Version 1.03 Added to demo: Chaplain/Captain ranks All Terminator weapons All heavy weapons Plasma Grenades Needle Sniper Rifles (scout only) Playable without Quake (Quake executable necessary) Version 1.02b monster_spawner can now have "invisible_finished" set, which limits the total number of monsters spawned before it shuts off item_icon can have a different model for Chaos chapters, specified in "noise4" Grey Knights changed to standard Terminators objective_hold can have a "map" set to a team to *prevent* that team from taking that objective (i.e. it's already theirs) Added Word Bearer, Alpha and Black Legion skins Fixed fullbrights on Blood Angel skins Fixed p_head.mdl (Power Armor disembodied head) skins AI Terminators re-added to demo AI Scouts have sniper rifles (ouch) AI Assault Marines run 50% faster AI detect enemies from twice as far away Players may only carry over a maximum of 20 points from one game to the next Killing AI in deathmatch does not earn points Version 1.01b Fixed bug that made characters limited to 25% of team's point total (now properly 75%) Players may be worth up to 40 points without spending earned points Ultramarine and Dark Angels Veteran Squads may have 1 assault weapon (sergeant only) Chaos Terminators come with (and must pay for) power fists, to balance with Imperials Version 1.0b Added Chaos skins (currently all are Night Lords) Fixed plaguebearer's weapon skill/damage for hand to hand Various small fixes Progress toward stand-alone (Quake not required) - almost there Version 0.992 Chainaxe death message added New TTM bug fixes: When you die you go to foyer Properly checks for restart if everyone leaves teams Acolytes cannot infiltrate Captains may be worth 100 without spending points Version 0.991 New TTM changes - quicker games, no extra "statues" VP added to players' points at end of game Version 0.99 Fixed bug occasionally causing scouts to remain invisible after hiding Terminators added to demo Vortex Grenade added to demo AI attacks each other Some radio messages automatically report your position Radio can be operated more quickly with lag Version 0.982 Fixed bug that caused occasional respawning in enemy base Teamplay bit 4 on (i.e. teamplay 1 + 4 = 5 or teamplay 2 + 4 = 6) Sudden death mode - 60 seconds after game starts, teams are locked players respawn in foyer, and must wait 'til next game Version 0.981 Fixed bug that caused veteran Chaos to remain invisible after hiding Jet packs visibly drop, disappear later when killing jump troops Chaos Armor is no long silent while standing still Added precache for gib3 on dog Shootable doors can be opened with krak grenades Turrets added to demo Version 0.98 "Lesser" characters added to demo Fields added to demo Number of players affects the fraglimit - smaller games will be much shorter Points earned kept between games (and when changing teams) Version 0.973 Inventory command updated for Chaos Heavy Plasma Gun cost reduced by 10 points for Chaos (no targetter) Fixed bug preventing chapter choosing in admin At least one chaos and loyal team in all games Adjusted Chaos weapons limitations Doors with health/armortype can be shot open Melee will only hit once per swing (against doors, turrets, etc.) Version 0.972 Fixed crashing bug with killing enemy or neutral turrets Fixed ability to get heavy weapon and combi-weapon upgrade at same time Fixed noise when swinging default terminator chainaxe Version 0.971 Cycle weapon command is now "swap hands" - switches to your previous weapon Fixed various bugs related to Chaos Fixed bug preventing damage (unsure how/when that got there) Version 0.97 "Spend points" system now an admin/server option, defaults to spending points Chaos army added Chaos weapons added Changing missile types on the missile launcher is instantaneous Switching back to the previous weapon you had out is instant (e.g. it's still in your other hand) Switching between Terminator weapons is instant Version 0.96x Missile Launcher added to demo Version 0.956x New command: "lend" (default binding L, impulse 150) - give 1 point to a teammate Rank is always kept if player can afford it (reverts to Vet otherwise) Points not kept across games (it caused problems that weren't easy to fix) Version 0.955x Fixed bug in dropping Jump Packs (now removed from inventory properly) Free points increased to 35 Some bugs that gave negative points fixed (may be more though, let me know) If rank chosen costs more than free points (35), rank reverts to Veteran upon death Rank/equipment not carried from one map to another (points kept though) Version 0.954x "Maximum point value", or "point potential" concept gone. Now points earned are truly spent on upgrades, such as equipment or ranks. Everything up to 30 points is free, beyond that will come out of the pool of earned points. This is experimental, and may not remain this way. Version 0.954 Falling damage drastically reduced Crushing damage reduced Version 0.953 Scouts added to demo (but NOT sniper rifles) Fixed bug that kept Cyclone when changing rank Version 0.952 Added triggerable explosion entity (misc_explosion) Fixed a bug in capture reports Hiding only works if on ground (no more stacking, falling through floor) Tabletop mode functional with demo Can't cycle weapons during melee Changing weapons happens a little quicker Version 0.951 Rank list will properly display during invulnerability When inventory runs out resupply still happens, but takes 10 times longer Additional players inside an objective have