Refined 1.54 - 25th Apr 2023

- Added preliminary Corruption Cards v4.5a support

- REF_Toaster CVar 1 now additionally disables dynlights on torches and burning barrels
- Added REF_Detacher CVar - Toggle the Remove Attachment tool and whether or not it refunds
- Clean Slate starting reserve ammo for H&K USP45 24->48
- Spelling error in RGA Menu fixed
- Create-a-Class menu no longer lingers after spectating while in menu
- Manually dropping weapons to gain ammo through sv_weaponstay, respawning weapons fixed
- Incendiary Ammo perk renamed Fire/Explosive Ammo for clarity
- Removed ice deaths from players, as they were prone to cause issues
- Overhauled projectile kickback, should now behave more like vanilla

- Added variants of armor pickup sound for each armor type
- Health vials, Armor scraps no longer count as items
- Keycard pickup sound added
- Monster respawn delay when sv_monsterrespawn enabled 12->24
- Megasphere, Soulsphere now always picked up in PvP modes regardless of current health/armor
- Stopping Power, Danger Close effects, Pro effects buffed +15% +10%->+20% +15%, total 25%->35%
- Commando damage effect moved to PRO, buffed +40%->+50%, awards now state values

- Mini-UZI firing, dry reload end offsets tweaked, reload reduced 3, 2 tics
    Mini-UZI Akimbo reload reduced 9, 6 tics

- Sniper rifles Explosive Ammo area damage now does Explosion damagetype
    Previously, both the bullet itself and the area damage did Sniper damage
	Slightly improved damage against some monsters, however both damage perks now required for full effect
- M14 EBR damage 45 110->40 100, Explosive Ammo radius unchanged

- M79, RPG-7, AT4-CS reload end tweaked to allow earlier re-aiming
- FAMAS M203 Coop damage 235->280, PvP damage unchanged
- M79 Thumper ammo capacity 6 10 12->8 12 16, impact damage 45->60, Coop damage total 345->435
- RPG-7, AT4-CS lingering ready frame removed
- RPG-7 ammo capacity 3 6 8->4 7 10, PvP damage 830->615
- AT4-CS reload time decreased 3 2 tics, ammo capacity 2 4 5->3 5 7, PvP damage 1250->750


- Refined monster file:
  Big thing no longer frozen by timefreeze, damage reduction 25%->15%
    Added function to force a new master and teleport to them - only available to RCON
	Added health display to master's hud, Big thing award can now be reused to bring the thing to you
	No longer capable of friendly fire (see above change to sniper rifles)
  Janitor mode no longer prevents monsters from being revived by Archviles while corpse is still present
    Monster corpse deletion time 3->15 minutes
  Further tweaked monster spawn weights towards vanilla versions
  Monsters chosen as ObAddon/Obsidian boss, or have recieved the BOSS or DONTMORPH flags, are now immune to stun
  Monster BFG projectile explosion push can no longer do additional damage to monsters
  Zombies, ScriptedMarines now better support sv_monsterrespawn and mechanics previously affected by Last Stand
  Zombies, ScriptedMarines no longer go into last stand if crushed
  Imps no longer revive as ghosts if crushed, Imp Ghost overhauled, ghost vanishes if imp revived
  Ascended Cacodemon, Revenant God attack chance increased, attacks tweaked
  Pain Elementals' Lost Soul spawns when chosen as ObAddon/Obsidian boss no longer infight
  Forced cooldown periods after attacking on Cacos, Mancubi and Archviles, mostly affects sv_fastmonsters 1
  Cacodemons, Revenants explosion damagefactor 1.6->1.7
  Hectebus, Acubus health 850 1100->800 1000
  Knight Spectre, Arachnospectre renamed Knight Shade, Shadowtron, use subtraction transparency
  Baron of Hell, Lord of Purgatory, Mechbaron attack frames increased 7 6/5 6/9->8 7/7 7/10, combo attacks slowed
  Arachnotrons, Mancubi, Masterminds, Cyberdemons explosion damage factor 1.8 2 1.8 2->2.0 2.1 2.0 2.2
  Disabled Archviles becoming summoners while Janitor Mode, still enabled if ObAddon/Obsidian boss
  Archviles shotgun painchance 4 4->6 9, Deathvile now has identical painchance to Archvile
  Deathvile revive ghost count 3->2


- BladeHunter's addon:
  H&K MP5K Akimbo reload reduced 15, 10 tics
  H&K UMP45 Akimbo reload reduced 9, 6 tics



Refined 1.53A - 17th Aug 2022

- Fixed an issue with 1.52's big thing

  Yes, that's it
  This is a two line hotfix for a literal nonissue

  FML



Refined 1.53 - 17th Aug 2022

- Class builds now saved across maps again, but will clear if info about player has changed between maps
- PvP unintended damage scaling from Skill/Difficulty level fixed (for real this time)
- Aggressiveness boost from Softcore, Hardcore difficulties 0.3 0.5->0.2 0.4
- REF_XPMultiply is now a percentage range (0-1000, default 100)
- Tentative fix for clients' first trigger pull after Create-a-class firing blanks
- Added REF_Toaster CVar - for people who play on toasters (figuratively, not literally)
    Currently limited to torches and burning barrels, reverting them to vanilla
- Torches, burning barrels overhauled - performance should be better even with REF_Toasters off
- Updated and improved several RGA Menu options to make what they do more obvious
- Tightened limits on explosion sounds, tweaked grenade bounce sounds
- DamNums color support adjusted to include last update's big thing

- PvP Rifle damagefactor 0.7->0.6
- Last Stand PvP grace time 1->0.7 seconds
- Last Stand call for help, alert markers improved, no longer interrupted by player actions
    Alert markers now only visible to your team in team PvP modes
- Revival Kit now reliably revives last stand players at less than 10 health
- Partial Invis, Invuln Sphere, Megasphere now respawn in 30 seconds in SP/Coop modes like vanilla
- Megasphere now only provides 200 health, 200 megaarmor in PvP modes
- Berserk Pack and Light Amplification Goggles spawns now replaced in PvP modes with new effects
    They now provide 15% DR and full heal, and 25% bullet damage, for 30 seconds
- Stone carapace armor amount 75->60

- Model 1887 non-dry reload start reduced 3, 2 tics, Ex Mags reduced 6, 4 tics
    Some reload time changes in past versions were not properly appended to non-dry reload starts


- Refined monster file:
  Adjustments to last update's big thing:
    No longer solid to players, teleports to summoner more aggressively, radius 20->16
	Adjusted scale, projectile offsets, should teleport to summoner if being crushed
	Follows across map changes, chooses new summoner if last one disconnects, leaves if no players left
  Added MinMissileChance values to many monsters, making their aggressiveness closer to vanilla
  Monsters that resurrect themselves/through non-archvile means now remain alerted
  Monsters summoned by other monsters are alert to their master's target
  Last stand zombies height pass (all are now 32), death heights fixed (yes, there is such a thing)
  Chaingunners, Arachnotrons, Masterminds refire chance if target dead/not in LOS doubled
  Revenant projectile damage 39->42, Revenants visual scale 0.82 0.84 0.88->0.76 0.78 0.82
  Hell Knight, Hell Spectre, Stone Knight Explosion damagefactor 1.6->1.8
  Arachnotrons health 550 450 700->500 400 650, radius 64->56, scale 0.95->1
  Mancubi radius 48->44 to better match their visual size


- BladeHunter's addon:
  IMI TAR-21 Thermal showing hipfire sprites during sustained aimed fire fixed
    This was hotfixed in version 1.52A



Refined 1.52 - 28th July 2022

- Handguns now fire a secret hitscan attack to trigger buttons
    Some map wads require this to proceed, like Epic2 and the latest version of Sigil
- Players now have ice and fire death states
    Moved related actors and DEFS to Code file
- Converted nearly all scripts into named scripts
    Reduces potential script number conflicts with other mods by about infinity percent
- Attachments no longer swap locations in award list when failing to attach
- Added and adjusted various bright states, dynamic lights and lots of brightmaps
- Bots now rank up, gain some perks before recieving megasphere/invulnerability packs
- Hud armor bar now properly shows values above 100

- Health vial, armor scrap drops 60s->75s, Soulsphere boss drop 120s->210s

- Weapon push 25->35, Knife push removed
- Grenades alert radius now 2x explosive radius
    these values were previously very inconsistent
- Tac Knife and Sleight of Hand no longer reduces knife damage

- Franchi SPAS-12 firing time reduced 2 tics, Rapid fire unchanged
- Model 1887 damage 220->240, Fine Tuned 200->212
    Dragons Breath particles increased by 1, Solid Slugs damage increased 10%

- Colt M4A1 iron sight sprites trimmed slightly

- Sniper explosive rounds explosive damage halved, total damage unchanged
    self damage unchanged, alert radius infinite(bad)->4x explosive radius

- Launchers projectile alert radius 1x->2x explosive radius
- FAMAS M203 accuracy 2.5h 2.5v 1.5sh 1.5sv->2.5h 2.0v 1.5sh 1.0sv
- FAMAS M203 projectile speed 40->39 - trajectory now identical to Thumper projectile
- M79 Thumper accuracy 1.5h 1.5v 1.0sh 1.0sv->1.5h 1.0v 1.0sh 0.5sv
- RPG-7 projectile stray removed, aimed accuracy 0h 0v->1h 0.625v
- AT-4 aimed fire pitch offset being inverted fixed and doubled, projectile gravity 0.01->0.02


- Refined monster file:
  Added a powerful ally
  Brightmaps added to Imps, Demons, Cacodemons, Pain Elementals, Arachnotrons, Mancubi and Bruisers
    With the exception of Mechbaron/Cybruiser, brightmaps are glowing eyes/hands made by yours truly
  Killing friendly monsters (however rare) no longer awards experience - Don't be a teamkiller
    Friendly monsters killing enemies (also rare) now shares experience
  Summoners and their summons no longer infight
  Added ObAddon/Obsidian tweaks to some monsters
  Added missing transferpointers flags to many last stand zombies
  Spectres, Hell Spectres, Arachnospectres now invisible to (monster) homing attacks
  ScriptedMarines melee range 44->54, Chainsaw Marine tweaked
  Imp Cyborg attacks not slowed by Partial Invisibility fixed, fire death movement speed increased
  Imp Ghosts, Pain Elementals can no longer be crushed into gibs
  Cacodemons spawn weights adjusted 17 7 5->20 7 5 (more vanilla Cacodemons, less higher tier ones)
  Lost Souls reaction times, aggressiveness fixed, can no longer be crushed into gibs
    Lost Souls' dynamic lights are no longer active until first alerted
  Damned Soul exploding radius 64->80 - they should now reliably explode when hitting targets
  Pain Elementals now spit three weaker Souls per attack when chosen as ObAddon/Obsidian boss
  Stone Knight reaction time 8(vanilla)->10
  Arachnospectre spawn weight 2/9->3/17 (~22.2%->~17.6%)
  Mancubi, Arachnotrons projectile spawn height 28 24->30 27
  Ascended Cacodemon, Revenant God explosive alt attacks added
  Mechbaron missile projectile spawn height 36->32
  Archviles are now forced summoners when Janitor mode or chosen as ObAddon/Obsidian boss
  Cyberdemons aggressiveness increased to vanilla levels


- BladeHunter's addon:
  Fixed runaway error in health regen script when underwater and going into pained heartbeat state
    A waterlevel check was added at an incorrect step in the relevant script
  Fixed several incorrect death state names for the additional zombies


- Scythe2v2, 12in1 survival v4 compatibility files
  Tweaks necessitated by changes in monster file



Refined 1.51 - 6th July 2022

- Unarmed 'weapon' added, allowing knife and grenade use even if you've dropped all weapons
- PvP unintended damage scaling from Skill/Difficulty level fixed
- Fixed Clean Slate clients recieving a ghost USP45 on mapchange
- Fixed accidentally giving free backpacks on respawn
- Optimized scripts related to recoil, reloading and weapon pickup
- Explosion effects, muzzleflashes, smoke particles, sparks tweaked

- Franchi SPAS12 slow deselect fixed

- M79 Thumper aimed fire sprites cleaned
- RPG exhaust trail dynamic lights removed


- Refined monster file:
  Monster reaction times adjusted across the board, should now be closer to vanilla behavior
  Mechbaron rockets given exhaust trail, now leave smoke trail only when homing
  Cyberdemons rockets exhaust trail dynamic lights removed



Refined 1.50 - 26th Oct 2021

- New CVAR, REF_Stingers - Reduces volume of musical stingers (class select, rank up, attaches)
- PvP/Self explosion, incendiary damagefactor 0.7->0.6 - Dragons Breath NOT included
- RGA fire damagetypes player flinch chance 127/255->95/255
- Juggernaut perks now slightly reduce crushing damage taken
- Hopeful fix for rare instance of weapon check failing to put a downed player into Last Stand
- Create-a-class menu now shows handgun and perks of preset classes
- Fixed Create-a-class menu keyboard input not working on GZDOOM 4.5.0+
    Heavily simplified and improved Create-a-class menu scripting
- Tentative fix for high ping clients firing immediately after aiming -
  not properly firing serverside, while still using ammo clientside
- Fixed potential on-map-change beefcake in Zandronum
- Removed GLDEFS from Health, Armor bonuses - caused FPS issues on older hardware
- Using a Megacharge award when you have more than 2 award points no longer shuffles selection
- Incendiary patch damage per hit 10->9, gradual damage on fadeout added

- Fixed many incorrect aim transition values, especially for aim-to-reload states

- Tactical Insertion added Teleport to Point - requested by 100% Newb
    Teleport on Altfire/Zoom keys, refund Insertion Point on Reload

