[July 26th update (Monsoon v2)]
-Fixed Galen's Totem HUD display.
-Updated Orbb's tutorial page.

[Rocket Launcher]:
	-Rocket projectile speed reduced by 20%
	-Splash damage radius has been reduced by 50%
	-Splash knockback radius has been massively reduced.
	 Full launch power only occurs if a hit lands at someone's feet.
	 This also makes rocket-boosting less effective without a wall.
	 Vertical rocket-jumps are unaffected, but require stricter timing.


[Nailgun]:
	 
	-Nail projectile speed decreased by 15%

[Super Nailgun]:
	 
	 -Nail projectile speed decreased by 15%

[Keel]
	-Changed grenade knockback code to match rocket knockback.
	 *Grenade splash damage is unchanged, so this patch indirectly buffs them when compared to rockets.

[Summer update Version 5 July 18th, 2026]
Monsoon Season

[RANGER]
-Ranger's Dire Orb can now only be damaged by railgun and rocket-type damage (rockets/tribolts/etc). It has 1 health point
to guarantee death. This had to be done to fix a bug that failed to put Ranger on cooldown after the orb timed out or exploded.
When the Dire Orb was shot by an enemy and NOT killed, the bug would occur. In excessive hours of testing I could not find a solution.

[MENELKIR]
-Menelkir's fireball no longer requires mana, but if used with less than 5 mana, it will do 50% less damage.
-Menelkir's Arc melee knockback has been increased from 42 to 52 for better jump boosting.
-Menelkir can now melee with the Arc of Death regardless of whether or not he has 40 mana.
 If he has the mana available, the lightning storm will be summoned.
 
 With all these changes to Menelkir's Arc, he can now reliably "main" the weapon much more consistently.
 The fireball gives him a cheap attack to use while closing the distance, and the melee improvement
 lets him fight up close when he has no mana, as well as use the knockback to boost his jumps. 
 Coupled with the slight mana regen buff and hourglass + mana change, he can reliably use the Arc even without
 stacking kills. And so the primary function was nerfed. (Version 4*)
 
-Menelkir's Arc projectile is now slightly affected by gravity. 

-Menelkir bots now properly use his Arc of Death. At long range they will throw fireballs,
at close range the laser, and at point blank the melee (though they will likely pick the gauntlet).
They no longer use it without ammo.

[TERMINATOR]
-Terminator bots now have a 50-50 chance to fire all their missiles, or feint their barrage.

[ORBB]
-Removed the laser from the drone completely, for performance's sake.

-Simplified the drone's camera code. The drone only applies stalking debuffs every 36 tics,
 up from every other tic. This change, along with the removal of the laser effect, removed
 all frame drops in an offline environment.
 
-Fixed an oversight with the stalking debuff sound. The sound was applied to the drone itself,
 and not the debuffed player.

-Orbb bots now properly use their drone. There is a 50-50 chance that they will send
out the missile or use the bomb function.

-Orbb's drone bomb attack has a larger radius and some more damage. 
 Nobody ever got hit by this, so it was made more dangerous.

[MISCELLANEOUS]
-Alternate voice sets now include alternate taunts.
-Added alternate voice sets for Keel and Sorgaul. Apply them by changing your gender to 'other'
-Added alternate taunts to Ranger and Doomslayer's alternate voice set.
 Ranger's is a rare 10% chance.
-Added an alernate/classic taunt to Major for her 'other' option.

VERSION 4 (JULY 15, 2026) *unreleased
[Lo Wang]
-Lo Wang's direct-hit sword hitboxes have been increased to match the sprites &
 make hits slightly easier.
 
-Lo Wang's direct hits now do great damage at point blank range & minimal damage at tip range.
-Lo Wang's area-of-effect tic damage occur at greater intervals (damage nerf)


-Lo Wang has 3 jump sounds now. (Was previously only one, with a 33% chance to
 play when jumping.) 
 This was unfair in that LW could move quickly, but silently.
 I don't believe any other character has silent jumps.
 
-Lo Wang's main jump sound volume has been decreased by 40%.
 It was really loud.

[Menelkir]
-Now uses his HD sprites from the Hexen re-release. This fixes the sprite cut-off issues with his Arc.
-Weapon bobbing has been disabled from the Arc to prevent his hands from cutting off during movement.
-Unique obituaries have been given to Menelkir's servant.
-Menelkir's mana regeneration rate has been increased.
-The Arc of Death's primary fire has had its range decreased by 10%
-The Arc's primary fire has had its damage lowered by 2. From 12 to 10.
-Recoded the Arc's lightning storm and recreated visual effects for better performance.
-The Arc of Death's alt-fire lightning storm no longer tracks enemies.
-Lightning storm moves much slower
-Lightning storm is now a floor hugger.
-Lightning storm has a much larger area of effect.
-Lightning storm does +1 damage per tic.
-Lightning storm no longer fails to damage when up against a wall.
-Menelkir can now fire a projectile for 5 mana, by tapping Fire with the Arc of Death equipped.

