February 2011 to June 2011 - 0.6.1 Changes
- AI Update: Pathfinding with A* implemented
- Added Alice Margatroid missions (CH2SQ1 and CH2SQ2)
- Spell animations have sound effects
- World map now uses Pygame sprite based drawing
- More recipes added to the game for support and status effect spells (not yet integrated in game)
- Spell animations support variable speed bullets and rotation of bullets
- Added new status effect spells to cover remainder of implemented status effects

# 1/30/10
- [Fixes issue #64] Added smooth camera scrolling

# 1/29/10 
- Added new music for Akyu narration scene in CH2ST4

# 1/20/10 - New Sprites
- Added updated sprites of Akyu, Aya, Keine, and Mokou

# 1/17/10 
- Startle animation changed uses a parabolic animation
- Minor UI tweaks to world map menu and WM tutorial

# 1/16/10
- Music is stopped at the end of a mission
- Changed a few lines of conversation in CH2ST3 to sound more natural
- [Typofix] - Ch2St2 conversation typo fixed
- [Bugfix] - Crash when opening spell listing from party menu in deploy screen

# 1/15/10 
- Completed documentation update of map action event methods
- [Bugfix] Fixed crash when using map coordinate highlights
- [Bugfix][ fixes issue 62 ] Fallen units do not return for epilogue scenes in CH1ST1-2
- [Bugfix][ fixes issue 61 ] Faulty Mission Updates 

# 1/13/10 - Sound Effects Added

# 1/12/10 - Completed work on mission format update and merged into main branch

# 12/28/10 - Completed basic spell animations update
- Added white amulet bullet
- Added barrier buster animation
- Added red ying yang orb bullet
- Added animations for Encourage, Tracking Shot, and Illusion Veil
- Added Ran's Princess Tenko animation
- Added Stardust spell animation
- Rename: star_purple.png -> star_magenta.png for consistency
- Added Life Bless support spell animation

# 12/27/10 - Added Chen's pentagram flight animation.

# 12/22/10 - Poison Dust / Ageless Obsession
- Added Youmu's SC and the Poison Dust SC.

# 12/21/10 - Ran's support spells
- Added spell animations for Ran's Mystic Wall and Mystic Barrier spells and Keine's sunbeam mirror
- [Bugfix] Fixed healing drop's animation looking in wrong folder for image file.

# 12/18/10 
- Added Akyu Sprite

# 12/16/10 - Completed preliminary work on Update Animations system
- Added an Emitter System
- Replaced current animation system
- Removed bullet dictionary from main engine
- Updated XML spell catalog loading for new animation system
- Updated battle animation system
- Renamed Reimu's spell to Fantasy Seal to match her animation
- Temporary: item animations do not support designating a bullet image

# 10/30/10 - Bugfix on post battle event method
- [Bugfix] Crash when attacking enemy unit and spell runs out.

# 10/23/10 
- [Bugfix] support spells lost when unequipped
- Assigned equip restrictions to spells

# 10/17/10 - Balance test Ch2St3 + bugfixes
- [Balance Fix] Set max turns for buffs/debuff status effects to 3 turns
- [Bugfix] Crash in CH2ST3 due to incorrectly named AI starting states
- [Bugfix] Units not showing up until they've completely entered bottom row of the screen.

# 10/2/10 - Balance testing and bugfixes for CH2ST1
- Added Keine support spells
- Removed Keine attack spell at start
- All support spells set to 15 uses
- [Bugfix] Crash when checking for end of turn for negative support spells
- [Bugfix] Dead units status effects not cleared at mission end.
- [Bugfix] Startle animation: Unit appears to jump under the unit above it

# 9/25/10 [Main Branch] - Reimu status spells.
- Defense Shatter -> Barrier Buster
- Reimu now is assigned with new status down spells

# 9/22/10 - Offense/defense down status effects.
- Added offensive/defense down status spells.
- Set all offense/defense down spells to have a fixed duration of 4 turns.

# 9/18/10 - Chen stunning spellcard + Bugfixes
- Chen now has an 80% stun on her spellcard
- [Bugfix] Fixed a tree growing out of a lake in CH1ST3
- [Bugfix] Crash when swapping in items
- [Bugfix] Defeated units not appearing in the end-mission scene (Sprite system bug)

# 9/14/10 - Major overhaul of spell stats display system
- Merged wm_stats and stats loop in unit object
- Merged all display of spell data into a single engine method
- Moved player spell inventory method from unit object to worldmap object.
- Added display of status effect giving / receiving
- Removed mutable default keywords in status effect object creation

# 9/12/10 - Handful of minor fixes
- Reverted back to old style battle background. Terrain backgrounds are unsatisfactory looking. 
- Status icons now render during walking animations
- Ran's Princess Tenko card changed to support spellcard
- Ran starts with Mystic Wall and Mystic Barrier now.
- [Bugfix] Unit sprite disappearing when they are at the bottom row of a map
- [Bugfix] Autosave now uses same format as manual save to indicate time of save creation

# 9/9/10 - Stat boosting SE bugfixes
- Fixed tracking shot icon
- "Encourage!" spell -> "Encourage"
- Removed debug prints from support spell class.
- [Bugfix] Crash due to incorrect assignment of spell affinity for support spells.
- [Bugfix] Stat boosting SEs were giving 100x more bonus than they should have

# 9/8/10 - Added Stat boosting Status Effects
- Added status effects increasing MAG, STR, DEF, and MDEF
- Added Tracking Shot (Hit% Up)
- Added Spells to give all these status effects.
- Set all support status effects to have turn duration of 4
- Set all support spells to have max usage of 10

# 9/5/10 - Life Bless Status Effect
- Implemented Life Bless support spell and status effect.
- HP change due to status effects is not shown if there is no change in HP

# 9/4/10 - Support Spells Implemented
- Added an implementation of support spells
- HP Effect values are no longer drawn if the effect is 0 (As in Status Effect)
- Added Illusion Veil status effect

# 9/3/10 - RFW refactoring of source code.

# 9/1/10 - New Status Effect Icons
- New status effect icons created by Team Pockethouse
- Icons are now 24x24 instead of 18x18
- Assigned new icons to all currently created status effects.

# 8/29/10 - Hit/crit changing status effects
- Removed the hit/crit bonus method from the Traits class
- Created a hit bonus/crit bonus method inside the Unit class
- Implemented status effects that change hit/crit
- [Bugfix] - Mirage now actually gives you a 15% evasion bonus.

# 8/28/10 - Stats changing status effects
- Implemented stats changing status effects
- Testing on Illusion Veil started.

# 8/19/10 - Implemented spirit status bubbles

# 8/18/10 - Sprites (Spirit Status Bubbles)
- Added spirit status bubbles as status effects

# 8/12/10 - Sprites (Status Bubbles)
- Implemented status bubble sprites for status effects
- Added a status bubble sprite group
- Created separate give/remove/clear methods for status effects on units
- Implemented the use of above methods on spells
- [Bugfix] Enemy units ignored the stun status effect.
- [Bugfix] Units clipping through bottom panel during movement upwards

# 8/9/10 - Sprites (Startle)
- Implemented startle animation with sprites.
- Added a flag that freezes the team circle in place
- Both team circles and unit drawing rects are returned now.

# 8/7/10 - Sprites (Basic movement)
- Implemented sprite based movement
- Implemented color panels

# 8/5/10 - Sprites (Starting off conversion)
- Added basic sprite class

# 8/3/10 - Hiding stats panel during events
- Added the ability to set whether the speech panel is displayed or the unit stats/menu panel are displayed.
- Made the prologue use speech panel exclusively during the scene.
- Implemented stats panel hiding to all missions
- [Bugfix] Fixed a crash where removing a deployed unit would crash the game post-mission due to not removing the unit from the deployed units catalog.


# 7/28/10 - Landmark templates stored in separate XML file 
- Converted all missions to use new landmark system. Easier to read and more consise.
- Added a landmark template system
- Added landmark.xml

# 7/26/10 - Mission Manager: Added real desc. and fixed bugs in showing rewards.
- Added descriptions to all the missions
- [Bugfix] Show rewards in archives menu has a missing enumerate function in the listcomp
- [Bugfix] worldmap.Event had the show_rewards and desc inputs switched around
- [Bugfix] worldmap.BattleEvent had the show_rewards and desc inputs switched around

# 7/25/10 - Mission Manager: Descriptions/Hide Rewards
- Removed rewards from Mission Signup/Current missions in mission manager
- Added ability to load descriptions
- [Bugfix] Crashes in mission manager due to missions being cancelled
- [Bugfix] Attempt to move cursor on empty screen

# 7/24/10 - Improving Terrain BG system
- Improved the images: Aligned horizon, added boundary gradient, and made the forest image less dark
- Disabled flipping of terrain BG images

# 7/22/10 - Proof of Concept Terrain background system.
- Added specifying terrain images to terrain data xml
- Changed battle events to draw the background terrain appropriate to each unit instead of one background.

# 7/18/10 - CRLF/LF Bugfix
- [Bugfix] Fixed loading of maps due to CRLF/LF differences.

# 7/17/10 - 0.5.1 Final
- Minor text tweaks in CH2 missions
- Set debug flags for final release

# 7/15/10 - Bugfix on trait screen / CH2ST1 script tweak
- Minor tweak to Keine's intro line re: Poison Dust in CH2ST1
- [Bugfix] Crash when any arrow keys are pressed on an empty trait screen.

# 7/14/10 - Minor text updates
- Fixed a minor typo in the prologue.
- Tweaked one of Ran's lines in CH1ST1
- Made the description text of synth items more flavorful

# 7/12/10 - Renamed Reimu's spell
- Reimu spell card: Burn Everything -> Sealing Circle
- Removed some extraneous print statements from the stats menu.
- Updated readme.
- [Bugfix] Fixed a crash when pressing A and S keys moving about the deploy screen.