- Frag Grenade distant damage 150->200 (total 250->300)

- Model 1887 fire time change from 1.49 reverted, reduced 3, 2 tics
    Reload start, empty reload start reduced 3, 2 tics

- Sniper sights being incorrectly offset in GZDOOM fixed

- Launchers fire sprites cleaned, sights centered and improved
- FAMAS-F1 M203, M79 Thumper Incendiary visual particles doubled (as per other launchers)
- FAMAS-F1 M203 Incendiary damage particles 11->10
- M79 Thumper reload end reduced 3, 2 tics, Incendiary, Stun hipfire non-steady incorrect frames fixed
- RPG7, AT4-CS aim time reduced 2 frames, hipfire accuracy 4 2.5->6 3.75 4.5 2.75
  Fire end time reduced 2 tics, Reload end time reduced 3, 2 tics, last 6, 4 tics allow for aiming
- AT4-CS fire time reduced 3, 2 tics


- Refined monster file:
  Weaponsfire alert delay reverted, exacerbated the chance of alerting through walls
  Stun grenade max effect increased 1 second
  Lowered rate of fire of troopers with burst, auto handguns
  Imp, Dark Imp, Imp Cyborg, Cacodemons, Revenant, Revenant Lord, Hell Knight, Mancubus, -
  - Hectebus, Pain Elementals are now slower to attack players with Partial Invisibility 
  Ascended Cacodemon, Revenant God, Pain Elementals, Lost Souls lose momentum on death
  Revenant rockets tracking simplified, maximum tracking angle increased slightly
  Revenants reviving weights 20 16 12->20 17 14 / 256, God health 1500->1875
  Cacodemons not reviving fixed, weights 28 26 24 22->24 22 20 18 / 256, Ascended health 2000->2500
  Pain Elementals chance to spawn offtype souls halved, Damned Elemental attack rate lowered
  Pain Elementals, Lost Souls are no longer deleted if chosen as ObAddon/Obsidian boss
    Fixes ObAddon bosses of these types not spawning the exit pickup where they died
  Damned soul no longer suicide rushes if chosen as ObAddon/Obsidian boss
  Mancubus, Hectebus flamethrower attacks improved, now spray in an arc
  Baron of Hell, Lord of Purgatory, Mechbaron explosion damagefactor 1.6->2
  Archviles flamethrower attack prefire delay 32->24 tics
  Cyberdemons, Spider Masterminds Shotgun, Dragons Breath, Incendiary experience chances reduced


- BladeHunter's addon:
  Fixed the addon requiring the monster file due to a developer brainfart
  B&T MP9 aimed fire sprites tweaked
  Kel-Tec KSG shell reload increased 3 2 tics



Refined 1.49a - 25th Apr 2020

- Health Vials, Armor Scraps respawning with sv_itemrespawn 1 fixed
- Cleaned up unused damagetype code and states

- Dragon's Breath flame particle damage radius falloff reduced one step
- Franchi SPAS-12 aimed fire pump flicker HOPEFULLY finally fixed

- L86 LSW continuous fire sound missing fixed


- Refined monster file:
  Small delay added to weaponsfire and explosions alerting monsters
    Benefits long range fire and explosive projectiles, and feels more natural
  Spectres active sound readded, but volume and distance reduced
  Lost Souls spawned by Pain Elementals health modifier .8->.75
    Scale 1->0.95, are now actively charging on spawn
  Mancubus health 650->600, Acubus health 1200->1100
  Hectebus spawn chance 16/59->12/53, Acubus spawn chance 7/59->5/53
  Acubus attack times reduced, blaster damage 14->16, BFG damage 75->85
  Archviles flamethrower attack damage increased, Deathvile BFG damage 120->135



Refined 1.49 - 7th Apr 2020

- GZDOOM/Zandronum Zoom key now properly triggers firing quick aim, interrupts reloads

- New CVAR, REF_NoSummon - toggles monsters being able to summon other monsters
- Juggernaut perks now reduce damage taken from exploding barrels
- All weapons volume reduced slightly, many sound effect falloff ranges tweaked
- Player voices improved:
    Volume of callouts are now state dependent - you shout after taking damage
    Shotguns and .44 Magnum no longer use 'changing mag' lines when reloading
- Many visual effects no longer show on automap when 'scanner' is used (Hellscape Navigator)
- DamNums color support added
- Startup screen graphics added
- Many smaller changes and fixes

- Health, Armor bonus pickups now blink in the dark 
- Soulsphere Boss drop 90->120 seconds
- Map based perk pickups now provide health up to 100 if picked up

- MANY weapons bobbing while still in firing states fixed
- New fire graphics for Dragon's Breath weapons and Incendiary grenades, rockets
- Revival Kit Medikit health 35->30

- Shotgun pellet velocities adjusted to improve shotgun gibbing consistency
- Shotguns, Dragon's Breath Shotguns vertical spreads narrowed slightly
- Dragon's Breath now produces roughly 35% less dynamic lights, 35% more particles
- Benelli M4 bright frames inconsistency fixed, Grip fire rate inconsistency fixed
  Continuing to reload despite full magazine fixed (code regression)
    This change was included in a last minute reupload of the code file
    Some server hosts renamed the file to code_148_1 as a result
- Sears Ranger sprite offsets adjusted, single fire with only one shell fixed
  Reload time reduced 6, 4 tics, Single reload 6, 4 tics
  Horizontal Spread WITHOUT Steady Aim reduced slightly
- Franchi SPAS-12 Reload pump, end pump states shortened one frame each, spreads normalized
  Select flickering at high pings fixed, 3 tic refire window added to end of fire state
- Model 1887 fire time 48 54->45 48 tics, Fine Tuned fire time 34 40->32 34 tics
  Reload state shortened one frame, spreads normalized

- H&K MP5K Ex Mags unable to reload through RGA key while aiming fixed

- Grenade launcher shells impacting before arming range now make an impact sound
- FAMAS-F1 M203, M79 Thumper far damage no longer damages owner
- M79 Thumper reload reduced 6, 4 tics, damage near radius 170->180, far radius 320->330
- RPG7 impact damage 175->210, Incendiary impact damage 175->140
  far damage 80->120, Incendiary unchanged
- AT4-CS impact damage 250->300, Incendiary impact damage 250->200
  far damage 100->150, Incendiary unchanged

 
- Refined monster file:
  Janitor delay 2->3 minutes
  Health vial drops now have a chance of being Armor scraps instead, and vice versa
    Knife kills have a much higher chance of spawning Armor scraps from zombies
  Fire deaths added to most human sized monsters, including Revenants and Hell Nobles
  Ice deaths added to most monsters, except for Cacodemons, Spider Masterminds and Cyberdemons
  Stun effect duration increased slightly at closer ranges
  Monsters flagged BOSS By ObAddon BossGen no longer do last stands, revivals
  Blinded monsters attack chance reduced, idling chance increased
  Last Stand zombies attack chance reduced, attack slower when fast monsters enabled
  Zombies, Imps, Scripted Marines now mainly spawn Armor scraps on knife kills
  Zombies, Demons gib and shotgun gib values adjusted, larger enemies slightly easier
  Troopers attacks adjusted, fire less shots at slower rates, lowered grenade rates
  Troopers, Sergeants, Scientists movement speed 8->7 per 3 tics, attack chance reduced
  SMG Sergeants, Commandos attack windup sounds added for added telegraphing
  lieutenant, Commandos, Demons health vial drop count 1->2
  Last Stand Corrupted Marines can now be blinded
  Imps, Scripted Marines, Cacodemons, Hell Nobles, Mancubi now have blind attacks
  Scripted Marine speed 6->5 per 2 tics, BFG Marine damage and pain chance increased
    Last Stand states added to Scripted Marines, Shotgun Marine uniform changed to Green
  Demons, Cacodemons, Revenants self revival pacing normalized
  Demons chase loop stun/partial invisibility behavior fixed and improved
    Demons now have a 25% to ignore target invisibility for slow chase selection
    Demons now attack faster when sv_fastmonsters 1 again unless stunned
	  50% chance to attack at normal speed if the target is invisible
  Spectres active sound removed, Stone Spectre removed
  Lost Souls adjusted, behavior should now be closer to vanilla
  Pain Elementals deaths now count as gibdeaths for ZScript Nashgore splatter
  Damned Elemental chance to spawn Lost Soul 72->88 / 256
  Revenants now throw slower weaker punches when stunned, now bleed again when hit
  Assault, Sniper revenants attack cooldown sounds added
  Hell Spectre speed 10->9, no longer faster than Hell Knight
  Stone Knight 6 tic cooldown added to attacks, culled unused duplicate
  Arachnotrons projectile attack height 20->24, incorrect stunned accuracy, frames fixed
    Weights adjusted, Augnotron projectile damage 15->13, firing frames fixed
  Mancubi blind attacks improved, improved attack sound added, weights adjusted
    Mancubus flamethrower attack cooldown 32->48, stun power reduced
  Hectebus projectile damage 24->22, new flamethrower attack with unique fire color
  Lord of Purgatory attack staggered towards the start, given additional spread attack
    Health 1200->1250, Scale 1.02->1.03, Weight 1/4->1/6
  Mechbaron can no longer fire homing missiles immediately after losing stunned effect
    Mechbaron death now counts as gibdeath for ZScript Nashgore splatter
  Archviles stunned chase improved, Deathvile raise ghosts improved slightly
    Archviles, especially Deathviles, should now be more manageable through Stuns
  Archvile Speed 15->14, Health 800->750
  Cyberdemons, Spider Masterminds deaths now count as gibdeaths for ZScript Nashgore splatter
  Cyberdemons projectile offsets tweaked, attack weights adjusted
    Cyberdemons homing rocket attack added, speed 25(from 20), splash 55(70) radius 128(144)
  Nazi uniform changed to Brown, Space Nazi can now be blinded, Collaborator wounded state improved
  Many smaller changes and fixes


- BladeHunter's addon:
  Kel-Tec KSG Reload start, End states shortened one frame each
  3 tic refire window added to end of fire state



Refined 1.48 - 5th Feb 2020

- Refined now supports GZDOOM/Zandronum's Reload key
  The old RGA reload key can still be used and bound through the RGA menu
- GZDOOM/Zandronum's Zoom key now works as an alternative to Altfire key

- Slot 6 now prioritizes Sniper Rifles over LMGs
  LMGs retain low ammo priority
- Fixed tags for increased Hellscape Navigator support, though some issues remain
- Create-a-class menu values adjusted, Last Stand Pro description fixed
- Last Stand Second Wind now works in deathmatch, should you somehow acquire it
- SP, Coop map transitions no longer heal players to full
- Teleport, Item respawn effects now have dynlights
- Muzzleflash duration, intensity tweaked, dynlights improved
- Voice reload callouts now happen when reloading automatically
- Unnecessary changes to blood and blood splatter actors culled
- Knife, nonplayer bullet attacks should now properly spawn blood splatter
- Knife, Grenade attack inputs now do not stick while firing, clear properly

- Frag Grenade near damage 150->100, far damage 100->150
- Knife attack recoil delayed until after the attack hits
- Removed many leftover Aiming jumps in akimbo weapon ready states

- Beretta M9 damage 21->22, auto removed, tac knife knifing inconsistency fixed
- H&K USP45 damage 24->25, auto removed, tac knife knifing inconsistency fixed
- PP-2000 damage 16->17
- Beretta M93 Raffica damage 17->18, Auto missing sanity check on reload fixed
  Aimed sprites tweaked by BladeHunter90
- Glock 18 damage 12->13
- IMI Desert Eagle damage 30->29, dry reload sounds tweaked
- .44 Magnum damage 32->31, Buckshot damage 81->75, spread and range improved slightly

- Shotguns can now gib zombies, imps and marines at close range
- Atchisson AA-12 damage 88->92, Grip now increases range as per other shotguns
  Dragon's Breath damage increased 20%
- Striker-12 grip damage 136->140
- Benelli M4 ammo capacity 5 7->4 6, damage 120 140->146 172
- Sears Ranger damage 161 177*2->166 182*2, fixed altfire sound sync for multiplayer
- Franchi SPAS-12 aimed pump desync hopefully fixed for good
  Rapid Fire near damage 40->48, far damage 108->96

- FN F2000 reload time 3 3.51 2 2.34->2.74 3.26 1.83 2.17 seconds

- L86 LSW ready lame frames fixed
- H&K MG4 damage 18 20->19 21
- M240 damage 20 22->21 23
- AUG HBAR damage 22 24->23 25, ready lame frames fixed, aimed accuracy reverted

- Sniper breath recovery 0.7 second delay added, while not aiming slowed slightly
- Walther WA2000, M14 EBR, Barrett M82 Steady Aim PRO inconsistencies fixed
- CheyTac Intervention aim switching after firing improved

- RPG-7, AT4-CS snapshot accuracy 0 0->4 2.5, aimed accuracy remains 0 0
- RPG-7 projectile speed 30->35, nerfed projectile stray, splash radius 450->405
  Cleaned a few reload sprites
- AT4-CS projectile speed 25->30, now has VERY light arc (gravity 0.01)
  Removed projectile stray


- Refined monster file:
  New CVAR, REF_Janitor - will clean up monster corpses after a short period
  GZDOOM Boss Generator for Oblige 7.7 with ObAddon should be fixed
  Monsters capable of summoning other monsters now have a summoning limit
  Monster step frequency halved
  Normalized zombie sergeant health and experience, drop chance on gib death fixed
  Rifle wielding 'Imp Boy' Imp Trooper replaced with a more fitting Imp Cyborg
  Revenant projectile homing angle 5 6->6 7
  Revenant god health 1200->1800, chance to dodge increased, spams missiles more
  Revenant God, Ascended Cacodemon fire damage taken .8 .67->.54 .45
    Dodge responsiveness to heavy weapons increased
  Cacodemons death frames tweaked, Ascended Cacodemon health 1600->2000
  Hell Nobles health bonus on death count increased, projectile damage 36 23->34 22
  Mechbaron missile homing angle 1 2->2 3
  Mancubus projectile damage 36->32, projectile scale 1->.9
    flamethrower attacking range reduced slightly
  Hectebus projectile damage 26->24  Acubus blaster projectile damage 16->14
  Arachnotrons height 60->56
  Archviles flamethrower attack buffed slightly, attack range slightly reduced


