//===================
// Changes from V13c
//===================

(+) Added a Quad Shotgun.
(+) Added player Quad Shotgun sprites.
(+) Nerfed the Aracnorb again, reduced his attacks rate of fire.
(+) Added fire sounds to the Afrit and Dark Hellion ground missiles.
(+) Added the radius quake effect to the BFG charging state.
(-) Removed the Assault Shotgun, all of its resources remain in the pk3 incase I
    decide I want it back in. 
	
//===================
// Changes from V13d
//===================

(+) Re-added the Assault Shotgun, a lot of the mods fans wanted it back.
    Improved its animation a little more, nerfed its ROF slightly.
(+) Cleaned up some nasty pixels on the Quad Shotgun sprites, improved its 
    reload animation, buffed it slightly and edited its pickup sprite
	a little more.
(+) Gave some rare monsters a higher spawn rate.
(-) Removed the MP40, all of its resources remain in the pk3.

Some other minor things were changed.

//===================
// Changes from V13e
//===================

(+) Changed the Cadavers seeking missiles, they are now half and half chance of
    normal and homing.
(+) Changed the Cardinals seeking missiles, they now start to seek after a
    few tics when fired.
(+) Buffed the Quad Shotgun again, shoots a few more pellets, slowed down
    the reloading a little more.
(+) Nerfed the 15K's rate of fire slightly, the thing was just way overpowered.
(+) Changed some Fatso sounds.
(+) Finally fixed the reloading, the reload key is no longer needed instead
    use the Alt Fire key (as it should be anyway). No auto reloading though, you have
	to manually reload each time. Ammo now counts down instead of up.
(+) Changed the small font.
(+) Added another inventory health item, gives the player 10 health on use.
(-) Removed the NOINFIGHTING flag from the Sentient and Cardinal.

Other minor changes were done.

//===================
// Changes from V14a
//===================

(+) Minor changes to the Cerebral Sentient.
(+) Made the Quad Shotgun reload faster, was kinda dumb giving it a snail pace reload
    since it is such a rare weapon and hard to get.
(+) Dryfire and auto reload on no ammo on both the Assault Shotgun and Railgun, had 
    complaints with the auto weapon switching after using up mags (lol, Breach).
(+) Gave the Zombie Rocketeer/Grenadier resistance to their own projectiles so they
    dont instantly kill themselves on player sight.
(+) Players now keep their full inventory on map change using MAPINFO. Very crude way of 
    doing it but it works, for now.
	
//===================
// Changes from V14b
//===================

(+) Changes to the health spheres, if you pick one up and are full of that type of sphere
    you cant pick another up unless you are hurt. Prevents accidental grabs and or idiots
	taking all the powerups.
(+) Changed the AR Zombiewoman sprites, the previous ones were recolored awfully.
(+) Changed the Demolisher a little and gave it another attack.
(+) Replaced the Nightmare Imp with the Void Ghoul.
(+) Messed about with the random spawners a little.
(+) Tweaked the BFG effects a little.

Other minor changes not worth mentioning.

//===================
// Changes from V14c
//===================

(+) Higher definition M_DOOM logo.
(+) Added the Replacements guy player sounds in the form of a hidden skin (this is more of an
    easter egg from what this mod used to be).
(+) Changed the Void Ghoul a little, made it translucent and gave it another attack.
(+) Changed the Railgun a little, added a humming sound and changed the reload sound.
(+) Bunch of other new/changed sounds.

Some tiny changes/fixes to the monsters.

//===================
// Changes from V15a
//===================

(+) Most weapons now have reloading, I finally decided to do it seen as it was being requested
    over and over. If it doesnt work out I can easily turn it into an add-on, but I think it
	will be fine.
(+) Added more Replacements Guy player sounds.

//===================
// Changes from V15b
//===================

(+) Tweaked reloading times a little on some weapons that already had it.
(+) Gave the Assault Rifle and Plasma Rifle more ammo per reload.
(+) Rocket launcher and Grenade Launcher now have reloading.
(+) BFG got a new skin, its rate of fire is slightly slower than vanilla but its not
    really an issue.
(+) Some decorations were changed/edited like the Explosive Barrels.
(+) Changed Miniguns muzzle flash.

//===================
// Changes from V15c
//===================

(+) Fixed the Grenade Launchers reload, now it doesnt do it too fast.
(+) Pistol is now semi-auto.
(+) Fixed the delay on the BFG, turns out it was a big deal.
(+) Health and Armor bonuses now give 2.
(+) Tweaked the Rocket Launcher reload a little.
(+) Changed the blood effects a bit.
(+) Changed the blood decals.
(+) Minigun fires tracers, they dont damage, they are just for show.
(+) Chainsaw got a new skin and a buff to compensate.
(+) Chainsaw sparks when hitting walls.
(+) New Chainsaw sounds.
(-) Removed the music files.

Some other little changes were done.

//===================
// Changes from V15d
//===================

(+) Added a tracer model.
(+) Replaced the Minigun tracer with the new one.
(+) Added tracers to the shotguns.
(+) Decided to lose the vanilla-like accuracy, AKA, always shooting horizontally.
(+) Removed A_ReFire from the Pistol.
(+) Increased the amount of ammo Backpacks give slightly.
(+) Changed the Backpack sprite.
(+) Increased player rocket projectile speed slighty to compensate for reloading.
(+) More changes to the Blood and Gibs.
(+) Things fade out better.

//===================
// Changes from V15e
//===================

(+) Railgun got a new skin.
(+) Railgun behaves like the Quake 2 rail: fire, pause, fire. Has a slower ROF but
    does almost 2x damage per shot.
(+) Changed the actual look of the Railgun attack, lighter blue with no white core (same for the
    Cybruiser rail attack).
(+) Added a Railgun shot impact effect.
(+) Added another inventory item, Armor Booster, same as the charge but gives you +10, you can
    carry up to 5.
(+) Sped up the Shotgun and Grenade Launcher reload a little.
(+) Minigun got an updated look.

//===================
// Changes from V15f
//===================

(+) Railgun reload animation improved.
(+) Portable Stimpack and Armor Booster now give +15.
(+) Increased rare monster spawn rate.
(+) Nerfed the SS and the Mutant a little.

Little fixes here and there.

//===================
// Changes from V15g
//===================

(+) Added Quake 3 Doomguy sounds as the default player sounds.
(+) Reverted the spawners back to their previous settings, it was a bad move increasing them 
    (everyone getting rare weapons/shit-ton of rare mob spawns).
(+) Fixed a Grenade Launcher bug.
(+) Messed with the Grenade Launcher reloading again.
(+) Messed about with the Railgun yet again, made the side cells green pixels brighter, added 
    an extra tic on the shot muzzle flash and smoothed out its reload anim a little more.
(+) Increased the Railguns magazine size to 5 shots.

//===================
// Changes from V16a
//===================

(+) Rocket Launcher got a new skin.
(+) Added Quake 3 Crash sounds as female default player sounds.
(+) Redone the Fist, you now kick at random. Kicking has more damage and range.
(+) Buffed the plasma zombie projectile speed.
(+) Removed railgunner auto-fire attack.
(+) Added railgunner red shot impact effect.
(+) Changed the Health and Armor bonus sprites.
(+) Balanced out the spawners to compensate with the removal of some enemies.
(+) Added Perkristians high quality monster sounds.
(+) Changed the baby spiders deaths a little, they explode like their mother.
(+) Replaced the Aracnorb with the Mini Demolisher.
(-) Removed the Grenade, Assault Shotgun and Rocket zombies.

Some other monster changes/tweaks.

//===================
// Changes from V17a
//===================

(+) Hopefully fixed a little bug with the fist online, when kicking the fist will appear first
    if fire is not held.
(+) Fixed the dynamic lights not showing on the health and armor bonuses online.
(+) Tweaked the rare monster spawnrates a little.
(+) Fixed a little error on the Assault Rifle, bullet casings were ejecting from the wrong side.
(+) Changed the Assault Rifle fire sound.
(+) Changed the Behemoth to the walking variant, no more silly flying fattys.
(+) Buffed the zombies.
(+) Buffed the Poison Elemental, upon death it sprays gas everywhere.
(+) Changes to the Imp projectiles.
(+) Reduced the time it takes for the Fusionite to attack.
(+) Changed the Baby Demolishers attacks a little.
(+) Replaced the Dualacnotron with the Spider Minimind.
(+) Replaced the Void Ghoul with the Soul Harvester. 
(+) Added A_WeaponReady to the Grenade Launcher reloading.
(+) Afrit, Cerebral Sentient and Cardinal no longer fly, it was too gamebreaking as sometimes
    they get out of what are supposed to be map traps too early when awoken.
(+) Buffed the Watcher and the Helemental and changed their attacks a little.
(+) Hectebus now has flamethrowers, it uses the attack when you get up close.
(+) Buffed the Hell Archon, Pyro Demon and Cyber Knight and changed their attacks a little.
(+) Changes to the Bruiser Demon, Afrit and Cybruiser attacks.
(+) Buffed the Dark Hellions vile type attack.
(+) Buffed the Cardinals firing speed slightly.

Basically cleaned all of the monsters coding up, mainly the ones that have muliple
attacks and changed the way they attack and even gave some of them new ones.

There is probably some other stuff I did but forgotten to add to the list.

