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vrx_changelog.txt
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vrx_changelog.txt
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v1.972
================
** Fixed suicide pointloss so it actually works: No more lame HG suicide characters.
** Tweaked bomb spell. Caster must remain within 512 units of the target for spell to remain in effect. This is to counteract the unbalanced jetpack+bomb combo. Bomb spell delay reduced to 1 second, and multiple castings per target allowed. Players can no longer tball while cursed.
v1.973
================
** Added confirmation for rune removal, so players don't accidentally remove their precious runes.
** Added CTF idle player timeout. Players who remain idle for over 60 seconds are kicked from the game, as they are not contributing to the team.
** Added credit loss on suicides to prevent players from gaining an advantage by massing credits at low levels.
v1.986
================
** Reduced effectiveness of vampire to 2.5% per level
** Increased effectiveness of health regeneration and removed cap
** Increased effectiveness of armor regeneration and removed cap
** Increased effectiveness of H/A upgrade and removed cap
** Decreased cost of superspeed and added visual effect while using it
** Changed daylight and nighttime values (more light, less dark)
** Added strict class restrictions on unique abilities
** Changed bomb spell to pause if caster loses sight on target, and made adjustments to timing values
** Adjusted health and armor values for some classes
** Adjusted SG pellets
** Disabled newbie protection for CTF
** Disabled flag pickup while invincible
** Adjusted minisentry regeneration rate
** Changed ghost to be more like resist-- removed damage penalty and reduced effectivness
** Increased effectiveness of specific resists
** Disabled damage prevention on dead targets
** Enabled quad damage and invulnerability in CTF (this was only an issue because you could pick up the flag)
** Reduced penalty for suicide
** Increased effectiveness of normal bomb spell
** Increased spree break points
** Increased effectiveness of level cap
** Added a cap to point loss
** Point loss no longer occurs unless you are killed by a lower-level player
v1.99
=================
** Rewrote normal bomb spell code in hopes of preventing crashes
** Increased benefit of sprees to a fixed value of 150% normal points
** Increased benefit of spree war to 300%
** Players will have their velocity reset when they pick up flag, to prevent them from bypassing speed restrictions
** Disabled createinvin for flag carrier for obvious reasons
v1.991
=================
** Made minor adjustments to level difference point modifier
** Newbie protection no longer causes high-level players to lose effectiveness; instead, they become mini-bosses incapable of warring, but are worth double points to other players, and do not suffer from normal point loss
v1.992
=================
** Disabled power armor for dead targets
** Disabled self-inflicted knockback for flag carrier in CTF (again)
** Added checks to superspeed, parasite, and vampire IR vision for player death
** Tweaked hyperblaster damage and bolt velocity
** Burning a person no longer unfreezes them
** Added infinite loop check to OnSameTeam(), which fixes certain world entities from crashing a server
v1.993
=================
** Added flying monster boss with teleportation capability, worth more points than the previous boss
** Modified boss monster code to work more reliably
** Hand grenade no longer detonates on death; no more lame suicide kills
** Reduced blaster damage and increased bounce damage. At level 0 it does 1-50 (was 1-75), and at level 10 it does 10-90 (was 10-140).
** Modified holy shock radius to a fixed value of 256 units
v1.994
=================
** Removed max blaster counter
** Reduced blaster bolt duration
** Bomb spell can no longer hurt caster
** Chatprotect cannot be called while using an aura
** Added secondary blaster mode which allows you to charge a bolt for 4x damage
v1.995
=================
** Reduced range of bloodsucker to 64 units
** Reduced BFG stick duration to 0.1 seconds per level
** BFG blast is removed upon owner death
** Cleaned up various bits of code ;)
** Reworked some forcewall code and made improvements
** Allow multiple flames per target
v1.996
=================
** Added PlayerMute command: mute <playername> (archer & vex)
** Changed flag pickup code to only award points if the teams are nearly even by weighted value
** Modified CTF weighted player value to be 1.02^player_level, which makes very high level players worth more
** Increased ability point cost to 15,000 because purchased points disrupt game balance
** Disabled extra damage to spree'ers in deathmatch play
** Ghost only has one level of reduced transparency after level 5
** Reduced chance a boss will spawn to 2% every minute
** Fixed a bug that would make normal monsters unable to spawn after a boss was created
** Fixed boss spawn message
v1.997
=================
** Modified force wall laser and particle effects: Walls are now color-coded in CTF and flash yellow before expiring
** Added solid forcewall knockback with damage
** Added weighted value to CTF score screen, so you know when teams are unbalanced
** Added level 3 force even teams, which does not allow the user to choose a team at all
** Respawns are now given to players who's team is auto-changed
** Capture points are not awarded if team levels are not within a 20% margin
** Added rune id number, which will allow for easy tracking of duped runes
** Added inuse flag to player files, which will allow easy tracking of cheaters trying to dupe runes
** Added extra logging, including IP, date, time, and rune trade info
** Replaced armor regeneration with the supertank ability, which affords great protection at the cost of mobility
v1.998
==================
** Swapped level 10 bfg upgrades pull and speed
** Tweaked BFG upgrades
** Added automatic team sorting capabilities to CTF
** Added code to openconfigfile() that will refund points from BFG pull upgrade
** Fragging a miniboss will now give points to every non-boss character. Miniboss also has 2x the chance to drop a rune.
v1.999
==================
** Reworked chasecam code to support monster and sentry cam
** Reworked monster aim code; monsters' accuracy will decrease if their target is moving fast
** Replaced minisentry with improved version
** Re-enabled laser ability delay of 1 second
** Cursed players cannot tball
v2.0
==================
** Rewrite of bomb spell and other various bits of code
** Bomb spell has a new mode "area" which will bomb a specific area for 10 seconds
v2.03
==================
** Fixed monster targetting other small monsters
** Slightly reduced RL damage to 135 at level 10
** Slightly increased sword length
v2.1
==================
** Replaced all monster code with all new AI. Monsters are smarter, capable of swimming, jumping, using elevators, dodging, and more.
** Players have new monsters at their disposal, as well as new commands: 'monster select', 'monster move', and 'monster help'
** Replaced world monster spawning code
** Added PvM (Player vs. Monster) mode, which places everyone on the same team against world monsters
** Added ability for players to set an email address 'email <address>'. Players that lose their passwords can email an administrator, and their password will be sent to the email address provided. Once an email address is set, it cannot be changed, so make sure you're going to have the same address for the life of your character!
** Changed upgrade system back to the way it used to be. All abilities can be upgraded to level 10 by any class, but if you upgrade something out of your class-specific abilities, you will receive a 50% penalty. This will prevent the creation of uber-defense characters that have been plaguing Vortex lately, and will force more class specialization.