- BladeHunter's addon:
    NOTE: many changes are often made to the BLADE file that do not make this list
          but are simply changes appended to things it overrides in the CODE file
  Kel-Tec KSG sprites replaced
  RPD damage 23 25->24 26



Refined 1.47 - 24th Aug 2019

- Hardcore difficulty spawnfilter Hard->Nightmare, for modern UDMF maps that use it
- PvP Pistol, SMG damagefactor 0.6->0.7
- Last Stand PRO changed, now provides Second Wind effect as default
    Revival Kit is instead now a standalone perk
- Achieving Mighty now unlocks three new perks that provide the old effects
- Adjusted/shortened Class names slightly
- Many server CVARs are now saved between sessions
- Item keybinds added to the RGA Options menu
- Demons Stay Dead CVAR name changed ref_monpower -> ref_staydead for clarity
- Sniper sway with non-sniper weapon bug fixed, improved breath responsiveness
- Players hit by stun effect from far away no longer express pain or flinch
- Create-a-class menu showing incorrect damage values for Colt M4A1, FN FAL fixed
- Missing weapon pickup fade in Zandronum fixed
- Monster health drop duration 40->60 seconds, Soulsphere Boss drop 60->90 seconds
- Proper Skulltag weapon replacement added
- Invasion gamemode now forces Demons Stay Dead and Weapon Stay CVARS on

- Glock 18 iron sights improved

- Atchisson AA-12, Striker-12, M4 Benelli Dragon's breath extra refire delay -
    has now been made PvP only - it no longer affects these weapons in SP/Coop
- Model 1887 switch frames tweaked, Solid Slugs aimed zoom 1.2->1.4
    Solid Slugs hipfire damage 95->100, aimed fire can now penetrate

- H&K UMP45 offsets adjusted

- Colt M4A1 damage 19->20
- Remington ACR damage 21->22
- FAMAS-F1 fire volume increased slightly
- Colt M16A4 fire sprites tweaked
- AK-47 renamed to AKM (wow am I a nerd), iron sights improved
- FN FAL aimed sprites improved

- AUG HBAR damage 21 23->22 24, aimed accuracy 2.1 2.7 1.5 2.1->1.75 2.25 1.25 1.75

- Sniper breath recovery taking nearly twice as long while not aiming fixed
- Walther WA 2000 Thermal reduced sway not applying fixed, Ex Mags starting with 9 fixed
- M14 EBR switch frames tweaked
- CheyTac Intervention Fine Tuned unable to pick up dropped Interventions fixed
    CheyTac Intervention can now be un-aimed immediately after firing

- M79 Thumper aimed sprites improved, additional effect for GZDoom added
- RPG-7 projectile speed 25->30
- AT4-CS projectile speed 30->25


- Refined monster file:
  Added support for Sound Caulking mod - load after RGA files
  Fire damagefactors against monsters tweaked
    Dragon's Breath against Stone Demons, Stone Knight .3->.36
	Dragon's Breath against Mancubi .45->.54
	Incendiary grenade against Spider Masterminds .6->.5
	Incendiary grenade against Cyber Demons .8->.67
	Incendiary grenade against Cyber Demons .8->.67
	All fire damage against Revenant God 1.2 1->.8 .67
	All fire damage against Ascended Cacodemon 1.2 1->.8 .67
	All fire damage against Archviles .3 .2->.36 .3
  Damned Soul now only explodes on contact while attacking
  Demons now slow down if their target is invisible
  Stone Demon, Stone Spectre revival chance 22 20->20 18
  Stone Demon health 350->325, Blood Spectre 225->200, Stone Spectre 350->300
  Revenants projectile homing angle 7 7, 9 9->5 6, 7 8
  Hell Spectre health 500->450
  Lord of Purgatory health 1250->1200
  Mechbaron missile homing added, angle 1 2, health 1500->1400
  Arachnotrons health 600 550 800->550 450 700, weapon drop chance normalized (16/256)
  Mancubi spreads adjusted, close range attacks expanded for Mancubus, Hectebus
  Mancubus, Archviles flamethrower attack improved
  Archviles Explosion damagefactor 1.6->2.0
  Deathvile now prefers BFG attack at longer range
  Spider Masterminds chance to reward experience on shotgun pain reduced, other tweaks
  Cyber Demons cube summon chance now decreases at range 10->12 6 3 / 256
    Rocket damage 40->50, splash 80->70, small pause added after attacking


- BladeHunter's addon:
  B&T MP9 aimed fire sprites tweaked per request
  KelTec KSG offsets adjusted, aimed fire sprites adjusted and improved slightly
    steady aim fire empty muzzle smoke positions fixed, Solid Slugs aimed zoom 1.2->1.4
    Solid Slugs hipfire damage 68->71, aimed fire can now penetrate
  IMI TAR-21 sustained accuracy 9.5 1.9 7.5 2.85->8.5 1.7 6.5 2.55
  RPD damage 22 24->23 25



Refined 1.46 - 28th May 2019

- RGA Menu reworked - additional options are now available:
  ONE MAN ARMY; serverside choice of either: +1 Sub, +1 AR, or both as default
    If changed midgame, players already using their extra slots keep them
  Infinite Ranking - Keep gaining EXP for award points after Rank 40
  Demons Stay Dead - Disable ghosts, Last Stand zombies and demon revivals
  Second Wind - killing monsters while in Last Stand will revive you
  Display experience indicators even after reaching rank 40 (Infinite Ranking off)
  Adjustable hints; choose between none, standard, and key bind reminders
  Adjustable kill sound; more noticable sound, can play for damage over time kills
  Adjustable offsets for experience indicators

- Selecting Stun, Incendiary grenade perks in Create-a-class,
  then physically picking up a perk giving a free extra award point fixed
- Mighty benefits now require the associated PRO perk
- Instant Megasphere renamed to Megacharge - now also grants temporary invulnerability
- Player suicide no longer causes a kill indicator
- Shotguns no longer have inconsistent behavior with hit indicators and sound
- Kill indicator size increased, displays slightly longer


- Lowered position of many iron sight muzzle flashes

- IMI Desert Eagle aimed accuracy 1.8 2.1->1.2 1.4

- H&K MP5K Iron sights pass (was incomplete)

- Assault Rifles single fire/first burst shot accuracy increased slightly
- Remington ACR Iron sights pass (was incomplete, fixed by BladeHunter90)
- FN Scar-H single fire accuracy fixed

- H&K MG4 Iron sights pass (was incomplete, fixed by BladeHunter90)

- Sniper Rifles now only forcibly decloak the firer in non-cooperative gametypes


- Refined monster file:
  Demons Stay Dead implemented, as per new serverside option
  Damagefactors tweaked - AR, 1.4->1.45


- BladeHunter's addon:
  Green Armor not resisting 40% damage fixed
  Shotgun ammo pickup giving incorrect Franchi SPAS-12 and Kel-Tec KSG ammo fixed
  Heavy Ammo not obeying new Scavenger Pro pickup rules fixed
  IMI TAR-21 single fire accuracy increased slightly, sprite offsets tweaked



Refined 1.45 - 22nd April 2019

- Added more clientside options as 'requested' by VxLonewolfxV
  I don't mind people making edits of Refined.
  I DO MIND WHEN THEY NAME THEIR EDITS THE NEXT VERSION NUMBER. DON'T.
- GZDoom Pre3.8 VM error when selecting Random weapons/perks class fixed
- Muzzleflash, gun/trail/hit smoke 64x 32x 32bpp->128x 64x 8bpp

- Iron sights pass for: Atchisson AA-12, Striker-12, Mini-UZI, Franchi SPAS-12,
  H&K MP5K, H&K UMP45, Colt M4A1, FN F2000, Remington ACR, FAMAS-F1,
  Colt M16A4, FN FAL, AK-47, Steyr AUG HBAR H&K MG4, L86 LSW, FN M240

- IMI Desert Eagle Akimbo inability to reload while aiming fixed
  Other inconsistencies across attachments fixed

- FN Fal Auto recoil slightly reduced

- Sniper scopes offset reverted
  THANKS, GZDOOM AND ZANDRONUM, FOR TREATING THEM DIFFERENTLY


- Refined monster file:
  Spectre visibility in OpenGL increased slightly when using translucent fuzz
  Zombies in last stand no longer count as kills
  Zombie Commando last stand delay fixed
  Corrupted Marine last stand blinking on hit fixed
  Mancubi health 750 1050 1500->650 850 1200, now drop health on death
  Hectebus projectile damage 30->26, spawn chance slightly reduced
  Acubus blaster projectile damage 18->16, spawn chance slightly reduced
  Arachnotrons, Arch-viles now drop health on death
  Death-vile attack range 1536->1216, health 1200->1100,
    can now perform Arch-vile's fire attack


- BladeHunter's addon:
  IMI TAR-21 Thermal scoped sway, out of breath sway reduced
  Iron sights pass for: Kel-Tec KSG, RPD



Refined 1.44 - 17th Mar 2019

- Create-a-class and Random class now start with attachment remover
- Unused starting attachments are now carried forwards as a free award point
  And yes, this also allows you to refund starting attachments into perks
  Consider it a feature
- Mighty extra weapon slots now require OMA PRO, also adds an extra launcher slot

- Weapon switch times normalized for:
  Beretta M9, H&K USP45, IMI Desert Eagle, H&K UMP45, Striker-12, Franchi SPAS-12, Sears Ranger,
  FN F2000, Remington ACR, FAMAS-F1, Colt M16A4, AK-47, M14 EBR, M79 Thumper, RPG-7

- Sears Ranger can no longer altfire during first half of draw state, but can fire in latter half
- Franchi SPAS-12 aimed fire sprites jumpiness fixed (unless you have a ping of 1000+)

- Sniper scopes offset fixed, scopes cleaned and improved


- Refined monster file:
  Demons are now fast in nightmare/sv_fastmonsters 1 again (ZDoom 2.7.0 switched to state checks)
  Cacodemons scale 0.96 to 1->0.94 to 0.98
  Lost Souls spawned from Pain Elementals now award half experience, have 20% less health
  Imps, Cacodemons self resurrect chance reduced 4/256, Demons, Revenants 2/256
  Stone Knight and Mechbaron no longer self resurrect
  Zombies Last Stand chance reduced by 25%, transition to Last Stand faster
  Last Stand zombies now reward half experience, idle for a short time before becoming aggressive


- BladeHunter's addon:
  IMI TAR-21, RPD Reload times normalized
  Weapon switch time normalized for:
  B&T MP9, Kel-Tec KSG, IMI TAR-21


Refined 1.43 - 7th July 2018

- Server CVAR ref_thrubullets added, defaults to true, ignored if teamdamage > 0
  Allows toggling of projectiles passing through allies in cooperative gametypes
- Server CVAR ref_xpshare max value 3->5

- Franchi SPAS-12 aimed fire sprites tweaked, extra aimed pump frames added (by BladeHunter90)
- Model 1887 Solid Slugs damage 90 100 135->95 111 143, aimed accuracy 1.25->0.50

- SMG Akimbo sustained accuracy slightly increased
- Mini-UZI aimed sprites improved (by BladeHunter90)
- KRISS Vector non-Extended Mags sprites added (by BladeHunter90)

- FN FAL Auto recoil difference decreased

- Snipers aimed accuracy doubled


- Refined monster file:
  Zombies, Imps, Demons pain times tweaked, normalized pain time to explosion, sniper damage
  Zombie Sergeants weapon drop on death chance increased, last stand drop chance unchanged
  ScriptedMarines slightly adjusted, chance to drop their (tier relative) weapons added
  Cyberdemons, Spider Masterminds sniper damagefactor 1.05->1.15


- BladeHunter's addon:
  Kel-Tec KSG pellet count 15->14, damage 160->158 rate of fire 1.09~ -> 1.2~, accuracy 5 4->5.5 4.5
  Kel-Tec KSG Solid Slugs damage 65 70 97->68 80 102, aimed accuracy 1.25->0.55
  B&T MP9 reload frames tweaked, times normalized, Sleight of Hand inconsistency fixed
  IMI TAR-21 Thermal Scope knife attack returning to unscoped TAR sprites fixed, two-step scope removed
  IMI TAR-21 aim time normalized (not for Thermal Scope)


Refined 1.42 - 7th Feb 2018

- Added an options menu. Hooray!
- Whoops - fixed mod not working if not loading Blade's Addon (script name was wrong)
- Knife hits now alert monsters in a small radius, and plays proper sound on nonbleeding
- Bots spawning in coop as clean slate class no longer get more weapons upon respawn
- Dropped weapons stay time 180->240 seconds

- One Man Army perk removed from Berserk, Computer map spawntable

- KRISS Vector aimed sprites improved (by BladeHunter90)


- Refined monster file:
  Stun effect damage 56->84
  Added short activation delays to certain monsters spammed in slaughtermaps
    Hopefully slightly mitigates rough mp starts in maps like AV's map26
  Revenants spawn weights 18 9 3 3->18 7 2 2
  Bluodemon projectile ice damagetype removed
  Mechbaron missile flight sound added


- BladeHunter's addon:
  New sprites added for IMI TAR-21, RPD


Refined 1.41 - 26th July 2017

- Preliminary official ZDooM support - users should note not to use ammo drop cvars
  and similar gameplay flags, as they can be detrimental to mod functionality.