[Brock]
-Included releveled Brock voice sounds, from an upcoming QCDE update. 
-Rewrote his sound definitions to prevent him from playing Doomguy's death noises 
 His voice was also very loud.

[Freeman]
- An Antlion's hitbox can no longer be hit before they emerge from the ground.
  This is to prevent them from blocking shots to the pheropod before they emerge.
 
- Gordon's pheropod can now be destroyed immediately after the first antlion emerges.
  The design behind Gordon was to give him the best movement in the game in exchange
  for a lack of direct combat ability.
  However, the inability to directly prevent the antlion spawns made him unexpectedly
  oppressive in direct engagements. Gordon can still use it in a fight, but his 
  opponent will be rewarded for turning their attention away from him, incentivizing
  Gordon to place it somewhere safer.

[Kane]
-Fixed Kane's sprite proportions to match his hurtbox
-Fixed Kane's death animation

[Orbb]
Code improvements affecting performance & one balance change.

-Vastly improved game performance when using your drone. Virtually no performance hit
 while drone is idle. FPS drops when using drone are now -10-60fps in most areas, down
 from hundreds of FPS lost.

-Improved the visual appearance of the drone's laser beam.

-Adjusted the "pellet spread" of Stalking debuff tokens to mitigate an exploit that 
 allowed Orbb to stack Stalk progression exponentially.

[Ranger]
-Increased the size of his Dire Orb explosion when shot by 80%
-Increased the damage of the Dire Orb explosion when shot. (Was 15/30/45 ; Now 22/44/66)
-Dire Orb shot-combo explosion now has 6 tics of startup. (Necessary for proper functioning)
-Greatly changed the visual effects to distinguish the shot combo from the teleport function.
-Shooting the Dire Orb now launches enemies slightly.
-Ranger no longer triggers the Dire Orb shot-combo explosion when teleporting. This was an oversight.
-Dire Orb's teleport/time-out explosion occurs above the ground to ensure damage hits enemies.
-Dire Orb's teleport/time-out explosion damage decreased by 40%.
-Dire Orb's teleport/time-out explosion no longer has a minimum max damage radius.

Utilizing the "Shock Rifle combo" with your Dire Orb was very hard, and didn't give
Ranger very much reward, so it's radius and damage were improved and a slight launcher
given to it as well.

Due to the fact that players can now shoot the Dire Orb, its standard teleport damage
was reduced, to prevent Ranger from cheesing enemies with an instant Dire Orb + rocket
combo at point blank ranges. This combo consistently dealt ~80 damage or more, but did
extremely little to Ranger thanks to his Rocket Jumper passive and lack of self 
damage on Dire Orb explosions.

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


VERSION 3
[Bug Fixes]
-Combalance now uses the 3.1 multiplayer scripting, which fixes issues with shotgun zombiemen item drops. 
 It also fixes the issue with bots not spawning in skirmish on round starts.
-Fixed a bug with Freeman's antlions in PvE gamemodes which would cause them to loop sight-sounds.
-Major's PvE airstrike  now also has 12 seconds of use.
-Grayson's PvE Thumper ability now also spawns the PvP stasis cloud for visual clarity.
-Re-fixed Thumper causing endlessly looped pain sounds when effecting monsters.


[Balance Changes]
-Reverted the Lightning Gun to its normal range value of 768. Extremely curious to see how powerful it will be with the movement rework which aimed to strengthen defensive zoning.

-Kane's speed/horizontal-momentum bonus is much easier to achieve now (600+ ups), and there is now an extra level at 900+ u/s.
 Additionally, his crouchslide is buffed much more when he achieves high dash speeds. Previously, it was extremely rare for him 
 to ever reach the needed speeds. Now, he can consistently chain a strafejump series into a crouchslide, and then link multiple crouchslides together
 with the buff active.
 Whenever he achieves these speeds, the running-man buff-icon will also be shown.
 Kane's speed bonus can be differentiated from his falling bonus by the lack of sound effects.
 
-Kane's additional mechanics have been rebranded into a new passive named "Speed Freak" for clarity.

-Freeman's PvE antlions no longer disappear or tire.

[Heavy MachineGun]:
	-Deals 2 more damage at long range.
	-Deals 5 more damage at very long range, when scoped.


v3/June 24th,2026 update changelog

-Included the Sanic bot fix (Sanic caused crashes) Thanks Genia.

-Changed Dire Orb ripping damage to 5, which increases by 5 every few meters
 up until a max of 35 damage.
	 
-Ranger can now shoot his Dire Orb when it is in flight. Dire Orb has 80HP.
 After travelling a short distance, its explosion will gain an extra blast
 of 15 damage/128 unit-radius, which increases every few meters until a max
 of 45 damage/384 units.
 (When Dire Orb touches a wall, it can no longer be shot.)