//===================
// Changes from V17b
//===================

(+) Decreased the Cyber Knight and Cybruisers bullet attack accuracy slightly.
(+) AR Zombiewoman now fires in bursts of 4 shots.
(+) Cyber Knight now only fires one rocket instead of two.
(+) Changed the Hectebus flamethrower attack a little and gave it a sound before
    the attack.
(+) Fixed the trail effects on the Anni, Card and Cadaver rockets.
(+) Buffed the Guardian and Cadaver a little.
(+) Colormap added.
(+) Pistol got a buff.
(+) Changed Assault Rifle sprites.
(+) Changes to the Dark Hellion.
(+) Changes to the Lurker and the Spook. The Lurker no longer pulses visibility on death,
    and the Spook is not invisible on spawn, when it sees the player it becomes invisible.
(+) Changes to the Cardinals attacks also gave it a BFG.
(+) Changed the Cyber bosses homing missile sprites.
(+) Added a pause/cock sound to the Cyknight/bruiser after they are finished using their
    bullet attacks.
(+) Changed the player BFG9K projectile sprites.

//===================
// Changes from V17c
//===================

(+) Altered the Quad Shotgun, you can now fire barrels seperatley, use alt fire to reload
    or use altfire when all four shells are loaded to fire off all four barrels at once.
	This now replaces the overpowered Assault Shotgun.
(+) Cyber Knight now drops Quad Shotgun instead of the Assault Shotgun.
(+) Added the Behemoth Cannon as a player weapon, Behemoth drops it upon death at random.
(+) Dark Annihilator now drops the Grenade Launcher instead of the Behemoth.
(+) New Behemoth sounds (the actual ones for the monster sprites used).
(+) Nerfed the explosion radius on the Cardinals 9K ball.
(-) Assault Shotgun removed, I will keep all of its resources inside.

//===================
// Changes from V17d
//===================

(+) Buffed the player Behemoth Cannon, it was far too weak.
(+) Behemoth drops more cannon ammo on death.
(+) Added (minor) recoil to the Quad Shotgun and Behemoth Cannon.
(+) Quad Shotgun can now fire as fast as the player clicks the mouse.
(+) Changed the SSG and QSG zombie attacks a little - nerfed their accuracy but gave them
    more pellets per shot.
(+) Cyber Knight no longer drops the QSG, the QSG zombie now has half chance of dropping
    it instead, many people wanted the zombie to drop it
(+) Improved the Quad Shotguns reloading animations.
(+) Better QSG single shot sound.
(+) Changed the Demolishers sprites back to the original.
(+) Improved the boss death fireworks.

//===================
// Changes from V17e
//===================

(+) Lowered the monster drop chance of all weapons except from the BFG15K which
    rare bosses drop 100%.
(+) Nerfed the Minigunner.
(+) Nerfed the Hellion seeker balls.
(+) Re-recoloured the Minigunner, the previous one was awful.
(+) Re-recoloured the Plasmagunner.
(+) Big bosses dont always drop their 25% life essence, they do it at random now.
(+) Swapped the Lurker and Spook sprites around.
(+) Replaced the BFG Commando sprites.
(+) Altered the random spawners.
(+) Replaced the Railgunner sprites.
(+) Sped up the Shotgun reloading slightly.
(+) Added a new inventory item - 45 second Regeneration, the Dark Hellion randomly
    drops it.
(+) Quad Shotgun got a new skin.
(+) Quad Shotgun fires two barrels instead of one barrel at a time.
(+) Changed the BFG ball impact sound.
(-) Removed/changed some stuff that I should not have put in.

//===================
// Changes from V17f
//===================

(+) Quake 2 key pickup sound put back in.
(+) Fixed a minor error on the Railgunners obituary message.
(+) Altered the Quad Shotgun a little.
(+) Altered the muzzle flash colours on most of the weapons.
(+) Altered the Super Shotgun a little.
(+) Changed the Regen (the vanilla item pickup) sound.
(+) Increased Regeneration time to 60 seconds.
(+) Improved weapon switching.
(+) Fixed a little error on the Helemental seeker trails.
(+) Scaled down the armor pickups a touch.
(+) Added an extra armor pickup that adds +50 to your current armor, the Cyber Knight
	randomly drops it.
(+) Some new/replaced sounds for different actors.
(+) Increased the Cardinal and the Sentient health by 500.

//===================
// Changes from V18a
//===================

(+) Fixed the Cardinal sprite offsets.
(+) Increased the Cardinal 9K ball speed.
(+) Buffed the Pistol, AR and Minigun damage slightly.
(+) Decreased Regeneration time to 30 seconds, turns out it was overpowered.
(+) Removed the Behemoth Cannon random two shot and increased its rate of fire.
(+) Buffed the Berserked player melee attacks.
(+) Some more new/replaced sounds.
(+) Altered some of the reloads.
(+) Recoloured the Plasma zombie again.
(+) Added a new enemy, the Dark Cyberdemon, he serves as the second rare Cyberdemon
    spawn.
(+) The Dark Cyberdemon randomly drops a cell pack of 200 and 100 extra armor.
(+) The Annihilator drops a box of 20 rockets at random.
(+) Increased the rare weapon drop rate slightly.
(+) Finally added the rarest WolfSS spawn, Hitler.
(+) Put the MP40 back to use as a slot 8 weapon, Hitler drops it at random.
(+) MP40 deals more damage but is less accurate than the Assault Rifle instead of
    having them both do the same like the previous one.
(+) Better MP40 reload animation.

//===================
// Changes from V18b
//===================

(+) Buffed the Dark Cyberdemon and gave it another attack.
(+) Dark Cyberdemon now drops the BFG9K at random instead of the extra armor.

//===================
// Changes from V18c
//===================

(+) Added the Demon Tech rifle as a slot 8 weapon.
(+) Changed the Demolisher, their chainguns no longer cause infights with each other.
(+) Added tracers to monsters.
(+) Changed the Dark Cyberdemon stomp and chaingun attacks.
(+) Changed the Dark Cyberdemon chase state.
(+) Added the Dark Demolisher as the second rare Mastermind spawn.
(+) The Dark Cyb/Master randomly drop the Demon Tech rifle and ammo for it.
(+) Increased the Cardinal/Sentient moving speed.
(+) Nerfed the Hellion ball homing again.
(+) Reduced Hitler and Mutant spawnrates.
(+) Buffed Hitler and scaled him up a little.
(+) Changed the Sentient homing attack to a 9K type projectile with radius damage.
(+) Smoothened the Quad Shotgun reloading more.
(+) Altered the Sentient attacks.
(-) Removed the Behemoth Cannon, I will keep its resources inside.

//===================
// Changes from V18d
//===================

(+) Added tracers to the Sentient, forgot to add in previous version.
(+) Added an overheat to the Demon Tech rifle, it vents if fire is held after 30 
	shots.
(+) Buffed the Dark Cyb/Master Demon Tech projectile speeds, they are now the same
    as the players.
(+) Changed the Dark Anni sprites back to the original Cyber colours.
(+) Changed some of the Cyberdemon sounds.
(+) Altered the Ultra Sphere to give the player full backpack ammo and the Demon
	Tech ammo.
(+) Rocket Launcher sprites improved.
(+) Changes to the Demon Tech rifle, it now has an idle sound and it doesnt pulse 
    when there is no ammo loaded.
(+) Updated the HUDs to show the Demon Tech ammo.
(+) Removed the Visor HUD from the AUTOMAP.

Some other minor tweaks were done.

//===================
// Changes from V18e
//===================

(+) Player 15K is no more, its now back to the old 10K but with a slower rate of
    fire and is no longer 100% accurate.
(+) Changed the 10K firing state a little.
(+) Altered the Sentient 9K.
(+) Changes to the Cyberdemon/Mastermind boss attack states.
(+) Changed Hitlers sprites and put in his pain frames.
(+) Smoother MP40 reloading.
(+) Better MP40 fire sound.
(+) Changed the Fusionite sprites.
(+) Improved some of the effects.

//===================
// Changes from V18f
//===================

(+) Fixed a small bug on the Fusionite death.
(+) Gave the Fusionite a rushing state.
(+) Gave the Fusionite a "Railgun" attack.
(+) Fusionite is now the second Arachnotron spawn, Minimind is now the most common.
(+) Improved projectile trails fading.
(+) Improved most of the projectile explosion effects.
(+) Some monster death effects improved.
(+) All boss death fireworks improved.
(+) Assault Rifle reloading frames are smoother.
(+) Fixed a small error on the BFG10K dropping, I forgot to change its name on the
    monster DropItems so it was impossible to get.
	
//===================
// Changes from V19a
//===================

(+) Readded the Rocket zombie.
(+) Readded the Assault Shotgun zombie.
(+) Readded the Assault Shotgun, people wanted it back so this time I will keep it
    in.
(+) Added a Demon Tech zombie (which serves as another source for the rare ammo).
(+) Changed the player Demon Tech marine skin.
(+) The Cyber Knight now drops the ASG instead of extra armor.
(+) Demolisher now drops 100 extra armor.
(+) Changed the ASG fire sound.
(+) Reverted the SS Nazi sprites back to their originals.
(+) Gave Hitler his mech suit.

Some other minor alterations were done.