- Revival Kit causing pain state on everyone in Zan 3.0 hopefully fixed
- Rank up script for hosts fixed - was applying rankup to all players if invalid idx
- Recursive sound alias for Incendiary effects fixed
- Broken GLDEF for Hell Nobles projectile fixed

- M79 Thumper, Stun hipfire incorrect accuracy math fixed (used random, not frandom)


- Refined monster file:
  Broken GLDEF for Stone Knight projectile fixed


- BladeHunter's addon:
  Lieutenant spawnweights tweaked, should spawn more SMGs
  KSG Solid Slugs aimed damage 97.5->97 to fix rounding error


Refined 1.40 - 23rd Dec 2016

- Server CVAR ref_cleanpower added, allows Clean Slate to start with basic perks for alt play
- Server CVAR ref_xpmultiply now supports a value of 0, which disables experience gain
- Server CVAR ref_xpshare added, now controls range of experience sharing (or disables it)
- Experience is no longer shared to players still in the Create a class menu, and shared
  amount now diminishes over range
- Clean Slate class no longer gains free basic armor on respawn
- Megasphere respawn time 30->45 seconds

- Attachment Remover now stays in inventory upon first rank up
- Scavenger PRO no longer picks up ammo if the non-PRO types the pickup supplies are all full
  This reduces waste, improves cooperative play, and brings the perk in line with other PRO choices
- Instant Megasphere award now replenishes ammo as well

- 1.38c Muzzleflash alpha changes reverted

- FN FAL damage 32->31

- L86 LSW reload end lazy frame removed

- Snipers ammo capacity, pickups reduced - on average two less magazines capacity,
  Heavy duty ammo pickups give 33% less ammo, hipfire, moving aimed damage, splash normalized


- Refined monster file:
  Damagefactors tweaked - LMG 1.7->1.8
  Larger monsters pain time from Explosions, Sniper 150->200%
  Lieutenant Last Stand swapped sprites fixed
  Lost Souls attack rate tweaked
  Damned Soul explosion 35/125->30/109
  Imp Ghosts chance 24->20 / 256
  Cacodemons selfrevival chance 36 34 32 30->32 30 28 26 /256
  Revenants Selfrevival chance 24 20 16->22 18 14 / 256
  Archviles Sniper damagefactor 2->1.85
  Spider Masterminds, Cyber Demons pain time from Explosions, Sniper, Stun 150->300%


- BladeHunter's addon:
  Akimbo support added for B&T MP9, H&K MP5K, KRISS VECTOR, H&K UMP45, FN P90
  Kel-Tec KSG aimed fire lazy frame removed


- Scythe2v2, 12in1 survival v4 compatibility file
  Afrit Sniper damagefactor Sniper 2->1.75, pain time from Explosions, Sniper, Stun 150->300%
  Afrit, MotherFucker(!) pain time from Explosions, Sniper, Stun 150->300%


Refined 1.39 - 16th Oct 2016

- Refined now uses CVARINFO for it's variables - they are named as such:
  ref_xpmultiply (1), ref_regenrate (0) (server autosets based on gamemode when 0),
  ref_voice (true), (local) ref_hitsound (false)
- Experience from kills is now shared to other players within immediate distance
  Killer recieves 100% of experience, others recieve 50% rounded down
- However, experience is now only recieved by alive players
- Last Stand player invulnerability to bullets in PvP fixed
- Dropping a weapon now properly clears aiming, sniper sway, semi auto inaccuracy
- Additional monster ranged aggressiveness for Softcore, Hardcore .5 1->.3 .5
- Kill Camera is now disabled in cooperative gamemodes (broke HPBar Rekt counter)
- Ammo and Weapon spawn randomizers narrowed down, should now produce more regular results

- Glock 18 reload sound sync tweaked

- Atchisson AA-12 reload sound sync tweaked
- Benelli M4 distant range 1200->1400
- Striker-12 distant range 1200->1400
- Model 1887 range 400 2000->450 2250
- Sears Ranger range 400 2000->360 1700

- Mini-UZI reload frames tweaked
- FN P90 reload sound sync tweaked
- H&K UMP45 aimed sprites tweaked, reload offsets tweaked

- M14 EBR recoil 1600->2000, similar to Walther WA 2000


- Refined monster file:
  Halved all monster spawncube attack chances
  Scriptedmarines experience awards tweaked, melee damages increased
  Cybruiser renamed to Mechbaron
  Cyberdemons, Spider Masterminds experience adjusted, explosion pain chance fixed


Refined 1.38c - 6th Oct 2016 - 100th release

  BUG: Loading HPBar before Code or Blade files results in glitches,
  so load HPBar AFTER these files instead to avoid BAD BEHAVIOR
  Behavior includes: incorrect offset for monster list, sv_doubleammo breaking
  given ammo for Create a class, Random weapons/perks classes, and other things

- Muzzleflash alpha .7 .55->.95 .8, fade out .1->.15
- Tweaked explosions effect and particle duration, scatter

- Beretta M9, Beretta M93 Raffica aimed fire offsets tweaked, reload sound sync tweaked
- IMI Desert Eagle reload sound sync tweaked

- H&K UMP45 hipfire accuracy 3.25 5->3.5 5.5

- RPG-7, AT4-CS vertical drift decreased 6 3 4->5 2 3


- Refined monster file:
  Additional HPBar support improvements
  All stealth monsters finally added and fixed
  Revenant spawned by greater demons now visible in DooM, Ultimate DooM
  Scriptedmarines given further polish and balance tweaks, now use RGA weapon sounds
  Pain Elemental chance to spit Damned Soul 48/256->36/256
  Spider Masterminds, Cyberdemons now trigger bossdeath AFTER death animation


- BladeHunter's addon:
  Kel-Tec KSG damage 153->160, flinch chance slightly increased


  WAN!


Refined 1.38b - 17th Sep 2016

- Overhauled a lot of internal monster names for better future HPBar support


Refined 1.38a - 16th Sep 2016

- Extended PkmX HPBar v5 support added - load HPBar BEFORE Code
- Stun effect limit on source player reverted
- pickup sound for monster health drops volume 1->0.5
- odd FAMAS-F1 M203 mousewheel selection fixed (test wasn't reverted properly in 1.38)

- Bushmaster ACR renamed to Remington ACR


- Refined monster file:
  GLDef added for Vanilla Nazi
  Nazi, Space Nazi, Nazi Collaborator damage 8 7 5->7 6 4
  Revenant God, Ascended Cacodemon are now more powerful, can dodge on attack/pain/move,
   attack faster and more aggressively, and their revival is heralded by explosions


- BladeHunter's addon:
  Appended Last Stand zombies halved accuracy from 1.38
  Steyr TMP renamed to B&T MP9 (because it is!)


Refined 1.38 - 9th Sep 2016

- Juggernaut now gives +5% reduction per tier against all explosives, plus monster fire
- use_mouse false now also disables all vertical recoil
  horizontal recoil now doubled when vertical recoiled is disabled
- Stun effect limit on source player 67% -> 33%, effect range unchanged
- New item respawn sound, by outroelison of Freesound
- New pickup sound for monster health drops, by Jamius of Freesound
- Assorted minor changes to decorate code and scripts

- Slight tweaks and improvements to the aiming sprites of:
  Atchisson AA12, KRISS Vector, Colt M4A1, Bushmaster ACR, FN F2000,
  FAMAS-F1, Colt M16A4, FN FAL, AK-47, AUG HBAR, L86 LSW
- Akimbo Automatics fire volume reduced slightly

- IMI Desert Eagle Tac Knife, Akimbo fire sprite frames, offsets tweaked
- .44 Magnum Tac Knife, Akimbo fire sprite frames, offsets tweaked, firing check fixed
  .44 Magnum Buckshot added - 90 Shotgun damage, 9 pellets, very low range

- Sears Ranger damage 156 172*2->161 177*2

- Snipers Explosive splash radius getting bigger if moving fixed
- M14 EBR damage 50 60 100 120->45 55 90 110
- Barrett M82, CheyTac Intervention aiming time increase reverted


- Refined monster file:
  Damagefactors tweaked - Bullet(SMGs & Handguns), 1.2->1.3
  Last Stand zombies accuracy halved
  Elite Commandos attack slowed 6 4-> 7 5 tics per salvo
  Vanilla Nazi added, given firing angle sprites courtesy of David G
  Spawn weights for Nazi, Space Nazi, Collaborator 0 5 2->5 3 2
  Corrupted Marine health 250->200, damage 6*6 3*3*6->6*5 3*3*4
  Blood Demon, Stone Demon health 250 400->225 350
  Assault Revenant attack range limit infinite->1536
  Revenant, Revenant Lord, Ascended Revenant projectile damage 45 36 36 -> 39 30 30
  Revenant, Assault Revenant, Revenant Lord speed 10 10 12->9 9 11
  Sniper, Assault, Revenant Lord health 300 400 500->275 350 450
  Assault, Sniper Revenant now have decreased accuracy while stunned
  Ascended Cacodemon movement smoothed, attack chance increased
  Cybruiser health 1500->1350
  Hectebus attack damage 4*32->4*30, given slight delay between attacks
  Deathvile health 1300->1200
  Archviles now slowed slightly while stunned, revived monsters give half experience
  Spider Masterminds health 3500 3750->3250 3500, Explosion damagefactor 2->1.8
  Cyber Demons Rocket damage 135->120, speed 20->22
  Spider Masterminds, Cyber Demons pain time from Explosions, Sniper, Stun +50%
  Spider Masterminds, Cyber Demons now also drop Soulsphere upon death


- Scythe2v2, 12in1 survival v4 compatibility file (no change from 12in1 v2)
  Evil Marine pain time 2->3 tics
  Afrit, MotherFucker(!) pain time from Explosions, Sniper, Stun +50%


  Shenanigans!


Refined 1.37

- Last Stand auto altfire hold exploit fixed (Experimental)
  If wielding an automatic weapon, holding altfire could prevent Last Stand
  from properly triggering, the player instead recieving full health (reported by Kurashiki)
- Coop player projectile visual desync for recently connecting players fixed
  Rockets and grenades would appear to hit/bounce off an ally if that ally hadn't
  taken damage since the client joined, when they actually pass through (reported by Kurashiki)
- clean slate now supports sv_shotgunstart, giving the player a SPAS-12 to start with
- Juggernaut not applying additional reduction to Cyber Demons damage fixed (counts as Explosive)
- Perk pickups should no longer be able to increase award count
- Field Supplies capacity 8 12 16->6 9 12, Revival Kit Medikit staying time 6->5 minutes
- Dropped weapons staying time 195->180, fade out later, faster
- Distant Explosion sound range 7500 6000 4500->6500 5500 4500, Limit 12 10 8->11 9 7

- Striker-12 reload end lazy frame removed
- Benelli M4 aimed sprites improved, reload end lazy frame removed
- Sears Ranger reload end lazy frame removed

- H&K UMP45 sprite offsets tweaked

- FN P90 aimed sprites improved (by BladeHunter90)

- AK-47 reload sounds synced
- FN SCAR-H aimed sprites improved (by BladeHunter90)
- FN FAL aimed sprites slightly improved

- Barrett M82, CheyTac Intervention scoped sway slightly decreased

- H&K MG4 aimed sprites improved (by BladeHunter90)
  (though it magically loses half the rear sight ring now - will probably restore ring later)

- Launchers ammo pickup now affected by sv_doubleammo (requested by Tree)


- Refined monster file:
  Scriptedmarines given Sight sounds(they play these after being hurt, wtf), further improvements
  Demons now drop a health bonus on death if they won't selfrevive (requested by Tree)
  Revenants, Hell Nobles, Mancubi, Arachnotrons, Archviles pain time from Explosions, Sniper +50%
  Archviles damage from Incendiary 0.3->0.2
  Cyber Demons Rocket splash radius 160->144, speed 25->20, scale 1->0.8


- BladeHunter's addon:
  Steyr TMP weapon switch at end of reloads improved
  Kel-Tec KSG sprite contrast increased, offsets tweaked
  FN FAL recoil change from 1.36 properly appended
  RPD aimed sprite offsets tweaked slightly, SOH reload sounds tweaked slightly


  Foul play made a little more restrictive


Refined 1.36a

- Bossbrain (Romero Head) ISMONSTER flag reverted (fixes maps skipping)

- H&K MP5K, H&K UMP45 firing sprites improved

- FAMAS-F1 idle sprite, aimed firing sprites improved
- Colt M4A1, FN F2000, Colt M16A4 aimed firing sprites improved


  Nothing foul here...