diminishing effect (First adds 1 sec, second adds 1/2 sec, third adds 1/3 sec, etc.) Fixed a crashing bug caused by quitting the server during intermission Version 0.95 Released demo version Zombie ranged attacks have 3 strength instead of 0 Version 0.931 Turrets and needle sniper rifles made unavailable in demo Various fixes for the demo version Various changes I forgot to document Fixed Terminator armor pickup bug Spanwers function in non-deathmatch Can't pickup boltguns if your rank has them as default Reinstated objective disabling when too few players/teams Version 0.93 Fixed "invalid skin#" bug in tabletop mode (by eye model with 4 skins) Tabletop fraglimit is adjusted by number of players (8 is normal) Fixed bug restricting scouts in standard Quake maps Radio messages cannot be heard by enemies (nor will you hear an echo) Vortex grenades cannot be "quick thrown" (you must select weapon 2) Fixed plasma pistol armor mod Switched around terminator weapons replacements for standard Quake maps "map" should be used instead of "wad" for team-specification in maps ("wad" will still work for backward compatibility) hiding enemies in LOS won't prevent hiding projectile models consolodated, to reduce total # models can't shoot until fully stood up from hiding Version 0.921 added melee armor penetration fixed meltagun armor penetration turrets shootable - disables them for a time turrets won't wound teammates turret kills count for team points monsters worth proper points in coop/single objective_hold can be assigned a "target" turret assign "targetname" to the same thing on a turret turret owner will be objective owner Fixed crashing bug in krak explosion Version 0.92 Krak grenades and missiles use sprite explosion again New sword models Turrets can be heavy weapons Version 0.91 New (but not final) power fist models Turrets make noise Frame added to plasma and boltgun ground models for turrets Fixed turret tracking to handle all angles Removed gasp sound when joining server Fixed AI section of admin menu Proper team is considered at advantage when teams have even # players Minimum of 1 monster per spawner, regardless of skill/number of players Version 0.901 Attempt at helping to reduce cache errors Guards and AI monsters during DM now admin options Dark Angel vets can't use assault weapons Banners give points to capturer Altered death messages to always include weapon involved (for clarity) Particle explosions used in conjunction with models Skill value affects guard respawn rate Dark Angels have veteran squad All admin options now function Added Map list to admin menu when changing maps Version 0.90 Scouts can hold their breath for one minute underwater Hellfire shell explosion (acid) skin added Cyclone missile selection limited to 1, 4, 8, 12 Cyclone and Heavy Plasma use 3D explosions Gibbing more frequent, farther flying Gibs now use armor pieces Both teams having advantage bug fixed Jump pack costs 10 for characters Terminators can not throw grenades in any manner Adjusted costs of fields Most recent lists of changes lost, sorry Version 0.891 Ability to fire in foyer by changing skin bug fixed Tactical now default rank Frag grenade explosion sound fixed Scouts unavailable in demo mode Game Options added to admin menu (functionality still IP) Players who have quit no longer count against 50% limitation Hellfire uses explosion model (new acid skin forthcoming) Needle Sniper Rifle has no muzzle flash "Not available in Demo" message will not continually display Version 0.89 Explosions use models instead of particles, to indicate size of template 50% character limitation doesn't apply to single-player teams Grenades now only explode on contact - delay mode prevents arming for a second New sword swing and Genestealer idle sounds Fixed models for GL Demo version created (but not enabled) Version 0.88 Fixed single/coop level ending immediately bug Fixed chasecam death bug Tabletop mode changes: Fixed multiple mission bug Fixed VP calculation delay bug Jump packs and cyclones face properly on statues Ghosts jump and land silently Telefrags before combat won't result in lost units Players may join teams through placement phases Added Take and Hold mission Version 0.871 New player model internal system - let me know if incorrect models appear New weaponless terminator model for assault terminators New power and chainsword models (sorry it's an Ork chainsword) Number of guards spawned is adjustable by skill Frequency of guards spawned is adjusted by number of players Scanner image no longer appears after scanner dropped Character terminator armor points bug fixed (?) Tabletop mode changes: Added Engage and Destroy and Guerrilla War missions Can't fire on ship, even during battle Ghosts have no points and no rank No corpses outside of battlefield Squaddies pressing P in base will cycle to next squad member for rapid equipping (esp. for assault weapon using troops) Captain can delete characters/squads (backspace default) Invincible time given at proper time Location properly reports base or ship Ghosts appear as eyes Squad reinforcements start at location specified during placement Version 0.87 Tabletop mode ("style" "5" maps) added Kills made by currently dead players will award points Plasma clouds for all sizes shown (including D6" explosions) Bolter rapid-fire calculation more reliable Server DM map rotation added Jump pack works only in short bursts, but moves much faster Terminator light doesn't function for corpses Corpses of spawned monsters will