//====================
// Changes from V19a2
//====================

(+) Removed +WEAPON_NOAUTOAIM from most projectile weapons.
(+) Removed Mech Hitlers pain state/chance.
(+) Added the Nazi Officer.
(+) Changed some Nazi sounds to match the Wolf3D ones.
(+) Changed the ASG a bit, gave it a slightly faster rate of fire and improved
    its reload animation.

This was more of a quick "fix" release.

//===================
// Changes from V19b
//===================

(+) Gave the Rocket and DemonTech zombies resistance to their own attacks.
(+) Increased the ASG and the QSG drop chances slightly.
(+) Fixed a minor bug with the Minimind blood (same species hits caused red blood
    to spawn, they had green blood).
(+) Fixed some GL light errors (some monsters had incorrect light colours).
(+) Added a Behemoth Cannon and BFG10K zombie.
(+) Swapped some of the zombie spawners around.
(+) Increased the Demon Tech rifle accuracy.
(+) Added the radius quake effect on the Demon Tech venting.
(+) Buffed the Demon Tech projectile by an extra 1 damage.
(+) Increased the Hellion Regeneration by an extra 30 seconds.
(+) Changed the Skull Of Fear (now Drainage) item to a drain type powerup, when
    used you have 30 second drain effect.
	
//===================
// Changes from V19c
//===================

(+) Nerfed the time it takes before the rocket zombie gets a shot off.
(+) Nerfed 10K zombie accuracy.
(+) Buffed Demonic zombie health and shot time.
(+) Player 10K shots go through other players, this prevents accidents.
(+) Altered some of the spawners.
(+) Reduced the drop chance of QSG by almost half of what I added in previous.
(+) Increased ASG drop chance yet again.
(+) Changed a few sounds.
(+) Added 10K firing sounds to monsters.
(+) Added two new inventory items that the rarest zombies and Hitler drop, 
    portable medkit and armor plate. Both add 25% and the player can carry up to 
	2 of each.
	
//===================
// Changes from V19d
//===================

(+) Fixed some pickups that had the wrong sounds.
(+) Buffed the Demolisher 15K attack.
(+) Slightly buffed the Minigun damage.
(+) Slightly buffed the Demon Tech damage.
(+) Fixed the Cerebral Sentient obituary.
(+) Swapped the Minimind and Fusionite around.
(+) Altered the Fusionite attacks a little.
(+) Fixed the missing death frame on the Cyknight.
(+) Changed the 10K Major attack to the projectile version (15K).
(+) Visor HUD got updated.

Updated the credits, now includes resources I used from Realm 667.

//====================
// Changes from V19d2
//====================

(!) This is a hotfix version, fixes the missing inventory item selector and the
    total ammo count on the Visor HUD.
	
//===================
// Changes from V19e
//===================

(+) Minor HUD tweak.
(+) Sentient and Cardinal fly again.
(+) Removed the Fusionites "Rail" attack, this is more of a balance tweak now that
    they are the most common Arachno spawn.
(+) Upscaled some of the tougher monster spawns.
(+) Buffed some of the rare bosses and their projectiles.
(+) Increased rare boss spawn rates.
(+) Fixed the Railgun counter, it is now 50/600 instead of 5/600.
(+) New armor pickup sprites.
(+) Reloading improved, most of the weapons now have realistic reloading, for example
    if there are already shells in the Shotgun, reloading will not make the weapon
	pump, if there are no shells loaded the weapon will load one then pump then load
	an extra 8 shells meaning 9 shots in total instead of the old 8 maximum and pumping
	after every reload phase.
(+) Lowered the Railgunner spawn chance.
(+) 10K projectile now has a model.
(+) Increased Life Essence drop rates on tougher spawns.
(+) New sounds to replace some of the older ones.
(+) Scaled down some of the items that were too big.
(+) Increased 10K rate of fire slightly.

Probably some other little changes I forgot about.

//====================
// Changes from V19e2
//====================

(!) Rocket Launcher max reload hotfix, it would reload a max of 6 rockets if it
    already had ammo loaded instead of 7.
	
//===================
// Changes from V20a
//===================

(+) Changed the hud mug to the Doomguy with shades.
(+) Added hand grenades which can be used with most weapons (eg: you can use
    them with the pistol equipped), set a key to use them in control options at 
	the bottom of the list (default key is G). They can be picked up from dead
	zombies at random or farmed from backpacks (4 per pack).
(+) Updated HUDs to keep track of hand grenades held.
(+) Players start with 2 hand grenades.
(+) Increased most rare monster spawn rates.
(+) Increased rare powerup spawn rates slightly.
(+) Buffed the Cardinal slightly.
(+) Increased player starting bullets by 10.
(+) Nerfed Super/Quad Shotgun zombieman accuracy.
(+) Fixed the Minigun empty spin down, normally when empty with fire held down the
    spin down sound would cutoff and the weapon would instantly switch, now it 
	has a short spin down when ammo reserves empty.
(+) Improved the Assault Rifle empty reload animation by making extra frames.

//===================
// Changes from V20b
//===================

(!) Hand grenade hotfix, sped up the throwing animation as it was too slow.

//===================
// Changes from V20c
//===================

(+) Sped up Railgun reloading.
(+) Grenade Launcher got a new look, it also reloads a lot better than the old one,
    similar to the Rocket Launcher now with drum reloading.
(+) New sounds for the Grenade Launcher.
(+) Removed +MISSILEEVENMORE flag from the Fusionite, I forgot to remove this flag
    when I swapped the monster around with the Spider Minimind (which now has that
	flag).
(+) Removed the Fusionite sprint state.
(+) Altered the pickup messages of almost everything.
(+) Changed 10K charge up and idle sounds.
(+) Changed the Abaddon and Watcher death animation, their corpses now sink so they
    do not block players view.
(+) Added +NOTELEPORT to the Hand Grenades.
(+) New explosion sounds.
(+) New Assault Rifle sounds.
(+) New Rocket Launcher drum spin sound.
(+) Increased the sound range of some sounds (eg: explosions).

//===================
// Changes from V20d
//===================

(+) Other explosion sound radius have been increased.
(+) Increased the radius of some weapon sounds, the BFG ones in particular
    to alert players of monster attacks.
(+) New Plasma Rifle sounds.
(+) Sped up the Pistol reload animation.
(+) Sped up the Plasma Rifle reload animation.
(+) Sped up the Assault Rifle reload animation.
(+) Sped up the Shotgun reload animation
(+) Sped up the Rocket/Grenade Launcher reload animation.
(+) Sped up the Assault Shotgun reload animation.
(+) Improved the Rocket/Grenade Launcher reloading.
(+) Changes to the BFG10K, increased its rate of fire and slowed its "charge up" 
    slightly.
(+) New Bio Suit sprite.
(+) New Backpack sprite and sound.
(+) Gave the BFG10K empty states so when you have no cell ammo in your inventory
    the weapon doesnt pulsate plasma.
(+) Forgotten One has a new look.
(+) Railgun a got massive overhaul, this was a gigantic pain in the arse to get right
    as I had to make reload frames as well as seperate frames with the pulsating
	or empty plasma (I also added Doomguys left arm on the HUD animation, the original 
	was just the weapon consisting of 7 frames), that combined with the different
	states needed for the select/deselect as well as the grenade throwing 
	and new zoom feature. I love the way it turned out though.
(+) Railgun has a scope that can be used with a binded key, default is Z (this will
    be the ONLY weapon with an ADS feature).
(+) Cacodemon type enemies got buffed they now randomly evade during their chase
    state.
(+) Masterminds and Cybers are more aggressive.
(+) Dark Cyberdemon now has a homing rocket attack and a 15K attack (the ball projectile
    10K type).
(+) New difficulty levels put in.
(+) Cardinal now has a 10K type attack instead of a 15K.
(+) All 10K type attacks now have models and resemble the player 10K projectile.
(+) Fixed some GL lights and Decals.
(+) Cardinal now enters a rage state at random when in pain, when he enters this state
    the players have a short amount of time to stop the rage from continuing by pain
	stating him again (like the Dark Cyberdemon before he actually stomps the ground), 
	if players fail to stop the rage from continuing, he goes into a temporary 
	invulnerable state and resurrects enemies within a wide area, when the extra 
	fire spawners that cover him stop he is then vulnerable again. 
	I was thinking about adding something like this a while ago but wasnt sure 
	untill it was was suggested by a couple of players that I add it.
(+) Fixed the Demon type enemies to work with FastMonsters, before they used to 
    stutter due to trying to use their missile state at any range with A_JumpIfCloser
	limiting their attack range, MaxTargetRange is a workaround for this problem.
(+) Added the Radius_Quake effect to the Dark Cyberdemon stomp attack.

//===================
// Changes from V20e
//===================

(+) Fixed a missing sound from the Sentient.
(+) Tweaked the Railgun a little.
(+) Changed a couple of sounds.
(+) Changed the look of the Hand Grenades.
(+) Nerfed the common Nazi spawn.
(+) Assault Rifle got a new look and firing sound.
(+) Fixed the Nazi type enemies not dropping Hand Grenades.
(+) Nerfed Hitlers health.
(+) Buffed the Quad Shotgun quad shot blast.
(+) Fixed a non existing frame on the Quad Shotgun.
(+) Sped up Quad Shotgun Reloading slightly.
(+) Changed the Quad Shot muzzle flash.
(+) Nerfed the 15K zombie.
(+) Increased the Assault Shotguns rate of fire slightly.
(+) Increased Hand Grenade carry amount, you can now hold 10 without backpack
    and 20 with it.
(+) ACS fix used to retain inventory items on map changes instead of MAPINFO thanks
    to ForrestMark and Ijon for the workaround.
(-) Removed MAPINFO map clusters this will allow compatability on more map packs.