Refined 1.36 - 20th Nov 2015

- PvP damage increased by 10%, Last Stand explosion damagefactor halved
- Coop system changed, lots of code culled
- Player sound logic slightly improved - basic hurt, breath sounds for Other added
- Decreased min/max sound distance of pistols/smgs/ars/FN FAL by 100/500
- Disconnecting clearing the wrong player's Tactical Insertion fixed
- Minor preemptive fixes for Zandronum 3.0
- Detach removing Glock 18 Akimbo and RPG-7 Incendiary instead of chosen weapon fixed
- Assorted sprite tweaks

- Field Supplies ammo 3,2->2,2
- Green Armor now resists 40% damage (Armor Bonuses only still resists 33.33~%)

- Beretta M9 aimed sprites improved (by BladeHunter90)
- H&K USP45 aimed sprites improved (by BladeHunter90)
- IMI Desert Eagle Ex Mags last stand subclass missing fixed

- Shotguns Dragon's Breath angle fixed (was reversed)
- Atchisson AA-12 aimed accuracy fixed (erred to the right)
- Franchi SPAS-12 pump after fire sounds detached
- Model 1887 pump after fire sounds detached

- FAMAS-F1 idle, fire sprites holes plugged
- FN FAL damage 34->32, recoil, return 800->1000, Return time 2->5, Auto refire time 5->4

- Sniper aiming frame end removed (scope was centered, but not actually used in this frame)

- AT4-CS deselecting immediately after firing should no longer look odd, reloaded sound fixed


- Refined monster file:
  Damagefactors tweaked - Incendiary 1.2->1.0
  Blood pool, Gibs, Dead Marine zombie spawning reenabled, chances halved (very rare)
  Trooper rubberbandy noblock net glitch fixed?
  Imps damagefactor tweaked - Normal 1->1.5
  Captain, Grenadier now telegraph their high damage attacks better, Captain altfire added
  Demons health 175 275 425->150 250 400, Stone Demon attack time 24->27 tics
  Lost Souls damagefactor tweaked - Normal 1->2


- BladeHunter's addon:
  KelTec KSG attachment remover bug fixed (1.35a), Dragon's Breath aimed accuracy fixed
  Steyr TMP sprite gaps fixed, Reflex sight crosshair trimmed
  IMI TAR-21 Thermal aimed damage 25->22, min/max sound distance 500/2500->400/2000


  GODDAMNIT TERM! :D


Refined 1.35

- Last Stand random chance to survive/die on bleedout/revive removed
- Attachment remover added to award lineup

- Beretta M9, M93 Raffica cancelling dry reload making next reload try tactical fixed
  Thanks to Tree for reporting

- Franchi SPAS-12 aiming fire being faster than hipfire fixed, fire empty timings fixed

- FN P90 coop muzzle velocity increased (this is my OCD being happy)

- FAMAS-F1 aimed iron sights improved

- Snipers light scope sprite improved, now has brightmap

- Launcher projectiles no longer enter teleporters, now a grenade only feature


- BladeHunter's addon:
  Kel-Tec KSG fire frames tweaked, fire empty timings fixed
  IMI TAR-21 muzzle flash offsets tweaked


Refined 1.34 - 26th Apr 2015

- Danger Close should now affect incendiary grenades and missiles, not Stopping power
- Juggernaut now gives an additional 5% reduction per tier against explosives
- Very minor fixes

- Shotguns Dragon's Breath damage, radius dissipation decreased
  collision radius 48->56, tics per collision damage 8->5, hits 3->5


- Refined monster file:
  Last Stand zombies, Imp ghosts and such now transfer pointers (remember their targets)

- BladeHunter's addon:
  All weapon sprites reconverted and recompressed, red dot sights now have brightmaps
  Steyr TMP damage 16->15
  Kel-Tec KSG pump-action added - similar to Franchi SPAS-12, but with
  +25% range, 170->153 damage, 8->12 capacity


Refined 1.33

- Class menu input bugging up on mouse clicks fixed (I can't believe noone reported this)
- Commando damage increase 15%->10%, Commando Pro damage increase 15%->20%
- Perk pickups now stay on sv_itemrespawn 1, cause screenflash like other pickups
- Teamdamage values between 0 and 1 are now supported
- Awards available now shows as a number next to icon when over 2
- Imported Kill Indicator from Real Guns Hardcore
- Particles now BTSX friendly

- SMG hipfire accuracy increased slightly

- Bushmaster ACR Ex Mags 'click' bug fixed
  (cause: attaching Ex Mags when vanilla ACR is below 5 rounds in magazine)

- Refined monster file:
  Raise, Archvile fire effects tweaked
  Hell Knight, Stone Knight red splotches in BTSX fixed
  Imp Trooper, Acubus blaster particles on hit flying one way only fixed
  Archvile launch attack damage 90->80, force 1->1.5
  Deathvile BFG impact damage 30->35

- BladeHunter's addon:
  Steyr TMP resprited, SMG hipfire accuracy increased slightly


Refined 1.32 - 12th Apr 2015

- Rank 40 now also increases weapons capacity by 1 smg/shotgun, 1 ar and 1 heavy
- Rank up script added for hosts - puke 678 playernumber number_of_ranks
- Last Stand extra frame on idle added
- Assorted script tweaks
- Weapon drop on death (if sv set) behaving like weapon spawn fixed

- Shotguns Dragon's Breath vertical spread decreased 2 degrees,  now floating point,
  collision damage, radius 2 32->4 48, tics per collision damage 12->8


- Refined monster file:
  Damagefactors tweaked - Dragon on Stone Demon, Stone Knight .6 -> .3
  Damagefactors tweaked - Dragon on Mancubi, Spiderminds, Cyberdemons .6 .8 1-> .4 .6 .8
  Last Stand Zombies extra frame during idle, see added
  Hectebus attack spreads tweaked
  Spider Masterminds, Cyberdemons death explosions increased and clientsided


- 12in1 survival v2 compatibility file
  MotherFucker(!) can now be hit and killed. Whoops.


Refined 1.31

- Reaching rank 40 now imbues you with eldritch powers
- DETAILS! Scorch marks, projectile particles and other minor tweaks

- Tactical Insertion, Revival Kit knife attacks modernized

- Beretta M9 Tac Knife reload sounds synced, Sleight of Hand reload fixed
- Beretta M93 Raffica reload sounds synced
- PP-2000 reload end missing frame fixed

- Launcher blocked explosion made bigger


- Refined monster file:
  Blood color tweaks all around, and Revenants, Ascended Cacodemon no longer bleed
  Plasmaball2 log error fixed
  Blood pool, Gibs, Dead Marine zombie spawning disabled due to Zan 2.0 bug
  Scriptedmarines tweaked further, bulletpuff damage to players fixed
  Zombies ammo drop chance decreased 16/256
  Grenadier projectile damage 65->55
  Lost Souls, Pain Elementals deaths now use RGA2 style explosion effects
  Revenant weapon drop chance 56/256->48/256, Sniper Revenant ammo drop type fixed
  Augnotron given secondary attack similar to Arachnotron's
  Mancubi attack states improved
  Spider Overmind renamed Arachnid Overlord, chance to fire BFGBalls fixed
  Cyberdemons cooldown after firing summon cubes added


- BladeHunter's addon:
  Minor tweaks, appended changes from code file
  IMI TAR-21 reload frame times tweaked


- Scythe2v2, 12in1 survival v2 compatibility file
  Scythe2v2 - Afrit not visible during chase state fixed (whoops)
  Afrit death now uses RGA2 style explosion effects, no longer bleeds
  MotherFucker(!) now fires a pair of seeking Revenant Balls as per Revenant logic


Refined 1.30 - 29th Mar 2015

  Zandronum 2.0 version

- Hud now scales to your resolution; default scale is 1024x768
- Player footstep centered

- AT4-CS Sleight of Hand reload time increased 6 tics


- Refined monster file:
  Damagefactor tweaked - Normal 1->2 on Troopers, Sergeants, Lieutenants, Captains, Nazis
  Further tweaks to ScriptedMarines
  Arachnotrons now also slowed by stun
  Arachnobaron replaced with Augnotron (Augmented Arachnotron)
  Cyber Mastermind replaced with Spider Overmind (Demolisher)


- BladeHunter's addon:
  Sleight of Hand reloads time slightly improved
  Steyr TMP accuracy 6 7 1.8 2.1 4.25 5->6 7.5 1.8 2.25 4.5 5.5


Refined 1.29c

- Players now start with 25 armor in cooperative modes
- Player death by sniper rifle now has same effect as death by knife
- One Man Army Pro should now raise ammo caps clientside as well
- Merged Handgun, SMG and LMG, Sniper ammo pickups, and tweaked their drop, spawn rates accordingly

- Sniper aimed accuracy decrease reverted for cooperative modes
- CheyTac Intervention Thermal scoping faster than regular fixed
- Barrett M82 aimed accuracy while moving fixed

- H&K MG4 sustained accuracy 10 .3 8->9 .27 7
- AT4-CS Sleight of Hand reload time fixed


- Refined monster file:
  Damagefactor tweaked - Cyber Demon Rocket (Marine Rocket) 3->2 on non-cyb, non-mastermind monsters
  Tweaks to improve infighting
  Zombies, Imps death by sniper rifle now has same effect as death by knife
  Zombies, Imps death by Cyber Demon rockets now has same effect as death by player explosives
  ScriptedMarines nerfed hard

- BladeHunter's addon:
  Clean Slate class fixed


Refined 1.29b

- Rank cap increased 30->40 FOR REAL NOW. DEAL WITH IT.


Refined 1.29a

- Shotguns reload cancel never using Sleight of Hand speeds fixed
- Franchi SPAS-12 Reload cancel working before a single shell has been reloaded fixed


Refined 1.29

- Rank cap increased 30->40 for real now (experience gain was disabled when rank 30)
- Player speed increased 15%
- Last Stand will now always survive, never bleed out when only one player present
- Freelook false now disables all vertical recoil
- clean slate class added, for those who want to start out with nothing but a trusty sidearm
  This class is disabled in competitive gametypes, automatically replaced by create a class

- Franchi SPAS-12 reload, Sleight of Hand reload time inconsistencies fixed

- Sniper breath cooldown now continues when not scoped
- Sniper Thermal Scope attachment stability decreased slightly
- Walther WA 2000 stability bonus decreased slightly
- M14 EBR stability bonus decreased slightly
- CheyTac Intervention Fine Tuned getting stability bonus fixed


- Refined monster file:
  ScriptedMarines, Stealth Monsters support added
  Zombie Commandos ammo drop chances 160 96->128 64
  Zombie Sergeant Model 1887 variant added
  Demon speed 10->11
  Demons, Revenants delay between melee attacks while stunned added
  Assault Revenant Model 1887 variant removed
  Revenants projectile code tweaked, Revenants and Cybruiser projectile and splash damage flipped
  Cyber Mastermind, Cyber Lord health 4000 4500->3750 4250


Refined 1.28 - 5th Mar 2015

- Rank cap increased 30->40
- Player damagefactor Sniper 0.5->0.4
- Players now die silently if killed by knife, and last stand grenade is denied
- Bossbrain can no longer be 'hurt' by Revival Kit
- Hud experience to next rank counter should now show the proper value
- Many assorted changes under the hood

- Akimbo weapons delay between knife attacks normalized

- FN FAL aimed accuracy 0.6->0.9, Auto refire time 4->5 tics

- Firing a sniper rifle now breaks Partial Invisibility
- Walther WA 2000 aimed accuracy 0.1->0.2
- M14 EBR aimed accuracy 0.2->0.35
- Barrett M82 aimed accuracy 0.2->0.35
- CheyTac Intervention aimed accuracy 0.1->0.2


- Refined monster file:
  Monsters can no longer be 'hurt' by Revival Kit
  Vanilla ranged only monsters now have reduced melee frequency
  Stun pain sound frequency 64/256->32/256
  Zombies chance to stumble around, fire while stunned 160/256->144/256
  Imps chance to stumble around while stunned 128/256->144/256
  Blood Imp spawning regular Imp ghost fixed
  Demons stun slowdown doubled
  Mancubus, Archviles alt attack range 400 384->350 342
  Archvile knife damagefactor 2.15->1.65


Refined 1.27c

- Difficulty damage multipliers .75 1 1.25 2 3->.75 1 1.25 1.85 2.5
  This, along with the monster file damage pass, should retain the difficulty change
  while nerfing the primary attack of Archviles and high damage of hitscan monsters

- Erroneous values and flags in some ammo types fixed

- Atchisson AA-12 renamed, reload bolt time decreased 6 4 tics
- Striker-12 Scavenger PRO ammo pickup 9->8
- Franchi SPAS-12 Ex Mags non-Sleight of Hand reload fixed


- Refined monster file:
  General damage pass (+~25% on melee, projectiles)
  Projectiles at speeds 20+ with fastspeed have had their fastspeed scaled down some
  Demons, Revenants melee lunge strength slightly decreased
  Spider Masterminds radius 112->100

- BladeHunter's addon:
  Damagefactor tweaks from 1.27b monster file appended


Refined 1.27b

- Player mass 120 240->125 250
- Difficulty damage multipliers .75 1 1 1.5 2->.75 1 1.25 2 3, a few other changes
  Hopefully this will make RGA2 Refined actually difficult again!
- Player sprite movement rate increased to doom default (step sound freq halved)

- Many weapons' early reload deselect improved

- Shotguns Grip now increases pellet range, speed as well
- Striker-12 Dragon's Breath puff damage 58->45 (NOT the fire itself)
- M4 Benelli refire, Dragon's breath refire delay 3 4->2 3 tics
- Franchi SPAS-12 puff speeds fixed (was a leftover from a visible puff test)
  No starting ammo fixed, Rapid Fire puff range, speed decreased to match Striker, M4

- Mini-UZI Akimbo damage 14->13

- Sniper Knife Attack still doing damage through 3 puffs instead of 1 fixed
- Walther WA 2000 ammo capacity 36 54 66->42 66 78
- M14 EBR ammo capacity 30 60 80->40 70 90
- CheyTac Intervention Fine Tuned (Rapid Fire) added


- Refined monster file:
  Damagefactors tweaked - Sub-AR bullets 1.1->1.2, Shotguns 1.1->1.0, LMGs 1.6->1.7

- BladeHunter's addon:
  IMI TAR-21 Thermal Scope coop bullet damage type fixed, tap fire accuracy 1.4->.7
  - aimed recoil increased
  RPD multipickup glitch fixed (anyone who used this is a faggot for not telling me how2)