remain for at least 3 seconds Version 0.86 Headlight on/off permanent on respawn Scouts change weapons silently Scanner automatically re-engaged when disengaged by another action Muzzle flash on all weapons Space Hulk mode changes: Default player max speed 200 Jamming causes no extra delay on storm bolters No ranks Scanners for all players Weapons are free Firing twice as fast Headlight default on Can't fire immediately after jumping Being "stopped" for purposes of firing heavy weapons is more forgiving When changing levels, won't be selected on Storm Bolter if you don't have one 50% limit not enforced in single/coop Other sounds tweaked, including teleport Energy depleted sound added Jams now proper delay of one turn (was two) Projectiles fly twice as fast, much harder to dodge Weapons' short ranges adjusted by game speed Fixed bug giving targets with no armor extreme armor (e.g. a 0+ arm save) Fixed bug giving players no armor when joining a server/starting new game Won't get double message when wounding self Tried to prevent chasecam looking through floor while hiding 50% limit now based on maximum instead of current points of team members Fixed banner reclaim points bug Corpse heads are proper color Grey Knights have Refractor fields Options now menu-based Hand to hand and hitting dicewatch separate options Characters will drop weapons when picking up terminator armor Plasma projectile hitting wall sound not made when hitting target (can hear toughness/armor/field saves better) Fixed Strength vs. Toughness calculation bug Dice watch includes shooting hits Non-template weapons won't displace targets Dice watch defaults to on Parries cancel one for one again Version 0.85 Adjusted various sounds New Vortex sound Vortex works properly (no chance of survival) Plasma clouds properly visible Plasma gun/pistol now shoots plasma balls SV_AIM now used to determine autoaim : 1 = on, 2 = off Items can be given multiple respawns in coop maps Version 0.84 Fixed calculation for armor save (was off by 1 in favor of failing) Hand to hand combat easier to engage Stealers on battlefield maps worth points Fixed SH mode point calculation Weapon ranges accurage to player speeds (adjusted by sv_maxspeed) Boltgun undroppable and returned when special/heavy dropped when basic EQ Monsters won't attack when on fire Only 50% of team's total points can be on characters (if team > 1 players) Assault cannon can explode on triple jam Higher ground gives +1 WS (must be standing higher than target's waist) Parrys cancel properly (if both have parries, neither get any) Gave spore a name, reduced wounds from 10 to 1 Lascannon can't hit more than one target per shot Lascannon range fixed (lengthened) Cyclone costs 2 more energy Needle sniper rifle does proper effect again Terminators get regular WS when on fire Weapon pickup messages fixed (were reversed now that default is on again) Characters in Terminator armor can't get heavy weapons Jump Assault troops won't drop JP's when changing rank Bolt weapons cost energy to fire Kraks cost 15 energy like they were supposed to (bug) Jump troops on fire can't use jumppack Terminators can attack or be attacked while on fire Version 0.83 Bolter fire doesn't emit light (may reduce lag in heavy firefights) Hand to hand sound effects added Banner value now set in a fraction of total game points, default 0.25 Objectives can be set to a minimum number of players before being active ("count") Objectives not active unless players exist on both teams Needle sniper rifle not guided Won't lead elevators/trains that can't be hurt Can assign "invincible_time" to any teleporter Hidden scouts using chasecam won't appear Autoleading won't target hidden troops Autoleading won't target friendlies Autoleading won't target objects (like trees) unless no other targets Trees added Grenades won't fall short so much (?) Heavy plasma changed to full speed projectile New targetting system - much easier to target Version 0.82 New entity "objective_hold" Default invincible time back to 10 Points for Monsters/Guards same calculation as players Target ID not checked so frequently - was causing lag Server resets only when appropriate Can't hide while in detection range of someone Hiding models stand when detected Terminators can fight while on fire Grenades have shorter range Monsters can miss when skill less than 2 Scattering won't go past half distance of shot Version 0.811 Secret doors can have "strength" and "damage" set for crushing Fixed server auto-restart Players on fire can't fire or get involved in hand to hand Cyclone death message Auto-leading more accurate (properly takes into account the offset of weapons) Cyclone shoots from one side at a time (alternating) 20 second invincibility time (settable by maps) Dropped item pickup default to on (for changing ranks w/eq) Fixed bug in forgetting second/third best values when best is parried Monster spanwers work properly again (screwed up in last ver) Monsters on longer get bonuses from ranks (was just banners before) Aiming will work over cover (need to further test accuracy though) Target ID will not function while other displays are on-screen (i.e. admin menu, changing rank, sending radio message) Target ID only displays names while they are targetted Will aid in use of auto-lead (you know when you are targetting) Fixed Carnifex health from 100 to 10 (oops!) Proper weapon restrictions with Cyclone Version 0.81 Cyclone Missile Launcher (Terminator heavy weapon) added Can't drop jump packs in enemy base