# 7/10/10 - Set Enemy AI + Sky Conv. Images
- Added a scene showing better the disappearance of the clouds using images
- Added support for loading both .PNG and .JPG files for conversation images
- Fade-to/from-color now displays conversation images
- Added ability to set AI state in map actions
- CH1ST2 - Whenever either of the path events trigger, Kodama Lord's AI is set to Pursuit mode


# 7/6/10 - Music World Map Menu Tweak + Emtpy Trait List Bugfix
- [Issue #56] Temporary fix: Shop theme is used as the universal theme for the menu system on the worldmap.
- [Issue #60][Bugfix] Fixed a crash when attempting to swap in from an empty list of traits.

# 7/4/10 - CH1ST3 Gameplay / CH2ST2 and CH2ST4 map layout tweaks
- CH1ST3: 
-  Walking Trees: All set to level 4
-  Wriggle: Level 7 -> Level 6
- CH2ST2/CH2ST4:
-  Changed the terrain around to be more varied
-  Added more houses

# 7/3/10 - CH2ST4 Redsign Pt. 5
- Firefly: Elemental Rank 2 -> 3, Natural Rank 4 ->3 
- Miu - MDEF 7-> 6, AGL 5->6
- Added new dialog to the end of the mission

# 7/2/10 - CH2ST3 Redesign Pt. 4
- Removed the central Healer Fairy from CH2ST3.
- [Bugfix] Fixed misaligned spell property icons on spell selection screen

# 7/1/10 - CH2ST3 Redesign Pt. 3
- Added new dialog for intro of CH2ST3
- Lowered level of fairies from 6 -> 5
- Removed a Fairy and a Walking Tree from Miu's group.
- Raised CH2ST3 mission cap to 8.

# 6/29/10 - CH2ST3 Redesign Pt. 2
- Added a Torii at the bottom of the graveyard
- Removed the chokes between each section of the map. 

# 6/28/10 - CH2ST3 Redesign Pt. 1
- Rearranged the top third enemies to allow easier access to the middle portion of the level
- Lowered the level on the fairies. Kodama Lords all are at level 9. Miu's level raised to 7.
- Changed objective to defeat Miu.
- Added Fireflies reinforcement to bottom of map during turn 5.
- [Bugfix] Crash if a boss that needs to be defeated is initially reserved.

# 6/23/10 - Fix on Firefly stats and new landmark images
- Added WnW's landmarks and replaced one of the houses with his version
- [Bugfix] Fireflies now have proper stats. Somehow they ended up with Fairy stats.

# 6/22/10 - Tweaked fuzzball initial movement CH1ST1
- Fuzzballs now move C, B, A 
- Fuzzballs now move through the open areas of the forest instead of through the forest.

# 6/21/10 - Cursor hiding on cutscenes
- Added hiding of cursor during story scenes to CH1ST1-CH2ST1
- [Bugfix] Fixed a bug in xmlreader that prevented reserved units from loading properly
- [Bugfix] Fixed a bug in the battle system that caused revive traits to always trigger (Leftover debugging code)

# 6/18/10 - More evenly spread out tutorial
- Changed the predictor tutorial image to reflect updated predictor system
- Moved spell type relations to CH1ST2 with characters talking rather than a continuous
block of tutorial messages.
- Removed the "(Tutorial)" in the title of CH1ST1

# 6/17/10 - Implemented revive animations
- An animation is displayed if a life-saving trait is triggered
- Moved reviving code to battle_event.py from traits.py
- Added a display of revive trait triggering to no-animations-mode.
- [Issue #39] Resolved feature request for notification of revive traits.


# 6/15/10 - Added revive trait animation
- Added revive trait animation to images
- Added drawing of revive trait animation to battle_event.py

# 6/9/10 - 0.5.1 Pre-alpha
- Reverted the trades back to their old configuration for item trading.
- Added more descriptive flavor text for treasure rewards.
- [Bugfix] Fixed a crash due to required units being in the wrong part of the XML file for prologue
- [Bugfix] Added back startle sub_actions not being read properly leading to action before it repeating.

# 6/7/10 - Tweak to time of save comment 
- Changed the year format in the save comments to display the full year in the format 20XX 

# 6/6/10 - Completed conversion of xml reader to Element Tree
- All functions and objects are completely converted to use the Element Tree module
- Removed load_element function as well as import of xml.minidom
- Fixed CH1ST3 / Ch2ST5 mission data (required starting units out of position)

# 6/5/10 - Element Tree Conversion pt. 1, Polishing up of Treasure reward system
Convert to XML Element Tree the following modules
- get_music
- get_worldmap
- get_connecting_paths
- get_mission_catalog + MapData (All battle event map data loading)
- initialize_units
Polishing of Treasure Collection Reward System
- Changed Rinnosuke's intro sequence to match the new rewards system.
- Removed some extra debug print statements in xml reader

# 6/1/10 - Treasure Collection Reward System
- Added treasure collection rewards to trading data
- Added treasure collection rewards data to save data (Breaks save data)
- Added giving of awarded items to player when treasure collection milestones are reached
- Deprecated points system and special trades

# 5/28/10 - Treasure Collection System - Tracking Added
- Added tracking of what treasures have been traded in. (Breaks save data)
- Moved trade xml data loading to Element Tree based

# 5/27/10 - Groundwork on Treasure Collection System
- [Bugfix] Fixed crashes in mission managing system when signing up for missions
- [Bugfix] Spell names correctly displayed in inventory list.
- Converted Treasure data readin to use Element tree based XML parser
- Removed separate Synth item and generic item classes 
- Added a new attribute "type" to treasure class: Generic, Spell Synthesis Item, Key Item
- Added treasure collection system that currently displays all available treasures.

# 5/23/10 - Merged No Battle Animations into new Battle Event System
- Added functions to draw battle events on the map if battle animations are turned off
- Split off generation of pygame surface object for battle effects into its own method
- Set all calls to battle events go through the same battle event system method now
- Deprecated code in the Unit object relating to parts of the battle system that have been
restructured

# 5/22/10 - Complete overhaul of character animation system
- New Animation system!
- New Animation XML data format
- Updated all XML data to new format
- Added support for idle animations
- Added support for casting animations (During bullet animations)

# 5/19/10 - Restructuring of battle system
- Created a separate battle event class to handle battle event logic
- Moved battle events to new system
- Deactivated battle animations until new animation system brought online

# 5/16/10 - Cliff tiles now affecting movement
- Added cliff tiles blocking passage to map system
- Added an XMLreader function (etree based) to load in cliff tile data
- Added a cliff tile data xml file

# 5/15/10 - Ground work on terrain map system
- Added rendering (no gameplay effects) of cliff tiles into game system
- Added cliff layer to map canvas
- Added ability to write and delete cliff layer tiles
- Added ability to read/write cliff layer tile data to text files
- [Bugfix][Map Editor] Fixed a crash due to resizing map
- Deleted unused maps
- Added cliff layer data to maps

# 5/14/10
- Added rendering of layer 2 palette

# 4/17/10 - Terrain to XML, game and editor now share terrain data, added a new grass tile.
- Moved terrain data to XML file
- Added icon position in the terrain icon image to Terrain Data 
- Added dedicated flags to Terrain data: Flyable / Walkable
- Added minimap color to Terrain data
- Renamed mapprohibited -> map_walk_prohibited
- Changed map editor to use game's terrain representation
- Added WnW's new grass terrain to game

# 4/11/10 - Map Editor Resizing and Minimap
- Added a minimap for navigating on the map
- Fixed a scrolling bug in the y direction
- Added a resize menu
- Moved buttons to their own module
- Moved map editor icons to images folder

# 4/10/10 - Map Editor 1.0
- Added a rudimentary map editor
-- Supports loading and saving of map files
-- Supports basic editing functions to paint tiles
-- TODO: Support resizing maps.

# 4/4/10 - Bugfixes following work on 4/3/10
- [Bugfix] Fixed a crash when loading a units stats
- [Bugfix] Fixed unequipping from empty action trait slot unequips support slot

# 4/3/10 - Restructuring Trait Storage System
- Changed storage of empty slots from "Empty" to None
- Create a separate Check if a unit has a trait property function
- Changed Critical+, Critical-, and Healing+ to not stack and the highest level equipped takes precedent
- Display icons for empty slots and active slots in trait swap system

# 4/2/10 - [Bugfix] Fixed a crash when opening Unit Stats menu with a unit that does not have a spell equipped.

# 3/27/10 - Refactor and Restructuring Spell Action Storage
- Stored in a list instead of a dictionary 
- Uses None instead of the string "Empty"
- [Save Data Change!] Player inventory no longer pads list with string "Empty" if no item is present
- Updated CH1ST1, CH1ST2, CH2ST3 scripted battle events with new system
- Unit stats page now calls the engine's spell processor method instead of the unit's own (Removed Redundant code)
- Save data now dumps to individual text files for each save slot

# 3/21/10 - Healing+ Traits
- Added healing+ lv.1-3 traits to trait list
- Implemented the Healing+ effects for healing spells.