Refined 1.27a

- Player mass 100 200->120 240 (Experimental)
- All weaponsfire volume 1->0.9 (Experimental)
- Botplayers now always spawn with One Man Army Pro + LOTS of extra ammo
- Sniper Thermal Scope attachment scoped no longer sways with Steady Aim Pro

- Shotgun ammo from excess weapon pickup normalized
- AA-12 ammo backpack amount 8->12
- M4 Benelli ammo backpack capacity 52->56, ammo backpack amount 8->10
- Sears Ranger ammo capacity 20 40 60->24 48 72, ammo backpack amount 8->10


- Refined monster file:
  Dark Archvile no longer temporarily uses Archvile sprites after any action or pain

- BladeHunter's addon:
  IMI TAR-21 Thermal Scope no longer sways with Steady Aim Pro when scoped
  - Holding altfire on scoping now properly illuminates scope, sways when it should
  RPD sprites lowered, fire sprites tweaked, should be less jumpy


Refined 1.27

- Player mass 200 400->100 200 (Experimental)
- moved explosive barrel gldef to proper file
- Last Stand grenade should no longer alert unharmed monsters

- Striker-12, M4 Benelli refire, Dragon's breath refire delay 2 3->3 4 tics

- IMI TAR-21 remaining code removed, all code now in Blade's Addon

- Sniper Thermal Scope attachment now improves stability, adds two-step zoom (3.0 to 7.5)
- Sniper Explosive Rounds splash radius fixed (smaller, more consistent), self damage halved
  (You can still sniper jump, it just takes effort now :P )

- FAMAS-F1 M203, M79 Thumper Stun munitions added, uses Grip attachment
- FAMAS-F1 M203 max ammo 2 4 6->3 6 8
- M79 Thumper max ammo 4 6 8->6 10 12
- RPG-7 max ammo 2 4 6->3 6 8
- AT4-CS max ammo 1 3 4->2 4 5


- Refined monster file:
  Melee attack damages normalized, decreased to match damage factors
  Imps, Cacodemons projectile damage tweaked, fast speed fixed
  Pain resistant monsters now have increased pain chance to Snipers
  Back to Saturn X palette no longer garbles non-vanilla sprites
  Imp Trooper weapon fire tweaked
  Blood Demon health 300->275
  Cacodemons selfrevival chance 40 40 36 32->36 34 32 30, attack states improved
  Revenants selfrevival chance 28 32 20->24 20 16, Assault Revenant chance fixed
  Revenants, Cybruiser missiles now properly damage Spider Masterminds, Cyberdemons
  Arachnobaron health 1000->900
  Dark Archvile area raise count 4->3, raise spirit lifetime halved, cooldown increased
  Spider Mastermind firing sprites are now little bit more awesome, spread 20->17.5

- BladeHunter's addon:
  Steyr TMP, IMI TAR-21, RPD sprites brightened (Experimental)
  IMI TAR-21 Thermal Scope attachment added - 2x to 4.5x Scope, +50% damage, low instability


Refined 1.26 - 28th Oct 2014

- Fixed some pickup messages
- Added a lovely secret


- Refined monster file:
  Stone Demon, Stone Knight now resistant to Dragon's Breath 1.2->0.6
  Pain Elementals now blinded by Stun grenades
  Demons, Revenants melee now lunge forward on melee, are slowed by Stun grenades
  Mancubi now vulnerable to explosives 1.6->2
  Archviles fire spray attack added
  Dark Archvile area raise overhauled (looks a bit like ZDoomWarsI's pulse, doesn't it)


- BladeHunter's addon:
  IMI TAR-21 sprites replaced, reload times tweaked


Refined 1.25b

- hud reserve ammo bar fixed (because lol rolling back code from zandro 2.0)


- BladeHunter's addon:
  Steyr TMP damage 15->16, dropped pickup giving H&K MP5K message and ammo fixed
  RPD frames vanishing on altfire hold fixed


Refined 1.25a

- Last Stand should no longer preemptively 'abort out' and leave the player fully healed
- Starting attachment being nommed if it can't fit fixed
- Revived hud_scale 0 forcing from 1.23 (it got lost in 1.24)
- Most recoil changes reverted, chance to horizontal shift decreased 2/7->1/7

- L86 Ex Mags using Grip recoil fixed


- BladeHunter's addon:
  Steyr TMP iron sights cleared
  RPD accuracy 8 11->7 9, recoil increased


Refined 1.25

- Minor hud issues fixed, hud now shows reserve ammo
- Weapon recoil behavior tweaked - small chance to shift horizontal angle, slight drift added
- SV_DoubleAmmo, Buckshot, Instagib now supported
- Inventory Use All now blocked from wasting all your awards randomly
- Shots that hit nonbleeding monsters now create impact smoke again - OFFLINE BEHAVIOR ONLY
  If playing on a server, all shots will now create impact smoke again
- Perk pickups now behave exactly as Perk awards, and update your award selection if any
- Handgun ammo always giving scavenger amount fixed, giving an extra H&K USP45 bullet with scav pro fixed
- Playerclass death, pain timing tweaked

- H&K USP45 non-Coop steady aim fire accuracy fixed, sustained fire accuracy 10 8 11->8 6 9
- PP-2000 Akimbo Coop Bullets not working fixed
- IMI Desert Eagle recoil tweak reversed

- Auto, Semi-Auto Dragon's Breath shotguns rate of fire decreased slightly
- Striker-12 fire bright frames tweaked
- KRISS Vector aimed fire offsets tweaked

- IMI TAR-21 split into BladeHunter90's Addon
- AK47 reload end frames tweaked
- FN FAL reload tweaked


- Refined monster file:
  Damagefactors tweaked - LMG 1.5->1.6
  Fixed several effects' gldefs, some effects not being clientsided
  Step frequency decreased, code tweaked
  Zombies, Imps Last Stand, Ghost revive chance decreased
  Zombies delay to Last Stand decreased 35->15 tics, drops now only dropped on actual death
  Cacodemons crashing to the ground effect improved
  Revenant missile rendering tweaked, hopefully less taxing, damage 36 30 30->42 35 35
  Hell Nobles offhand, double handed attacks should now remap properly (no red shadow)
  Hell Nobles, Archviles sniper damagefactor 1.6->2.0
  Arachnobaron now has proper damagefactors
  Dark Archvile raising only raising one monster fixed, BFG damage 90->105


Refined 1.24a - 29th Apr 2014

- Fixed flags for last stand morphing, redundant morph check scripts removed
- Players now start with weaponslots full until class selected, slot clearing scripts removed
- Player mass 500 1000->200 400

- M14 EBR reload sounds synced for real


Refined 1.24 - 23rd Apr 2014

- Softcore difficulty damage multiplier 1.25->1.5
- Last Stand will always survive, never bleed out in SINGLEPLAYER (netgame etc excluded)
- Support for SV_WeaponStay added, courtesy of Samsara, TerminusEst13, Ijon Tichy
- 'Vanishing Weapons Bug' fixed - clientside no ammo switch var should now
  respect player's reserve ammo for akimbo and other hipfire only weapons
- Further improved scripts responsible for applying perk effects
- Dehacked lump removed, replaced by language lump - fixes some compatibility issues
- Shots that hit bleeding targets no longer create impact smoke puffs
- Logo updated, no longer has a spelling error, hud tweaked

- Burst weapons accuracy on second shot decreased, now similar to third shot

- H&K USP45 recoil, return 600->750
- .44 Magnum damage 30->32, aimed accuracy 0.75->1.0, aimed sustained accuracy 2.25->3.0, recoil tweaked
- IMI Desert Eagle damage 32->30, aimed accuracy 1.2->1.8, recoil tweaked

- CheyTac Intervention ammo pickup infinite loop when full ammo fixed


- Refined monster file:
  Trooper, Corrupted Marine grenade drop timing tweaked
  Kamikaze Soul explosion damage not always happening should be fixed
  Imp Ghosts deaths changed
  Imp Trooper chance to throw regular fireball added
  Revenant projectile splash radius 96->72
  Spider Mastermind fire sound doom shotgun->AA-12 for more boom
  Cyberdemon projectile quake radius decreased
  Cyberdemons, Cyber Mastermind, Dark Archvile cube summon chance decreased slightly
  Masterminds, Cyberdemons explosion damage factor 1.6->2.0 - to improve bfg on boss maps

- Scythe2v2 compatibility file - load after Refined monster file


Refined 1.23

- Turns out... Stopping Power and every other damagefactor-changing perk NEVER WORKED!
  This bug is also present in NR6, TR12 and even RGH - Yes, I checked. IT TOOK 3 GUYS THIS LONG TO NOTICE!!!
  Fixed that, made them apply when acquired rather than on coop respawn, and made them reapply on Last Stand Revival

- Difficulty levels reverted, Softcore and Hardcore damage factors 1.5 2.5->1.25 2.0 (because anything else was lame)
- Last Stand check tweaked - Getting hit instantly after revival should no longer put the player into last stand
- Last Stand revival by other players should no longer break Experience counter
- Sniper scoped breath system overhauled, should be more responsive and much less prone to glitches and sploits
- Map Healthbonus, Armorbonus, Armors, Last Stand Pro Medikit given new sprites courtesy of their creators and Realm667

- Shotgun Coop near damage range doubled

- M14 EBR reload sounds synced
- Barrett M82, CheyTac Intervention scoped sway increased


- Refined monster file:
  Dropped Healthbonus now give only 1 health, given new sprites courtesy of their creators and Realm667
  Scientists, Corrupted Marines, Cyber Lords given new sounds courtesy of their creators and Realm667
  Troopers, Scientists, Last Stand troops damage decreased by 1 (average 8->7)
  Sniper Revenant given custom sprites courtesy of their creators and Realm667
  Revenants projectile damage radius 128->96, Flak Revenants spread 12.5 7.5->15.0 7.5
  Cybruiser projectile damage 49->45
  Arachnotron, Mancubus, Hectebus, Cyberdemon projectile damage 15 24 24 75->20 30 30 105


Refined 1.22 - 27th Nov 2013

- Return of the 6th difficulty level (because servers never ever change away from 3 it seems!)
- Starting reserve ammo for non-explosives doubled
- Alt Hud no longer shows magazine ammo for IMI Desert Eagle Ex Mags, PP2000 Akimbo

- Sniper Explosives hits now shake the camera


- Refined monster file:
  SpawnIDs removed (why I didn't do this earlier..)
  Spawn weights tweaked further towards standard monsters
  Exploding monsters (cybers, spiders, kamikazes, final cacos and revs, cybruisers) now shake the camera
  Zombies, Imps sounds reverted to DooM sounds
  Blood Imp, Imp Trooper, Blood Imp Ghost health 150 120 90 -> 120 105 75
  Imp Ghosts chance decreased 32->28 / 256
  Demons, Revenants, Cacodemons Selfrevival decreased 32 32 44-> 28 28 36 / 256
  Forgotten Souls, Faint Elemental removed (temporarily, may be permanently)
  Hell Spectre, Arachnospectre health 600->500, speed increased
  Baron of Hell, Cybruiser projectile changes reverted
  Acubus, Dark Archvile BFG radius 512->384
  Acubus BFG damage decreased 75->60


Refined 1.21

- Shakin' it up! Most weapons fire explosions now shake your view
- Hud tweaked, some functionality added
- Coop Last Stand duration 20->14 seconds, handgun ammo given for Ex Mags and Akimbo weapons +25% +50%
- Instant Megasphere award added - does what it says on the tin, can be taken repeatedly
- Incendiary fire damage 4->5, splash range 112->96
- Misc code pass

- Beretta M9 damage 20->21, damagetype Rifle->Standard

- Shotguns Ex Mags per shell reload time decreased 3 2 tics
- Atchisson AA-12 reload end tweaked slightly
- Striker-12 reload end tweaked slightly
- Benelli M4 reload end tweaked slightly
- Franchi SPAS-12 Rapid Fire per shell reload time decreased 3 2 tics
- Model 1887 Solid Slugs damage 85 95 90->90 135 105 (possible due to decreased pvp damage)
- Sears Ranger fire code tweaked

- KRISS Vector bolt reload frames tweaked slightly

- Bushmaster Adaptive Combat Rifle damage 20->21
- FAMAS-F1 aimed fire frames cleaned, reload frames tweaked slightly

- FAMAS-F1 M203 damage 215->225, starting ammo 3->2
- M79 Thumper explosion sparks not clientsided fixed


- Refined monster file:
  Misc code pass
  Damagefactors tweaked - Damage from Fire 1.2->1.3, Explosive barrels 2.5->3
  Corrupted Marine speed 7->8, Health 300->250, prefire time decreased
  Demons damage from Knife 1.65->1.15, custom active and pain sounds added, pain chance 130->100
  Lost Souls attack tweaked, no longer award experience
  Cacodemons custom active and pain sounds added
  Revenants projectiles overhauled
  Revenant custom pain sound added
  Arachnotron pain sound changed
  Hell Nobles melee sounds, damage standardized
  Lord of Purgatory translation brownified
  Masterminds health decreased 4500 5000->3500 4000, damage from cyber missile -.5
  Spider Mastermind active and pain sounds changed
  Cyberdemons health decreased 4500 5000->4000 4500


Refined 1.20 - 31st Oct 2013

- Small Explosion effect fixed
- Stun Explosion effect beefed up
- Incendiary Grenade fire count increased, splash range 104->112, gravity .7->.6

- Launcher Incendiary fire count increased, splash range 104->112, gravity .7->.6
- M203, Thumper accuracy increased
- RPG-7, AT4-CS aimed drift decreased
- RPG-7 projectile acceleration removed, speed restored


- Refined monster file:
  Damagefactors for ARs/Snipers/LMGs +.2, Explosives +.25
  Archvile vanishing on spawn fixed (1.19a)
  Cyberdemon projectile acceleration removed, speed restored