Attack bonus is given to anyone with a melee weapon Grey Knights now Toughness and Strength 5 Melee weapons swung faster, easiser to engage H2H Hybrid Scout named simply "Scout" when a guard AI Guards do not get bonuses from banners, ranks Version 0.80 New player-based models for marine-style monsters/guards Monsters don't make idle sounds People easier to target Leading takes into account gun offset (to the left) Leading more accurate Fields respawn faster DM Guards not worth points DM Guards never get mad at teammates DM Guards can walk beat, return to beat when done DM Guards give up on target after not seeing it for a bit Removed "targetter" model on heavy weapons Scattering works better (more appropriately) Guard respawn time not affected by skill or number of players Team-based monsters don't give points to teammates and are affected by teamplay Monster spawners set to non-omnicient work in battle mode properly 1 in 6 chance of "hitting" a spot on the ground (really this time) Fixed chapter choosing in admin menu Version 0.792 Team-based monsters and spawners won't attack friendlies Scanner now proper range (24") New death messages Genestealers won't constantly change targets in SH mode Triggers can have a "frags" assigned to them (use .map for global message) the "frags" will be added to the team points of the activator Version 0.791 Fixed point bug in changing class from terminator character Scouts don't make noise while hiding If skill is 0 or 1, autoleading is enabled - fire directly at targets If you hit (based on BS stat), it will lead, otherwise scatters Grenades cost energy to throw Fixed "invalid skin" bug Invincible time set by worldspawn on map (e.g. "invincible_time" "10") Banner worth set by item_banner entities on map (e.g. "damage" "500") Version 0.79 Terminator headlight works more smoothly New ground model for scanner (field now only remaining original Quake MDL) Most ranks hide - hiding scouts are invisible until detected (Terminators, Characters, and Jump Pack troops cannot hide) In Battlefield Deathmatch, all missiles are energy based, grenades free Krak/Plasma grenades show up in inventory SFD weapons do not fire a single projectile when jamming Assault troops picking up jump packs doesn't reduce inventory nor takes time to respawn Version 0.782 Weapons/items not dropped upon death in battlefield mode Banners droppable properly Melee much easier to engage Fixed no storm bolter bug when dropping two-handed melee terminator weapons Version 0.781 Fixed some item dropping code All monsters work with spanwer Skill setting adjusts # monsters spawned (# players adjust spawn rate) Spanwed monsters only detect enemies within a certain range (but from any angle) "monster_spanwer" - set "use" to a monster type Banners and Terminator Armor can be dropped properly Version 0.78 Adjusted some monsters to proper stats "wad" "teamX" on a monster to make it friendly to that team "wad" "teamX" on a platform or push trigger to make it team-only Unable to respawn bug hopefully fixed Hiding scouts are "shorter" Jump troops can't carry banners Jump packs cost 5 points for assault troops instead of 15 Pickup toggle defaults to "OFF" Pickup toggle only refers to items dropped on battlefield Players can only drop weapons into their appropriate slots in base Weapons default respawn is 3 times their cost in seconds, 5 sec minimum Footstep noises will only happen if on the ground (i.e. not jumping) Scanner Mk2 (use 's' key, function previously on 's' is now 'o') Telefragging works Admin switching of coop/deathmatch doesn't change maps Fixed team-only buttons Fixed runaway bug in multi-attacker bonus for hand to hand Players can't fire for the first second after respawning Invulnerability reduced to 10 seconds spawnflags 2 on item_banner to make non-temple banner non-stealable If you don't have a melee weapon, you will use your pistol for damage (unless you only have a pistol, in which case you alternate) Grenade select keys won't quick-toss if grenade is current weapon Version 0.772 Rank chooser overrides invulnerability timer Megahealth printout when picked up fixed Genestealer spawners fixed Terminators don't get points for dropping power swords Can drop boltgun when it is default weapon Banners will give health on all maps Ranks that start with boltguns can pick up other weapons without dropping Weapons can be replaced on racks even when visible Added Terminator close combat weapons to target ID Version 0.771 Won't get fields from monsters Grenades fire at proper full speed (when selected) Gib speed reduced Banners that cannot be picked up by enemies, can be picked up by friendlies Can put back Terminator armor if desired Hive Tyrants won't throw spores while in hand to hand All health boxes only give one health Will get proper health when changing levels in coop Chapter choice preserved across levels in coop Plasma gun and pistol take extra turn to recharge regardless of SFD setting Added Hellfire option for Heavy Bolters (press 4 after H.Bolter selected) Heavy Bolters cost 20 points now (because of Hellfire) Runaway multi-attacker bonus in hand to hand bug fixed 5 second minimum respawn on items Heavy weapon terminator displays proper melee weapon Termagaunt changed to Hormagaunt, and given proper stats Fixed point bug that gave double points for dropping Terminator armor when changing class Death messages for Terminator close-combat weapons Dropped Terminator armor doesn't sink in floor Location reporter and Radio messages can only