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1.1.0
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-----
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Feature/balance changes
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-----------------------
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* Quick fullscreen changes
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* Fancy autocompletion
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* Client now sleeps when inactive
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* Persistent console history
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* Increase boost time to 30 seconds from 20 seconds
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* Lcannon now has a minimum charge value
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* Flamer damage down to 20 from 31
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* Zap repeat rate down to 1500ms from 2000ms
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* Knockback from pouncing now 3 times as strong
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* Demo state now displayed from cgame
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* AVI video capture
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* cl_autoRecordDemo
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* Master server, based on dpmaster
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* Changed defaults for r_picmip and r_textureMode
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* Chat sounds differ depending on team
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* New collision type, for improved light flares
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* New pain blend effect
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* Reduced Dragoon pounce range to 64 from 96
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* Dragoon pounce now incurs 400ms wait before other weapons may be used
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* Trapper cost down to 8 from 10
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* Hovel is now free, but only one can be built
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* Teslagen damage up to 9 from 7
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* Non locational damage does not apply locational armour anymore; instead it
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averages the armour regions together
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* Added target_alien_win and target_human_win
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* Added worldspawn keys to disable specific game elements
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* 3D particles
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* Brass ejections now done via particle system
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* static_tranform particle move type
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* thirdPersonOnly particle and trail system property
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* Abstract attachment system
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* Scriptable trails system
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Bug fixes/development issues
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----------------------------
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* Fix to a server memory leak
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* Fix to a server 100% CPU bug
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* Delete key on *nix fixed
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* Fixed lcannon charge storage exploit
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* Fixed psaw/cgun inappropriate effects bug
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* Maps on create server menu now sorted by name
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* Fixed death by poison MOD s/antitox/medkit/
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* Fixed Marauders momentarily disappearing when wall jumping
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* Fixed a potential crash bug involving the use of generic1
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* Fixed being able to build multiple coincident repeaters if there is no reactor
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* Fixed incorrect message when invoking "buy ammo" with an energy weapon and no
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reactor present
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* Fixed invoking "reload" during a weapon reload causing an unnecessary reload
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* Fixed aliens having the wrong blood colour when shot with a las gun
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* Fixed hovel causing invisible builders
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1.0.2
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-----
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Feature/balance changes
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-----------------------
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* Extended STATS report to include the times when stages change
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* Increased Tesla damage frequency
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* Marginally increased Tesla damage
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* Teslas now produce exaggerated knockback effect
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* Hives now buildable on walls
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* Boosters no longer restore Dragoon spitballs
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* Dragoon spitballs now affected by gravity
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* Dragoon pounce attack damage reduced to 100 from 160
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* Removed jump pad code (and associated media loading)
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* Removed loading of some Q3 cruft
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* Corpses timeout in 20 seconds instead of 60
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Bug fixes/development issues
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----------------------------
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* Fixed a silly bug with using the reactor/repeater
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* Spilled events attached to temporary entities are now reattached
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to their original entities, fixing the missing flame bug
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* Fixed "suicide god" bug
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* Fixed bug where zap ignores armour
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* Fixed missing particle systems when follow-spectating
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* Fixed potential bug involving dodgy pointer arithmetic in
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CG_LoadClientInfo
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* Cleaned up logic in CG_AddPlayerWeapon
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* MASK_SHOT traces no longer collide with corpses
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* Improved robustness of spawn validation, fixing the bug on transit
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* A crapload of whitespace fixes
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1.0.1
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-----
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Feature/balance changes
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-----------------------
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* cg_debugParticles >= 1 now prints to the console when particle
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systems are parsed and registered
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* Reverted walk/run animation switching back to cmd.buttons instead
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of basing it on speed
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* Added option for changing whether or not the wallwalk control is a
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toggle or not
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* Weapon now drops momentarily when reloading
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* The stage kill counters are now incremented for structure kills if
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players did more then 50% of the total damage
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* Removed the mp3 decoder from the source
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* Marauder lightning now requires aim, does damage over time and
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chains to other entities
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* Implemented the Medkit -- a means for a human to restore health
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and cure poison in the field
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* "Disable Build Warnings" replaced with "Disable Warning
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Dialogs" and improved
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* Sped spectator move speed up
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* Implemented "step down" physics for all characters; no more
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jumping down stairs
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* Increased frequency with which the Acid Tube deals damage
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* Tyrant can no longer charge up forever and must pass a specific
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minimum charge level
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* Implemented command queueing for commands sent to clients in order
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to prevent overflows even sv_floodProtect is off, but not by
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dropping commands
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* Added LOS check to creep slowing
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* Overmind now only complains if there are 0 spawns
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* Spawns can no longer be built when there is no Overmind/Reactor
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* The spawn closest to the point of death is chosen preferably if
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available
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* Evolving no longer restores all health
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* "give weapons" and "give ammo" cheats removed
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* When selling the battery pack, max ammo is given
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* Added stage information to the end of game stats
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* Reduced Dragoon spitball damage from 120 to 110
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* Reduced Tyrant claw damage from 120 to 100
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* Reduced Tyrant charge damage from 160 to 110
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* Increased Barricade regeneration rate from 12 to 14
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* Increased Overmind health from 500 to 750
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* Decreased Overmind regeneration rate from 10 to 6
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* Doubled Blaster speed from 700 to 1400
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* Reduced Painsaw damage from 18 to 15
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* Reduced Painsaw range from 48.0 to 40.0
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* Reduced Grenade price from 300 to 200
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* Reduced Shotgun repeat rate from 1200 to 1000
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* Increased Shotgun damage from 6 to 7
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* Increased Mass driver damage from 35 to 38
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* Increased Chaingun damage from 5 to 6
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* Reduced Flamer repeat rate from 300 to 200
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* Extended Flamer range
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* Increased ammo on all human weapons
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* Reduced splashdamage on MG Turrets
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Bug fixes/development issues
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----------------------------
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* Hacked around trap_LinkEntity to allow missiles to have a bounding
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box displayed
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* Fixed "Server command overflow" bug for clients that should time
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out
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* Fixed a bug where only live clients would have their scores logged
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at the end of the game
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* Reworked how weapon changes are performed, fixing bugs in the
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process
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* Fixed the issue where the Mac qvm JIT compiler would not compile
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Tremulous
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* Reimplemented how buildables play damage sounds to not use the
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event system
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* Reworked the ammo/clips packing system to remove the confusion of
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concepts
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* Disabled client side ET_MISSILE collision
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* G_RadiusSelectiveDamage no longer applies locational damage
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* Moved some speed adjustment code into prediction; should prevent
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some prediction misses
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* Wrapped all calls to trap_SendServerCommand in order to circumvent
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the q3amsgboom.cfg exploit
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* Fixed restoration of energy weapons bug
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* Fixed a bug where locational damage could sometimes scale damage
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to 0
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* Added G_ClosestEnt
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* Moved build directory from tremulous to tremulous-dev
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