//===================
// Changes from V20f
//===================

(+) Nerfed the Void Imp.
(+) Fixed the Ultra Sphere not giving Hand Grenades.
(+) Buffed the Hand Grenades.
(+) Reduced the amount of Hand Grenades you can carry because they have been buffed
    and are more useful. 6 without backpack, 12 with.
(+) Increased all armor durability.
(+) Fixed a bug with the Railgun when pressing reload at full ammo while scoped,
    it would remove the scope frame but still stay zoomed in.
(+) Fixed the firing while zoomed with the Railgun, you can now unzoom after shooting
    (or quickscope for you CoD fans)instead of staying zoomed till the weapon 
	"charges" for the next shot.
(+) Removed the Demon Tech Rifle overheat state.
(+) Added Hand Grenades to the Demon Tech Rifle.
(+) Player footsteps now splash while walking in liquids.
(+) Added +NOBLOOD to Lost Soul type enemies.
(+) Nerfed monster comet/meteor splash damage radius.
(+) Reverted the Assault Shotguns rate of fire back to what it was in version D,
    the one tic I took off when I buffed it made it way overpowered.
(+) Buffed the Hellions radial resurrection range.
(+) Increased Demon Tech Rifle drop chance on the Dark Cyberdemon/Mastermind.
(+) Removed some aggressive flags from the higher tier zombies.
(+) Super Shotgun got a new look, again this was a pain in the backside because
    the original that I made it from only had the vanilla SSG replacement frames
	so I had to make a bunch of others to match it with the mods old SSG (I even
	added in a couple of extra for a little more smoothness). Was worth it though.
(+) SSG got some new sounds.

//====================
// Changes from V20f2
//====================

(!) Hotfix for the SSG, there was a missing pixel on 3 (the ready and the
    two muzzle flash) frames, you could see through the weapon.
(!) Hotfix for the ACS inventory workaround, when a player died with items held
    they would still have the items when they respawn. Again, thanks to ForrestMark
	for the fix.
(+) Fixed the red sights on the Shotgun and Assault Shotgun.
(+) Darkened the SSG pickup, it was too light grey and looked weird.
(+) Changed the muzzle flash on the Assault Rifle to match the other weapon flashes.
(+) Changed some more sounds.

//====================
// Changes from V20f3
//====================

(!) Another hotfix for the ACS inventory, players were still keeping inventory items
    after death on either a new round or mapchange.
(+) Bull Fiend got a new look.
(+) Mech Fiend got a new look.
(+) Monsters no longer dance in place when unalerted, most of them anyway.
(+) Super Shotgun can now be fired both barrels or one at a time with altfire,
    if one barrel has been fired, use the primary fire to reload the weapon.
(+) Renamed some of the weapons (Super Shotgun > Double Barrel Shotgun).
(+) Changed a few more sounds.
(+) Changed the Quad Shotgun, primary fire now fires all four (reloads if only two
    shells are loaded), altfire fires two.
	
//===================
// Changes from V21a
//===================

(+) Increased the sound volume on the Shotgun, ASG, SSG AR and PR sounds.
(+) More new sounds.
(+) Fixed a missing frame on the SSG reload.
(+) Smoothened the QSG reload animations.
(+) Increased Pistol accuracy.
(+) Upscaled the rarer Pinky demons.
(+) Increased the damage of homing rockets slightly.
(+) Changed the Ghostriders name to Hellfire Revenant.
(+) Changed the Hellfire Revenants attack, he now fires two rockets that have
    a 50% chance of seeking.
(+) Changed the torches, they shouldnt be as laggy when they are spammed in maps
    now.

This was a bit of a lazy release, but the quiet weapon sounds were bugging me.

//===================
// Changes from V21b
//===================

(+) Fixed a bug with the Assault Rifle, it played the fire sound on empty clicking.
(+) Monsters have better idle states, this will be progressed with each release
    as there are a lot of them to do. Zombies and imps are done in this version.
(+) Buffed the SSG single shot a little.
(+) Added more fancy map decorations.
(+) Nerfed the Assault Rifle zombie.
(+) Nerfed the Demon Tech zombie.
(+) Nerfed the Demonic zombie.
(+) Improved the casings and empty mag/drum/cell eye candy.
(+) Changed some of the Caco type projectile sprites.
(+) Buffed some of the Caco type projectiles.
(+) Buffed the Guardian tracers, they now have more turn angle. The vanilla ones are
    still more aggressive though.
(+) Buffed the Sentient 9K attack, it now seeks the player but moves slow.
(+) Sentient now has a fast chase state, similar to the Caco strafing but more
    aggressive.
(+) Increased the Cardinal movement speed.
(+) Buffed the Baby Demolisher.
(+) Buffed the Spider Minimind.
(+) Baby Demolisher now sprints at random.
(+) Chainsaw got a new look (I mixed the Doom with the D64 Chainsaw, came out pretty
    good) and a damage buff.
(+) Buffed the Cyber Knight/Bruiser.
(+) Fixed the Cybruiser causing infights with other noble types with its railgun.

//===================
// Changes from V21c
//===================

(+) Replaced more old map decorations (took away the old burning barrel, the new
    one will cause less lag when they are spammed in maps).
(+) Improved the casing effects even more.
(+) Reduced the Assault Shotgun magazine count by 1 shell.
(+) Buffed the Mancubus type monsters.
(+) Nerfed the Fuisionites rate of fire.
(+) Buffed some of the bigger bosses.. Again.
(+) Buffed Mecha-Hitlers health.
(+) Buffed the Pyro Demon and Cyber Knight/Bruiser.
(+) Changed some of the trail effects.
(+) More new sounds.
(+) Replaced a bad Quad SG frame.
(+) Altered the bounce physics of grenades.
(+) Some new sprites for pickups.
(+) Pinky, Mancubus and Cyber type idle (breathing) frames put in.
(+) Reduced Lost Soul type flame effects.
(+) Nerfed the range and chance that the Annihilator will use grenades.
(+) Altered the Mancubus type movement.
(+) Changed some of the zombie spawns around, BFG types dont spawn on common 
    zombiemen anymore.
(+) Nerfed the Railgun zombie damage.
(+) Changed the Railgun scoping, players will now scope out instantly when there is
    no ammo in the weapon instead of being stuck scoped while it powers down.
(+) Smoothened most of the weapons firing animations by tweaking frames.

//====================
// Changes from V21c2
//====================

(!) Hotfix for the fullscreen hud, the shells icon was too big and blocking the 
    ammo count.
(!) Hopefully fixed the Plasma Rifle, there was crazy desyncing while firing it
    online.
(+) Fixed the Sentient fast chasing, it was doing it too often so it wouldnt strafe
    properly like the Cacos do.
(+) Removed +JUSTHIT and +JUSTATTACKED from monsters.
(+) Buffed Arch Vile type attack ranges.
(+) Nerfed the Baby Demolishers 15K rate of fire.
(+) Hectebus will not always use flamethrowers when close enough now.

//===================
// Changes from V22a
//===================

(+) Added a new weapon, the Demon Tech BFG10K. This weapon is extremely powerful
    (possibly the strongest weapon in the entire mod), it fires a normal BFG ball
	but the projectile itself also fires off "rail" attacks similar to the Quake 2
	BFG at anything that is within its range, the projectile is also a ripper so
	it glides through monsters doing massive damage. It also explodes on impact
	doing even more damage, try not to use this like the normal 9K otherwise you
	will probably end up suiciding. - This is to make up for no new monsters even
	though I said I was going to get them in, in V22. I havent found any good
	sprite sets yet (still lots to look at over the ZDoom carninval thread) and
	I'm trying to avoid using the generic R667 resources.
(+) Cardinal/Sentient 9K type attacks changed to the new Demon Tech 10K.
(+) Cardinal/Sentient drop the Demon Tech BFG10K instead of the BFG10K.
(+) Increased the amount of demon ammo that can be carried.
(+) Increased the amount of demon ammo dropped by the Dark Cyber/Mastermind but
    reduced the 100% drop chance.
(+) Cardinal/Sentient now drop Demon Ammo (300 each) 100% chance on death.
(+) Hand Grenades are now a slot 5 weapon (unused for now) after RL and GL.
(+) Demon Tech Rifle is now a slot 6 weapon, after Plasma and Railgun.
(+) Demon Tech zombie now drops the DTR instead of the Dark Cyber/Mastermind.
(+) The Dark Cyber/Mastermind now drop the BFG10K.
(+) Changed the player Grenade Launcher skin.
(+) Added the HellKnight and Baron type idle (breathing) frames.
(+) Cleaned up some of the HUD weapons to work with software better.
(+) Smoothened the res of the weapons firing animations.
(+) A few more new sounds.
(-) Removed the Behemoth Cannon resources and code, I had no plans on reusing it
    again as it was just a Rocket Launcher without reload. Seemed pointless leaving
	the stuff inside.
(-) Removed some other old unused resources.