Refined 1.19

- PvP damage reduction increased 30% 40% 50%->40% 50% 60%
- Last Stand revival failing when last stander health too high fixed (for good)
- Last Stand coop warning for other players no longer spams console
- Juggernaut perk numbers fixed (durrrr)
- Extreme Conditioning Pro not working in competitive gametypes fixed
- Grenade Throw accuracy 0 0->2 1.5
- Coop thrown grenades can now enter teleporters
- Many assorted sprite, sound tweaks
- Join, Chat sounds added

- Beretta M93 Raffica damage 16->17

- Launcher Incendiary fire behavior fixed


- Refined monster file:
  Attachment, Grenade Perk Removal sounds added
  Cyberdemons infight fixed
  Many assorted sprite, offset tweaks and improvement


Refined 1.18 - 13th Oct 2013

- Beretta M93 Raffica empty frame jumps fixed


- Refined monster file:
  Lost Souls attack timing, speed fixed
  Cyberdemons, Spiderminds remaining experience bugs fixed


Refined 1.17

- Weapon pickups now only give additional ammo when picking up those you already have
- Dropping then picking up Ex Mags, Akimbo weapons no longer fills them up

- .44 Magnum refire inconsistencies fixed

- H&K UMP45 damage 19->18

- CheyTac Intervention Ex Mags capacity 12->11

- RPG-7, AT4-CS projectile drift logic changed, fire sound moved to weapon
- RPG-7 projectile acceleration, exhaust, flight sound added


- Refined monster file:
  General melee damage, obituary pass
  Additional demonic ambushes added
  Alt death graphics added for Demons, Hell Nobles courtesy a LOT of people (see altdeathsprite effects on Realm667)
  Zombies, Imps gib health decreased by 10
  Scientist translations improved
  Corrupted Marine, Space Nazi, Nazi Collaborator health 350 200 150->300 175 125
  Space Nazi, Nazi Collaborator fire time 6 4->5 3, damage 10 6->8 5
  Space Nazi sprites improved
  Revenants projectile damage normalized, puff damage randomness removed, Sniper Revenant range increased
  Hell Nobles scale tweaked
  Hectebus projectile spread improved, damage decreased 24->22
  Archvile damage from Dragon's Breath 0.6->0.3
  Acubus, Dark Archvile BFG distant sound added, damage tweaked
  Arachnobaron offsets improved
  Cyberdemons, Mastermind infight balance tweaked, missile damage 66->75, pain chance from missile *2
  Spider Mastermind damage 3*8->3*7, offsets improved
  Cyber Mastermind now has chance to fire missile as opposed to always firing it


Refined 1.16 - 3rd Oct 2013

- Coop Bullet speeds increased, life duration for range overhauled
- Grenade 'clipping' explosion sounds not playing fixed

- H&K MP5K accuracy 6,8,1.8,2.4,4,6->5,7,1.5,2.1,3.5,5
- H&K UMP45 damage 18->19, ammo capacity 150,225,275->125,225,275, scav pickups 15,22,4->13,20,3

- Launcher projectile playing hitsound on death fixed


- Refined monster file:
  Lieutenant weapontype changed M4A1->Vector
  Imp Ghost, Blood Imp Ghost hurt by distant stun damage fixed, ghost projectile alpha 1->.7
  Grenadier fire sound fixed, projectile damagetype Explosion->Normal, projectile playing hitsound on death fixed


Refined 1.15

- Fixed muzzle flash gldef


- Refined monster file:
  Imp Trooper, Arachnotron, Cacodemon, Hell Nobles, Mancubi projectile splash damage reverted cause cba writing damagefactors


Refined 1.14 - 22nd Sep 2013

- Coop Bullet spawning centered on all weapons
- Weapon Muzzle Flash alpha decreased .7->.6
- Explosive Barrel health decreased 60->40, damage from barrels increased *1->*2 (fixes barrels not chain exploding)
- YET another iron sights offset pass, should be the very last

- Beretta M9 Tac Knife aimed fire sprites improved
- Glock 18 sustained aimed accuracy decreased 1.4->4.2
- Beretta M93 Raffica sustained aimed accuracy decreased 1.2->3.6
- PP-2000 sustained aimed accuracy decreased 1.4->4.2

- Shotguns now leave smaller bulletchip decals

- Sniper explosive rounds now give hit indicator if coop
- M14 EBR given new scope optic
- WA2000 given new scope optic


- Refined monster file:
  Cube Summoned monsters should now respect their creators
  Imp Trooper, Arachnotron, Cacodemon, Hell Nobles, Mancubi projectile now do splash damage (32,32,48,48,72)
  Stun Grenade resistance changed
  Pain Elemental melee now has sound
  Hell Knight, Baron of Hell, Lord of Purgatory, Arachnobaron, Mancubi are now vulnerable to Stun Grenade
  Hell Knight, Baron of Hell health increased 550,950->600,1000
  Mancubus health increased 600->750, Hectebus & Acubus attacks tweaked, Mancubi now resistant to fire


Refined 1.13a

- Frag Grenade self damage extremely low due to 1.12 PvP change fixed
- AA-12 coop fire rate fixed


Refined 1.13

- Stun Grenade max damage increased 30->35
- Smaller explosion echo not working fixed
- Increased sound distance of weapons by 500 for pistols/shotguns/smgs, 1000 for ars/lmgs/snipers/launchers
- Zombie grenade damage type changed explosion->normal
- Explosive Barrel health increased 20->60, damage v monsters increased *2->*2.5

- Sniper explosive rounds given distant echo


- Refined monster file:
  Boss Brain health decreased 750->500, damage from crush, barrels decreased *3->*2
  Blood Imp now more resistant to Stun Grenade
  Commandos now fire while stunned
  Grenadier accuracy decreased 0,0->3,1.5
  Cacodemons now affected by Stun Grenade, will wander blindly, stronger variants more resistant, Ascended is immune
  Arachnotron now affected by Stun Grenade, suffers accuracy penalty
  Arachnobaron no longer limps


Refined 1.12 - 10th Sep 2013

- Coop Bullet 'blocky' spread fixed, velocities for snipers, lmgs, assault rifles increased
- PvP damage reduction increased 10%,20%,30%->30%,40%,50%
- New Muzzle Flash effect imported from RealGuns Hardcore (Matej Zabsky)
- Shotguns, Barrett M82, CheyTac Intervention muzzleflash duration increased
- Weapon smoke puff Translucent transparency reverted

- Beretta M9, H&K USP45, .44 Magnum, IMI Desert Eagle coop fire left, steady aim fire using wrong frames fixed
- .44 Magnum sprites cleaned

- Benelli M4 sprites cleaned
- Striker-12 sprites cleaned
- Franchi SPAS-12 sprites cleaned
- Model 1887 sprites cleaned
- Sears Ranger sprites cleaned

- H&K MP5K fire sounds tweaked for Rapid Fire
- FN P90 fire sounds tweaked for Rapid Fire

- AT4-HS Incendiary, Stun, all Coop versions of grenade throw returning to mid reload fixed


- Refined monster file:
  Blinded Zombies, Imps chance to cry in pain decreased 96/256->64/256
  Arachnobaron missing pain state sprites fixed


Refined 1.11

- Frag Grenade now damages Cyberdemons, Masterminds
- Major tweaks (and major nerfs) to Incendiary Grenade, Incendiary munitions
- Weapon smoke puff transparency changed Additive->Translucent - will be reverted if feedback is negative
- Bullet wall, flesh hit sounds replaced with MW3/RGA3 sounds
- Added extra explosion sounds from MW3/RGA3, added MW3/RGA3 distant explosion sounds
- Knife attack effect given proper sounds, tweaked

- Pistol Tac Knife knife attack recovery playing weapon swap sound fixed
- Beretta M9, H&K USP45, .44 Magnum Sustained steady aim fire accuracy tweaked

- FAMAS-F1 M203 Incendiary explosive damage fixed, not spawning fire fixed

- M79 Thumper Incendiary explosive damage fixed, not spawning fire fixed
- RPG-7 Incendiary aimed explosive damage fixed


- Refined monster file:
  Corrupted Marine, Commandos rising from death/piles given raise sound and fire effect
  Imp Trooper, Revenant, Revenant Lord, Revenant God, Cyber Baron missile effects improved in Software mode
  Arachnotron, Arachnobaron pain state fixed, Arachnobaron mass decreased 1000->800
  Knight, Baron spawn weights tweaked in favor of Hell Knight, Baron of Hell
  Cyber Baron missile missing GLDEF fixed


Refined 1.10 - 8th Sep 2013

  THIS WAS A LARGE CHANGE
- Bullets, grenades and rockets now pass through fellow players in cooperative modes when friendly fire is disabled
  THIS WAS A LARGE CHANGE

- Stun and Incendiary Grenade perks added - changes thrown grenades:
  Stun blinds enemies, Incendiary does lasting fire area damage
  Removal perk added, removes and reimburses grenade perk
- Frag Grenade scale increased .19->.25
- SV_RegenRate, SV_XPMultiply limits increased, setting over (generous) limit automatically reverts to to limit
- changing SV_RegenRate should now take effect immediately
- Some more weapons renamed
- Assorted ACS improvements

- Glock 18 range corrected 6000->4000 units
- PP2000 range corrected 6000->4000 units
- Beretta M93 Raffica non-auto refire improved

- Striker-12 Grip accuracy decreased 5,4->6,5 (1 down from Striker-12)
- Benelli M4 Ex Mags reload not properly reloading fixed
- Model 1887 Fine Tuned Fire Empty values fixed
- Sears Ranger altfire now fires remaining barrel if not empty, reload and altfire logic improved for low ammo situations

- FAMAS-F1 range corrected 8000->6000 units, non-auto refire improved
- FAMAS-F1 M203 now affected by Steady Aim, accuracy decreased 0->3.5,2.5 Steady Aim
- M16A4 non-auto refire improved

- Steyr AUG HBAR Grip accuracy increased 6,4,1.8->5,3.5,1.5

- Launcher Incendiary munitions attachment added, trades direct damage for lasting fire area damage
- M79 Thumper now affected by Steady Aim, accuracy decreased 0->3,2 Steady Aim, aimed fire unchanged
- AT4-HS select, deselect behavior when empty improved


- Refined monster file:
  Blinded behavior when hit by Stun Grenade added to the following:
  Trooper, Scientist, Sergeant, Lieutenant, Captain, Commando, Elite Commando, Grenadier, Imp, Blood Imp,
  Imp Trooper, Nazi Collaborator (Strife Peasant) and all their Last Stand versions (Imp Ghosts excluded)

  Commando, Commando Elite sprite offsets improved, Elite Commando fire frames tweaked
  Grenadier fire frames tweaked


Refined 1.09

- Aimed Zoom tweaked pistols 1.2->1.15, ARs 1.2,1.25->1.3
- Radiation Suit pickup given Armor pickup sound
- Knife attack given proper wall decal

- Beretta M9, H&K USP45, .44 Magnum, IMI Desert Eagle sustained aimed fire states added
- Beretta M9 Ex Mags capacity decreased 25->23
- IMI Desert Eagle not clearing firing check when empty fixed

- Shotgun ammo add, knife, fire switch during reload ammo tweaked
- Striker reload ammo increased 27,18->30,20 tics, one fire frame improved

- Bushmaster ACR damage increased 21->20, sustained accuracy decreased 8.5,6.5,1.7->8,6,1.6 (revert from 1.06)


- Refined monster file:
  Renames and obituary changes ahoy!
  Trooper chance to spawn without grenade added (48/256)
  Scientist Gib death blank frames fixed
  Lieutenant translation tweaked
  Last Stand Super Shotgunner missing state fixed
  Blood Imp translation tweaked
  Blood Demon translation tweaked
  Revenant Lord translation tweaked


Refined 1.08 - 30th Aug 2013
  Most of this update reported, suggested by Eligitine - lots of thanks

- Base Explosion effect duration shortened 1 tic

- Beretta M93 Raffica first shot perfect accuracy fixed
- IMI Desert Eagle, Tac Knife firing 0 bullet per shot fixed

- Franchi SPAS-12 Grip steady aim damage fixed

- FN FAL Auto reload failing if full Ex Mags fixed (but you should never experience this anyway)

- AUG HBAR damage increased 20,22->21,23

- Sniper unaimed, steady aim, explosive tipped rounds damage inconsistency fixed


- Refined monster file:
  All bullet attack damage randomness removed
  Dragon's Breath pain chance halved for all but Cyberdemon, Cyber Annihilator, Spider Mastermind, Cyber Mastermind
  Some fixes to Scientist, Last Stand attacks
  Space Nazi, Nazi Collaborator weights added 3/2
  Stone Demon, Stone Spectre, Assault Revenant, Sniper Revenant, Revenant Lord now only clip after selfrevive complete
  Archvile, Dark Archvile damage from Dragon's Breath halved, pain chance decreased 10,5->2,1


Refined 1.07

- Last Stand gibbed death added - grenade explodes prematurely

- FAMAS-F1 M203 crosshair offsets fixed

- AUG HBAR recoil fixed

- M79 Thumper crosshair offsets fixed


- Refined monster file:
  General spawn, revive code pass
  Most spawn ratios tweaked, slightly favoring standard monsters
  Trooper sprites, stats further tweaked
  Scientist chance to refire added, health decreased 80->70, damage increased, accuracy decreased
  Lieutenant added, carries an M4A1 - 2/10 chance to replace Sergeant/Super Shotgunner
  Stone Demon translation improved


Refined 1.06 - 25th Aug 2013

- Fixed hud displaying wrong experience requirement for start rank
- Erroneous perk reward text fixed