# 3/20/10 - Template System Fully Operational
- Deployed template system to all missions
- Added Lord Fuzzy to list of template units. 
- Corrected Wind Weasel's template name

# 3/16/10 - Template Enemy Units Working
- Deployed new template unit format to sandbox [ALL OTHER MISSIONS CURRENTLY BROKEN]
- Set all units levels in template xml to 1
- Changed code of loading unit into map from template data at map init
- Changed a direct loading of unit from XML data to load template data in mission xml reading
- Added a class to read enemy templates and construct units from template data
- Added a separate unit template loading function to xmlreader
- Refactored some of the xmlreader stuff to be functions instead of custom classed Dictionaries that didn't do anything else

# 3/15/10 - Started work on moving enemy data out of mission files
- Created enemy/npc data file

# 3/13/10 - Manage active spell outside of battle, equipped spell tracking
- Added ability to set active spell in spell swap menu
- Added information about TP, available spells, active spell, to save data export (player_dat.txt)
- [Save Data Change] Added tracking of unit's active spell to save data

# 3/11/10 - Automatic assigning of learned traits
- Added automatic assignment of traits after they have been learned
- Unit.add_trait now returns False if inventory slots are full
- Disabled Prologue flag

# 3/10/10 - Starting off 0.5.1 work
- Removed old test missions: CH0ST2-CH0ST4
- Set debug flags for splash screen and WM tutorial
- Updated version number to 0.5.1

# 3/6/10 - 0.5.0 Final
- Removed test trades from item trading system
- Set debug flags (splash), WM tutorial to true

# 3/5/10 - Aya Stories Added
- Added 2 more Aya articles to be triggered after CH2ST2 and CH2ST4.

# 2/28/10 - Reduced shield for Healing Drop to 1 - 0.5.0 Beta

# 2/27/10 - Bugfixes to spell synth and battle system, mission story tweaks
- Added a treasure to CH2ST3's right side
- Tweaked the intro story event to add a startle emphasize which Fuzzball is talking
- Added terrain data display to "View Map" mode on deploy unit menu
- Changed Mokou's death line to something more intimidating
- [Bugfix] Unlock Youkai Mountain set to after CH2ST5
- [Bugfix] Fixed spell synthesis ingredient information not updating after a spell is created 
- [Bugfix] Fixed a crash in checking if a unit has a valid counterattack when one side has no spell equipped

# 2/26/10 - Battle Map Gameplay Optimization
- Minor optimization to unit.get_moves_path and unit.get_prohibited
- Removed unnecessary blits when backing out of a menu from sc_loop_a-c, move_loop, menu_loop
- [Bugfix : Targetted at Issue #49] Removed an extra call to map.get_all_moves in unit.menu_loop
- [Bugfix] Fixed uncontrolled blitting causing 100% CPU usage in Traits Loop
- [Bugfix] Gave a mission name to Ch2ST3 which did not have one

# 2/24/10 - Extra Missions Bugfix
- [Bugfix] Fixed a bug in CH0ST2 and CH0ST4 due to ai not having been assigned.

# 2/21/10 - 0.5.0 Alpha
- Set debug flags to alpha readyness settings
- Typo fix in prologue
- Set version number to 0.5.0

# 2/20/10 - CH2ST5 Revision 4
- Moved the bridge and the shrine item closer to map center.
- Added Ibis Tapestry, Cell Phone, and Magic Lamp as treasures
- Added CH2ST5 Prologue Event, Treasure Event, Ending Event
- [Bugfix] - Set all units to regular color (turn not ended) at the end of the mission

# 2/14/10 - CH2ST5 Revision 3
- Decreased map size of CH2ST5 to 25x20
- Added three wind weasels guarding a shrine to SW corner
- Stripped down all the story part for now.
- [Bugfix] Target spell incorrectly displays as None on predictor if unit is equipped with a different spell slot. 
(Cause was the target unit's spell lookup using the caster's spell index)

# 2/13/10 - Various Bugfixes: Objectives display, Item trading, CH1ST2, Ch1ST3
- Changed "Enemy Objectives" to "Mission Failure Conditions" and wording of objectives to match
- [Fixes issue 48] Set end turn after all units move to on by default
- [Bugfix] Unwrapped description text in item trading menu for treasures
- [Bugfix] Fixed a bug in Ch1St3 where Marisa instead of game narration said "Marisa's SC is maxed out"
- [Bugfix] [Fixes issue 45] Closes up the gaps in the CH1ST2 Kodama reaction

# 1/30/10 - More work on CH2ST5
- Continued work on CH2ST5 - Added a pre-mission sequence, adjusted stats.
- Separated out check if a unit can counterattack into its own method
- Stardust has a 80% chance to stun.
- [Bugfix] Stun status effect blocks counterattack actions.

# 1/29/10 - Started working on CH2ST5
- Started working on CH2ST5: Created Mission Map and basic battle setup
- Added Lord Fuzzy sprite
- Added Stardust Spell (Stun Status Effect)
- Corrected description of Poison Dust's effectiveness. (30% -> 60%)

# 1/24/10 - CH2ST4 completed, Fix to player state leak between save data loads.
- Draft of Ch2ST4 Finished.
- [Bugfix][Issue #46, Issue #47] 
-- Problem: Player state was leaking through between save data loads.
-- Created a reset state method for units to restart them. 
-- Reset all units to starting state between loads
-- Reset list of units in party between loads

# 1/23/10 - CH2ST4 Groundwork
- About 75% through a rough draft version of CH2ST4

# 1/22/10 - Emotion bubbles added
- Added emotion bubble actions to prologue and CH2ST3
- Added emotion bubbles from Team Pockethouse

# 1/21/10 - Minor typo fix
- Fixed incorrect spellings of Lantern in the game.

# 1/20/10 - Prologue Expanded
- Added Yuyuko and Yukari scenes to the prologue

# 1/19/10 - Fleshing out CH2ST3
- Added a conclusion part to the mission
- Added some in-battle conversations to CH2ST3
- Gave Mokou a rice cake
- MAE execution check added before player's turn begins.
- [Bugfix] Dotdotdot emote frameheight
- [Bugfix] Number of frames in an emote incorrectly calculated
- [Bugfix] Support for triggers turn number, unit alive included in mission2wiki.

# 1/17/10 - Shop Theme Added
- Added a shop theme to Spell Synthesis, Item Creation, Treasure menus

# 1/16/10 - CH2ST3 Story Revision
- Revised story intro of CH2ST3
- Added names to Kodama Lords: Kotone, Ayaka, Haruna, and Miu
- [Issue #32] Added display of current turn number next to terrain display 

# 1/14/10 - CH2ST3 Gameplay Revision
- Added the following triggers: unit_alive, turn_number
- CH2ST3 gameplay side drafted
- Added more enemies and changed the way they were distributed
- [Bugfix] Crash when unit's ai acts and unit has no spells available

# 1/13/10 - CH2ST3 Revision Groundwork
- New map for CH2ST3
- Started revision to convert Ch2ST3 into an escape in 15 turns map.
- Enemies moved around: E and W groups moved to NE, NW. Fireflies moved to central island
- Added escape objective
- [Bugfix] Crash when unit recovers from status effect

# 1/12/10 - Deployed Units
- Added deploy units sub action
- Added ability to set a unit as reserved to be place on the map later via map actions
- [Bugfix] - Assigning of multiple traits/ spells supported at map initialization to enemies

# 1/9/10 - More clear presentation of unit advantages at predictor
- Reworked the way the predictor is displayed
-- Predictor now is called as a single method from user.plot_predictor(target)
-- Display of traits at this predictor is dropped
-- Use arrows to show strengths and weaknesses
- Added arrow icons for displaying strength and weakness

# 1/6/10 - Status Effect fixes and displays
- Increased basic spell uses from 30 to 45
- Added display for when status effect has ended.
- Added display when HP/SC changes due to a status effect
- Output damage from poison to console
- [Bugfix][Issue #31 ] Crash due to death from status effect

# 1/5/10 - CH2ST3 update
- Enemy Movement Range changes: Fairy (7 -> 5), Firefly (5->6), Kodama Lord (7->4)
- More enemies to CH2ST3
- Added a healer fairy introduction scene in CH2ST3
- Added healer fairy portrait
- Added Show Animations sub action support to mission2wiki exporter script

# 1/4/10 - First Draft CH2ST3
- Removed a debug print in mapobj.py
- About halfway done with the enemies but mission is playable.
- Survive objective counts a victory if you defeat all enemies.
- Added a spell for Mokou
- Added Yukari portrait / sprite
- [Bugfix] Crash when all enemies defeated in survive objective.
- [Bugfix] Crash on launching mission2wiki due to add recipe map action

# 1/2/10 - More progress on CH2ST3
- Added more enemy units and dialog to CH2ST3
- Set up CH2ST3 deploy locations
- [Bugfix] Crash when attempting to remove a unit in deploy mode on an unoccupied tile.

# 1/1/10 - Mokou sets things on fire
- Added Mokou portrait image
- Added Fire Spell image
- Moved emote animations to images/anim/effects
- Emote effects loaded from xml file instead of hard coded into engine
- Added support for effect animations on the map

# 12/31/09
- Added CH2ST3 map and started working on mission.
- Added a gravestone location to the landmarks file. Replaced statue.

# 12/30/09 - Marisa AGL fix
- Flight has +30% AGL
- Marisa has AGL base growth of 9 instead of 7

# 12/28/09 - CH1ST3 Map Redo / Outlined map text
-Added outlined text to map healing and no battle animation mode
-Set the display of numbers in no-battle mode to be consistent with healing items / regen
-CH1ST3 is resized to a 25x25 map from a 40x40 map. 
-[Bugfix] Victory banner properly set to come before post mission events

# 12/27/09 - Minor Balance Tweak
- Marisa starts at level 4
- Fried Tofu recovers 40% HP instead of 25% to improve usefulness at start of game.

# 12/26/09 - Sorting Units 
- Added ability to sort units by Name, Class, Level and any stats
- Added directions to party menu
- Removed sort option from individual character menu in party menu
- [Bugfix] First unit in the party list placed 10 pixels too high in the deply screen unit selection screen.

# 12/24/09 - AI Turn Prioritization
- AI prioritizes units in the following order: Retreating Units, Healers, Everyone else
- Refactored the Turn Loop method to split it up into separate function in the battle map object
- Minor fix to realign "empty" word in Treasure menu
- AI update state happens before unit turn prioritization instead of during the unit's turn.
- [Bugfix] AI not properly changing states

# 12/23/09 - Treasure Icons
- Added Treasure Icon attribute to Treasures object and XML reader
- Added Treasure icons to Treasure menu and Spell Synth

# 12/22/09 - Death quotes + Traits tutorial expansion
- Added support for showing a randomly selected line after a unit dies by both status effect / spell attack
- Expanded the Traits tutorial in CH1ST2 to provide more details on the Trait Learning System
- [Bugfix] Crash on use of a regen trait from SC cost display on results

# 12/19/09 - Spell Synthesis Tutorials
- Added a line to CH1ST4 directing players to tutorial
- Added basic spell synthesis tutorial
- Added some crystal and spellcard icons

# 12/18/09 - SC Cost System Results Display
- Added a display of SC cost to the battle results menu
- [Bugfix] SC Cost not loading into healing spells

# 12/16/09 - SC system tweaks, AI spell range fix, Marisa MS Fixes
- Automatically centers back on unit if cancelling either movement selection or spell target selection. Prevents cursor from being stuck off screen.
- Changed SC for hit to 15, miss to -10, critical to 40
- Added recipe unlock for basic spells to CH1ST4
- Attack AI now searches after moving if there's a target in range that it can hit if primary target is out of range.
- Marisa gets 900 SC after arriving at her house. Let's her unleash it on enemies to finish the mission.
- [Bugfix] Just set Marisa's MS uses remaining to 2 in CH1ST2 and have it recharge fully between battles. 
Solution from 11/03/09 was causing a bug where she could receive a number of MS spells if you restarted the mission..

