1.0 to 1.1

Added gml_Object_obj_martlet_final_act_helper_Alarm_0

gml_GlobalScript_scr_battle_core_directory_action_2_name:
Added "* Endure"

gml_GlobalScript_scr_determine_save_area:
Added "New Home" (displayed in the main menu; added as a specific case for the room name in which the newly-added autosave in the True Pacifist Ending occurs)

gml_GlobalScript_scr_determine_save_area:
"* You refuse to back down...#* Gained 20HP." to
"* You refuse to back down..."
(this text is used for the Endure ACT in Zenith Martlet Phase 2 battle, which the devs described as "being partially implemented but not working". Its description on how much HP was gained was moved to another (Object) Code as the heal amount before was internally hardcoded to 20 HP but in 1.1 it's a random amount from 20 to 25, with no mention of this from the devs)

gml_GlobalScript_scr_dialogue_battle_action_selected_action_3_slither_a and gml_GlobalScript_scr_dialogue_battle_action_selected_action_3_slither_b:
"* You step away from Sir#  Slither. He seems displeased." to
"* You step away from Sir#  Slither. His pursuit falters."

gml_Object_obj_config_Draw_0 and gml_Object_obj_game_over_choice_Draw_0:
Added "AUTO-RHYTHM" (as the Auto-Rhythm option in the Game Config was added in 1.1)
Added "EASY MODE" (as the Easy Mode option in the Game Config was added in 1.1)
Added "ON" (for Auto-Rhythm)
Added "OFF" (for Auto-Rhythm)
Added "ON" (for Easy Mode)
Added "OFF" (for Easy Mode)

gml_Object_obj_credits_final_geno_Create_0 (and all credits):
"Fridgadae" to
"Frigadae"

"Anthony" to
"Anonymous_"

Added "DragnirMK" to Playtesters credits

gml_Object_obj_cutscene_starlo_pre_fight_Step_0:
"* Royal Guard's like her#  have a ton of status." to
"* Royal Guards like her#  have a ton of status."

gml_Object_obj_dunes_19_bookshelf_Step_0:
"* This stone emmits immense heat,#  sum depending on its size." to
"* This stone emits immense heat,#  sum depending on its size."

gml_Object_obj_dunes_38_cutscene_manager_Step_0:
"* Frollicing in your sandstorm#  and whatnot." to
"* Frolicking in your sandstorm#  and whatnot."

gml_Object_obj_game_over_text_Create_0:
"Well, there's always#nexttime!" to
"Well, there's always#next time!"

gml_Object_obj_ice_blocks_Create_0:
"* (No matter how much he throws#  this ice into the river, the#  pile never lessens.)" to
"* (No matter how much they throw#  this ice into the river, the#  pile never lessens.)"

gml_Object_obj_jane_doe_npc_Step_0:
"* Monster's straying from a set#  path and losing their sense of#  direction..." to
"* Monsters straying from a set#  path and losing their sense of#  direction..."

gml_Object_obj_martlet_snowdin_22_Step_0:
"* I suppose another \"sorry\"#  isn't gonna cut it?" to
"* I suppose another#  \"sorry\" isn't gonna#  cut it?"

gml_Object_obj_quote_battle_hec_Create_0:
"I finally feel#like my own monster. It's liberating." to
"I finally feel#like my own#monster. It's#liberating."

gml_Object_obj_steamworks_13b_cutscene_Step_0:
"* I AM SMART, THEREFOR I#  PREDICTED YOUR ESCAPE." to
"* I AM SMART, THEREFORE I#  PREDICTED YOUR ESCAPE."

gml_Object_obj_steamworks_23_controller_neutral_geno_Step_0:
"* Lying waste to#  everything in your path#  - we all have hobbies." to
"* Laying waste to#  everything in your path#  - we all have hobbies."

