August 1st, 2026

This update focuses on providing extra playstyles to the sandbox, while fixing 
the new issues with Lo Wang, and the Rocket Launcher splash nerf.
The rocket nerf, in combination with new passives and tools here, will hopefully 
round out the META a bit.


[Heavy Machine Gun]
	-The damage bonus at long range has been removed from both scoped and unscoped fire.
	-Scoped shots now break +2 armor at long ranges.
	 If enemy players lack armor, they will be slowed by 2% for 4 tics.

	Instead of the boring damage increase at range, which also takes power
	away from the Railgun. I gave it bonus utility, useful both for players
	trying to fight back when trailing the lead, or chasing weak players trying
	to run.
	
[Rocket Launcher]:

	Reworked and fine-tuned the explosion knockback and damage radius, to
	remedy the accidental nerf to rocket-jumping and boosting from last patch. 
	Rocketjumping now feels nearly identical to QCDE v3.1. 
	This was tested with Ranger, using this patch versus QCDE v3.1,
	performing the same rocket-jumps with the same angles and locations. 	 
	(Ranger is the only character who currently has proper rocket-jump
	code in Vanilla QCDE v3.1)
	 
	-Additionally, slightly buffed the minimum damage radius so players that can't 
	aim receive more chip damage when shooting near opponent's feet.

	 
	-Rocket's secondary explosion damage (34 damage which does not harm the user)
	 has had its minimum range increased from 5 units to 10. 
	 (In other words, chip damage begins falling off farther out.)

[Small Hourglasses]
	-Respawn timers increased from 15s to 30s.

[Ranger]
	-New passive: Faith
	 Ranger trusts the the Lord will bring him back to his family.
	 Once per life, Ranger will survive a lethal strike.
	 
	-Rocket Jumper passive now applies to tribolts and nails as well.

[Duke Nukem]
	-Ice Projectiles are 30% slower. This reduces their effective range.
	-New passive: Sunglasses
	 Duke is immune to blinding effects
	
[Sorgaul]
	-New passive: Thrill of the Hunt
	 Melee hits give Sorgaul +5 AP. Killing players with your
	 claws grants +1.5 seconds of Primal Rage, and a bonus armor shard.
	 
[Kane]
	Kane's crouchslide has been slightly buffed.
	-Base friction value decreased from 3.5 to 3.3.
	-Speed Freak's dash/horizontal bonus slightly improved as well.
	
[Lo Wang]
	-Sword direct hits have been removed and replaced with a melee.
	 The old direct-hit projectiles hit walls too often to be useful.
	 Now if you click on an enemy in range, that is all there is to it.
	 
	-Ripper projectiles now bounce so they are not useless in close quarters.
	-Ripper projectiles deal extra damage when they hit an enemy, so that they
	 are not useless after they touch someone.

[Galen]
	-Nerfed his run speed to the same level as Corvus. This means there are now only 3 levels of Doom movement.
	 (Menelkir/Zedek < Corvus/Galen < Doomslayer)
	 
	-New passive: Meditative
	 If Galen stands still, he will begin healing.
	 
	 I nerfed Galen's movement speed to keep him from roaming freely, and 
	 added Meditative to encourage him to instead set up shop in specific areas.

[Grayson]
	-Thumper is now charged by holding the ability input.
	-Releasing the ability input before charge is complete releases a weaker
	 Thumper that knocks players back without any stasis.
	 
	 I threw Grayson players a bone, since some people don't like planning.
	 In emergency situations this can be used to push players away from you.
	 
[Inquisitor]
	-Updated his ability description to read 33% damage reduction. (It reads -50% damage reduction.)
	-Still Defense (Passive) will now stack with Protective Shield (Active Ability).
	
	Still Defense was pretty difficult to use effectively. You typically take too much
	damage to warrant not strafing or aircontrolling. 
	Hopefully by stacking the ability with his ability, Clutch players can literally
	stand their ground and fight.
	
[Nyx] 
	-New passive: Assassin
	 Nyx crouch walks twice as fast as other champions.
	 This provides a stealthy playstyle for players that like to hide in the shadows.
	
	
[Caleb]
	-New passive: Deadeye
	 When successfully chaining shots together in a period of 2 seconds or less,
	 Caleb begins doing extra damage, with the HMG, LG, or Voodoo Doll.
	 
	 This addition aims to solidify Caleb as THE "tracking junky" champion, 
	 rewarding duelists who've practiced calm, accurate aim.
	
[Eradicator]
	-New passive: Piercing Shot 
	 Eradicator takes after Visor and deals 10 extra damage with railguns when his
	 radar is active.
	 This passive aims to create an additional sniping playstyle, or at least,
	 provide players who love sniping and hitting flick shots with a character
	 who rewards that.