# 12/04/09 - Foundations for Spell Synthesis 2.0
- Reorganized spell synthesis system
-- Free Create Deprecated
-- Added elemental alchemy
-- Added recipe learning subaction to xml, mapaction
-- Added descriptions to spell synthesis interface
-- Added a summary screen to recipe synthesis

# 11/27/09 - SC Cost System ctd
- Added SC cost data to stats pages.
- Added SC cost data to spell swap, item creation, trading system displays

# 11/26/09 - SC Cost System / Spell Card Used Up Alert
- [Save Data Change!] Added SC Cost to spell actions.
- Implemented SC cost system on all spellcards.
- Rearranged spell display in SC Loop A to show SC cost
- Changed SC reward for successful attack from 5 to 20
- Expanded the glowy box in the battle menu panel to allow us to fit more stuff
- Alerts player to when a spell action has run out of uses
- Updated version number to 0.4.2
- [Bugfix] Spell cards no longer can be allowed to keep being used for counterattack after being depleted.

# 11/25/09 - Fixing SML
- You can now specify the setup for Youmu/Ran/Chen in the mission launcher.
- [Bugfix] Launching of missions not unlocked at start of game would crash mission launcher since they
were not recognized yet.

# 11/21/09 - Single Mission Launcher
- Added single mission launcher script. Run mission_launcher.py after configuring
mission / characters inside mission_launcher.py file

# 11/14/09 - Emotion Bubbles
- Added emotion bubbles to XML reader, map action, character, mission2wiki
- Added "end unit turn" to mission2wiki that hadn't been added yet
- Added the dotdotdot emotion bubble
- Changed Youmu and Ran's Emotion Bubbles in CH1ST2 to emotion bubble animations
- Fixed typo in CH1ST2 Youmu: "... they're behind this" to "... we're behind this."

# 11/13/09 - Map Background Rendering Update
- Map background rendering algorithm change. Faster and more efficient since map
image doesn't need to be generated on the fly every frame.
-- map.setup_background() : Render background once at map generation and save it
-- map.render_background() : Draws a slice from the pre-rendered background

# 11/7/09 - 0.4.1 Final
- Enabled flags for Prologue/Splash Screen/WM Tutorial
- Added new Marisa portrait image

# 11/3/09 - Marisa Master Spark Bugfix
- Added Remove spell sub action to mission2wiki script
- [Bugfix] Remove spell sub action works now.
- [Issue 30][Bugfix] Forcibly removes Master Spark from CH1ST2 and adds it back in CH1ST3. Prevents the player from unequipping MS and having it remain crippled for rest of the game.

# 10/31/09 - Healing Spell Cards, Chen Trait Tweak, Bugfixes
- Added support for healing type spell cards
- Added "Sacred Treasures - Sunbeam Mirror" to spell catalog
- Chen starts with Regen Lv. 1
- Added a Remove Spell sub action
- [Bugfix] Canceling on the options menu doesn't change the music state properly.
- [Bugfix] Reset status effects for units at the end of mission scenes

# 10/24/09 - Some minor tweaks to terrain / trait learning - 0.4.1 Beta
- Rearranged some info placement in move menu
- Added terrain data drawing function to map object
- Added drawing of data about terrain currently under cursor
- Traits are drawn grayed out if you don't have enough TP to buy them
- Updated the last line of CH2ST2 to correspond with version number
- [Bugfix] Trait points at top weren't updating when you bought traits

# 10/18/09 - Tiny sized fixes
- Added ability to use Left/Right arrow keys on world map top level menu
- Moved Chen's starting position 1 tile down in CH1ST1
- Added some text explaining that Marisa can't take many hits.
- [Issue 29] Added an exit option to the world map menu.

# 10/17/09 - Pursuit AI - 0.4.1 Alpha
- Autosave enabled by default
- Added Pursuit type AI that does not have a restricted range (Best used with Flight trait)
- Added Flight trait to fireflies in CH2ST1 and gave them the pursuit AI
- Added a scene with Youmu and Ran to CH1ST4

# 10/4/09 - Yuyuko
- Added Yuyuko sprite / portrait images
- Added Yuyuko to the portraits catalog
- Added Yuyuko to Sandbox map as demo and replaced Asa.

# 10/3/09 - SSP Seeking AIs
- SSPs stored in map as a dictionary with keys as locations
- Added some support for SSP capture with the AI
- Moved CH1ST4 to Western Village Path
- Adjusted world map path unlocking to compensate for the the above change
- Traits are displayed in two lines on the battle screen. This fixes problems with long trait names
- [Bugfix] CH1ST2's Wooden Statue treasure item was stated as given but not actually added.

# 9/20/09 - Wind Weasels Youkai added
- Replaced 3 fuzzballs in CH2ST1 with wind weasels
- Added Wind Weasel sprite
- Moved some enemies around in CH2ST1

# 9/19/09 - Destination condition optimization algorithm + Bugfixes
- Attack AI has received a movement optimization algorithm
- Increased Rice Cake's spell use to 8
- [Bugfix] Enemy units not acting if a previous unit was just defeated
- [Bugfix] Crash due to typo in CH1ST3 mission xml
- [Bugfix] Crash due to failure to assign AI to one of the fireflies in CH2ST2

# 9/13/09 - Healing AI bugfix and improvements
- Moved some common methods to parent AI state class
- Deprecated old ai and moved it into the inactive code
- Rather than going directly to first target that signals, healer SOS response prioritizes among its list with same formula as standby mode
- Healer Standby AI seeks out nearest ally if nobody is in range
- [Bugfix] SSPs not resetting when mission is failed
- [Bugfix] Fixed an error where ALT+F4 wasn't triggering the quit command when certain other modifers were active like numlock
- [Bugfix] Crash when a unit in a healer's SOS list is defeated before they get full healed.

# 9/12/09 - Healer Standby / Healer SOS / Attack Retreat States
- AI is assigned at the initialization stage instead of the adding unit to map stage.
- Added assignment of initial AI to mission XML
- Added Healer, Healer SOS, and Attack Retreat AI States
- Added diagnostic print statements to the AI detailing target selection and state switching
- Added set HP sub action
- Changed the names of sandbox units to properly match what their sprites are
- [Bugfix] Crash when AI unit goes through prioritization with no spell equipped
- [Bugfix] Crash when last player is killed off by a status effect

# 9/7/09 - New AI Targetting Formula and Asa
- Changed targetting algorithm for AI to use a weighted avg of target's distance, weakness, and effectivness of AI's equipped spell
- Added Asa to sandbox
- Added Asa's sprite / portrait
- Moved a mushroom in CH1ST2 one tile down.

# 9/5/09 - AI Finite State Machines
- Created an AI Finite State Machine system
- Implemented current AI system in new FSM system
- Changed the unit cap on sandbox to 6 units.
- [Bugfix] Reward item named wrong (didn't catch one of the rice cake items)

# 9/2/09 - Item bugfix and tweaks / Version number update
- CH1ST1, CH1ST3 Typofix
- Updated version display to 0.4.1
- Moved Broken Lantern item to a map action given item.
- Bread Roll -> Rice Cake
- [Bugfix] Exiting a mission by failing / quitting allowed you to keep items added by Map Actions. 
- Map Action items are now added at a missions' successful conclusion

# 8/29/09 - Deploy screen big tweaks
- [Issue #24] Placing a unit in deploy mode returns you to the character select level
- Added a max number of units allowed to deploy 
- Updated the XML data to reflect max units by adding another required element in the deployment info.
- Added a display for number of units deployed / max units
- Added directions to deploy menus
- First time the max unit cap is hit, the player is automatically returned to the front menu
- Tweaked handling of unit placement: 
--- Units may now replace already deployed units
--- C key deletes the unit underneath it if one has been already deployed
--- Units can now be moved directly without needing to delete it

# 8/27/09
- Autosave set to before/after missions
- Moved autosave code to up around the event execute code in the location class instead of within each event
- Changed "Autosave before missions" in options to Autosave before/after missions

# 8/26/09
- [Bugfix] Crash when using ally/enemy centering if allies/enemies have been defeated
- Added a queue of 2 auto-save slots with #1 containing most recent autosave data, and #2 containing the next most recent.
- [Save Data Change!] Added a comment to the save data that shows when the save was made and whether it was an autosave
- [Bugfix] Crash when the last spell in a spell inventory list is swapped out for another spell

# 8/25/09
- Added rudimentary 1 slot auto-save functionality
- Added auto-save enable/disable to the options system
- Expanded the save data slots to include an autosave box

# 8/23/09
- Added a script mission2wiki.py that exports the mission data to the Mediawiki format

# 8/22/09
- [Bugfix] Post mission results screen displays the location portrait / description 
- [Bugfix] Results display uses form [Delta(SC)] to [New SC] for both attacker and defender
- [Issue #21 ] Added option to end a mission 
- [Issue #20 ] Send all print/error statements to text file output.txt enabled with "python srpg.py -p"

# 8/21/09 - SC now represented as Ints instead of Floats
- Bugfix to address Issue #16
- Converting all spirit charge values to ints instead of floats. 
- SC displayed as 500 instead of 5.00.