//====================
// Changes from V22a2
//====================

(+) Fixed a mistake in the Cardinals attack state, its Demon Tech BFG10K combo 
    jump name was wrong.
(+) Dark Demolisher no longer drops 10K 100% of the time.
(+) Nerfed the Sentient and Cardinal 10K spread.
(+) Reduced how many 10K shots the Sentient and Cardinal fire.
(+) Reduced how many Hand Grenades can be carried, 4 without backpack, 8 with.
(+) Increased how much demon ammo can be farmed from backpacks, 60 per pack now
    instead of 30.
(+) Increased how much ammo the DTBFG10K uses, 80 per shot instead of 
    60 now.
(+) Nerfed the DTBFG10K "rail" damage.
(+) Changed the effects on the DTBFG10K ball explosion.
(+) Added DoomEd numbers to actors that didnt have them, I think I got them all
    though I may have missed some.
(+) Nerfed the splash damage/range of the monster 10/15K attacks.

This was mostly just another bunch of balance issue fixes, I promise I will try get the
new monsters and reskinned Grenade Launcher (I will keep the DTBFG10K as it is for
now) soon. I also promise to try and cut down on these quick release cycles, lol.

//===================
// Changes from V22b
//===================

(+) More balance tweaks to the DTBFG10K.
(+) Improved the DTBFG ball effects.
(+) Reduced the demon ammo amount from backpacks to 40, this should be ideal now.
(+) Reduced the drop chance of the DTRifle from the zombie.
(+) Added the final Hell Knight type spawn, the Hell Duke.
(+) Added the final Imp type spawn, the Phase Imp.
(+) Changed the Soul Harvester ball seeking, if it goes past the player it will
    stop seeking.
(+) Changed how fast some of the noble type monsters attack.
(+) Cleaned up some of the coding.

//====================
// Changes from V22b2
//====================

(+) Altered the Hell Duke attacks a little.
(+) Altered the Phase Imp ball damage.
(+) Changed how aggressive most monsters attack in their jump states.
(+) Cyber Knight/Bruiser now fire 3 rockets.
(+) Tweaked the Cybruiser homing rockets.
(+) The Afrit fire trails seek more but stop seeking when they pass the player.
(+) Nobles now use both hands when throwing balls in combos instead of just their
    right.
(+) The Hell Duke will enter a rage state randomly when in pain, he will raise
    a lot of damaging spikes in a wide area.
(+) Increased the damage of the DTBFG10K.
(+) Added +QUICKTORETALIATE and +NOTARGET to the Phase Imp and Hell Duke, most 4th
    spawns (the rarest spawn) will have these flags.
(+) Hell Duke now randomly drops Demon ammo on death (150).
(+) Changed how long poison gas lingers, altered its physics too.
(+) Fixed the Ultra Sphere, it now gives 600 DTech ammo and 8 hand grenades.

This is merely a fix version, I had complaints about the Phase Imp being too strong
(which admittedly it was) so I nerfed its damage. This version was also supposed to
include new monsters too but I havent finished them as I have been playing other things
which is why I havent been releasing as much.

So again, this is more of a fix/balance release.

//===================
// Changes from V23a
//===================

(+) Cyber Knight fires just two rockets now.
(+) Reduced the Cyknight/bruisers chain-shotgun ROF.
(+) Nerfed homing rocket damage but increased their speed slightly.
(+) Nerfed the Caco type spawns.
(+) Converted all sprites to PNG format.
(+) Tweaked the monster DTBFG projectile, the ball will target other monsters 
    also instead of ignoring everything but the player.
(+) Altered the Hell Dukes attacks again.
(+) Some balance tweaks to the Cadaver and Hellfire Revenant.
(+) Gave the Cybruiser another attack.
(+) Changed the colour of the player DTBFG, it is now green.
(+) Reduced the amount of ammo the DTBFG uses, it is now 80 again.
(+) Dark Mastermind/Cyberdemon no longer drop DTech ammo, instead they drop cells.
(+) Dark Cyberdemon no longer has a DTR, this makes him less threatening than the
    Cardinal.
(+) Updated the gore effects a little, clouds of blood appear when gibbing, or 
    when killing some monsters and some gib parts bounce.
(+) Added a max armor bonus item, similar to the life essence this item allows you
    to break the 200 armor limit to a max of 250, they are also dropped randomly
	by demons.
(+) Rarest zombies no longer drop armor plates and portable stimpacks with a 100%
    chance.
(+) Extra armor dropped by the common Mastermind now breaks the 200 armor limit 
    to 250.
(+) Tweaked how much damage the three armor types can absorb, red armor lasts longer
    instead of instantly draining from massive damage.	
(+) Reduced how often seeker missiles beep.
(+) Increased the Shotguns ROF slightly.
(+) Buffed the Miniguns damage a little.
(+) Added numbers to the inventory health and armor item hud sprites to show how
    much each item gives to the player when used.
(+) Changed the skull item from a drain powerup to a double damage powerup.
(+) The Chainsaw now always gibs lesser enemies.
(+) Changed the Super Shotgunner, (no longer double) Chaingunner and Phase Imp
    sprites.
(+) Changed the teleport and item fog effects.
(+) SSG zombie now rarely drops his weapon.
(+) Changed the Invulnerability screen colour to something less blinding.
(+) Gave weapons the INVENTORY.UNDROPPABLE flag, this means players cant cheat
    ammo on servers by constantly picking up and dropping map placed weapons.
	It also means that servers can enable item dropping so that players can help
	other players with their inventory items if they wish to do so.
(+) Removed the non liquid glowing flats, they are very problematic when map 
    packs replace them with custom flats, things start glowing that shouldnt like
    bare metal or wood flooring.
(+) Fixed a bug where you could use (waste) inventory armor items at full armor.
(+) Fixed where you could pickup (also waste) health, life essence and armor 
    bonuses at max stuff.
(+) Hopefully fixed the sliding empty bullet/shell casing bug.
(+) Changes to the three current Arch Vile type attacks.
(+) Added a new inventory item, the Ammo Satchel adds a small amount of ammo to
    all types when used, you can carry up to 5 of them. They are randomly dropped
	by Zombies and Nazis.
(+) Made the infrared visor an inventory item again like it was in the early
    versions of this, you can carry just one at a time.
(+) Removed the NOTARGET flag from the Dark Mastermind/Cyberdemon, other monsters
    will now infight with them.
(+) You can now "cook" grenades by holding the grenade key. I decided not to make
    the grenades explode if held too long as this is mostly played with 1 life
	survival, if its requested a lot I will change it in future updates.
(+) I modified the Cerebral Sentient sprites, gave it the twin chainguns and BFG
    cannon so now it doesnt fire BFG shots from a chaingun.
(+) Tweaked some monster effects.
(+) Couple of sound changes.
(+) Changed a few pickup sprites.
(+) Added/tweaked more eye candy to some actors.

Also the usual other balance fixes/tweaks.

//===================
// Changes from V23b
//===================

(+) Reduced the teleportfog effects a little.
(+) Readded NOTARGET to the dark bosses, prevents the Cybers from infighting from 
    BFG tracer damage untill I find a way around this.
(+) Changed the DTBFG a bit, removed the balls RIPPER flag but gave it BFG "tracers"
    that emit 360 degrees around the ball, it no longer acts like the 9K where 
	tracers come from the player in the direction they fired the ball. The Sentient
	and Cardinals DTBFG balls also have this effect.
(+) Tweaked the Lost Soul types, made them smaller and reduced their HP.
(+) Removed the Poison Souls projectile attack but gave it random strafing, similar
    to the Caco types.
(+) Buffed the Annihilators grenade range but reduced how many it fires (2 instead
    of 6).
(+) Buffed the Daedabus, it now has a chemical spray attack, similar to the Hectebus
    it will only use it when you are close enough.
(+) Nerfed the Cyber Knight again, it now only fires one rocket, its burst ball is
    now 3 instead of 6, reduced how many "hitscan" pellets it fires per shot and 
	reduced its rate of fire. I gave it another projectile attack it will throw
	a large green ball at random.
(+) Nerfed the Cybruiser, its "hitscan" attack fires less pellets and like the 
    Cyknight reduced its rate of fire, also it fires one less rocket now (1 instead
	of 2).
(+) Nerfed the Minimind and Baby Demolishers "hitscan" attacks.
(+) Nerfed the rocket spread on the Cyber bosses, makes it easier to dodge.
(+) Nerfed the spread and amount on/of the BFG10/15K projectiles that monsters fire.
(+) Nerfed the damage that the Sentient and Cardinal DTBFG ball "rails" do.
(+) Nerfed the Demonic Zombie again, reduced how many comets he fires (2 instead
    of 3).
(+) Nerfed the Fatso types, reduced their rate of fire (should have did this in the
    previous version when I did the same with the Caco types).
(+) Nerfed the Behemoth, reduced how many projectiles it fires (8 instead of 12)
    and the last 4 have a little delay before fired.
(+) Nerfed the damage of monster DTRifle projectiles.
(+) Nerfed the speed of monster 10K projectiles (not the 15K though, they are slow
    enough to dodge already).
(+) Reduced the Cardinals movement speed.
(+) Gave the rare bosses slight resistance to the DTBFG so it doesnt instantly wreck
    or painlock them (the "rails" anyway, a direct hit with the ball could still
	kill them especially now that the projectile emits BFG "tracers" instead of the
	player).
(+) Kills from the player DTBFG ball now count towards player kills (sadly I could
    not get it to count damage points yet).
(+) Changed some of the weapon orders, the AssaultSG is now after the Shotgun and the
    DTRifle is now after the Plasma Rifle.
(+) Tweaked some of the zombies.
(+) Slightly increased the Assault Shotguns rate of fire.
(+) Added the 4th Pinky spawn, the DTech Fiend.
(+) Added the 4th Fatso spawn, the Barbatos.
(+) Replaced the Luigi (Commander Keen) easter egg.
(+) Hopefully fixed the endless cooking grenade bug.
(+) Removed the MISSILEEVENMORE flag from most of the uncommon spawns (and even the
    common Cyber/Mastermind), this should prevent the feeling that the game has 
	fastmonsters enabled, this should hopefully improve balance a bit.
(+) Fixed some of the current monster sounds.
(+) Changed the bullet puff/ricochet effects a little.
(+) Changed a few sprites.
(+) Nerfed the chances that rare monsters will jump to their attack state when in 
    pain.
(+) Added (optional to set!) inventory item hotkey settings.
(+) Couple more sound changes.