be used so often (to prevent spamming them) Missile Launcher has unlimited frag and krak missiles Version 0.77 Scout hiding impulse removed - use 'b' instead Added ability for custom "noise" on triggers Invulnerability when joining a team extended to 20 seconds Cheating not allowed in any internet games Cheating impulse changed to avoid accidental pressing (now impulse 16) Fixed calculation for whether template weapons scatter (was one off) Vortex grenades no longer user the cell ammo slot (since you can only have 1) Adjusted height on melee weapon entities (should be easier to place on map) Full admin menu in coop mode Flames from flamers glow Game speed adjustable by admin menu Game speed a function of the sv_maxspeed server variable Recommended 267 (2/3 default Quake speed of 400) Terminator melee weapons added - new skins on the way Melee weapons have new, improved skins Version 0.762 Jump troops can't drop grenades from mid-air Fixed firing speed to be at proper rate (slower to match walking speed) Health no longer displayed in 10's Targetname cycle (default 's') cycles through melee dice display option Invulnerability extended to 20 seconds Multiple attacker bonus added - additional attackers in hand to hand get a +1 WS and +1 Attack statistic as per 40K rules Fixed server restart check to not restart when both teams at full points Player list ('/') will work even in non-battlefield games/maps Jumping out of hand to hand causes dice to roll with WS 0 Genestealers spawn rate adjusted by number of players in game Players' team selection will be preserved across levels in single/coop Player stats\equipment will be reset in regular deathmatch Version 0.761 Fixed bug causing unable to respawn when killed by monster Dice rolled in hand to hand no longer displayed Chaplain in terminator has crozius arcanum default (instead of power fist) Easier to hit hand to hand Fixed weaponframe reset on terminator melee weapons Terminators can pick up power sword Melee weapon dropped when getting terminator armor Rosarius doesn't count as your team's conversion wargear Jump pack troops have higher regular jump (helping jumps start faster) Version 0.76 At resolution of combat, will force to face opponent Default power axe for Space Wolf Iron Priests Grenade impact and weapon pickup settings always permanent Quick-toss grenades from melee weapon does proper animation Terminator power sword uses proper view model Fixed parry cancel Death messages for new melee weapons, and pistols in melee Crozius Arcanum for Chaplains Fixed bug occasionally causing jump packs to not follow correctly Can't initiate hand to hand with teammate (with any teamplay value) Teamplay 2 = no friendly fire except template weapons (flamers, frag, etc.) Can't start hand to hand on an invulnerable player Another attempt at fixing hand to hand not ending/respawn bugs Can't engage hand to hand with teammate Server restart only checked in battlefield maps Version 0.752 Tried to fix not able to respawn bug Version 0.751 Jump pack disabled in melee Gave (made-up) close combat stats to all monsters Monsters who win melee will behave properly after you respawn Hitting a button/secret with melee won't cause crash Reduced possibility of getting stuck in melee Version 0.75 Green armor becomes random assault weapon Additional close combat weapons (temporary Fantasy Quake models) Close combat takes 1 turn before resolving Jump to exit hand to hand (opponents get free hits equal to # attacks) Characters in Terminator armor get Power Fist properly Ranks work properly in Space Hulk mode Server resetter works properly with new point system Version 0.743 Fixed bug in join rules (for same # players on each team) Ending message properly names loser, instead of winner Fields dropped from death or rank change are proper level Fixed minor display bug in Space Wolf character rank selection Version 0.742 Chasecam shuts off during intermission Jump packs change skin if their owner does Jump packs appear on body properly when changing levels Jump packs don't interfere with intermission Dark Angel Terminators have proper head color Jump packs follow well in any game Version 0.741 Jump packs follow better in internet games Version properly labelled (0.74 said it was still 0.734) Terminator death frames fixed Terminator head used when gibbing a (you guessed it) Terminator Version 0.74 Genestealers can't hit you with a jump from far away Change map in admin menu works New jump pack model Can join either team if one team has 0 players Join code fixed Admin menu returns from coop to testma28 Version 0.734 Character Terminator armor droppable and dropped on death Chton works - fires plasma missiles (watch out) Classes with default boltguns won't keep proper weapon when changing levels Point system now based on the cost of team points Streamlined summary commands (and endgame summary) New entity : "item_generic". See 40kents.txt Falling damage a bit more forgiving DM4 works properly (has spawnflags 1 on the worldspawn for some reason) Fixed Apothecary to have proper 2 wargear instead of 1 Fixed bug making only scouts immune to drowning, instead of opposite Version 0.733 Default pointlimit changed from 2000 to 4000 Blood Angel Veteran Assault Squad members can pick up a jump pack Picking up a replacement vortex grenade doesn't require a free wargear Tyranids immune to sniper rifle's toxin Adjusted Carnifex stats to be accurate (though -1 Toughness) Power fields don't protect against hand to hand (really this time) Character