# 8/18/09 - v0.4.0 Final
- [Bugfix] Crash when all traits have been learned
- [Bugfix] On unit deployment unit selection screen, stats were being plotted twice on top of itself
- [Bugfix] On unit deployment unit placement screen, unit sprites were drawn on top of cursor instead of under
- [Bugfix][Issue #22] Added in maps for CH2ST1, CH2ST2 which weren't in the repository causing a file not found error
- [Bugfix][Issue #19] Crash when attempting to load Unit Stats page with player character having no spell equipped

# 8/16/09 
- Typo fix on CH2ST1 / Resized Reimu's portrait to proper size
- Updated the portraits to latest Create.swf images for: Reimu, Marisa, Alice, Chen, Ran
- Added new portraits for locations: Bamboo Forest, Hakugyoukurou, Hakurei Shrine
- [Bugfix] Fixed the places where Z works but Enter does not

# 8/15/09 - v0.4.0 Beta
- Updated the readme
- Added C-key skipping to worldmap tutorial dialog and future Say calls on the world map
- Finished up through the end of Aya's scene in CH2ST2
- [Issue #10] Tweaked position and size of text in save confirm menu as per suggestions in 
- [Issue #11] Battle map no longer centers on first unit in the list of enemies at the start of the enemy turn
- [Bugfix][Issue #12] Trait details not refreshing when a trait is bought from trait learning system
- [Bugfix][Issue #14] Crash when attempting to examine non existent spell recipe
- [Bugfix][Issue #15] Crash when canceling from Spell Synth system with an item selected

# 8/14/09 - v0.4.0 Alpha
- Changed version numbers to 0.4.0 and saved it as a variable in engine
- Removed AD5B's splash image from splash screen
- Fixed Akyu's name to Akyu instead of Akyuu in the hints page
- Added some more hints to the hint page
- Changed CH1ST2 treasure to a Wooden Statue for trading
- Added Broken Lantern to rewards of CH1ST3
- Poison Dust now counterattacks
- [Bugfix] Fixed cursor keys frame reset to 6 triggering every 9 frames instead of every 9 frames if an arrow key was being held down
- [Bugfix] Fixed treasure descriptions flowing over edge of screen
- [Bugfix] Wrong treasure ID in CH1ST3
- [Bugfix] Crash when executing the last trade in a list of trades

# 8/11/09
- Moved duplicated code in battle system / battle system no anim into functions
- Added HP meters to no animation events.
- Portrait images for locations and regions. Reorganized how the text is displayed

# 8/10/09
- Added Aya sprite and portrait
- Fixed Keine and Mokou's battle image
- [Bugfix] NPCs circle color corrected when they are moving

# 8/8/09
- Created CH2ST2 Map and mission data

# 8/7/09
- More work on CH2ST1 (rough draft version of this mission done)
- Added Clear All Enemies sub action that clears out all enemies except required units.
- Extended startle jump to 15 frames
- Added two treasures to CH1ST3 as mission rewards
- [Bugfix] - Crash when entering a mission prologue when required unit is not already deployed
- [Bugfix] - Crash when attempting to call a MAE sub action to move a unit to its current position

# 8/6/09
- Added a poison dust spell. Removed test spell
- Added enemies to CH2ST1

# 8/5/09
- Added Rinnosuke, Akyu, Keine portraits
- Added Rinnosuke portraits to CH1ST4
- Added start of CH2ST1

# 8/4/09
- Added portraits to conversations in  Prologue -> CH1ST4
- Human village region unlocked after CH1ST4

# 8/3/09
- Added portrait display support to battle map conversations
- Changed the colors on terrain tileset to Jamuko's fixes
- Upgraded to Pygame 1.9.0

# 7/30/09
- Load in of terrain is a convert alpha
- New Terrain tiles

# 7/28/09
- [Bugfix] Spirit Drain status effect updates unit's high / low spirit status
- Added display of current status effects
- Added map "heartbeat" counter for animations that ticks over 120 frames.
- Added status effect icon image

# 7/27/09
- New portrait image for Youmu
- Added CH1ST4 map (Reimu joins you)
- New character type - npc has been added. Rinnosuke is one in CH1St4.
- Added Exorcism Tag and Medicinal Drop to cure Spirit Drain / Poison
- Added status_effects property to healing spells/items
- Added cure status effects code to above spells
- Enabled using healing spell on full HP unit if the item has cure status effect properties

# 7/25/09
- Added processing of prohibited landmark locations when landmark is added to a map
- Added passable tag to landmarks XML

# 7/23/09
- Added status effects info to XML and spell code
- Added inflicting of status effects to battles
- [Cleanup] Proper Docstrings for remainder of code

# 7/22/09
- Added Akyu, Keine, Mokou, Rinnosuke sprites
- [Cleanup] Old style function comments -> Proper Docstrings: Objectives.py

# 7/21/09
- Started groundwork on status effects
- Created Poison, Stun, Status Effects
- Added basic execution of status effects to map checking for recovery and doing the action
- Added a dictionary to track status effects (Reset at the end of each mission)
- CH0ST1 - status effect testing 
- [Testing Only] Changed the Death icon display if a unit has a status effect -> TODO: Separate status effect icons for each type
- [Cleanup] Cleaned up the imports to not use from X import * in engine

# 7/16/09
- Recipes finally working
- Changed execute creation to check creation
- Split up get recipe data to "get recipe data" which fetches one and "get all recipe data" which fetches all available ones
- Recipe no longer stores its ingredients key (Synth water, synth water). It's never used anywhere and is redundant to the dict
- Recipe data display shows how much of the required ingredient is required and available.

# 7/15/09
- Moved draw spell data for a spell not already created from trading engine to engine object
- Known recipes list is auto-sorted each time a new recipe is added
- Added a recipes menu to display known recipes

# 7/14/09
- [Bugfix] Crash upon loading save data saved immediately before any map was loaded. (UnitData not initialized with trait points info)
- [Save Data Change!] Added a list of known spell synth recipes to save-data
- Added a second dict to the engine to access spell recipes by name

# 7/13/09
- [Bugfix] Treasure was duplicating in spell synth ingredient select screen.
- Added spell result screen

# 7/12/09
- Spell Synthesis System proof of concept

# 7/11/09
- Created Spell Synthesis class
- Added spell recipes xml data
- Changed Air element to Wood element to remain consistent with the elemental system
- Split off Healing Light into Healing Drop (lv.1) and Healing Light (lv.2)
- Reduced all basic spells to only have 30 uses.

# 7/9/09
- Added Minor Battle Theme to the music list
- Changed CH1ST1 Battle to Minor Battle Theme
- [Issue #7] Worldmap now knows what direction you came from to drop you to the appropriate location when you enter a region
- There is no longer a distinction in the XML between entrances and exits

# 7/3/09 - v0.3.1 Final
- [Bugfix] Add Item sub action's quantity attribute not being converted to an integer
- Selectively hiding and showing the cursor on the prologue map
- Fixed the mission count on the save screen. Completing the prologue no longer counts as a mission finished.
- Restored CH0ST2 (Alice test mission) to appear only after beating Chapter 1
- Changed Trade #1 and Trade #2 wanted items

# 7/1/09 - v0.3.1 Beta 2
- Updated readme
- Removed the Lorem Ipsum from the news story
- Set the debug flags back to public release settings

# 6/30/09 - A boatload of bugfixes
- [Bugfix][Issue #4] Fixed a crash when the enemy is wiped out but the objective is not fulfilled.
- [Bugfix][Issue #4] Fixed a crash when attempting to view enemy stats when none are present
- [Bugfix][Issue #4] Fixed a crash when attempting to auto-center on an enemy unit when none are present
- [Bugfix][Issue #3] Fixed a crash when failing CH1ST2 due to information not being cleared out properly 
- [Bugfix][Issue #2] Fixed remants of chat option in trading system causing menu options to be out of place
- [Bugfix][Issue #9] Fixed a crash in Alice mission due to incorrectly named traits
- [Issue #5] Changed "Save" to "Save Settings" to clear up confusion in that menu
- Added a reset to added units EXP and Level
- Added tracking of a unit's starting level to the unit class
- Grayed out spell synthesis since it's not ready yet
- Changed CH1ST2's "walk into trap"/"avoid trap" events to focus back on your units after the Kodama Lord Talks

# 6/29/09 - v0.3.1 Beta
- [Bugfix] Crash on viewing traits panel in stats screen in a battle map
- Added support for level restriction to trait learning
- Added a minimum level for Tier 2 stat boosters and Flight
- Decreased amount of items required for trade 1 to work

# 6/28/09
- [Bugfix] Crash when a required post-mission unit is killed off during the course of the battle.
- Changed Wriggles stats to make her stronger at elemental spells
- Moved some enemies around in CH1ST3

# 6/27/09
- Added a tutorial image for the spell symbols
- Added more to the tutorial about the spell symbols to CH1ST1 

# 6/25/09
- Placed the world map tutorial choice at the start
- Placed an extra item in the CH1ST2 map to give more incentive to go that route. 
- Added chapter titles image
- Added chapter titles display
- Added a display chapter 1 to CH1ST1

# 6/23/09
- [Bugfix] Centering units on edges fixed again
- [Bugfix] Centering briefly on units with regenerating HP traits when those traits didn't need to be used.
- [Bugfix] Centering on units was called every frame during the unit select part of the deploy screen
- Updated version numbers displays to 0.3.1
- Revisions to CH1St3, Prologue, WM Tutorial

# 6/16/09
- [Bugfix] Oh god. I left a Lv. 99 walking tree in the Chapter 1 Stage 3 map.
- Added an add item Map Action Sub Action.
- Added selection of equipped spell actions to scripted battles
- Added Marisa vs. walking tree battle to CH1ST2
- Added some new dialog to CH1ST3

# 6/15/09 - CH1ST2 Revisions
- [Bugfix] Crash on exit in mission manager
- [Bugfix] Regen abilities still triggering when HP is maxed out.
- Implemented revisions from Zer0 in CH1ST2
- Deleted a duplicate line of dialog in CH1ST1

# 6/14/09 - World Map Path Overhaul
- Implemented path unlocking as missions are completed
- Implemented new path object setup and migrated entire world map data into new setup
- Added debug flag to unlock world map