I did quite a few other fixes/tweaks mostly to monsters that are not really worth
mentioning.

I basically went on a (good, unlike the previous versions) balancing rampage
especially on the rare spawns that were quite ridiculous in some situations, 
playing through the Resurgence pack made me come to my senses (but only a little,
I still kept it mean difficulty wise, lol). It should play somewhat smoother on
certain map packs that put you in enclosed areas where you are trapped in with
monsters and it should do even better on the casual type packs.

//====================
// Changes from V23b2
//====================

(+) Fixed the incorrect projectile particles/explosions on some of the monsters
    that I changed in the previous version.
(+) Sentients chaingun now deals radial damage.
(+) Reduced the pain chance that bosses take from DTBFG rails again.
(+) Slightly reduced the damage that the DTBFG rails do.
(+) Reduced the DTRifle projectile speed (player and monster versions).
(+) Made the Cyknight/bruisers assault shotgun attacks more like the assault shotgun
    instead of a chainshotgun.
(+) Reduced the ammo gained from backpacks.
(+) Tweaked the DTech Fiend a little.
(+) DTech Fiend now drops DTRifle, I reduced the zombie drop chance though.
(+) Messed about with some eye candy on a few things.
(+) Altered the hand and grenade launcher grenade bouncing a touch.
(+) Fixed the incorrect blood colours bug on the projectile bullets.
(+) Increased the damage on the Minigun and MP40.
(+) Nerfed the Barbatos comet damage.
(+) Buffed Mecha/Hitlers health.
(+) Tweaked, reskinned and gave new sounds to the Nazis.
(+) Increased the DTBFG ammo usage to 100 per shot (I wont reduce it again, I 
    promise!).
(+) Altered the spawners a bit, hopefully the rares wont spawn like crazy online.
(+) Changed and improved some sounds.
(+) Reduced how long gas lingers on every monster that uses it.

//====================
// Changes from V23b3
//====================

(+) Added the Nazi guard and dog.
(+) Hitler now drops 100 extra armor on death.
(+) Fixed always picking up (wasting) extra armor drops when at max.
(+) Fixed the oversized grenade sprite for the counter on the fullscreen HUD.
(+) Tweaked the visor HUD, removed the KIS stats, removed the transparent effects
    and moved the keys to the upper middle.
(+) You can now interrupt shotgun reloading to throw grenades.
(+) Tweaked/updated the particle/explosion effects.
(+) Tweaked the player and monster DTBFGs, the tracers werent showing up online but
    were still killing things, hopefully fixed this.
(+) Fixed the endless bouncing casings/gibs on slow moving elevators that go down.
(+) Added land mines, the default key to use them is M though you can change it
    in control options. To use them its the same deal as the hand grenades, cant
	throw them down if you have a heavy weapon equipped.
(+) Updated the look of the Minigun.
(+) Reduced the damage of the common Lost Souls projectile.
(+) Increased Spectre visibility slightly.
(+) Reduced the Caco types (and the Poison Soul) quick evade chance.
(+) Sentient can now kill the other two mastermind types, had to do this because
    the other twos 9K tracers caused it to turn on them.
(+) Altered the Dark Cyberdemon and Cardinal homing rockets, they now randomly
    seek and the ones that seek weave similar to the Revenants rockets.
(+) Fixed the pinky types sliding after they perform a charge attack.
(+) Fixed the handgun and DTRifle empty states, if you emptied both weapons then
    hit altfire, changed them, then changed back to them they would jump to their
	normal states as if they had ammo in them.
(+) Players now start with an armor vest (50), the armor is not as strong as the
    green armor but its better than nothing.
(+) Altered the look of the Plasma Rifle.
(+) Updated the fullscreen HUD, numbers now change colours depending on what you 
    have and moved the whole lot down the bottom of the screen where there used
	to be a gap.
(+) Smoothened the Quad Shotgun quad fire by adding a couple extra frames on the
    recoil.
(+) Fixed a bug on the Shotgun, if you reloaded it on empty with only one shell
    left in your inventory it would reload two shells.
(+) Fixed a couple of minor bugs I overlooked on the SSG and QSG (thank you Cat
    for finding these for me).
(+) Added sprites for tracers for the software users.
(+) Couple of new sounds.

Few other little changes & added a couple of other effects not really worth mentioning.

//====================
// Changes from V23b4
//====================

(+) Increased how many mines can be carried.
(+) Fixed the overly loud fire sound on the Minigun and way too quiet explode sound
    on the mine.
(+) Fixed the mine bug that only seemed to happen online (invisible explosions).
(+) Removed the BFG15K and Demonic zombies.
(+) Tweaked the current zombies and their spawners.
(+) Finally updated the look of that godawful Grenade Launcher.
(+) Tweaked the fullscreen HUD some more.

//===================
// Changes from V24a
//===================

(+) Changed the armor pickup sprites.
(+) Added in PowerGloveNinjas updated SSG marine sprites.
(+) Used ACS instead of DECORATE for the Grenade/Mine throwing.
(+) When scoped with the Railgun the scope no longer bobs.
(+) Updated some effects.
(+) If the player is gibbed the HUD face does a gib animation, the godmode face 
    is now also animated.
(+) Added a weapon bar to the fullscreen HUD.
(+) Couple other tweaks to the fullscreen HUD, the reloadable weapon sprites are
    no longer cut off in the lower right corner.
(+) Made the red armor more resistant to rocket type damage.
(+) Reskinned and tweaked the AR zombie.
(+) Made melee more somewhat more useful especially when berserked.
(+) Some changes to the title menus.

//====================
// Changes from V24a2
//====================

This is a minor bugfix release for (G)ZDoom, if you tried to throw grenades or 
mines or even scope with the railgun you would gain inventory health items it also
caused some random crashing, hopefully should be fixed now.

I also reduced the size of the console background as the previous was far too big.

//===================
// Changes from V25a
//===================

(+) Implemented ForrestMarks complex toaster (renamed to vanilla mode) addon ACS
    and modified it to only have two modes. This greatly reduces FPS drops for 
	people with weak computers or when effects are spammed on heavy maps.
	Press L (or you can do it via console manually with "cd_cl_vanillamode 0/1")
	to toggle between normal full effects or, (almost) everything disabled.
	You can also change the default key in control options if you wish.
(+) Nerfed the Terror & Forgotten soul, gave them a little extra delay before their 
    charging attacks.
(+) Fixed the Sentient not dropping the power skull item.
(+) Buffed the power skull item, it is now a quad damage powerup instead of double
    damage.
(+) Toned down the boss death animations to compensate for vanilla mode.
(+) Added a weapon bar to the visor HUD.
(+) Fixed the instant grenade/mine throwing when you switch to a weapon that allows
    you to throw them after pressing either key on a weapon that doesnt allow you
	to. Fixed the railgun zooming also as it had the same problem.
(+) Gave the Viles a healing effect.
(+) Added the 4th Revenant spawn, the Famine.
(+) Slightly buffed the Guardian tracer damage as they were way too weak compared
    to the vanilla Revenant tracers.
(+) Made a few of the zombies "smarter", like the SSG zombie, if you are close
    enough he will fire both barrels and if you are out of his double range he 
	will fire more accurate, but less damaging single shots. Thank you for 
	suggesting this Kurt, kinda like how they came out.
(+) Added another custom CVAR "cd_alwaysdrop", now server owners can have 100% 
    weapon drops from enemies that drop them instead of using addons if they 
	wish to do so. You can set it through the server window or RCON client by 
	typing "set cd_alwaysdrop 0/1", or if in-game "rcon set cd_alwaysdrop 0/1".
(+) Fixed the plasma zombies not infighting.
(+) Added yet another CVAR "cd_sharedkeys", like with the always drop CVAR, you 
    can set it through the server window by typing "set cd_sharedkeys 0/1" or
	in game with rcon: "rcon set cd_sharedkeys 0/1". It is best to reset the map
	after setting this to prevent any potential breakage.
(+) Changed a couple of sounds.
(+) Tweaked the Pinky type lunge attacks, now they shouldnt infight.
(+) Slightly increased pistol accuracy.