** Teammates can repair/upgrade your sentry in PvM, and move your monsters if they are not holding position
v2.11
==================
** Replaced decoy
** Disabled knockback in PvM by teammates
** Disabled tballing of teammates in PvM
** Added ability for teammates to upgrade/repair/reload allied sentries
** Teammates in PvM can push allied monsters around if they are not in stand mode
** Tried to fix a bug which causes players to randomly become invincible
** Increased effectiveness of yellow tech
** Increased monster build times and delay, also added holdtime so the controller is unable to move while spawning a monster
** Drowning and burning sounds no longer play if you aren't taking damage (yellow tech, world resist, etc.)
** Monsters and sentries take 50% extra damage from world monsters in PvM so they don't dominate so much!
** Monsters will no longer target players that have just respawned, or are invulnerable
** World monsters will suicide after 3 minutes of inactivity
** Tweaked brain AI so it won't try to suck in an immovable target, but instead will close in and use its hooks
** Other minor monster AI tweaks
** Increased soldier initial health and addon health
v2.12
==================
** Brains don't try to suck in immovable targets (added MOVETYPE_TOSS)
** Tweaked starting health and armor for soldier
** Create invin/invuln no longer is activated by the 'create****' command, instead, you automatically get 10 seconds every 10 frags
** Fixed bug where minisentries would have no armor
** Fixed h/a to recognize class correctly, so tanks get the higher modifier (4x at level 10)
** Monsters in PvM now add to your spree, so boa and create invuln/invin work effectively
v2.13
==================
** Players that reach level 10 get free fast weapon switching
** Increased blood of ares effect to 8% per spree point, reaching 3x damage at 25 spree at level 10 for soldiers
** Lowered cost of bomb spell
v2.14
==================
** World monsters now take 3 seconds to spawn, which gives players time to get out of the way. While the monsters are spawning, they are invulnerable and cannot be moved
** Fixed bug with createquad/invuln that would give players 10 seconds of quad/invuln for each monster kill in pvp
** Increased cost for bomb spell and ability delay
** Changed cloak ability to not require power cubes. Instead, a player becomes invisible when standing still for 3 seconds. If the player moves, fires a weapon, is shot, or uses an ability, they are de-cloaked. Includes silent running when not cloaked!
v2.141
==================
** Capped experience to reach next level to 50000 (from 10000) to promote long-term character building
v2.142
==================
** Fixed ghost bug following version 2.1 update (was giving only 5% chance for a shot to miss, not 10%)
** Reduced PvM points from a base of 10-30 to 10-20
** Capped monster points to 100 per kill
v2.143
==================
** Fixed rune bug which was preventing weapon runes with a modifier higher than 3 from spawning
** Tweaked monster AI so monsters are less likely to jump off ledges that place them farther away from their intended goal
** Slightly reduced effectiveness of ammo regeneration
** Modified cloak so players gain additional transparency prior to cloaking (ie: if you don't have ghost, you will be slightly transparent, otherwise you will become almost completely transparent) and also reduced cloaking time to 1.5 seconds (from 2 seconds)
v2.144
==================
** Tweaked ammo regeneration (again)
** BFG now causes damage to its owner if fired too close
** Reduced cloak time to 1 second (from 1.5)
v2.145
==================
** Fixed cloaking bug that allowed someone to remain indefinitely cloaked
** Increased cost of jetpack
** BFG now only inflicts 50% damage to it's owner when they fire too close (since the BFG is like an energy rocket)
** Re-wrote knock weapon code to work more efficiently, with slightly reduced effectiveness. You have to fire at a player's weapon to have it knock (the general area anyway), they must have less than 50% health, there is only a 50% chance of it actually knocking, and it only tries once every 2 seconds (so using an MG with knock weapon is no more effective than using a RG)
v2.15
==================
** Fixed a bug that allowed fast weapon switching to bypass secondary mode switchover delay
** Halved power cube cost of parasite transformation ability
** Rewrote holy freeze aura code; it now works on monsters and sentries!
** Worked on aura code and did some other code cleanup
** Reduced power cube cost and ability delay of auras and made it easier to toggle between them
** Fixed bug that would allow a controller to make more than 3 decoys
** Dead or frozen players are not awarded points
** Reduced bomb delay to 1 second
** Mage's main abilities have been changed; Corpse explosion replaces power cube regeneration
** Reduced cost of mage's abilities
** Made monsters and sentries visible to infra-red vision
** Made player-spawned monsters in PvM glow blue instead of red because or IR vision being red only
v2.151
==================
** Holy shock now displays damage dealt to non-client targets
** Fixed aura effects not showing up on monsters/sentries
** Aura effects flash on and off on monsters/sentries (their protection remains constant though)
** Fixed bug that allowed players in parasite form to throw grenades
** Lowered cost of force wall
** Improved blaster bolt mode; Now charges up to 10x damage at 5 seconds, and displays bolt damage
v2.16
==================
** Replaced tank special ability 'supertank' with supply station. Once created, the supply station drops health and armor to aid the creator. Upgrading supply station reduces the time it takes for the station to produce items.
** Fixed a bug with blaster and railgun secondary modes which allowed a player to fire multiple charged shots
** Modified Drop_Item() so that items dropped by the supply station and monsters will drop at random velocities and directions
v2.161
==================
** Fixed corpse explosion spell so it works with drones (new monsters)
** Added fix for characters with a negative credit value
** Fixed burn so that it appropriately curses a player, preventing them from tballing away
** Fixed burn breaking freeze curse (chatprotect)
** Removed last bits of supertank code
v2.162
==================
** Reduced blaster speed and bolt damage
** Reduced hyperblaster initial speed
** Made a few small changes to supply station. It can now be removed with the "remove" command, which refunds power cubes used to create the station.
** Removed rank from HUD (it wasn't working correctly, and is unnecessary)
** Added ID-DMG display to ID upgrade, which displays the damage you deal to targets
** ID upgrade is now a one time upgrade, costing 2 ability points. It displays target's health, armor, ammo, and damage dealt
** Fixed ID-AMR not working for player targets
v2.163
==================
** Players now get 3 seconds of invulnerability after respawning, but they are not allowed to use abilities or to fire weapons
** Improved supplystation intelligence; it now has a better understanding of what you need. It now drops shards and stimpacks.