# 6/13/09
- [Bugfix] Options menu not saving properly
- [Bugfix] Unit stats screen crashing due to change on # 5/17/09 - Deploy Screen Work 3 
- [Bugfix] Unit stats screen crashing on SSP capture maps.
- [Bugfix] Missions failed to load if there were no pre_mission MAEs present.
- Moved checking if a list of missions is completed to its own function in Engine.py
- Added connecting path object

# 6/11/09
- Added ability to switch cursor on and off


# 6/10/09 - BG overlays
- Added map bg overlays for sunset and night
- Added option to skip the display of enemy walking animations
- Removed options.dat from Revision Tracking (Really isn't necessary to track it)

# 6/7/09
- Bugfix in prologue map
- Added Music for prologue sequence
- Added in some edited dialog for CH1ST1 from Zer0Axiom

# 6/6/09
- SSP objectives working
- Created a generic "look to see if someone is here" function in map

# 6/5/09
- Added Magic Source Point object (Inherited from Landmark)
- Added Spirit Sources to the mission xml data
- Added capture spirit sources 

# 6/3/09 - Implementation of Trait Learning System
- Moved TLS to be accessible from the character level menu
- Added support for multi-line descriptions in traits
- Completed implementation of TLS

# 6/2/09
- Moved get selected trait data to main engine
- Simplified the trait data generation code for the unit stats screen
- Added Trait learning main menu
- Added Trait check restrictions method
- Added Trait Points to save data

# 6/1/09
- Added trait learning system object
- Removed advice option from trading top level menu

# 5/31/09
- Added trait restrictions dictionary to trait object
- Added trait learning cost / restriction data to traits xml
- Added more traits to traits xml
- Changed the initialization to have only 1 trait / unit
- Standardized conventions regarding trait property levels: lv. -> Lv.

# 5/30/09
- Added special trade menu
- Changed get trade text data to handle both special and ordinary trades
- Added special trades unlocked by getting a certain amount of points to catalog
- Split catalog up into ordinary / special trades 

# 5/29/09
- [Bugfix] Missions with treasures display rewards properly
- Added executing trade
- Added display of points to trading top trading menu
- Added skippable dialog text with C key
- Added direct jump to stats from party menu with C key
- Added display of missing treasures to trade select menu
- Added introductory sequence to trading menu

# 5/28/09
- Added ability to examine the items wanted and offered in an individual trade
- Added verification that a trade can be performed

# 5/27/09
- Fixed the trading.xml file's tags not being carried over to the new terminology from 5/25
- Added a trade select menu with ability to view trade data

# 5/25/09
- [Bugfix] More crash fixes to end of missions with deploy screen enabled
- Added trading main menu
- Changed traded/received to wanted/offered in trading data

# 5/24/09
- [Bugfix] Fixed the test missions that crashed due to the new deploy system
- [Bugfix] Fixed the error messages when a unit was already dead. The kill sub action looks at the map's total list of units.
- Added updated Wriggle sprite

# 5/22/09 - Groundwork for trading system
- Added a Rinnosuke and Shop Background to images
- Added trading system defining xml and reading capability
- Added trading data to save data
- Added association with trading system

# 5/19/09
- Started Working on Trading System

# 5/18/09 - Deploy Screen Wrapup
- [Bugfix] - Crash when target does not have a spell action equipped
- Fixed end mission map actions with regard to required units converting over to the updated Map.all_units_by_name system
- Placed unit names into unit select screen.

# 5/17/09 - Deploy Screen Work 3 
- Added preset unit positions to mission xml
- Added ability to place and remove non-preset units 
- Removed any non-preset units before deployment
- The use of the Map.all_units dict is deprecated in favor of Map.all_units_by_name
- All instances of references to units by a numerical ID have been changed to the above
- Map.cursor_key_search now returns the units name instead of their id

# 5/16/09 - Deploy Screen Work 2
- Added deploy select unit screen
- Pre mission node now takes a list of specified starting units that appear before the deploy screen

# 5/15/09 - Deploy Screen Work 1
- [Bugfix] Fixed left/right keys not working right in treasure menu
- [Bugfix] Crash when Defeat and Arrive objective failed
- Added intermediate deployment menu
- Added deployment locations to mission xml
- Added access to party menu from deployment menu
- Added ability to view map on the deployment menu

- Added the fire crystal to CH1ST2
# 5/14/09
- Added processing of treasure rewards to map rewards
- Added a treasure catalog
- Added a treasure menu to view currently available treasures
- Added a treasure class for generic trading treasures and spell synthesis items
- Split up treasure / misc items from spell inventory
- Created new entries to main menu: Treasures, Spell Synthesis

# 5/13/09
- Added a world map tutorial
- Added say, choice to the world map
- Added a category header for the item inventory

# 5/12/09
- Added remembering where you last were to the world map when loading
- Added a World Map Location data to player data
- Removed code related to old style navigation cursor from world map
- Changed ALT+F4 to be the keyboard exit command

# 4/28/09 - Upped FPS to 60 globally
- Increased FPS to 60 globally
- Changed pause function to count 60 frames per second
- Changed world map walking framecount 

# 4/14/09 - 0.3.0 FINAL
- Shuffled around the test missions to the end

# 4/13/09 - 0.3.0 BETA
- Added clarification of where the player needs to go to beat ch1st3
- Added setting Marisa's MS spell at the end of ch1st3 if player never reaches her house with Marisa
- [Bugfix] Arrive and defeat objective signalling wrong team winning when mission ends
- [Bugfix] Fixed terrain generation bug where generation loop would break after one iteration causing everyone to only be able to move at most one space

# 4/12/09 - Arrive and defeat objective
- Arrive and defeat objective
- Moved objectives to its own module
- Added arrive and defeat boss objective

# 4/11/09 - A boatload of interface fixes
- Tweaked Wriggle's stats to give her higher HP
- Moved Ch1ST2 to a smaller world map
- Expanded the tutorial for CH1ST1
- Added a tutorial on traits in Ch1ST2
- Tweaked Kodama Lord's stats
- Added directions to the world map
- Typo fixes in Prologue/CH1ST1
- Selecting an enemy unit on the battle map jumps you straight to the stats loop
- Made the victory banner go by faster
- Added instructions to the spell inventory indicating ability to cycle through spells
- Added event alert bubbles to worldmap
- Regen only triggers when HP is not full
- Sped up regen animation
- Changed walking animation cap to 60 FPS
- [Bugfix] Spells received from mission rewards had 0-0 range.
- TODO: Up the framerate cap globally to 60 FPS

# 4/9/09 - Objectives display / hints
- Dedicated map alert method
- Initial objectives display calls the above method
- Added author field for hints
- Added a couple hints related to traits and spells
- [Bugfix] CH1ST3 unlocks after CH1ST2 not ST1

# 4/7/09 - CH1ST3 draft done
- First draft of CH1ST3 completed

# 4/6/09 - More CH1St3
- More CH1ST3
- Added different spell image for Marisa's Spark

# 4/5/09
- Added a printout of objective before a battle
- Changed CH1ST3's victory condition to defeat all enemies
- Separated map action events and triggers into their own module

# 4/4/09
- Added monster layout to CH1ST3
- [Bugfix] Crash when AI acted with no spell equipped
- [Bugfix] Fixed alignment of cancel option in options menu
- AI now skips a unit's turn if no target is within pursuit distance
- [Bugfix] Location triggered events created an oddly shaped box. 

# 4/3/09
- Cleaned up the menu_flags to be consistent with # 2/03/09's update    
- Added the ability to load save files after new missions have been added in.
- Sub action: Added ability to center on an arbitrary position
- Started working on CH1ST3

# 4/2/09
- Added location trigger class and implemented triggers based on unit location
- Cleaned up some code that used list.index(stuff) to use index,stuff = enumerate(list)

# 3/29/09 - v0.2.2 Final
- Enabled debug flags for Prologue / Splash Screens
- Changed all instances of "Map Test - Pos(X,Y)" to "Story of a Lost Sky - Pos(X,Y)"

# 3/29/09 - v0.2.2 Beta
- Changed startle so final frame is placed with unit on the ground
- Moved the rendering of the team circles to its own function
- Changed Kodama Lord's spell to leaf crystal
- Changed around some dialog in CH1ST2

# 3/28/09
- Added option to enable/disable music
- [Bugfix] Automatically associates loaded unit with worldmap if not among default starting party
- [Bugfix] Crash when loading a file with less characters than current party
- [Bugfix] HP values now being set to max HP when data loaded

# 3/27/09
- Removed Reimu and Sakuya from Missions CH0ST2-4
- [Bugfix] Overworld music stuttering from play command being called twice in quick succession

# 3/25/09
- Major reworking of the MAEs to use a lot of little functions instead of a 300+ line if/elif chain
- Music dictionary being called from XML
- Sub action: play/stop music

# 3/24/09
- Switched over to MP3 format music files for future music

# 3/23/09
- Added enable skipping splash screen

# 3/22/09
- Added a splash screen (AD, FMP)
- Changed the team indicators from bold ellipses to something more soft and transparent.