//====================
// Changes from V25a2
//====================

(+) Tweaked most of the current 4th spawns.
(+) Improved the vile heal (resurrection, cause people got a little confused)
    effect.
(+) Tweaked the Sentient and the Cardinal, Sentient now mass revives monsters in
    a wide area at random when it takes pain and the Cardinal causes meteor rain
	to fall also at random in a wide area around it when painstated. They both
	gain some health back when they enter these states.
(+) Fixed the mines blocking monster teleports and increased their detection 
    range.
(+) Added the inventory bar to both HUDs.
(+) Fixed the Famines resurrection, it now shouldnt return as a corpse.
(+) Couple of buffs/tweaks to the rest of the monsters.
(+) Changed the fonts.
(+) Changed a couple monster sprites (fem zombs making a comeback it was requested
    soo many times, lol).
(+) Increased rare boss spawn rates.
(+) DTBFG is no longer a 100% drop chance.
(+) Increased the DTBFGs rate of fire.
(+) Tweaked the DTBFG projectile a bit, the rails it fires no longer rip through
    bosses making a direct hit and having the ball tracers do the damage more
	effective than having the ball rails kill them before the ball itself even 
	gets near. I increased the projectile travel speed a little too.
(+) Changed/added even more sounds.
(+) Added the 4th Lost Soul spawn, the Rictus.
(+) Cleaned a couple badly recoloured monsters.
(+) Added the 4th Pain Elemental spawn, the Bomb Elemental.

//====================
// Changes from V25a3
//====================

Minor modification on the font, apparently people (the majority that saw the 
previous anyway) are quite bitchy about how their fonts look.

//===================
// Changes from V25b
//===================

(+) Tweaked & cleaned a few of the HUD weapon sprites.
(+) Fixed the shotgun reloading, if you held altfire (reload) while reloading it
    would restart the animation instead of doing the reload the loop.
(+) Fixed a bug with the shotgun, if you tried to throw grenades/mines with none
    in inventory while reloading the weapon would instantly jump to its ready
	state skipping the reload animation loop.
(+) Slightly increased rocket and plasma projectile speed.
(+) Slightly increased shotgun and railgun reloading speed.
(+) Slightly increased hitscan weapon damage.
(+) Changed even more sounds.
(+) The Bomb Elemental will now spawn three Rictus when it explodes after kamikaze
    rushing instead of none.
(+) Mines have more chance to pain stun Viles when they step on them, instead of
    them zerg rushing over them and completely missing the explosion.
(+) Assault Shotgun zombie now has a small chance to drop his weapon.
(+) Changed the ESC menu font to match the new font.
(+) Cleaned up even more badly recoloured monsters.
(+) Nerfed rare boss health a little.
(+) Changed a couple current monster attacks.
(+) Altered/improved the blood effects.
(+) Couple tweaks to the HUDs.
(+) Altered the Revenant type missile seeking, all variant projectiles now imitate
    vanilla Revenant seeking but with slightly faster travel speed.
(+) Tweaked most of the other seeking projectiles so that they dont have insane
    vertical tracing.
(+) Barbatos, Sentient and Cardinal no longer have infinite mass, now you can push
    them back with your weapons. This should hopefully fix the bigger bosses getting
	randomly stuck on ceilings.
(+) Dark Demolisher no longer fires DTech projectiles as they were too easy to dodge,
    I changed it to projectile bullets like the normal Demolisher.
(+) Toned down the Cardinal meteor rain a bit and increased the "charge up" time
    before it does it so players have a better chance to stop the attack. Did 
	the same to the Sentients mass resurrection attack too.
(+) Changed the Rictus a bit, it no longer strafes but it has a chance, if close
    enough to suicide rush the player.
(+) Changed the Bomb Elemental projectile attack, it is now a seeker.
(+) Masterminds will now infight same species and actually hurt each other now.
	Dark/Demolisher will not target the Sentient but the Sentient will fight them
	back.
(+) Changed monster A_FastChase states to ThrustThing to hopefully prevent
	them from randomly desyncing like crazy.
(+) Nerfed Phase Imp damage because the A_BishopMissileWeave I added to its
    projectile a few versions back made the thing do ridiculous damage.

Went on a balancing rampage after the mass buffing from v25a2, should play a lot
better now especially with the majority of the tracer & homing rocket attacks as
they no longer have crazy vertical seeking making any attempt to run underneath
to dodge impossible.

//====================
// Changes from V25b2
//====================

(+) Removed the NOTARGET flag from the 4th tiers, other monsters will now target
    them this will now make map packs that require you to cause infights somewhat
	more fair (eg: Stardate).
(+) Nerfed Famine projectile speed.
(+) Slightly buffed the Soul Harvester as it seemed to be the weakest of the Imp
    variants for a tier 3 spawn.
(+) Lowered the Caco type evade chances, they seemed to pinball left and right
    a lot more often after changing from A_FastChase to ThrustThing.
(+) Removed/changed the Famine sprites as I was asked to do so.
(+) Monster flamethrower/chemical/poison attacks will actually hurt bosses now,
	they didnt before because I overlooked a flag needed on the projectiles.

This was more of a quick release "fix" for the NOTARGET flag.

//====================
// Changes from V25b3
//====================

(+) Fixed an issue with the Rictus and Bomb Elemental, if they hit a monster
	on suiciding the monster will try to infight thin air this is because while
	you cant actually see the Rictus/Bomb after they suicide their spriteless 
	body remains for a short while so that their obituaries actually work instead
	of it popping up as "Player died".
(+) Added Zhegs player skin edits, left punching fist marine and double handed
    shooting pistol marine.
(+) Removed the Dark Cyberdemon healing.
(+) Slightly reduced the chance that the Sentient and Cardinal will pain rage.
(+) Removed the NOTARGET flag from the Famine (forgot about him in previous version).
(+) Nerfed the Famine projectile again, had too much of a turn angle.
(+) Slightly increased ASG, RL, GL, PR and RG (again) reloading speed.
(+) Increased how fast you can throw grenades and mines a little.
(+) Buffed Bomb Elemental suicide explosion damage.
(+) Nerfed the chance that the Hell Duke will heal when painstated.
(+) Scrapped the Spider Minimind ("hitscan" Arachnotron) and replaced it with a
    plasma variant the Dualachnotron. It fires two plasma projectiles per shot in
	short bursts similar to the Doom64 Arachnotron (actually, it pretty much is
	the D64 Arachno). This is now the common spawn for the Arachnotron.
(+) Baby Demolisher no longer has a plasma spread attack, it will keep its "hitscan"
	chainguns and 15K projectiles though.
(+) Reduced how much health the Hell Duke, Sentient and Cardinal regain when pained.
(+) Polished the hand grenade throwing animation and increased throwing distance
    a little.
(+) Polished the Super Shotgun sprites, the hammers are now animated.
(+) Gave some player hitscan weapons better accuracy, SSG double barrel fire and
    both QSG's firing modes remain untouched.
(+) Buffed the player DTBFG rail damage, it wasnt doing enough for the biggest
    weapon and how much ammo it uses.
(+) Reduced DTRifles rate of fire but slightly buffed its projectile damage.
(+) Balanced the Famine a little more, lowered the erratic evading + jumping to
    its missile state when in pain.
(+) Reduced zombie inventory health, armor and ammo pack drop chances.
(+) Changed/tweaked some other sprites.
(+) Vanilla-ised the hitscan blood splats.
(+) Reduced zombie ASG, SSG and Minigun drop chances.
(+) Tweaked the Hectebus (common Manc spawn) attack, the first two bursts will be
    similar to the Mancubus but its last burst will fire off 4 projectiles in a 
	wide spread instead of it firing all three bursts in random directions making
	it too unpredictable.
(+) Moved the keys to the upper right corner on the fullscreen HUD.
(+) Tweaked both HUDs yet again.
(+) Removed the palette as its not really needed anymore, this also means hosts &
	single players no longer need to load extra palette pwads.
(+) New console font.
(+) Swapped the Soul Harvester sprites to the old ST Dark Imp.
(+) More minor balances and tweaks to a few other monsters.

//===================
// Changes from V25c
//===================

(+) Removed the ACS used to keep inventory amounts between levels as its no longer
    needed thanks to Zan 2.0.
(+) You can now tell what type of armor you have on the visor HUD as indicated by
	the shield icon colour in the armor bar.
(+) Lowered the erratic Vile type sprinting chance.
(+) Tweaked the mines so that they wont explode on the user when thrown while
	standing near a wall, they also bounce a lot less now. Also (hopefully,) they
	now shouldnt detonate when thrown (the projectile that is) extremely close 
	to a wall.
(+) Tweaked the Rictus and Bomb yet again as they were still not counting kills 
    and messing up map totals.
(+) Tweaked most monster pain chance and movement speed, just more usual balance
	stuff.
(+) Added a +25 (250 max) armor bonus item which drops randomly from most 4th tier
    spawns and bosses, similar to the large life essence.
(+) Slightly lowered the Diabolist and Hellion health.
(+) Gave some monsters extra delay before their attacks.
(+) Nerfed the Caco type strafing again as they were still going crazy with the
    evading.
(+) Added the 4th Arachnotron spawn, the Baby Sentient.