1.1 to 1.2

Added gml_Object_obj_steamworks_geno_blocker_Step_0

gml_GlobalScript_scr_battle_core_directory_flavor_text_enemy_1_dead:
"* Frostermit doesn't know what to do." to
"* Frostermit doesn't know what#  to do."

gml_GlobalScript_scr_battle_core_directory_flavor_text_enemy_1_default_5/enemy_2_default_1:
"* The Jandroid's are trying to#  harmonize." to
"* The Jandroids are trying to#  harmonize."

gml_GlobalScript_scr_battle_core_directory_flavor_text_enemy_2_default_6:
"* Penilla is overwhelmed with cutscenes." to
"* Penilla is overwhelmed with#  cuteness."

gml_GlobalScript_scr_dialogue_battle_action_selected_action_2_cactony_a:
"* You keep a safe distance#  between you Cactony." to
"* You keep a safe distance#  between you and Cactony."

gml_GlobalScript_scr_dialogue_battle_action_selected_action_2_guardener:
"* You use rational in hopes of#  de-escalating the situation.#  Offense level lowered!" to
"* You use rationale in hopes of#  de-escalating the situation.#  Offense level lowered!"

gml_GlobalScript_scr_dialogue_battle_action_selected_action_3_decibat:
"* You move towards Decibat#* He lands happily on your#  shoulder." to
"* You move towards Decibat.#* He lands happily on your#  shoulder."

gml_GlobalScript_scr_dialogue_battle_action_selected_action_3_dunebud_a/b:
"* You make an angry face at Dunebud.#* They get scared." to
"* You make an angry face.#* Dunebud gets scared."

gml_GlobalScript_scr_dialogue_battle_action_selected_action_3_insomnitot_a/b:
"* You reach for Insomnitot's#  tassle, but think better of#  disturbing its slumber." to
"* You reach for Insomnitot's#  tassel, but think better of#  disturbing its slumber."

gml_GlobalScript_scr_item_use / gml_GlobalScript_scr_item_use_text_yellow:
"* (You scarf down the Fruitcake.#  The Swealterstones burn your#  throat!)" to
"* (You scarf down the Fruitcake.#  The Swelterstones burn your#  throat!)"

gml_GlobalScript_scr_item_use:
"* (Your gun now smells delightful.)" to
"* (Your gun now smells#  delightful.)"

"* (It's accuracy seems#  compromised.)" to
"* (Its accuracy seems#  compromised.)"

gml_GlobalScript_scr_mail_check:
..."Thanks to you, I made#it home in time for#supper. I must say , Mother#really outdid herself this#time! The food was#exquisite! Many thanks!#Sincerely yours,##-Slurpy#" to
..."Thanks to you, I made#it home in time for#supper. I must say, Mother#really outdid herself this#time! The food was#exquisite! Many thanks!#Sincerely yours,##-Slurpy#"

..."3.#All bots are to have a strong#connection with living things: #(Their creators, average monsters,#other bots, etc).#If deprived of this, some may#become easily agitated#and restless.#Others may be unphased.#Depends on the model."... to
..."3.#All bots are to have a strong#connection with living things: #(Their creators, average monsters,#other bots, etc).#If deprived of this, some may#become easily agitated#and restless.#Others may be unfazed.#Depends on the model."...

..."Well, I spare ya the#gruesome details (me cryin')#but in the end, they#forgave me.##So the Feisty Five are#back!"... to
..."Well, I'll spare ya the#gruesome details (me cryin')#but in the end, they#forgave me.##So the Feisty Five are#back!"...

gml_GlobalScript_scr_save_flowey_dark_ruins:
"* That old lady would've#  just  spoiled all of#  our fun!" to
"* That old lady would've#  just spoiled all of#  our fun!" (removed an extra space after "just")

gml_GlobalScript_scr_save_flowey_endgame:
"* This is what'cha get#  when you toss out#  “subtlety.”" to
"* This is what'cha get#  when you toss out#  subtlety."

gml_Object_obj_adventurer_male_Step_0:
"* We can't be lost" to
"* We can't be lost."

gml_Object_obj_axis_npc_backtrack_Step_0:
"* SEARCHING FOR RATIONAL_" to
"* SEARCHING FOR RATIONALE_"

gml_Object_obj_barnpc_wildeast_Step_0:
"* When North Star gets his mind#  set on something, he sees it#  though." to
"* When North Star gets his mind#  set on something, he sees it#  through."

