Version 2019-11-27:
https://ufile.io/mnhblpwvChanges:
- Dust Flare high level animation colors now match its lower level variations
- Fixed a bug in Magic_Recharging where spell recast timers didn't work correctly with weird or atypical party compositions (e.g. girl and sprite without boy, boy and sprite without girl)
First off, the "randomly tired" AI thing only matters for Turbo Mode. Turbo Mode removes the "stamina" system, simply by changing any code that would set the value to anything besides 0 (it's actually an exhaustion system, where after an action like attacking or running, a non-zero value is set that then counts down towards 0; the player's UI shows it counting up to 100%, but 100% means the exhaustion / tiredness value has reached 0). Anyway, this means any AI that checks if that value is zero will always succeed, and some AI has stuff that will only happen when that value isn't 0, so for Turbo Mode checking that value now gets a random true / false result of 75% true (not tired) and 25% false. If not using Turbo Mode, this isn't necessary.
You're likely reading too much into the changes description; Turbo Mode is still fundamentally really simple, I just had to fix some weird behaviors that only happen when the "stamina" value never changes.
As for examples, there really aren't many, and most don't matter (usually a tiny change to movement logic). I was hoping to make the bats less pathetic, but it didn't help. I'm really at a loss to why kethinov thinks the Grave Bats are a troll-y enemy for nighttime Great Forest; they may be high level but they're so bad at combat I just don't see them as dangerous. I can only imagine there's something I'm forgetting or not seeing when testing.
No, there are no changes to Enemy Behavior Changes that'd be relevant.
I've made this argument several times before, but I see this game as so fundamentally easy that Turbo Mode doesn't make a meaningful difference in difficulty; I'd rather just be able to pound on the B button and enjoy the combat rather than stare at a little number filling up to 100% and beeping at me between B button presses. The upshot is enemies don't have to wait between attacks either so sometimes they can catch you off guard and mess you up a little before you get them stun-locked like usual. I still intend to find some way to boost difficulty that feels fun, I just haven't found it.
A Turbo Mode specific bug that that update fixed that I didn't mention was where an AI-controlled hero using a ranged weapon would play the wrong walking animation after doing an attack (basically they'd get stuck on the charging weapon shuffle walk).
I don't recall if AI-controlled heroes have issues with charge attacks without Turbo Mode (I pretty much always play with it On), but the listed fix to their charge attack behavior is Turbo Mode specific.
Edit: Added new version to this post.
hmsong, I'm hoping you'll check that there aren't visual side effects to the Dust Flare high level spell color, for example, that it doesn't cause other fire spells to have the wrong colors. I did some quick checks and it should be okay, but I ran out of time today to be thorough.