//====================
// Changes from V25c2
//====================

(+) Tweaked the Pinky and Spectre types, nerfed the lunge and bite damage slightly.
(+) Poison Soul emits less gas.
(+) Lowered the Sentient and Cardinal pain rage chance again.
(+) Slightly increased berserked fist damage.
(+) Slightly increased Chainsaw damage.

This is mostly a hotfix for the Pinkys, they were dealing far too much damage
especially when in groups in an enclosed area with their lunge attacks.

//===================
// Changes from V25d
//===================

(+) Toned down the Annihilator homing rocket turn angle.
(+) Fixed (hopefully anyway) the armor orb bug, if a player picked up the +25 orb
    it would sometimes update the hud with a wrong reading of 250 armor until the
	player took damage or used an armor item then it would revert back to the
	true amount.
(+) Slightly toned down Dark Cyber and Cardinals rocket attack rate of fire.
(+) Lost Souls now have their vanilla sized "hitbox" instead of the smaller one I
    gave them a while back.
(+) Increased the starting, green and red armor durability.
(+) Toned down the Chainsaw screech sound.
(+) Slightly increased player Rocket/Grenade Launcher damage.
(+) Reduced Arachnotron type movement speed.
(+) Slightly increased all Mastermind and Cyber variant pain chances.
(+) Sentient and Cardinal are now limited on how many pain rage attacks they can do,
    they can rage a max of 3 times.
(+) Reduced the collision boxes of some monster projectiles like the Watcher
    seeker, it was too big for the size of the sprite.
(+) Increased the translucency on the Exile attack, had a few complaints that it
    was too blinding especially when targeted by more than one.
(+) Reduced how many times the Famine can fake death from 2 to 1.
(+) Added a rare Health Bonus, gives +4 health on pickup and breaks the 200 limit
    to 250.
(+) Added a rare Armor Bonus, like the new rare Health Bonus it gives +4 armor
	on pickup and breaks the 200 limit to 250.
(+) Slightly nerfed monster 10/15K damage.
(+) Slightly increased monster DTBFG rail damage.
(+) Improved some sprites.
(+) Improved & fixed some decals.
(+) Increased some rare tier spawn chances.
(+) Updated some credits.
(+) Nerfed the Soul Harvester damage slightly.
(+) Buffed the Phase Imp projectile a bit, it was overly nerfed.
(+) Altered the Revenant, HellKnight and Baron type melee attacks, removed the
    reverse melee frames (that is the frames that make it look like they are
	raising their arms to actually swing) as they looked too goofy on them.
(+) Nerfed the speed and damage of the DTech Rifle zombie and Pinky projectiles.
(+) Altered the weapon switch animations on a couple of weapons.
(+) Zombie railgun attacks no longer pierce.
(+) Cybruiser railgun attacks are now actual railgun attacks instead of the fake
    rail with a fast projectile that did the damage.
(+) Increased railgun drop chance.
(+) Fusionite has its railgun attack back.
(+) Reduced how long gas lingers on all monsters that use it.
(+) Toned down how much the Diabolist fire and Hellion smoke blinds the player.
(+) Diabolist and Hellion attacks now force radial damage.
(+) Nerfed the Rage resistance time from 30 seconds to 20.
(+) Dark Cyberdemon has his sprint boost state back.
(+) Gave all monsters extra resistance to gas and flamethrower attack pain chance,
    hopefully now monsters dont get instantly raped from painlocking (excluding
	zombies).
(+) Other monsters will now infight with the Dark Cyberdemon, Sentient and Cardinal.
(+) Dark Cyberdemon now has a railgun attack instead of its two shot BFG9K, this
    means I could remove the NOTARGET flag from him as the other two Cybers wont
	turn on him if they got caught in his tracers.
(+) Phase Imp no longer becomes 100% invisible when phasing.
(+) Nerfed Barbatos movement speed.
(+) Increased the chances that the Dark Cyberdemon and Cardinal rockets will seek.

Did a bunch of other tweaks to random actors that werent really worth mentioning.

//====================
// Changes from V25d2
//====================

(+) Reverted the bigger boss pain chance back to what it was.
(+) Sentient now has two 9K attacks, this is to keep in with the Mastermind type
	monsters having BFGs.
(+) Cardinal now has a Railgun.
(+) Reduced the damage and explosion range of player and monster DTBFG projectiles.
(+) Reduced the chances that the Sentient and Cardinal will pain rage as they should
	really only rarely do these states especially with them gaining health each
	time they do it (still limited to three times though).
(+) Fixed even more decals.
(+) Slightly buffed the Sentient chainguns rate of fire.
(+) Increased the strong health and armor bonus spawn chances.

Fixed a couple things I broke in last release like monster flamethrower and gas
attacks stopping on the first actor they hit instead of going through and the 
Famine not having the resurrection effect making it hard to tell if he revived
especially with him being randomly bugged online (ie comes back as a corpse until
pained or he attacks).

//====================
// Changes from V25d3
//====================

(+) Reverted the fonts back to the old square Doomfont I used in one of the previous
	versions.
(+) Changed the assault shotgun a bit, instead of removing the thing entirely I
	dropped the drum reloading and made it reload like the shotgun (one shell at
	a time). Now it shouldnt outclass the rest of the shotguns because of the slower
	reload time and reduced magazine size. I also changed the look of it with a
	fresh new sprite set and I went ahead and changed its old sounds too.
(+) Fixed a minor bug on the SSG, if you had 1 shell loaded and no shell ammo left
    and tried to primary fire one of the hammers would animate because I didnt 
	have another empty state to prevent this with 1 shell spent.
(+) Slightly increased pistol, assault/shotgun and SSG (single shot) accuracy.
(+) Changed the shaded HUD mug with a more expressive vanilla mug.
(+) Reduced ASG drop chance on the zombie but increased it on the Cyber Noble.
(+) The Baby Demolisher and Cyber Noble hitscan attacks are now actual hitscan 
    attacks instead of the fast projectiles.
(+) The godmode HUD mug now reflects on current health.
(+) Updated the Baby Sentient sprites with the ones that tomicapo edited.
(+) Toned down the Cardinal meteor rain attack, spawns less clouds than previous,
    spawns them slower and the meteors have a slower drop speed.
(+) Increased Mech Fiend and Spook movement speed.
(+) Dropped the visor HUD in favor of a modified vanilla statbar, I felt that the
	visor was just too out of place and way too obstructive on the players view.
	Not gonna lie either, I hated the thing. I will make a seperate addon wad with
	the visor in it for players who prefer to use that over the new statbar HUD.
	(complex-doom-visor.wad)

Tweaked a couple other things, mostly small effect stuff and a few little balances
to monsters.

//====================
// Changes from V25d4
//====================

(+) Couple tweaks to the statbar HUD, better current armor indications and berserk
    in-inventory icon.

This is mostly a hotfix for the zlib error as Slade somehow corrupted the pk3, 
majority of the sounds were dodgy and it broke a sprite. Replaced the sounds, the
sprite and a couple other things that might have also corrupted.

//===================
// Changes from V26a
//===================

(+) More tweaks to the statbar.
(+) DTech zombie has less chance to spam endlessly.
(+) Reduced how much ammo you gain from satchels.
(+) Changed a few sounds.
(+) Changed the Cyber railguns a bit, they are now fast projectiles and no longer
	the standard particle effect rails.
(+) Doomifing monster colours, for example the zombieman tiers are now brown, 
    shotgunners are black and so on. This was requested so much and I kinda agree
	that everything being black and grey is getting a bit stale. Some of them wont
	be changed like the Archons (unless I replace them with buffed stock Hell 
	Knights) or the dark variants for obvious reasons but I will colour as much 
	as I can. I will do more in each of the next releases as there are a ton to do.
(+) Toned down the Caco evading again, this will be the last time I do this.
(+) Slightly increased assault shotgun reload speed.
(+) Nerfed the Cyber Noble asg attack, it has more chance to jump out of constantly
    spamming it and a little more delay before it actually attacks.
(+) Toned down all comet explosion damage range.
(+) Knocked down Caco/Pain melee damage a little.
(+) Changed monster hitscan attack damage to match Doom damage.
(+) Changed a few sprite sets.
(+) Slowly adding XDeath states to other monsters, the Caco and the Watcher are
    done in this version.
(+) Hellion can no longer ressurect monsters through walls.

Also did a bunch of the usual small monster balances/changes/tweaks.

//====================
// Changes from V26a2
//====================

(+) Pinky, Revenant and Vile XDeath states added.
(+) Changed even more sprite sets on monsters.
(+) Tweaked the gib states/effects on players and monsters.
(+) Hell Duke is now limited on how many times it can heal itself (3 max) and I
    reduced how much health it gains back.
(+) A buffed Baron Of Hell is now the common Baron spawn, Bruiser Demon (again 
    buffed) is now second and the Afrit (one less op floor hugging attack) has
	been removed.
(+) A buffed Hell Knight now replaces the Hell Archon as the common HK spawn.
(+) Buffed the rare Mastermind and Cyber type health back to what it was some
    previous versions ago, now that they infight its only fair.
(+) Reduced the Hellions mass resurrection radius.
(+) Updated the credits file a bit.
(+) Removed the TITLEPIC and CREDIT graphic replacements, as they werent really
    needed.
(+) Slightly increased hand grenade throwing speed.