area effect abilities only work on squads (not other characters) Hand flamer can catch targets on fire in hand to hand Version 0.732 On Battlefield maps, genestealer_spawner spawns if there is only one team currently in the game (something to do while waiting for opponents) 'stealers spawned in this way are worth no points, kills they cause don't reduce team points Terminator Characters cannot get heavy weapons Terminator rank totally redesigned - should work better Power fields don't protect against hand to hand hits -1 WS if you have a power field -1 WS if you have a heavy weapon Invunlerability works against hand to hand attacks (nobody can engage you) Version 0.731 Fixed points bugs in Boltgun pickup, Missile Launcher dropping, Krak ranks Fixed Wolf Scout cost from 32 to 19 Version 0.73 Admin no longer crashes when setting chapters Save/Load works properly again (doesn't restart on load) Boltguns default to unlimited amount of respawns Chapter-specific squad and character rules and restrictions Default weapons for appropriate squads (boltguns or krak grenades) Terminator now a rank for the squad variety, an item for characters Multi-SFD weapons won't wait to fire when energy is available +1 bonus to hit when hitting the same target you hit last Genestealers run more consistant speed (overall a bit faster) "spawnflags" "4" on teleporters to make them terminator only Terminator deathmessages work if terminator is dead Hand to hand partially implimented (no weapons to pickup, no delays) Color based on team skin in all modes, use skin cycle ([ and ]) to form teams in regular deathmatch or coop Version 0.725 genestealer_spawner performs proper precaches (no need for a 'stealer on map) Version 0.724 Fixed crashing bug caused by changing fraglimit in the admin menu Version 0.723 Add 2 to the spawnflags of a trigger_once, trigger_multiple, or trigger_secret and it is a flamer-only trigger (mainly for Space Hulk objectives) Version 0.722 Terminator headlight costs energy (removes Terminator energy charge bonus) New Space Hulk entity: genestealer_spawner - see entity list file for info Players always have terminator armor in Space Hulk mode Players lose all points/rank when dying in Space Hulk mode (so don't die) Genestealers have omnicience in Space Hulk maps - no more sneaking up on 'em When not an internet server, admin menu accessable by anyone (impulse 250) Points for grenades returned when changing rank (if no ammo of gren. type) Version 0.721 Fixed power field pickup Version 0.72 Terminator headlight added (default key l, player list moved to /) Lascannon does proper 2d6 damage instead of 1d12 Fixed field cost bug Can't retain Vortex grenade when switching below Champion or to Terminator Version 0.714 Fixed bug with admin Chapter choosing Chapters will be random unless specified each game Version 0.713 Scouts hide faster (both ways) Fixed bug that made Needle Sniper Rifles automatically gib (heh, oops) Version 0.712 Assault Cannon slightly cheaper Heavy bolter displays proper number of projectiles Multiple sustained fire dice rolled all at once, then played out over time Only one field of each type per team allowed (TBF: don't count Rosarius) To-hit calculation made once for sustained fire dice Displacement effect more pronounced Can change to same rank to remove terminator armor Assault cannon can explode when jamming on full auto Assault cannon range shortened to be proper scale Ricochet sound from "missing" played properly Version 0.711 Cycleweapon will not crash in an infinite loop Chasecam displays "mode" when cycling distance Water will extinquish fire Water will protect against fire Flamers will not fire underwater Calculation to hit is made after projectile connects with target (except for radius effect weapons, which still scatter) Fixed Missile Launcher appearance bug (fixed auto-switch weapon pickup) Ranks are first-come first-served, so no rank bumping anymore Meltagun cheaper and faster Fixed bug that didn't reimburse for terminator heavies Flamer kills have proper death message Color set properly Banner doesn't get in your face while being carried Join code altered (another attempt to keep teams more balanced) Quick-tossing a grenade works better (can't be restarted or rapid-fired) If nobody is on the server (or only in the foyer), it will reset Version 0.71 Fixed radio menu to match messages Vortex grenade properly counted as a wargear Vortex moves around and disappears as per WH40K rules Chaplain can't drop fields Fixed crashing bug from dropping field near some objects (path_corner) Fixed (?) weird bug causing strange things on respawn Assault Cannon defaults to 3 sustained fire dice Head colors work properly in single/coop Terminator armor an object in single/coop (replaces yellow armor) Head gib model and skin proper for chapter/armor type Cleaned up points when respawning in coop Changed default head colors; Champion=yellow (not Vet), Ultra Termie=white Adjusted grenade sizes to '-4 -4 -4' '4 4 8' Short range bonus no longer given on all weapons (+1 to hit w/pistols only) (Terminator and heavy weapon targetter bonuses still apply) New to-hit calculation: A to-hit roll is made, if successful, projectile fires true, if failed, it misses wildly Version 0.70 Terminator armor preserved across levels in single/coop Points transferred properly across levels in single/coop Hopefully fix "standing corpse halfway in ground" bug Drop all weapons upon death Can't "restock" weapons in regular DM Weapons have respawn delay in