** Updated regular bloodsucker ability (+parasite) to follow version 2.1 changes
** Reduced cost of special resists (shell resistance, explosive resist, etc.) to 3 ability points
v2.164
==================
** Reduced cost of decoy
** Increased effectiveness of createinvin (you get 2 seconds per frag after it activates)
** Newbie bashers don't spree off players half their level and below
** Increased sword length from 56 units at level 10 to 64 units and doubled burn damage
** Fixed CE so it correctly kills the corpse at low levels; removed CE knockback
v2.165
==================
** Fixed bug with createquad/invuln when a mini-boss would kill a player below half their level
** Reduced effectiveness of defensive abilities when upgrading out of your class
v2.166
==================
** Fixed grenades so they can't be thrown during 3 second spawn time
** Modified health and armor values for Vampire class because the total adjusted damage (after defenses) they could take at any given level was superior to every class except Tank, which only had a slight advantage
** Reduced cost of class unique abilities to 4 ability points
v2.167
==================
** Replaced super shotgun refire with range upgrade, which increases the maximum range of the weapon's pellet spray
v2.168
==================
** Modified SSG pellets and damage. SSG now does 150 damage at level 0 from close range (<256 units from target), but retains the same 300 damage at level 10
** Fixed bug with flames stacking every 0.1 seconds. Flames may only stack once every second maximum.
** Fixed a rounding bug with armor efficiency causing a player to be stuck with 1 armor
v2.2
==================
** Removed all CTF and 3zb code! CTF will be replaced with a different teamplay at a later date.
** Cleaned up various bits of code causing MSVC to give warnings at build time
** Added new menu code that fixes overflow problems and rids us of the shared-menu bugs
** Removed old, buggy pmenu code (originally borrowed from Zoid's CTF)
** Replaced all menus with new more intuitive menus (a work in-progress)
** Rewrote rune code with higher chances of decent runes spawning
** Rewrote rune inventory code to support items other than runes (hint hint)
** Players now have 6 persistant inventory slots, plus 2 equipment slots. The neck slot is for equipping ability runes, while the hand slot is for weapon runes.
** Modified admin commands. It is now possible for administrators to give negative credits and points to players who break the rules.
** Removed unused Xatrix mod weapons
** Players can no longer buy weapon points
v2.3
==================
** Actually enabled special item (rune) spawning
** Increase weapon points to 4 (requiring another reset!) since they can no longer be purchased
** Added Vortex PTR: Protect The Retard! A form of teamplay where players battle against each other to control the retard. The team in-control gains points
** Lowered max points to next level to 50k (from 75k)
v2.31
==================
** Added feature to PTR so teammates that are accidentally disconnected can re-join
** Removed color miniboss color shell when in pvm or ptr modes
** Made improvements to PTR; once a team gains control of the retard, that team is teleported near him
** Made client bodies kickable, to allow mages to make better use of corpses
** Increased bomb spell damage
** Removed visible requirement for normal bomb spell curse
v2.32
==================
** Re-added voting system. Maps can only be voted for if at least 50% of the server participates, and there is at least 2 votes for that map.
** Added game mode voting, so players can vote on whether a server should be PvP, PvM, or PtR
v2.321
==================
** Updated and improved chasecam
** Added new server commands
** Improved CE radius and damage
** Added monster/sentry/forcewall team colors in PtR
** Team 1 now uses female/ctf_r skin and Team 2 uses male/ctf_b skin
** Updated sentrygun with v.2.1 changes, so only controllers can use them most effectively
** Re-added idle kick for PtR mode
** Re-enabled minimum players for PtR mode
v2.4
==================
** Added playing time restrictions. Characters cannot be played more than 4 hours per day
** Increased player body kick, so bodies can be moved quicker
** Touched up special item menus
** Added armory item 'health potion' which can be used to restore yourself to full health during game
** Added timer to PTR so that teams will automatically rebalance if dropped players don't reconnect within 60 seconds
** Disabled voting of PTR with insufficient players
** The Paladin can now use multiple auras at a time!
** Rewrote Weapon_Generic() function
** Players can now have 3 curses and 3 auras at a time
** Fixed decoy so he turns towards teammates
** Added cacodemon ability, cmd 'cacodemon', which morphs the player into a spherical demon with flying ability.
** Added plague ability which passively infects players, causing them damage over time. Infected players can infect other players by getting near them.
** Added corpse eater ability, which passively eats corpses if you're near and looking at one, giving you health. You can gain up to 2x your maximum health.
** Added hell spawn unique ability, which spawns a flying skull that attacks enemies with a lightning attack. His health and damage are based on the caster's level.
** Added Demon class, who specializes in: cacodemon, plague, and corpse eater. His unique ability is hellspawn.
** Added multiple sound effects
==================
v4.0 BETA3
==================
** Modified createinvin/quad & longer powerups. Base duration is 5 seconds with 0 seconds added per kill. Longer powerups adds 1.0, 1.5, and 2.0 seconds, respectively.
** Increased attack FOV of player tank punch to 30 (from 20) degrees.
** Modified player tank ammo regen. Ammo will regenerate as long as you aren't spamming +attack while in rocket mode. Previously it would not regenerate if +attack was used in either weapon mode.
** Modified tank mastery, now reduces ammo/health regen delay 20% per talent level, and reduces ammo regeneration frames by 5% per level (this does not make them regen more... just more often). Ammo regenerates 11% faster per talent level.
** Modified player tank aim to align more closely with the player's crosshairs.
** Players picking up the enemy flag are briefly stunned for 0.5 seconds to prevent mage lameness.
** Fixed bug where player tank that couldn't spawn wouldn't refund power cubes.
==================
v4.0 BETA5
==================
** Fixed player-tank ally points... they weren't getting any!
** Fixed ally id to work with player-tank
** Fixed a few possible crash bugs, namely with decoy exploding, and with M_Regenerate()
** Improved magic bolt explosion talent to 10% damage per level
** Improved improved pcr talent to 10 cubes per level
** Added doomie's fix to magic shield and armor vampire talents
==================
v4.0 BETA6
==================
** Fixed possible crash bug when player-monsters were auto-removed
** Monster's being removed will use SOLID_NOT for 1 frame before removal so they work better with killbox()
** Player-tank morph mastery gives a bullet attack mode instead of super regeneration
==================
v4.0 BETA7
==================
** Fixed apprentice moderate vitality talent
** Balance changes to Cleric support skills talent
** Increase imp magic bolt talent radius
** Improved player-monster movement to be more player-like. Monsters stepping against a wall will move in the direction where monster angles are pointing. This will make it much easier to maneuver them around obstacles.
==================
v4.0 BETA8
==================
** Fixed apprentice moderate vitality talent (again)
** Fixed vamp resetting to max health when health is already above max
** Fixed armor vamp talent so it works independently of health vamp
** Capped poltergeist resistance to 33% (mutant & parasite)
** All morphs now gain extra damage after level 10, including player-monsters (ex: tank)
==================
v4.0 BETA9
==================
** Disabled ClientThinkStuff() and using items when player is dead; commented out code in ClientThinkStuff() that called player_die() to make sure the player stayed dead... this code shouldn't be necessary anymore (hopefully!)
** Updated G_ResetPlayerState() and used it in CTF_SpawnPlayersInBase(). This should fix bugs with certain abilities and/or effects from working after spawning in base.
