the node assignment quickmenu skill charge duration icons while using pgup/dn or rotators to tab pages up and down (364)
- addressed a bug in freezing of objPlaytime when the player pauses while objSpecialController is up (365)
- fixed misalignment in the save portraits (366)
- added missing collision data to Mastrov Easy dining room (368)
- fixed a comma bug in the sell list (370)
- fixed a gamekiller: after mark mcneil's quest, alex would be teleported into a collision solid (372)
- fixed a graphical glitch in alex's charge meter during rain or night (371)
- fixed a bug in the contract menu not having list indicators (369)
- fixed some text in Edward Argonne
- i think it's safe to leave the YINVERT flag up. it seems like this affects every game controller on PC that accepts XInput, not just the 360 
controller. i know YoYo thinks the data is coming over as intended, but it doesn't really seem like it.
- added highlighting by battle flash to the HUD. this allows the game to highlight the selected character during ally targeting.
- fixed the underlying cause of all surface glitches seen so far. TIP: make sure to set your blend mode back to bm_normal when clearing a 
surface, dummy! (171, 244, 357, 371)
- added painting placards to douglass manor 2F (374)
- fixed a bug in hub switches (373)
- fixed a graphical error in corvallis w/r/t scene 48 (375)
- addressed a contract board error in Jon Shobe (376)
- addressed an error in Arista's AI (377)
- addressed problems with creating particle engines twice for selected skills (378)
- addressed a crash when running an instant transition through objSceneFader (379)
- addressed a block in the bridge trigger near Dendera Secure Gate (380)
- attempted to address a memory leak when going from room to room.
- spent a whole bunch of time addressing memory leaks and errors in gamesave surfaces, path creation, mp_grid refreshing, and BGM. this fixes #381.
- hooked BGM loading into the preloader so that the game can catch any stray BGM that happen to escape destruction when they're no longer needed. 
this runs like MELTED BUTTER btw and i'm so happy that it worked without basically any complications. these memory leak fixes put the game at a 
peak memory usage of about 300MB. not bad.
- fixed the Lucy Stonecoal quest so that it's completable during period 21 if leyt or lomah are in the party
- fixed Francisco Harrington so that Alex can access his dialogue even if she's talked to Timothy Sinclaire
- removed something from Djordy Murray that didn't work
- fixed a bug in teleporting during a cursor transformation (382)
- fixed a freeze during a post-Lofton's Quest cutscene (383)
- fixed an issue with Leyt in scene 96
- fixed an issue with miss calculation while blinded for physical skills and physical attacks (367)
- a few bugs on the OS X side seem to have fixed themselves. that is, polishing the windows build fixed these probably (232, 233, 275)
- addressed a bug in pausing using the keyboard on OSX (234)
- addressed almost all bugs in the OSX sound engine. i basically pulled the sound engine's guts out and made a new GMS project with it, and 
used that project as my testbed. about a thousand times faster than waiting endlessly for compilation (seriously, i'm waiting 10+ minutes 
per compile now).
- addressed a bug where BGM wasn't playing back on OSX (386)
- addressed a bug where the volume does not bottom out at 0 on OSX (388)
- addressed a bug where the BGM restarts if the intro part is no longer playing (389)
- OSX: fixed an error in BGM restarting whenever scrPlayBGM is called (389)
- OSX: fixed an error in the save timer (391)
- OSX: fixed a flicker while going from map to map (385)
- OSX: fixed a drawing bug in rectangles drawn using draw_rectangle (236)
- fixed a memory leak in the BGM preloader (393)
- fixed all remaining bugs in Supercritical (331, 332, 335)
- fixed a bug with disappearing pause text (396)
- fixed a bug in the player being able to provide game input while the game window is unfocused (394)
- fixed a bug with Supercritical offering ridiculous payouts because of an event overflow after ring out (395)
- OSX: fixed bugs with invalid comparison errors in location data (398)
- replaced a missing collision solid in rmSTENorthwest (397)
- fixed bugs related to miss calculation and damage dealt when missing (399)
- OSX: fixed a bug related to scrButtonCheckPressed (400)
- merged appropriate changes from OS X source to Windows source (397, 399, 400)
- fixed a missing bridge solid in rmRSTStrip (405)
- made the radio in Lismore Inn more visible (403)
- addressed constant bugs in the battle system (401, 402)
- addressed malformed Silence statements in scrGetLocationData (409)
- addressed non-function node hotkeys (406)
- fixed a bug in halting ambient sound effects on OS X (404)
- fixed a bug where the scroll indicator would show up on the sell menu when selling to merchants is disabled
- fixed a bug in flicker when going from map to map (again) (385)
- fixed crashes while battling nathaniel (408)
- fixed applying confuse FINALLY
- fixed a bug in using Quicksand on Nathaniel (410)
- reversed the objective timer in the main menu. when the player opens the main menu, they should be greeted with the next objective immediately.
- fixed a bug in Lofton's Quest (416)
- fixed a bug in reading signs while teleporting (415)
- "fixed" a runner crash when non-looping BGM ends in the windows version (422)
- fixed a bug in the Lessis nonspace hub (421)
- fixed a bug in skipping Alex's decision bell (417)
- fixed a few collision/layering errors (426, 427, 428)
- addressed causality issues related to Francisco Harrington and Gregory Ghent (429)
- fixed a bug in skipping the first scene of act IV (419)
- fixed a bug in skipping Magma Golem's initial cutscene (431)
- fixed bugs in stackers (423, 424)
- fixed a bug in leaving rooms after canceling NPC conversations (424)
- fixed a graphical bug in surfaces caused by update to the GM runner (433)
- fixed a bug in triggering locked teleports (435)
- fixed a bug in Leyt's skill Impale (437)
- fixed a bug in arista's post-boss scene (432)
- fixed a couple of bugs with regard to completion of the Jon Shobe/Arista contract (414, 438)
- fixed bugs in Jon Shobe's contract (440)
- fixed a bug in the epilogue sound cue on Windows (441)
- fixed a bug in window focus during the credits roll (439)
- fixed more bugs in Lofton's quest (416)
- fixed a bug in calculation of completion percentage (413)
- fixed a bug on OS X where upon pausing, the player would be unable to skip cutscenes or toggle the map (442)
- fixed MORE bugs in Jon Shobe's contract; hopefully they should all be gone now (440)
- fixed a bug in BGM fade on OS X (412)
- removed certain functions from the OS X configuration menu that are broken in Game Maker Studio, namely in-game fullscreen exclusive, window 
scaling, interpolation, and vertical sync. i've already petitioned for bugfixes and when they come back i'll recompile and issue a revision 
build with the missing options put back in (411)
- closed bug 248 as unreproducible
- fixed a bug in the Quon battle (444)
- successfully ran the windows updater test. this includes:
 - successful execution of file cleaning routine
 - successful transfer of all save and config files from the program directory to %localappdata%
 - successful rename of the game manual to conform to the shortcut generated by the 1.01 installer version (if the game is being run from the 
 installer directory)
 - successful execution of an update from 1.01 to 1.02
 - successful execution of an update from 1.02 to 1.XX
- added some missing objective data
- fixed a bug w/r/t BGM in silent rooms on OS X (443)
- resolved 418 as unable to reproduce
- fixed a bug in the speed stat when equipping items that modify DEX (445)
- fixed a bug in the volume control for music on OS X (446)
- fixed a bug in the rain splash particle effect (447)