# 3/21/09
- Made fadein/fadeout sub actions work
- Added a "insta-win" debug flag 
- Added more dialogue to prologue sequence
- Dropped the enforced fade-in/fade-out at the end of a mission
- Finished up CH1ST2

# 3/15/09
- Added more dialogue to CH1ST2

# 3/14/09
- Added CH1ST2
- Added new sub actions: add to party, removal of units from the map, startle unit (SMRPG style jumping)
- Added support for adding new party members (and wiping out the addition if the mission is failed
- Added support for saving data with new party members being added
- Added anti-freezing code to render walk (get input events to refresh screen each frame)

# 3/13/09
- Completed first story mission
- Added sub actions: set unit position, fade to color, fade from color
- CH1ST1 completed

# 3/12/09
- Current story in mission manager working
- Scripted battles now do SC and EXP
- Added new sub actions: hide image, show image
- Level change: Ran (5), Youmu (4), Chen (3)
- Starting characters changed to Ran, Youmu, Chen
- Added a debug flag to the engine to skip the prologue for a new game
- Added prologue and CH1ST1
- CH0ST1 is now a sandbox level

# 3/11/09
- Added rumors/hints mode
- Added Victory/Failure images
- Added Treasure object (not yet active)
- Added mission rewards
- Added mission results screen

# 3/10/09
- Added sprites for Kodama, Walking Tree, Firefly
- Reworked Youkai Mountain region
- Added locations to all regions
- Added add/remove highlight location sub actions

# 3/09/09
- Added one command movement to region level world map

# 3/07/09
- Added connecting paths to location data
- Changed movement system on the world map to have movement along path on key touch
- Dropped map cursor on region level map

# 3/02/09 
- Added support for reading in world map locations from XML
- Migrated all world map data to XML

# 2/28/09 - 0.2.1 FINAL
- [Bugfix] Fixed an incorrect frame rendering for the RHS unit during the LHS attack animation
- [Bugfix] Fixed high spirit requirement spell cards firing on counterattack when carried over from a previous battle

# 2/28/09 - 0.2.1 BETA
- Reverted testing changes for stage 1 that had enemies in incorrect positions
- Reduced spell card effect from 4 to 3

# 2/24/09
- [Bugfix] Fixed crash on attempting to load a non-existent save file

# 2/22/09
- Added in auto-centering of the screen on startup

# 2/21/09
- Marisa animation added

# 2/20/09
- [Bugfix] Fixed error in healing spells automatically being assigned to full restore
- [Bugfix] Fixed rendering of movement steps moving in the reversed order
- [Bugfix] Fixed ID string causing CH0ST2 and CH0ST4 to overlap
- [Bugfix] Fixed spirit status not resetting at the end of a mission

# 2/15/09
- Enemy units now support animations
- Added an animations data to the unit XML

# 2/14/09
- Added character animations to the main game
- No enemy units have received animations yet
- Changed "Player 1  Turn/Player 2 Turn" to "Ally Turn / Enemy Turn"
- Shifted up the damage numbers for bigger animations.
- [Bugfix] AI no longer attempts to call the render movement function if the destination is a units current position

# 2/13/09
- Changed walking algorithm to a smoothstep as per (http://sol.gfxile.net/interpolation/)

# 2/08/09
- Updated animation tester to account for XML migration
- Added Ran animation

# 2/07/09
- Finished migration of spell actions, completing migration to XML

# 2/06/09
- Added unit initialization method to start up all the player units
- Deprecated automatic assignment of spell actions based on preference. The preference property has also been deprecated

# 2/04/09
- Added an experimental (Not active) night battle overlay

# 2/03/09
- Added ability to assign traits and spells on initialization
- Pythonic standardization of menu_flag checks up through SC loop C (From Char.py). From here on out, menu_flag == True will mean
that the loop is running, while menu_flag == False will mean to exit the loop for all future interactive loops

# 1/31/09
- [Bugfix] Fixed some diagnostic print errors in the battle events
- Added ability to script battles
- Added error catching exceptions to the sub action processor function

# 1/30/09
- Added landmark image file to engine
- Added landmark object, rendering code
- Added landmarks to CH0ST1

# 1/27/09
- Proof of concept spell actions stored in XML
- Updated to Python 2.5.4 

# 1/25/09
- Added scripted unit movement 
- Trait catalog now inherits from dictionary.
- Added spell catalog skeleton 

# 1/24/09
- All mission data now ported to XML
- Fixed bug with missions that have prerequisites not being removed from signup screen when signing up
- Added base trigger object 
- Added custom variable trigger
- Added choice sub action
- Added pause sub action
- Added support for all current objective types

# 1/23/09
- Added map action events object
- Removed the pre mission commands method and instead calling all pre mission from a single defined MAE
- Added support for MAEs in the XML reader. Triggers have NOT been added yet

# 1/20/09
- Added a dictionary of all units by unit name to map

# 1/18/09
- Prerequisites are not stored as a list so it can handle more than one

# 1/17/09
- Added support for traits to be stored in XML

# 1/16/09
- Fixed Vector2 class being not called from gameobjects_vector2.py

# 1/14/09
- Added music playing functionality
- Added Overworld theme to game

# 1/8/09
- Added new title screen image

# 1/7/08
- Loading sends you automatically back to the map
- Loading now fully supported from the title screen
- Changed setup script to bundle file (Bug causing music package not to be included properly)

# 1/6/08
- Added ability to sign up for missions (capped at 8 missions)
- Added ability to cancel missions
- Added ability for missions to be auto signed up upon their prereqs being fulfilled
- Added ability for missions to be uncancellable
- Added sign up as the condition for events appearing on the world map
- Added a display of mission completion/sign up/availability status

# 1/5/08
- Added an availability flag to events
- Added prerequisites to events
- Added a check on availability to update all events method on world map
- Changed the loop from looping over player data to looping over engine data
- Proof of concept'd mission menu

# 1/4/08
- Added an event data object to persistent objects
- Added storage of sign_up to event data
- Added an dictionary referencing all locations to the world map
- Fixed save/load functions to accomodate the above
- Fuzzball Sprite v2

# 1/3/08
- Added a title screen
- Tweaked the fade time to 0.25 seconds
- Added an event icon to indicate presence of a mission

# 1/2/08
- Extended combat range predictor to include spell range
- Changed the interaction from C = toggle range indicator to C = activate while held down
- Asked for updated movement range whenever a trait is switched
- Asked for updated spell range whenever a spell action is switched
- Changed default fade time to 0.15 seconds
- Added ability to see who can equip what spell action in the inventory list
- Added directions to the spell inventory screen
- Added ability use Enter key on party management screens

# 12/31/08
- Added fade in / fade out functions to engine
- Added a fade in / fade out command to the wm menu
- Added spell action restrictions to class, character, and level. Spell cards are all now associated with
their characters and healing spell is class restricted to sorcerer characters

# 12/30/08
- Player unit data is now stored as XML

# 12/27/08 - 0.2.0 Final
- If you fail a mission, the mission is no longer marked as done.
- Added an EXP cap of 200 EXP per fight. This is to prevent an absurd amount of EXP being received
when a low level unit miraculously survives against a high level unit.
- Added a 1 second pause to the save screen so that "Saved!" and "Loaded!" don't disappear instantaneously
- [Bugfix] Healing items are actually used up.

# 12/26/08 - 0.2.0 Beta
- Fixed bug with animation tester of incorrect spell type assignment
- Reverted objectives in mission 2 to original setting (defeat Alice)
- Set objective in mission 3 to None (conversation missions take None as an objective)
- Added a Tutorial Mission
- Added ability to ask for choice in conversations
- Added display of any units moves toggled by the C key
- Moved every event to central forest
- Guardian's Sanctuary -> Central Forest 
- Unit indexing in a map dictionary begins at 1, not 0 (There's a conflict with the "False" return
if there's nothing beneath the cursor.)

# 12/25/08
- [Animation tester] Added ability to select magic / physical spell parameters for animation tester
- [Animation tester][Bugfix] Fixed crash when the left hand unit was not animated

# 12/24/08
- Added trait management system: Ability to swap in and out traits to reserve
- Added reserve traits to saved data
- Dropped __cmp__ function in trait object since it caused bugs in trait managment system

# 12/23/08
- Added a new level (Fuzzball Raid) and renamed test level (Alice's Challenge)
- [Bugfix] Corrected a center_on that wouldn't allow it to shift all the way down the screen
- [Bugfix] Changed pathfinding algorithm to provide treat first move as if flying so that you never
get stuck in a tile
- [Bugfix] Changed a check in the slot select menu preventing you from saving to an empty slot

# 12/22/08
- Player inventory system
- Spell management system

# 12/21/08
- When on the world map, the player unit's map attribute is associated with the world map
- Added a stats update method call to the initialization of unit
- Proof of concept party management system

# 12/20/08
- Changed spell_cards to spell_actions
- Added Support for targetting a unit with 'empty' equipped
- Moved life subtraction to char.py
- Proof of concept party management menu

# 12/19/08 - Version 0.1.4.1 - Source Update Release
-Gameobjects included as two .py files
-Installation of gameobjects is no longer necessary


# 12/18/08 - Version 0.1.4 - Animation tester release
- Reverted main game animation behavior to 0.1.3
- Removed unneeded image files from the images folder
- Allowed for customization of placement of default standing frame
- Removed some superfluous print statements

# 12/17/08
- Created an animation test program

# 12/16/08
- Added a healing items class
- Changed self_heal to map_heal and modified it to accomodate other map level healing events
- Changed the way animations were handled to save memory usage so that the animations were 
loaded on the battle screen

# 12/15/08
- Menu based save system
- Moved Engine to a separate file
- Added offensive physical attack animations

# 12/14/08
- Added a save menu
- Changed roads / fields to have the same movement cost
- Removed old code from battle map menu from when the player controlled both sides 

# 12/11/08 
- Changed setup file to exclude unnecessary items (Numpy, BLAS, Tcl, etc)

# 11/30/08 - v0.1.3
- Fixed a bug with the map events not updating when data is loaded
- Commented out the prebattle part of the test battle thing.