** Fixed PM_RestorePlayer() so player doesn't get stuck in floor after reverting from player-monster (ex: tank) form
==================
v4.06
==================
** Added experience penalty for players that are too active, to deter sharing
** Fixed spectator bug that allowed client commands to be run
** Fixed hellspawn being spawned through walls
** Fixed crouching brain bug by forcing client to stand before morphing
** Replaced lockon() admin command with improved version
** Fixed tank ally bug by updating G_GetSummoner() and G_GetClient() to always return client first
** Fixed tank cl_forwardspeed bug by making tank entity ignore invalid cl_speeds
** Fixed medic summoning bug by removing all summonables when ANY morphing is done
** Gave flyer ammo to limit blaster spam
** Fixed tank no exp in CTF bug by updating CTF_AwardFrag()
** Added tank self-damage with rockets
** Reduced chainlightning range
** Tank can now use teleporters
** Fixed tank punch knocking people out of chat protect
** Reduced tank punch fov
** Reduced RUNE_POINTS_PER_LEVEL to 1.5 (from 2.5)
** Modified monster AI so that when hurt, they attack the closest enemy
** Fixed some player boss tank bugs, boss tank no longer autoaims
** Brought back monster boss tank
** Fixed endless bomb person spell
** You can no longer morph back to human state while cursed
** Reduced tank resistance to 66% at level 10 (from 75%)
** Improved supplystation AI for selecting items
** Increased nova radius to 128 (from 100)
==================
v4.07
==================
** Monster, hellspawn, and forcewall will auto-remove from enemy base in CTF when defender's flag is taken
** Disabled code that modified level balance in CTF based on number of flag captures
** Dominating teams in CTF will take more damage for each extra flag capture they have over their opponents
** Superspeed/bless no longer works while taking damage
** Reduced bless defensive/offensive bonus to 1.25 (from 1.33)
** Reduced effectiveness of corpse eater to 25+2.5dmg/level from 50+5/level, reduced maxhealth to 0.05/level
** Reduced max cripple damage to 500 (from 1000) and increased delay to 2 seconds (from 1)
** Capped plague radius to 128 units
==================
v4.08
==================
** Added sentry command "rotate" which will point the sentry towards where the player is aiming
** Improved sentry rocket speed and addon damage
** Teleport will no longer work near sky brushes, to keep players from abusing map bugs
** Player mobility upgrades (hook, superspeed, boost, teleport, jetpack) don't work while the player is being hurt
** Slight boost to initial BFG pull
** Cacodemon now has ammo like other morphs
** Life drain now updates every 1 second (was 0.1 second) but does the same overall damage
** Improved sentry talent now increases damage by 25% at level 5 with no penalty
** Armor mastery talent now increases armor absorbtion by 5% per level with a cap of 90%
** Atomic Armor talent changed. It now doubles detection radius when maxed instead of increasing damage radius.
** Increased ammo bonus to 2.5%/level for Improved delivery (supply station) talent (from 2%)
** Increased minimum damage on chainlightning to 50% of max
** Nova cost now 35, dmg 300 @ 10, radius 100
** Life drain now uses cubes when you miss
** Bomb spell forward will only work as long as you can see the location being bombed (to prevent people using it through walls)
** Increased cost of teleport to 20 (from 10)
** Fixed domination bug that allowed a team to drop flag to bypass damage modifier applied to winning team
** Reduced mutant jump attack fov to 20 degrees forward (from 60)
** Attempted to fix meteor-after-death bug by adding 1 second cushion to G_EntIsAlive(), making touch NULL when death detected, and removing respawn_time reset when teleporting
** Removed unused check for sentrygun in infront()
** Added G_ClearPath(), an improved version of G_IsClearPath() that can ignore up to 2 entities when tracing
** Updated MonsterAim(), mytank_meleeattack(), sentry_findtarget(), sentry's attack(), and drone_ai_checkattack() to use nearfov() instead of infront() to fix bug that allows players to fool monsters/sentries by standing on their heads; also replaced G_IsClearPath with G_ClearPath()
==================
v4.09
==================
** Added new game mode: Invasion
** Reduced effectiveness of BoA talent in PvM and overall
** Reduced maximum amount laser can deal before self-destruct from 1000 to 500 at level 10
** Increased sentrygun reload delay to 3 seconds (from 1.5)
==================
v4.0967
==================
** Reduced rune requirements
** Added autocannon, cmd 'autocannon' 'autocannon aim' 'autocannon aimall'
** Added blessed hammer, cmd 'blessedhammer'
** Engineer receives autocannon, swapped armor upgrade for power shield
** Knight swaps blessed hammer for magmine
** Soldier receives magmine, loses createinvin and createquad
** Weaponmaster receives createinvin and createquad
** Fixed weapon master receiving too many weapon points on class change/reset
** Resolved rune dupe bug by modifying savechar() sanity check to allow for morphed tank
** Player must touch autocannon for repair/reload/status (like sentry); aiming laser activated on touch (magic.c)
** Added FL_CHASEABLE flag to tank boss so it can be watched in chasecam (pvb.c)
** Blessed Hammer removes itself if the owner dies
** Swapped TALENT_IMP_EFF_RESIST on engineer for TALENT_IMP_POWERSCREEN
** Swapped TALENT_IMP_POWERSCREEN on knight with TALENT_IMP_EFF_RESIST
** Replaced TALENT_LONG_POWERUPS on soldier with TALENT_IMP_TRAPS, which improves effectiveness of magmine, proxy, and napalm
** TALENT_LONG_POWERUPS no longer in use; may be added to weaponmaster at a later time
** Moved AddDmgList() to T_Damage() so to fix invasion bug where killing a monster instantly would result in no experience gained, since killed() is called before pain()