gml_Object_obj_credits_final_geno_Create_0 (and all credits):
Removed "Ryla" in 1.2.0

"Bubble-tea-dreams" to
"Bubbled-tea-dreams" in 1.2.0

"Rynogg" to
"VyletBunni" in 1.2.1

gml_Object_obj_dialogue_buy_talk_shop_Create_0:
"* You do not have enough money#  :[" to
"* You do not#have enough money#  :["

gml_Object_obj_dialogue_talk_shop_Create_0:
"* < I have a theory that some of#  the weird food in the#  Underground stem from#  experiments gone awry in that#  building. >#" to
"* < I have a theory that some of#  the weird food in the#  Underground stems from#  experiments gone awry in that#  building. >#"

gml_Object_obj_dunes_19_bookshelf_Step_0:
"* Opposite of the Swelterstone;#  emmits a frigid temperature." to
"* Opposite of the Swelterstone;#  emits a frigid temperature."

gml_Object_obj_mansion_chujin_grave_Step_0:
"* (You notice a subtle indention#  in the dirt behind the#  gravestone.)" to
"* (You notice a subtle#  indentation in the dirt#  behind the gravestone.)"

gml_Object_obj_mansion_office_workstation_Step_0:
"* (Looming over it all...#  a map)" to
"* (Looming over it all...#  a map.)"

gml_Object_obj_martlet_follower_Other_10:
"* Some monster's haven't#  been incredibly#  accommodating to you.\t" to
"* Some monsters haven't#  been incredibly#  accommodating to you.\t"

gml_Object_obj_newhome_03_cutscene_postfight_spare_Step_0:
"* Guess the suns getting#  low." to
"* Guess the sun's getting#  low."

gml_Object_obj_npc_backtrack_dalv_Step_0:
"* Gotta say, the concert#  idea in particular is#  temping!" to
"* Gotta say, the concert#  idea in particular is#  tempting!"

gml_Object_obj_npc_backtrack_rorrim_Step_0:
"* I find this resort so quant,#  don't you agree?" to
"* I find this resort so quaint,#  don't you agree?"

gml_Object_obj_npc_blembino_break_6_Step_0:
"* Trust me, if i had landed the#  first hit things would've ended#  MUCH differently." to
"* Trust me, if I had landed the#  first hit things would've ended#  MUCH differently."

gml_Object_obj_npc_gamer_break_6_Step_0:
"* Also, Mew mew doesn't \"shoot#  bullets\", she spreads joy" to
"* Also, Mew mew doesn't \"shoot#  bullets\", she spreads joy."

gml_Object_obj_npc_rock_man_dunes_30_Step_0:
"* Brilliant minds, the#  Ketsukane's." to
"* Brilliant minds, the#  Ketsukanes'."

gml_Object_obj_npc_sandstorm_dunes_30_Step_0:
"* Mirrages, man..." to
"* Mirages, man..."

gml_Object_obj_quote_battle_slither_a/b_Create_0:
"They were only#greetings!I#ssswear!" to
"They were only#greetings!#I ssswear!"

gml_Object_obj_steamworks_33_cutscene_neutral/pacifist_Step_0
"* (A daunting array of screens#  and buttons lie before you.)" to
"* (A daunting array of screens#  and buttons lies before you.)"

gml_Object_obj_wild_east_cutscene_03_Step_0:
"* This job ain't all#  swealterstones and#  rainbows, ya understand?" to
"* This job ain't all#  swelterstones and#  rainbows, ya understand?"

gml_RoomCC_rm_dunes_37_feistyhouse_8_Create:
"* (A target with darts of#  various shapes and sizes suck#  into it.)" to
"* (A target with darts of#  various shapes and sizes stuck#  into it.)"

gml_RoomCC_rm_snowdin_04_yellow_2_Create:
"* You can use them to retrieve#  the stuff you put it this box." to
"* You can use them to retrieve#  the stuff you put in this box."

gml_RoomCC_rm_steamworks_factory_04_5_Create:
"* (You are awestruck by the#  absolute pipe pandamonium on#  display.)    " to
"* (You are awestruck by the#  absolute pipe pandemonium on#  display.)    "