# 11/29/08
- Added ability to save event completion data
- Added a master event list to the engine object
- Added function to export save data to text file which is called upon saving

# 11/28/08
- Added Save Functionality on World Map
- [Bugfix] - Crash due to battle ending on first turn
- [Bugfix] - Another crash due to switching over to new trait listing system

# 11/27/08
- Altered center_on function to draw the text panel instead of the menu panel if an optional parameter is true for use in
text displays
- Added a blue location marker to indicate a location is a region exit point
- Added ability to leave a region using the x key
- Conversation type events added
- Battle maps have a new flag to skip the actual battle if they are being created for a conversation event
- [Bugfix] - Crash due to selecting invalid move position on region map

# 11/24/08
- Broke and unbroke the prebattle message display system
- Made assigning to a map one line instead of two (no longer need to declare a team assignment separately)
- Added location level interaction
- [Bugfix] - Crash during battle fixed due to switching over to the new trait listing system

# 11/23/08
- Changed the name of "compute_damage_text" to "predict_damage" to avoid confusion

# 11/08/08
- Added locations for other regions
- Added a region-class for subregions

# 11/07/08
- Terrain transitions implemented in game
- Changed order of detail icons for terrain

# 11/03/08
- Linked Region level navigation with world map level navigation (jump in and out of regions)
- Moved region declaration to srpg.py

# 11/02/08
- Added Region level navigation

# 11/1/08
- Proof of concept terrain transition system

# 10/31/08
- Fixed trait display in the unit stats screen

# 10/25/08
- Trait switching interaction completely reworked and recoded to separate handling of traits of both types
- Added a method for comparison of traits and "Empty"

# 10/20/08
- Changed over to Water_and_wind's new tile set

# 10/17/08 - v0.1.2
- [Bugfix] Stats menu no longer crashes for units without traits
- Added two fairies to replace fuzzballs
- Reorganized combat predictor to show more information and eliminate redundant info. (+ traits, 4 spell symbols)

# 10/14/08
- [Bugfix] No animations mode for healing spells no longer crashes
- Added support for no animations mode to healing of self.

# 10/12/08
- Added damage display to no animation mode
- Added display of traits during combat
- Changed the stats panel display on the world map for "Active" to "Spell"

# 10/10/08
- [Bugfix] Fixed flickering bug after player character takes action
- Turn count on battle maps
- Objective - Survive X turns
- Terminology conversion spellcard -> spell in all code and comments

# 9/27/08
- Options: Draw Grid
- Options: End turn when all units have moved
- Options: Skip battle animationss

# 9/26/08
- Working persistent options mode

# 9/19/08
- Added objectives information to unit-stats screen
- Added [More] text strings to the unit-stats screen to indicate ability to scroll through more units
- Added an objectives class. The check_victory method is now deprecated.
- Dropped two blitting frames to hopefully reduce the post-battle flicker bug. Not yet resolved

# 9/15/08
- Updated to Pygame 1.8.1

# 9/13/08
- Overhaul of the terrain system. Non-unit cost tiles now supported. Half-free tiles are deprecated.
- New AI algorithm from BBM29
- Support for movement around the map
- Skeleton frame for Gensokyo Navi (World Map Engine) built

# 9/6/08
- [Bugfix] Bullet animations no longer go over top of menu panels
- [Bugfix] Minimum spell range working again
- Added visual indicator of leveling up
- Added the ability to support displaying a limited amount of units in the unit-stats screen.
- Changed level-up function so that a character only gains HP from the difference between the old and new max HP instead of a full recovery.

# 8/22/08 - v0.1.1
- [Bugfix] Menu-panels were being drawn one pixel too high.
- Implemented changes to stats screen terminology
- Attributes -> Traits

# 8/20/08
- The following functions are now available for bullet initial distribution: linear distribution, semicircle distribution, circular distribution
- The following functions are now availalbe for bullet animation: Linear, sine, radial, forward moving pinwheel
- [Bugfix] Radial Animation now animates as it should
- New center_on function from BBM29
- Changed cursor behavior as per code from BBM29
- Custom animations for most spells

# 8/19/08
- Added the basic framework for custom bullet animations

# 8/18/08
- Unit Stats allows instant selection of units
- A and S keys cycle through ally team. Q and W keys cycle through enemy team
- Turn no longer ends when all the player's units have moved. Player must now manually select turn-end

# 8/17/08
- Pause function now takes non-integer arguments 
- Added terrain data to the move select menu. Move-Confirm loop now deprecated.
- Changed the way icons were being displayed by storing the icon locations to each spell to make the code easier to work with
- Decreased lag time to 0.5 seconds
- Battle Event calculations all take place "on the fly". Did the same for the self-healing animations
- Old battle event method deprecated
- Added spell property icons to the battle screen.

# 8/15/08
- Anywhere Z can be used to make a selection Enter can now also be used
- Added class display to the stats page
- Switched Chen / Sakuya's low level spells
- Move Alice / dolls closer together
- Dropped Move-Confirm. Player sent directly to spell selection after moving. Allows taking back movement until final spell action is chosen.

# 8/13/08 - Version 0.1.0
- Added game ending messages

# 8/12-13/08
- Added Dialogue Displays; Prebattle events

# 8/11/08
- [Bugfix] Fixed the game allowing you to switch an empty Action attribute slot for a Support attribute
- Added Hit/Evade/Crit modifying attributes
- Added Reviving attributes

# 8/10/08
-Animation for self-healing
-Regen Attributes

# 8/9/08
- [Bugfix] Fixed crash on moving to same location as current position
-Display for strong/weak relations
-Icons for attributes (Action vs. Support)
-Spell Skill Ranks, Spell Ranks, Reminder of spell relations added to stats page
-New bullet img from shot_all, five different types of bullets now in game.

# 8/8/08
- Assigned spell types (Natural, Force, etc) to spell
- Assigned additional damage types to each
- Decoupled STR/DEF and MAG/MDEF
- All damage, hit% , crit% now takes place at the character level
- Icons for added spell features
- Added spell type relation crit and damage effects
- 4 default spells

# 8/7/08
- Added walking motion

# 8/6/08
- New sprite image layout
- Added Alice, Shanghai, Hourai

# 8/5/08
- All-unit stats screen
- Min flight range
- Attributes to extend move range
- Attributes to grant flight

# 8/4/08
- Unit level stat screen for basic stats, attributes
- Added a check to prevent dead units from gaining EXP and spirit

# 8/2/08
-Added in attribute stat changes to the predictor system

# 8/01/08
-Started adding attribute stat changes to the combat code

# 7/31/08
- Remove dead enemies from the game

# 7/27/08 - Version 0.0.5
-Added attribute swapping system

# 7/23/08
-Added the attribute class.

# 7/20/08
-Added Battle Results Display

# 7/19/08
-Added High/Low Spirit Effects

# 7/18/08
-Healing Spells added

# 7/15/08
-Decoupled "attackspell" and made it a subobject of the larger "spell" object class

# 7/14/08
-Added Chen
-Fixed up wonky behavior in the battle animations
-Added display damage HP before/after battle event

# 7/11/08
-Added icons to spell selection menu
-Added icons under character side data profile
-[Bugfix] EXP on miss corrected. Attacking units now heal completely after battle event if they level up.

# 7/10/08
-Added a spirit charge system to unlock spells

# 7/08/08
-Switched over resource names to use os.path.join()

# 7/07/08
-Minor tweak to how combat stats display behaves at the end of a battle
-Added a new battle event layout

# 7/06/08
-Changed over to Elcura's Reimu/Marisa/Sakuya sprites
-[Bugfix] AI no longer targets dead units.

# 7/01/08 
-Cycling menus
-Sped up map scrolling movement
-Failed attempt at fixing the freezing bug. D:

# 6/28/08 - Version 0.0.4
-Minor optimization to how the bullet positions were calculated.

# 6/26/08
-Combat Animations system. Highly rudimentary

# 6/25/08
-Minor patch of the EXP system to allow for EXP earned in one level to carry over.

# 6/24/08
-Updated the EXP system to correspond to the Version 2 formulas (See: http://dmf.shrinemaiden.org/Story_of_a_Lost_Sky:_Formulas#Version_2 )

# 6/23/08
-Added ability for AI to attack player

# 6/22/08
-Implemented a rudimentary AI that chases the player
-Implemented a new type of enemy (Fuzzball)
-Changed teams so all PCs were on one side.
-Statted some spells
-Changed map
-Bugfix: Fixed a spell system incorrect reference to the user's spellcard
-Bugfix: Fixed the ability for the map generator to read non-square maps

# 6/21/08
-Implemented Experience System

# 6/19/08
-Implemented half-free terrain
-Implemented changes to damage formula as per TDEF formula on the wiki
-Commented out deprecated code for old system of getting moves

# 6/17/08
-Added display showing terrain you are moving from / to
-Added damage effects from terrain to the game

#6/7/08
-Added the ability for the map to read from a text file the terrain data
-Added the ability for path generation to take into account "no entry" tiles
-Fixed a bug where the screen would not center on your unit if your lead unit was off the map

#6/6/08 - Version 0.0.3
-Terrain is "implemented." By implemented, I mean you can see it, but it does
nothing yet.

#6/4/08
-Pathchecking implemented!

# 6/2/08
-Completed transition to new battle system with finishing up of the damage/crit estimates.
-Forces player to take action or wait after moving.

# 5/30/08
-Almost finished migration to new battle system
-Added two flavors of basic shots (Projectile, Magic)
-Updated To-Hit percentage display to correspond to new system

# 5/28/08
-NOT TESTED: Changed stat growth to wiki formulas
-NOT TESTED: Changed combat growth to wiki formulas
-Added a rudimentary critical hit formula yet to be calculated.

# 5/26/08
- Added transparency to tiles
- Added a confirmation section to the move loop, also displays valid attacks for current spellcard.
- Automatically jumps player to SC select screen after confirmation (but does not force them to make an attack action.)

# 5/24/08
- Modified top level character menu as well as stat display screen.
- Modified way characters are displayed when their turn ends
- Added Confirmation to the attack select screen

# 5/20/08
- Fixed holding down keys to be much easier to process.

# 5/19/08
- Added a hold down keys to move feature which is very very inelegant
- Changed the display time for player turn to .6 seconds

# 5/18/08
- [Bugfix] - Fixed damage display so that it works properly if the screen is shifted

# 5/17/08 - Version 0.0.2
- Implemented damage display
- Implemented a "wait" command on character level menu
- Implemented combat stats display
- Altered threshold formula to have a +2 

# 5/16/08 - Version 0.0.1 - Proof of Concept Release 
- Implemented victory conditions

# 5/15/08
-Implemented Team based turns

# 5/14/08
-Implemented "turn end" operations
-Implemented "death"
-Implemented display of SC bonuses

# 5/13/08
-Modified move generation algorithm to exclude tiles outside the map range.

# 5/12/08
-Implemented spellcard system
-Implemented combat system