** Improved sentry talent now affects minisentry (previously it only worked on the standard sentry)
==================
v4.0968
==================
** Re-write of ally code to handle > 1 allies
** Reduced bonus for killing allied player to 1 + 0.5 * num_allies (from 1+1*num_allies)
** Autocannon can be aimed without cubes
** Nerf to chainlightning range and damage due to autoaim
** Slight SSG nerf to 280 dmg at 10 (from 300)
** Slight SG improvement to 165 dmg at 10 (from 150)
==================
v4.2
==================
** Removed Apprentice class
** Removed 3 point upgrades from class-specific ability menu (e.g. mobility upgrades, cloak, weapon knock, etc.)
** Moved all other upgrades to general skills with 5 point max upgrade
** Modified drone ai_charge() to find a new target if the last one is invalid, so monsters can re-target instantaneously instead of waiting for the current attack to end
** Fixed gladiator no armor regen bug
** Doubled flyer vertical acceleration speed
** Increased player medic regeneration speed, will regenerate to full in 10 seconds (vs. 30 seconds previously)
** Medic's revived monsters will be equal to medic's level * 1.5 (from 1.0)
** Increased EXP_PLAYER_BASE to 30 (from 20) to promote PvP modes
** Increased minimum blaster damage, lowered maximum damage (level 10 is 30-70 vs. 10-90) for more reliable shots
** Increased tank punch base damage to 200 (from 100), increased base ammo to 10 (from 5)
** Reduced flyer base ammo to 50 (from 60); flyer now gets 5 additional ammo per level
** Medic now gets 5 additional ammo per level
** Reduced cost of character reset to 5000 * player level
** Fixed Cmd_LifeDrain() so that cubes are not used if you miss
** Added techs (Resistance, Strength, Regeneration, Haste)
** Greatly improved haste, now a maximum 50% increased firing rate at level 10 (from 17%)
** Added Shaman class
** Added Fire totem: Damages enemy players in the radius
** Added Water totem: Chills enemy players that enter its radius
** Added Air totem: Takes 50% of the damage for friendly players in its radius
** Added Earth totem: Gives a strength effect to friendly players in its radius. Strength bonus is seperate from all other abilities that increase damage. The better of the two bonuses will be used.
** Added Nature totem: Heals friendly players in its radius
** Added Darkness totem: Allows all friendly players in its radius to leach health from their opponents
** Added Fury: Ability that randomly gives the user great bursts of energy when they deal damage with their weapon. They gain damage, resist, and regenerate H/A
** Added Totem mastery: 4pt upgrade that increases your totem's base health
** Added Flame: Talent that allows the fire totem to curse players with burn. Damage is based on fire totem ability level.
** Added Ice: Talent that allows the water totem to damage players when it chills them
** Added Wind: Talent that allows the air totem to ghost an attack. Both the target and the totem take no damage
** Added Stone: Talent that allows the earth totem to give players in its radius resistance to damage. Resistance bonus is seperate from all other abilities that reduce damage.
** Added Shadow: Talent that allows the darkness totem to bring players beyond their usual maximum health
** Added Peace: Talent that allows the nature totem to regenerate power cubes for players in its radius
** Added Totemic Focus: Talent that allows the player to have two totems out at the same time (with a cost). You can not create two totems of equal or opposite elemental alignment (ex: two fire totems or one fire totem, one water totem).
** Added Wormhole: create a portal to travel to another location
==================
v4.201
==================
** Attempted to fix multiple tech bug; StartGame() will zero-out inventory of techs
** Fixed Water Totem freeze/chill (was 0 movement at level 10)
** Reduced medic revived monster level bonus to 1.33x (from 1.5x)
** Increased monster gib health to 200 * control cost (from 150)
** Added SOLDIERLT and SOLDIERSS with RL and SG weapons for Medic
** Reduced base chance of rune dropping to 0.5% (from 2%)
** Fixed shooting while in wormhole
** Poltergeist can no longer use abilities while in human form (e.g. summoning)
** Reduced totem range to 384 (from 512)
** Fixed Shaman class skin not working
** Fixed fury (it didn't work)
==================
v4.202
==================
** Reduced Medic soldier's blaster weapon accuracy to 60% (from 90%), increased RL and SG accuracy to 60% (from 50%)
** Removed standard Medic resistance (33% at level 10); Medic can still gain resistance through talent (up to 33%)
** Increased Medic blaster bolt base damage to 11.1% of max damage (360 at level 10), doubled ammo cost to 20 (from 10) cells
** Reduced Medic ammo/health regeneration rate to 200 frames or 20 seconds for 100% recovery (from 100 frames or 10 seconds); morph mastery regains previous regen rate
** Medics no longer have to wait for death animation to complete before they can revive a corpse
** Fixed Brain not working with polt class
** Removed uber-transparency with high level ghost, removed transparency with ghost + cloak
** Fixed weapon stun working with morphed player weapons
** Fixed "drop tech" command; this command will drop any/all techs that you are carrying
** Fixed plague + wormhole by removing all summonables on wormhole entry
** Attempted to fix totem exp bug by ensuring proper removal of totem upon death
** Modified fire totem to spit flames when a target is in range
==================
v4.203
==================
** Restored medic resistance, reduced regen rate to 300 frames for 100% recovery, reduced medic revive bonus to 1.25x (from 1.33x)
** Reduced effectiveness of haste ability to 33% at level 10 (from 50%), maxing out at 50% at level 13
** Reduced movement delay while taking damage to 0.2 seconds (from 0.5), giving players a better chance to escape
** Reduced chance of weapon stun for blaster to 25% at level 10 (from 33%); maximum chance is now capped at 50%; continuous stun is not allowed, and is limited by the duration of the stun (e.g. if you stun someone for 0.4 seconds, you can't stun them again for 0.4 seconds)
** Reduced maximum vampire effect to 50 health/sec (from 100)
** Fixed armor vampire to base calculation on amount of health stolen (steal) vs. health damage (take), increased armor vamp% to 16.6% per level
** Ammo regeneration (including talent) doesn't work while firing
** Fixed/added plague max radius
==================
v4.204
==================
** Added blaster as a respawn weapon
** When blaster is equipped and set as respawn weapon, picking up another weapon will not cause a weapon change
** Blaster now consumes ammo; the ammo is automatically regenerated when not firing at a rate of 5 cells per second up to 25 cells