regular deathmatch New visual effect for being on fire, much more obvious Chance of flame going out back to 1 in 6 BUT : Chance of flame going out increased for each teammate (very) nearby Message displayed when firing cancells invunlerability Version 0.691 Fields respawn properly Falling damage starts earlier, includes armormod Wargear dropping more reliable, works properly with points Getting killed while standing up from hiding won't cause weird things You don't get burned when the fire burns out Fixed bug causing fallen banners to sometimes give team points Random Chapter an option in admin menu Another attempt to fix ability to shoot in foyer Version 0.69 Captain can buy additional respawns Tried to remove walking noises during endgame/intermission Noise made while changing weapons Changed gun size to '-8 -8 0' '8 8 32' and pistols to same w/height 16 No grunt when dropping because of death/rank change Limited number of scanners and jump packs Two players won't try to join the team at the same time (causing problems) Momentum add from blast affected by armor type Can only spot (get target name/rank) hiding scout within range of initiative Items respawn set # times, so no need to dupliate in armory Power Armor sealed (won't drown) New assault cannon sound Version 0.68 Targetting for name identification more forgiving New weapon: Needle Sniper Rifle - if crosshair trained on target at time of impact, it will wound if armor/field saves fail (no S vs. T) Fixed weaponframe display glitch on joining team No blank deathmessages Start in foyer with regular skins - [ and ] work for changing appearance trigger_once/trigger_muliple can have "wad" set to "team1" to make team-only Switching directly from pistol to krak or plasma Hiding twice as quickly to lie down Changing to Terminator removes grenade weapon Rank displayed in player summary/endgame report Disconnecting doesn't leave a standing corpse Version 0.67 Better terminator walking sound All wargear dropped upon changing class All wargear dropped upon death Default strength 3 damage 1 on trigger_hurt Terminator weapons default to maximum jam dice Adjusted use of BS, higher BS doesn't improve aim quite so fast Scout hiding (impulse 73, default key 'h') Converting to terminator will not drop backpack Gun is dropped when changing rank to remove issue of possible rank violation Plasma grenades removed if rank dropped below Champion Version 0.662 Fixed bug causing standing sound from terminator to become semi-permanent Fixed bug in throwing vortex with nothing else but frags causing removal of weapon 2 Change grenade maximums to 15 frag 10 krak (still 5 plasma - they're nasty) Can't throw plasma missiles as grenades Can pick up additional plasma missiles Plasma missile ammo kept with launcher (when dropped) Jam dice default to maximum for the weapon Disconnecting players shouldn't have class effects anymore Sped up Meltagun projectile Adjusted weapon ranges to reflect greater accuracy to scale Version 0.661 Fixed bug with techmarine ability not working Fixed weaponframe bug Version 0.66 Added proper indents to endgame report New Flamer sound (thanks to Fruchle) New Terminator sounds (thanks to Fruchle) Location reporting - impulse 44, default key "f" reports approx location to teammates - not 100% accurate but good "classname" "info_location" "targetname" "Location Description" "wad" "team1" (or "team2", optional, if team-based location i.e. base) THE FOLLOWING ARE UNTESTED, REQUIRE MAP CHANGES: "wad" "team1" (or "team2", etc.) makes team-only button enemy Techmarine can try to open "map" "team1" (or "team2", etc.) makes team-only teleporter "spawnflags" "1" on "item_banner" makes it only grabable by teammates Version 0.654 Jam dice settings are preserved when changing weapons Fixed incorrect listing of rank costs Fixed bug that made plasma grenades look like krak on some levels (DM5) Fixed bug causing you to be unable to fire after death as jump troop Heavies fire instantly (except Lascannon, which retains delay) Weapon indicator (bottom left corner) displays when unfirable due to movement Delay between walking modes (standing, walking, running) "Demoted to" and "Promoted to" displayed properly Champions can use Plasma grenades Terminators can't get vortex grenades Version 0.653 Only one terminator heavy weapon per team (really!) What was Terminator armor in single player is now Terminator weapons Fixed suicide invisible bug Fixed terminator death frame from suicide/disconnect Version 0.652 Cheating in single player gives 10 PP, not termie armor Heavy Bolter jam duration shorter Flame burns out on a 4+ instead of just a 6 Flamer ranges shorter Fixed URL on startup Reinstated one terminator heavy weapon per team (again) Can't drop items you don't have (but had in a previous life) Can't catch on fire while invulnerable (really this time) Version 0.651 No buying termie armor in coop/single No empty backpacks Reinstated one terminator heavy weapon per team Fixed endgame report Version 0.65 Fixed bug in switching from Chaplain No delay on Captain special ability New ranks: Assault and Champion New entities: weapon_assault_cannon, weapon_heavy_flamer Version 0.643 Rosarius does not count against Chaplain's wargear Cannot catch on fire while invulnerable Version 0.642 Impulse 43 (to be default bound to 'l') gives list of players Invulnerability increased to 15 seconds, and is given on joining team Invulnerability message on respawning in DM Genestealers twice as fast Will drop fields on changing class (mostly for preventing issues w/Chaplain) Chaplains have Rosarius Version 0.641 Frag hopping into enemy base should not be possible Admin code includes ability to switch to coop and back Only one heavy weapon terminator per team allowed Version 0.64 Admin code for Chapter leaders Fixed some pixel mistakes in the character set Version 0.633 Can't drop armor anymore Banner reclaim value correct Version 0.632 Argh, left my changed.txt at work Version 0.631 Fixed crashing bug on joining team caused by 0.63 (argh!) Version 0.63 Players should always be able to join one team or the other (yes, again) Version 0.629 Veterans have 4 toughness and strength instead of 5 Players should always be able to join one team or the other Flame burns slower Heavy Flamer slightly shorter range Assault Cannon costs less to fire Heavy Flamer causes blood on target, not attacker Fixed bug with picking up other armor when wearing terminator Fixed bug with dropping Terminator armor Version 0.628 Another try to make team joining work right Version 0.627 Teamplay 2 - teammates unharmed by friendly fire Player per team count should be more accurate Version 0.626 Fixed bug with regular deathmatch spawn choosing Version 0.625 Fixed bug with team advantage computing Version 0.62 Terminator deathmessages work Team member count ("\") should be more accurate Fixed wrong display for Termie armor with character (+50, not +20) Loss of points for banner capture based on fraglimit Flamer width adjusted (tighter arc for bigger flamers, as displayed) Terminators die right in deatchmatch Terminators can't pick up jump packs Version 0.61 Apothocary health bounce bug fixed (?) Terminator weapon death messages added You can't join a team that has more than 10% of an advantage in team points Assault cannon costs more on higher settings Assault cannon shots don't burn/glow Version 0.60 X2 energy recharge when not walking Heavy weapons fire faster when fire button held Heavy Bolter faster rate of fire with jam dice Terminators X2 energy recharge Flamers cost more energy New console font Terminators, test version (will become items) Team joining messages Scanner disappears correctly Adjusted cost for scanner and jump pack Fixed bug causing incorrect cost increase from backpack Point potential gain halved (team point gain unchnaged) Version 0.591 Fixed flamer not doing damage bug Version 0.59 Flamer doesn't go through walls (damage-wise, anyway) Team member count should be more accurate Removed burning debug messages Can't throw grenades in entryway Plasma gun displays proper number of projectiles based on SFD Terminator armor models/weapons (TBF) Power/Scout armor ground models (not right skin until new map) New gib heads (all use scout for now) Version 0.58 Flamer can catch targets on fire (special effects not complete) Weapons dropped in coop even if player's color is 0 Weapons of slightly random type in single/coop, to put all weapons in game Weapons disappear after being picked up in coop (captain *can* respawn) Smaller hand flamer models Removed scanner hack in hand flamer room Version 0.57 Hand flamer drops correctly Gun rises when respawning New flamer/flame models (no catching on fire yet, sorry) Version 0.56 PP gains half as fast New/changed radio messages Version 0.55 Missile launcher drops properly when krak or plasma missiles selected Can't promote to character with heavy weapon (wargear still to be fixed) Chasecam shuts off when totally underwater only Lava hurt based on depth Proper player model set when changing levels Picking up backpack with frag/plasma in it makes "purchase" of that type 10 frag grenades starting (max) New scout models Grenade range/fuse reduced Jumping higher PP gain from kill based on difference of PP of target and attacker Accuracy increased Version 0.15 - 0.54 MANY changes to use new graphics and weapons Version 0.14 "Jammed" message when current weapon jammed Player loses all weapons/items when finishing episode Version 0.13 Vor shots shootable New Genestealer texture New death messages Vortex guaranteed kill/gib Vortex direction reversed Vortex sound added Smarter monster getting mad when hit AI Telefrag works Added use of ballistic skill (player and soldier so far) Pistols add +2 to ballistic skill, Terminator +1 Version 0.12 Fixed grenade switching/usage bug Fields preserved across levels No more multiple kills with sustained fire dice Start with nothing after death All weapons, armor, fields stored in backpack Backbacks can't be picked up by friends in coop Separate jamming for weapons (you can switch away) Can jump with Terminator armor, but takes 1 power cell Falling can hurt (strength based on falling distance) Platforms and closing doors can hurt (S5 D1) Ogres have random type of grenade (usually frag) Knights can only hit once per swing Vors have plasma grenades and power (not vortex) Shambers reduced to 7 toughness (can be wounded by heavy bolter) Demons aren't so devastating Version 0.11 Fixed jump debug bprint (oops) Fixed heavy weapon bug when using cycle weapon Added inventory for fields ('i') Shambler shoots projectile (careful - he leads well) Shamblers have toughness 8 instead of 10 Monster close combat not so lethal Vor actually shoots Hand flamer cheaper Quad now vortex grenade (see WEAPONS in release.txt) Status bar inventory moved around (see STATUS BAR in release.txt) Ogres have frag grenades in backback (like they throw) Sustained fire dice default to max instead ofVersion 0 Terminators jump half height instead of not at all