==================
v4.205
==================
** Added ammo regen timer, so ammo regen will kick-in immediately following -attack
** Lengthened daytime to 5 minutes (from 3), nighttime remains at 1 minute
** Attempted to fix plague+wormhole bug by adding spectator check in ClientThinkStuff()
** Added 30 second wormhole timer; if the player doesn't exit the wormhole in 30 seconds, they are respawned
** Added wormhole exception to G_IsSpectator() and IsValidChaseTarget() to allow wormhole user to be chased
** Free level 2 hook in CTF mode!
** Increased base player credits to 10 (from 5)
** Increased frag experience and base defend experience to 30 (from 20) to equal DM base player experience
** Increased CTF_FLAG_ASSIST_EXP to 100 (from 50) and CTF_ASSIST_DURATION to 10 seconds to encourage offensive teamwork
** Increased CTF_FLAG_CAPTURE_EXP to 750 (from 500) to encourage CTF play
** Reduced makron addon health to 1000 (from 1500) per level, initial armor to 0 (from 5000), and addon armor to 1000 (from 1500)
** Rewrote mutant jump attack code to use V_Touch(); this function will be called when any live target comes into contact with mutant; this method should be more reliable and cost far less CPU cycles to execute
==================
v4.206
==================
** Hook is now free in CTF mode (fixes negative power cube bug)
** VortexRemovePlayerSummonables() will now remove totems, fixing totem removal not working in CTF mode
** Added totem_effects() to glow with team colors in CTF and domination modes
** Fixed CTF team balancing not respawning wormholed players
** Fixed abilities working in wormhole
** Yin now tries to recover ammo even if health/armor are full
** Fixed flyer smart rocket lock after morph bug by causing the counter to reset with V_RestoreMorphed() which is called after morphing back to human form
** Added totem death message
** Reduced fire totem refire delay from 0.1-0.2 seconds to 0.1 second
** Fixed ChangeClass() causing players to lose class ability upgrades when resetting their characters
** Added V_UpdatePlayerAbilities() which will update a player's abilities to the latest version; this way, a change in class/general abilities will not require a reset
==================
v4.207
==================
** Fixed Medic health/ammo regen not getting a bonus with morph mastery
** Fixed Flyer smart rocket tracking targets without establishing a lock; improved turn rate based on lock quality (1.4 seconds for maximum lock)
** Increased Flyer addon HB damage to 4 (from 3); level 10 damage is now 75 damage/bolt (from 65)
** Removed Flyer HB ammo addon bonus, max ammo is now 100, starting ammo is 33 (from 30)
** Removed Medic HB ammo addon bonus, max ammo is now 100, starting ammo is 33 (from 25)
** Medic bolt now costs 10 ammo (from 20)
** Fixed weapon knock (attacker should be in-front of target, not the other way around), relaxed hit location requirements
** Removed Tank bullet and rocket addon ammo, max ammo is 100 and 25 respectively; increased starting/spawn ammo
** Increased Tank punch range to 196 (from 128)
** Increased Brain initial damage to 40 per frame (from 30)
** Doubled frost nova effectiveness
** Increased nova radius to 128 (from 100)
** Reduced blessed hammer cost to 10 (from 20), reduced ability delay to 0.1 second (from 0.2), increased base damage to 200 (from 100)
** Increased chain lightning range to 196 (from 128)
** Reduced bomb spell cost to 25 (from 50)
** Fixed flame pitch angles (so flame always points up)
** Increased totem range to 512 (from 384)
** Fixed Mutant being unable to jump-attack parasites
==================
v4.208
==================
** Fixed player-tank (morph) touch function to check for mutant attack via V_Touch()
** Added per-kill bonus duration of 0.5 seconds (from 0) to create quad/invin
** Fixed flyer smartrocket bug that allowed for a negative target lock
** Removed playing time experience penalty
** Reduced nature totem refire rate to 5 seconds (from 10) and increased armor mult to 2.5 (from 2), which should yield 50h/25a at level 10
** Reduced Medic ammo to 50, reduced starting ammo to 25, reduced regen frames to 100 (10 seconds for 100% ammo recovery, from 20 seconds)
** Player-tank morph can use active abilities (e.g. summon monster)
==================
v4.21
==================
** Attempted fix (hopefully last one) to Flyer smart rocket negative target lock
** Player-tank morph can push monsters, touch/repair/reload/rotate sentries
** Added player-monster exception to G_EntIsAlive(), allowing more abilities to be used, added additional checks to G_ValidTarget() to make sure nobody is targetting noclipped players (since G_EntIsAlive() is now saying these entities are valid)
** Fixed napalm and proxy to work with player-monsters
** Fixed proxy talent bug (talent did not work)
** Attempted fix for monster selection bug by adding DroneRemoveSelected() which will purge the selected monster from the player's list when it dies or is removed from the game
** Reduced blessed hammer base damage to 100 (from 200)
** Fixed mutant jump attack not triggering power screen (attack impact point was always target origin)
** Removed morph power screen restriction; now, any morph can use power screen
** Modified CheckPowerArmor() to allow power armor to work with player-monsters (e.g. Tank)
** Modified HUD to show power armor screen with any morphed player
** Modified darkness totem to work with player-monsters
** Fixed PvM/Invasion modes not working with pregame_time
** Fixed flames not clipping on monsters by adding clipmask; flame totem is now effective against monsters
** Improved totem regeneration to 10% per second (from 10 health/sec), but totem will only regenerate when it is not being damaged
** Modified Water totem to work against non-players
** Modified Nature totem to heal non-clients (full regeneration in 30 seconds at level 10)
** Modified forcewall solid to allow player-medics to heal their own wall
** Added bleed curse (non-ability for now) that takes 33-99% health over 10 seconds at level 10 (capped at 100 dmg/tick)
** Added Berserker morph with 3 attacks: punch, crush, and slash. Punch can be used while running, while crush and slash are limited to standing attacks. Crush is similar to tank's strike/punch attack (radius damage). Slash does slightly less damage than punch, but can cause bleeding. Berserker gains up to 50% natural resistance at level 10.
** Added Berserker mastery talent (+11.1% damage/talent level)
** Fixed player level-up and regeneration sounds not working with r1q2 (the 'play' command was removed)
** Fixed morph + superspeed bug that causes viewheight to be thrown off
** Superspeed now works with player-monsters (e.g. Tank)
** Increased max vote maps to 64 (from 32)
** Fixed water totem bug causing insane damage reduction (damage was reduced by 1/10 at level 10!)
==================
v4.211
==================
** Capped radius weapon knockback to 300, so level 100 monsters won't toss you across the map
** Increased player-monster superspeed bonus to 3x (may need to be decreased for other player-monsters besides Tank)
** Modified teleport, hook, and boost to work with player-monsters
** Modified berserk sounds
** Improved berserker attacks: slash has 2 attacks while punch has up to 3 (when standing still) and swings horizontally
** Added sprint ability to berserker morph (cmd: +sprint), similar to superspeed
==================
v4.212
==================
** Fixed superspeed not draining cubes for morphed players (non-berserker)
** Improved berserk punch attack: shorter swing (40 degree span) for easier aiming and additional attack when running (3, from 2)
** Increased charge rate of beam to 10/sec (from 5)
** Increased max radius of exploding armor to 256 (from 200)
** Increased invasion player spawn health to 2000 (from 1000) and reduced regen time to 120 seconds (from 180); spawn will not regenerate while being damaged
** Increased invasion experience/credit award maximum to 1000/1000 (from 500/250)
** Added shield ability (cmd: +shield): absorbs 100% damage while deployed, but you will be unable to use weapons/abilities
** Fixed bug with flyer hb refire (attack_finished is supposed to be a float, not an int)
==================
v4.213
==================
** Reduced ability delay while using shield so that you can use abilities immediately after shield is down
** Players can vote 30 seconds after the game begins (from pre-game value of 120 seconds), this gives players time to connect
** Worthless runes are automatically removed when you touch them, to prevent inventory clutter
** World-spawned non-player bosses will drop up to 5 runes upon death; improved chance of boss dropping a rune
** Attempted to improve fire totem aim: totem will try to lead targets and will adjust firing arc based on target distance
** Fixed fury and vampire working when hurting yourself
** Fixed invasion bug where a player was not awarded points for a monster kill if the monster were killed in 1 shot (we now call AddDmgList() before Killed())
==================
v4.214
==================
** Modified wormhole exit time; you only have 10 seconds to exit if you are on spree war
** Greatly improved boss rune spawn rate (now 25% per rune, up to 4 runes); runes will toss far so other players have a chance to get them
** Added caltrops ability: cmd "caltrops" throws a spike on the ground; if someone touches it, they take damage and are slowed; this ability is for the soldier class
** Removed hellspawn regeneration in favor of vampire ability; this should help it in PvM situations
** Fixed berserker crouching (not allowed)
==================
v4.215
==================
** Increased armor regen rate to 5/sec at level 10 (from 4)
** Fixed hellspawn attack, vamp (attacker was it's activator, not the hs itself); improved vamp%
** Removed drone power talent durability penalty
** Fixed drone mastery (now it modifies max hp/armor)
** Fixed stun/movement penalty on death
** Hellspawn can vamp up to 2x maximum health
** Added hellspawn "recall" command to have hellspawn automatically recall itself on idle
** Hellspawn can be pushed (like monsters)
** Fixed vampire working with morphs
** Fixed tank abilities not working, fixed tank+wormhole
** Allies can share wormhole
** Fixed wormhole working with hand grenades
==================
v4.216
==================
** Changed idle timeout/kick to check for actual movement to prevent players from bypassing the check using +attack; this check does not happen in pre-game mode
** PvM and invasion modes can no longer be voted for once the server is more than 33% full or has more than 4 players, whichever is greater
** PvM experience sharing is removed
** Increased ALLY_MAX_LEVEL_DELTA to 2, so you can ally with someone that is 2 levels above or below you
** Added 2 second delay to rune pickup, so you can't hog runes
** Reduced health and armor of Soldier to 200h, 175a (from 250h, 250a)
** Increased bitch health and armor to match Soldier (from 150h, 100a)
** Reduced shotgun soldier's weapon spread
** Rewrote fire_blaster() to accept projectile type, bounce, duration, and MOD parameters
** Medic blaster bolt no longer bounces
** Added tank weapon blaster mode
** Gunner grenade speed goes up with monster level (max: 900)
** Reduced player-tank machinegun spread
** Monster mutant now uses player-mutant jump attack (more reliable)
** Added monster mutant melee attack
** Fixed tank grapple hook in CTF mode
** Fixed LowestLevelPlayer() and HIghestLevelPlayer() not detecting player-monsters (e.g. tank)
** Fixed flashlight with tank
** Players will unmorph when using tball
** Player-monsters (tank) can use tball self
** Players are unmorphed when disconnecting
** Fixed megahealth decay not working with player-monsters (tank)
==================
v4.217
==================
** Fixed CG tracer damage
** Added use* commands for tank (use punch/machinegun/rocket launcher), medic (use hyperblaster/blaster/healing), berserker (use punch/slash/crush)
** Fixed berserker forward running attack
** Increased berserker slash range to 96 (from 64)
** Reduced parasite morph attack delay/refire to 0.5 seconds (from 1.0)
** Caltrops damage is now improved with traps talent
** Increased caltrops slow time to 1 second/level (from 0.5), damage to 300 at level 10 (from 200)
** Removed 2.5 second ability cooldown on totem death
** Fixed bug with rune spawning code (would return pointer to freed rune)
** Added soldier class ability 'spike grenade', cmd 'spikegrenade': throws a grenade that shoots spikes in all directions for 10 seconds
==================
v4.218
==================
** Caltrops and spikegrenade are now classified as magical damage
** Improved tank mastery talent: ammo regenerates 20% faster/level (from 11%)
** Fury chance rolls every 1 second (from 2), chance reduced to 1%/level (from 1.25%/level)
** Fixed air totem resistance
** Increased darkness totem vamp mult to 0.033 (from 0.025)
** Reduced shield cooldown to 0.3 seconds (from 0.5)
** Increased spike grenade addon damage to 15 (from 10)
** Reduced napalm cost to 25 (from 50)
** Reduced caltrops ability delay to 0.2 seconds (from 0.5)
** Increased caltrops duration to 120 seconds (from 60)
** Changed morph monster resistance to scale better with level; player-tank gains extra resistance against monsters
** Hellspawn remove refunds powercubes if its health is greater than or equal to max
** Added sounds for fury and techs
** Fixed tank morphing bug (tank would not unmorph if you tried to morph into something else, allowing you to use 2 morph's abilities)
** Fixed player-monster (tank) ally marker
** Fixed player-monster (tank) cloaking
==================
v4.22
==================
** Fixed weapon knock working with non-physical, magical attacks
** World-spawned boss (AI type) will trigger spree war in PvP mode
** Added capturable spawns to CTF mode: touch an unclaimed player-spawn to claim it for your team, or kill another team's spawn point to capture it. Your respawn time is affected by the number of spawns your team controls (fewer spawns = longer respawn time). If your team controls no respawns, you will be spawn inside your base or near your flag base. Bonus points are awarded for capturing spawn points (thus improving your team's offensive position). Spawns are reset after the flag is captured.
** Fixed dangerous (server-crashing) bug with AllyID working with non-clients
** Increased maximum respawns to 1000 (from 100), reduced cost per respawn (1 credit = 10 respawns)
** Added hellspawn obstruction avoidance when calculating height
** Fixed dangerous (server-crashing) bug with Teleport_them (Tball) calling SelectFarthestDeathmatchSpawnPoint() with a NULL parameter
==================
v4.221
==================
** Fixed wormhole bug where a player would enter a wormhole, reconnect as another player, and be 'stuck' in wormhole state until they issued the command to exit the wormhole
** Fixed auras auto-removing after a player cloaks, even while uncloaked (i.e. they cloak, uncloak, use an aura, and the aura auto-removes before they cloak again)
** Player-monsters copy client effects directly, so they should always be accurate
** Fixed CE not attacking with player-monsters (tank)
** Fixed player-monster (tank) damage scaling after level 10
** Capped maximum level for picking up techs to 15
** Added infront() check to V_AutoAim() to prevent MonsterAim() from locking view forward when enemy moves out of view
** Added new engineer ability 'detector': attach detector to a wall, if an enemy walks within range they will glow yellow and all friendly projectiles will be redirected toward them. Detector will also de-cloak nearby players. Monsters gain perfect accuracy if a target is spotted by a detector.
** Fixed CTF player spawn NULL think bug (added empty think)
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v4.222
==================
** Fixed player-monster (tank) effects
** Added FL_GODMODE check to drone_ValidChaseTarget()
** Fixed superspeed visual effect EF_TAGTRAIL not working with ghost transparency (you could have one or the other, but not both)
** Fixed poltergeist player-monster (tank) damage being zeroed out from other player abilities (e.g. corpseeater, magicbolt, etc.)
** Administrators can upgrade abilities past their normal upgrade level (good for testing abilities)
** Fixed MAX_KNOCKBACK of 300 capping radius damage instead of knockback
** Fixed players stuck in wormhole after death by removing FL_WORMHOLE and FL_DETECTED flags on death
** Fixed new players not getting any respawns
** Fixed bug that allowed knights with 0 respawns to use any weapon
** Fixed bug that allowed you to remove a tank and get double powercubes refunded
** Fixed drone power talent not working with mutant
** Increased detector addon health to 15 (from 10), added resistance against non-client/player attack, attracts more projectiles
** Improved bless; damage/defense bonus increased to 1.5 (from 1.25), magical bonus of 2.0 added that applies to any magical attack
** Increased bless cost to 75 with cooldown equal to 2x bless duration (so if you bless for 5 seconds, cooldown is 10 seconds, or 5 seconds after bless expires) capped at 10.0 seconds
** Removed bless ability delay (use cooldown instead) so that clerics can use other magical attacks while blessed
** Reduced superspeed drain cost to 3/frame (from 4)
** Added sentry firing animation
** Added server command 'setteam' that allows a server administrator to change someone's team
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v4.223
==================
** Improved combat exp WM talent: now +5% physical/-5% magical per level
** Improved balace spirit cleric talent: now 75% + 7% per level for both yin and yang
** Fixed bug that would allow players to exit wormhole while outside of map (added gi.pointcontents() check)
** Fixed bug that would allow players to throw spike grenades through thin walls
** Fixed bug that would allow spike grenades to disappear in walls/floors
** Fixed sidearms WM talent
** Fixed tank punch going through shield
** Fixed burn going through shield
** Added world ammo spawning code that checks to see if the map has at least 4 packs of each ammo type; if it doesn't, then additional ammo packs are spawned in random locations on the map; added server cvars for each ammo type (default is 4)
** Fixed boss spree war triggering in PvM mode
** Removed talent upgrade statistical information until the data is updated/finalized
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v4.224
==================
** Added server console command 'delchar' usage: 'delchar <player name> <reason>'. This command will delete a character file and log the action both in the server log and the character log. This command will make it easier for server admins to perform punitive action against cheaters without requiring direct access
** Reduced CTF player spawn health to 2000 (from 5000) and removed credit and experience bonus for spawn capture (use for tactical purposes only)
** Reworked hellspawn recall to avoid getting stuck in solids
** Fixed hellspawn always using attack frames, even when idle
** Fixed wormhole working with flag carrier (spawn wormhole, grab flag, enter wormhole)
** Increased hellspawn vertical speed to 35 (from 20) to match horizontal speed (no reason why these should be different)
** Removed extra summonable damage in PvM and Invasion modes
** Increased monster soldier accuracy
** Reduced player-tank machinegun bullet spread
** Changed a bunch of server CVARs to avoid serverinfo overflow
** Changed gamename CVAR to 'Vortex' (from 'thevortex')
** Changed AI medic's cable attack to work on monsters as soon as they die (no waiting for death animation to complete)
** Added cleric ability 'conversion': if successfully cast, cleric will take control of a summon for a short duration (cmd 'convert'); conversion currently works with: monsters, hellspawn, sentry, and minisentry
** Fixed unsafe entity removal for: hellspawn, sentry, minisentry
==================
v4.225
==================
** Conversion will attempt to restore previous owner when it expires, rather than just removing the entity
** Added conversion graphical effect
** Added conversion warning message when it is about to expire
** Fixed conversion allowing more than minisentry max count
** Fixed sword burn penetrating shield
** Fixed SP_trigger_multiple not working with player-monsters (tank can now activate more doors and elevators)
** Fixed player-monsters being able to use movement abilities while being damaged (monster copies lasthurt to client)
** Fixed earth totem not working with player-monsters (tank)
** Capped Invasion monster credits to 3x base award (cap for exp/credits is 60/30 for normal monsters and 120/60 for tanks)
** Added new cleric ability 'deflect' which will bless a player and cause enemy projectiles to reverse course before hitting you
** Increased laser addon health to 100 (from 30) and reduced initial health to 0 (from 200); this gives laser 1000 health at level 10 (from 500)
** Reduced spike attack spread to 20 degrees (from 30), increased initial damage to 50 (from 0) and addon damage to 15 (from 10)
** weaplast now works with morphs
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v4.226
==================
** Reduced laser cost to 25
** Reduced jetpack cost to 4/frame (from 5)
** Morphed players are refunded upon entering a wormhole or using tball
** Improved deflect projectile targetting code: it will now redirect all projectiles that will hit on the next frame, instead of searching a predefined radius which is insufficient for fast-moving projectiles. This change should make deflect 100% effective against projectiles (assuming you aren't too close to the projectile's spawning origin)
** Increased laser initial damage to 100 (from 50) and addon damage to 40 (from 15), yielding 500 damage/frame at level 10 (from 200)
** Fixed bug that would allow laser to deal more total damage than its health
** Increased deflect cost to 50 (from 25), and delay to 2 seconds
** Deflect now has a chance to deflect attacks (initially 25%, then 2.5% per level up to 50%)
** Deflect can avoid hitscan attacks (non-projectiles) and will redirect them back to their origin (not always the attacker); it will absorb 100% of the damage of deflected attacks
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v4.227
==================
** Increased detector flag (FL_DETECTED) duration to 2 seconds (from 1)
** Increased detector maximum count to 3 (from 2)
** Increased laser cost to 50 (from 25)... again
** Issuing a "remove" command to a converted summon will attempt to convert the summon back to the previous owner
** If a converted summon's owner dies, it will try to restore the previous owner
** Reduced armor bomb cost to 0 (from 25)
** Added more monster strings to MonsterObits() which should prevent strange death messages when using reflect
** MonsterObits() will check for monster level... if it has none, then it will fail (you'll see "player was killed" instead)
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v4.23
==================
** Fixed bug that would crash the server if an entity was burning with no valid owner (owner disconnected, was freed, etc.)
** Player is warned when deflect expires
** Added newline character to 'totem remove'
** Fixed sniper mode morph bug; weapon mode is now reset when morphing
** Fixed bug that would give 50 free powercubes when you tball; only morphed players will receive power cubes (refund for being un-morphed)
** Fixed spirit (Yin/Yang) movement bug (player getting stuck) by making the spirit entity non-solid
** Fixed fury being removed on teleport
** Fixed knock weapon working poltergeists and morphed players (they have no weapon to drop)
** Spike has a delay between re-stunning a target equal to its stun duration (e.g. if you stun a target for 0.5 seconds, you can't stun them again for 1.0 second)