- Model 1887 Fine Tuned damage increased 188->200 (1.05 incorrectly listed +20 damage), aimed accuracy decreased 4->4.5

- Bushmaster ACR damage increased 20->21, sustained accuracy decreased 8,6,1.6->8.5,6.5,1.7

- L86 LSW not working fixed


- Refined monster file:
  Trooper, Scientist, Imp, Imp Ghost, Arachnotron, Arachnobaron pain chance 200,200,170,96,64->150,175,120,64,48
  Last Stand zombies pain chance normalized, attacks standardized
  Trooper pistol-wielding sprites added, grenade throw sprites tweaked
  Trooper, Sergeant fire time decreased, Sergeant damage increased 4*(3,6,9)->5*(3,6,9)
  Last Stand Scientist offsets improved
  Last Stand Super Shotgunner fire sprite cleaned
  Flak Revenant accuracy decreased 9->10


Refined 1.05

- Last Stand losing Handgun on map change fixed, frame flicker fixed, no handgun exploit fixed
- PvP damage reduction from 1.04 reverted
- Extreme Conditioning changed - regular now doubles regen amount, pro also increases regen rate and injury cooldown
- Further weapon name changes for consistency and authenticity (and badassness)
- Other assorted ACS fixes

- Franchi SPAS-12 Rapid Fire damage increased 136->148, accuracy decreased 6.5,5.5->7,6
- Model 1887 Fine Tuned (Rapid Fire) added doing 188 damage (down from standard 220)

- KRISS Vector damage decreased 16->15, sustained accuracy tweaked 10,7,3->9.5,7.5,2.85

- Sniper scoped breath time increased, instability, instability speed increased, out of breath instability decreased


Refined 1.04 - 22nd Aug 2013

- Last Stand sprites edited, max health increased 25->30, PvP health increased 10->20
  death grenade no longer damages owner, player now dies if still in last stand when entering next map
- PvP damage reduction increased 10%,20%,30%->15%,30%,45%
- Added compatibility with RGH archived hitsound toggle

- FAMAS fire frames slightly tweaked

- Monsterdropped Health Bonus culling should now work properly


Refined 1.03

- Fixed Last Stand bug where people with over 20 health could not be revived
- Some weapon names have been tweaked, some consistency added
- Improved pickup messages for weapon, ammo, perk pickups
- Footstep logic changed - volume and animrate now based on player velocity as opposed to player aiming
- Added missing Tactical Insertion sound

- F2000 sustained accuracy increased 10,8,2->9,7,1.8
- M16A4 damage decreased 22->21

- Sniper moving check now uses player velocity as opposed to item given on player moving state


- Refined monster file:
  Monsterdropped Health Bonuses pickup message and sound culled (stops console spam for item pickup message level users)
  Fixed missing GL definitions for Dark Imp, Cacolantern, Bluodemon, Abaddon, Ascended Cacodemon projectiles
  Added subtle scaling between monster variants, harder being larger
  Blood Demon, Stone Demon health decreased 350,500->300,425
  Hell Knight, Stone Knight health decreased 600,800->550,750
  Arachnotron, Baron of Hell, Hell Knight pain chance decreased 128,50,50->96,40,40


Refined 1.02 - 10th Aug 2013

- Field Supplies given 1/6 chance to replace Medikit, ammo increased 2,1->3,2
  ammo capacity increased 8,10,12->8,12,16
- Footstep noise radii increased 300,750,1200->450,900,1350, Coldblooded footstep volume increased .15->.2
- Hit indicator volume decreased 75%->62.5%

- Weapon damage randomness removed
- M1014 ammo capacity increased 4,6->5,7
- Model 1887 aimed damage increased 90->95

- SMG aimed accuracy decreased *0.2->*0.3

- M4A1 damage increased 18->19
- F2000 accuracy increased 8,6,1.6->7,5,1.4, sustained accuracy unchanged
- TAR-21 aimed damage fixed
- FAMAS M203 grenade speed decreased 45->34, gravity decreased .4->.3

- M14 EBR Steady Aim Pro aimed moving damage fixed
- WA2000 recoil decreased 2400->2000, Steady Aim Pro aimed moving damage fixed


- Refined monster file:
  Zombies, Imps knife death volume increased .25->.5
  Dark Imp renamed, retranslated to Blood Imp
  Last Stand Chaingunner sprites edited
  Cacolantern, Bluodemon, Abaddon, Ascended Cacodemon damage decreased 20,30,30,30->15,20,20,20
  Hell Knight (of all things) now uses translations as opposed to including sprites for DooM compatibility
  Hell Knight is now also slightly more AWESOME
  Arachnobaron now shares species with Arachnotrons, should stop infighting
  Improved Cube Spit sound courtesy of PerKristian's hi-res Doom sound pack


Refined 1.01

- EXP requirements for rank 1, 2 decreased 500, 500->300, 400
- Missing Explosive Barrel code readded
- Explosive Ammo spawn rates tweaked
- You are hurt message culled

- Shotgun Dragon's Breath splash damage per flame decreased 6x7->5x7

- Barrett 50cal reload end frames slightly tweaked


- Refined monster file:
  Zombies, Imps killed by knife now make a subtle thud as they fall to the floor
  Imp, Blood Demon, Cacolantern, Belphegor translations redone
  Bluodemon, Stone Knight now uses translations as opposed to sprites
  Dr Dude spawn chance decreased 40%->31%
  Imp ghost spawn chance further decreased by 4/256
  Zombie Marine, Chaingunners from Gib pool spawn chance significantly decreased
  Cacodemons, Revenant, Flak Revenant, Sniper Revenant revival chance further decreased by 4/256
  Pain Elementals now have proper melee attacks
  Sniper Revenant now fires two puffs, aimed post delay increased 10->15
  Stone Knight, Baron of Hell, Belphegor are now AWESOME, health decreased 900, 1000, 1250->850, 950, 1200
  Spider Mastermind is now AWESOME!, radius decreased 128->102


Refined 1.0 Standalone - 5th Aug 2013

- Refined is now STANDALONE - Does not require RGA2NR6 files - Please don't actually load them now
- All Skulltag dependency removed - Please don't actually load Skulltag files now
- Data compressed where possible - Core file roughly 40% smaller


- Refined monster file:
  Dark Imp, Dark Imp Ball, Blood Demon, Stone Demon, Cacolantern, Cacolantern Ball, Abaddon,
  Ascended Cacodemon, Belphegor now use engine translation as opposed to Skulltag/included sprites

  Ascended Abaddon renamed Ascended Cacodemon
  Super Shotgun Zombie, Hectebus, Hectebus Shot sprites courtesy of their creators and Realm667


Refined 0.17b

- Create-a-class menu damage values for Striker, WA2000 corrected, clarified who made what
- Award notice no longer displays past rank 10, notifies player of this
- Reverted smoke puff removal on bullet hitting objects
- Ammo, Stimpack, Medikit, Field Supplies pickup sounds added

- Handgun accuracy pass - should actually match the description now
- M9 backpack ammo pickup increased 12->15, reload magazine in sound synced, redundant jumpchecks cleaned
- USP .45 redundant jumpchecks cleaned
- PP2000 Akimbo reload time decreased 15 10 tics
- G18 Akimbo reload time increased 3 2 tics
- .44 Magnum aimed fire frames improved

- Mini-UZI Akimbo reload time increased 3 2 tics
- MP5K aimed frames tweaked and improved, reload frames tweaked slightly

- ACR reload end frames tweaked slightly
- FAL fire frames tweaked slightly, aimed frames improved, Auto recoil increased slightly


- Refined monster file:
  Refined's Monster damagefactors now actually WORK (Whoo!)
  Trooper chance of dropping unused grenade on death decreased
  Imp ghosts no longer solid, do not feel pain, speed decreased 7->6 /2 mass increased 100->500
  Teal pixels on chaingunners rising from gibs cleaned
  Lost Soul damage normalised (no longer multiplied by 1d8)
  Lost Soul, Spectre Lost Soul damage decreased 27->18
  Dark Archvile pain chance decreased 10->5 /256, increased raise power
  Cyberdemons pain experience award to knife damage halved
  Various fixes, improvements to space nazi, nazi collaborator


Refined 0.17a

- Footsteps timing reverted


- Refined monster file:
  Ditto


Refined 0.17

- Player last stand height increased 24->28, footsteps while midair removed, base skin now has jump sound (push)
- Players not going to last stand if killed by knife, explosion reverted due to people exploiting associated bug
- Class builds should no longer be saved across maps - affects coop intermission spectate/disconnect, pvp
- Create-a-class display, text tweaks
- Experience awarded to spectators fixed
- Award notice not displaying if on first life fixed
- Excess actors for footstep, effects culled - should positively affect netplay
- Random class botplayer checks tweaked - bots now get a wider range of weaponry
- Weapon select, Weapon deselect, Armor pickup, Backpack pickup sounds added
- Tac Insertion flare remaining on player disconnect fixed

- Grenade speed increased 20->25, detonation time decreased 2.6s->2.1s
  bounce decreased 50%->45%, boss exp exploit fixed
- Ex Mags weapons failing to automatically reload after reload cancelling fixed (reported by The Truth)

- G18 Akimbo SOH dry reload fixed (reported by Deathman27)

- AA12 reload time decreased 3 2 tics
- FAMAS bolt sound synced

- WA2000 damage increased 60->65

- L86 magazine in sound synced


- Refined monster file:
  Corrected all uses of bulletpuff to the monster type
  Taught Troopers, Scientists, Sergeants, Imps and Dark Imps to run if very far away from their target
  Troopers that have yet not thrown their grenade can now drop it on death, last stand death
  Scientist speed increased 6->7 /3
  Lost Soul, Spectre Lost Soul damage increased 3->6
  Spectre Lost Soul health increased 50->75, alpha decreased .2->.3
  Revenants rocket explosion scale decreased 1->0.9
  Super Revenant name changed to Revenant God (super just sounds so lame)
  Super Abaddon name changed to Ascended Abaddon (ditto)
  Hell Nobles and variants infighting fixed
  Belphegor fire time decreased 6 tics
  Cybruiser missile damage increased 40->50, missile burst decreased 6->4
  Cybruiser chance to cancel burst after 2 fired increased
  Mancubus pain chance decreased 80->40 /256
  Cyberdemons, Spider Masterminds mass increased 1000->2000, Experience rewarded now displays, rocket damage 64->66
  Cyberdemon, Spider Mastermind health increased 4000->4500
  Spider Mastermind, Cyber Mastermind prefire time decreased 20->10


Refined 0.16b

- Voice select text fixed

- RPG-7 aimed fire not 'arming' properly fixed, aimed offsets improved
- AT4-HS aimed offsets improved


Refined 0.16a

- Create-a-class Juggernaut Scar-H missing Ex Mags fixed
- Random class attachment favoring Tac Insertion fixed - should've preferred Ex Mags
- Random class botplayer checks added - bots should now always have automatic weapons

- RPG-7, AT4, grenade instant detonation now results in reduced damage, especially to the shooter

- Ranger tactical reload animation added

- FAMAS M203 shell arming time decreased 6->5

- Intervention damage increased 90->100 (now shut up noob)

- Thumper shell arming time decreased 6->5


- Refined monster file:
  Monster health bonus drop now 'springs' more from corpse
  Super Shotgunner fire times tweaked
  Revenant chance to drop weapon decreased 25%->22%
  Cybruiser chance to drop launcher halved
  Arachnotron, Arachnobaron chance to drop LMG halved


Refined 0.16

- Massive Menu Overhaul
- Further Devolting, other code fixes and improvements

- USP .45 fire perfect accuracy bug fixed

- Model 1887 reload cancel improved

- FAMAS M203 disabled grenade throw fixed

- Intervention reload sound slightly improved
- Barrett 50cal aim speed decreased


- Refined monster file:
  Monster replacement method changed - should be more efficient and less prone to invisible monsters bug
  All zombies should now properly gib


Refined 0.15e

- Create-a-class menu is now clientside and supports keyboard input
- Class reset key NOT working in pvp gametypes fixed

- Model 1887 Solid Slugs damage decreased 50->45, aimed accuracy decreased 1->1.25
- Ranger single fire accuracy increased 14/8 10/6->12/7 8/5

- M16A4 distinct reload sounds added (similar, but not identical to M4A1)

- Intervention fire sound improved

- AT4 reload sound improved


Refined 0.15d   -   'Cause I can't QA for shit!

- Create-a-class Medic not recieving Revival Kit fixed

- Model 1887 aimed offsets improved, SOH reload missing frame fixed
  Solid Slugs damage increased 45->50, accuracy 6 4 1.8->5 3.5 1


- Refined monster file:
  Scientist death, last stand offsets improved
  Imp Trooper no longer relies on Imp sprites (graphical compatibility with wads like Epic2)


Refined 0.15c

- Desert Eagle Ex Mags dropping fixed

- M1014 aimed offsets improved
- Model 1887 Solid Slugs attachment added - use Grip to acquire

- AUG HBar SOH reload fixed


- Refined monster file:
  Zombiemen, Sergeants, Imps can now gib again if killed by explosives
  All Zombies, Imps names, obituaries tweaked


Refined 0.15b

- Reload echo bug fixed
- Erratic weapon bobbing if moving during reload fixed

- Shotgun glitch if refiring and hitting reload key at the same time fixed (reported by deathman27)
- SPAS-12 rapid fire reload fixed


Refined 0.15a

- Unused awards are now kept across rank ups - this does NOT include starting attachments
- Reverted changes to weapon push, player mass
- Tweaked weapon spawn weights, selection orders some more
- Devolted several scripts

- Most automatic weapons now click while firing if magazine nears empty

- Dragon's Breath harming shooter if hitting terrain fixed some more
- Ranger fire sprites improved, fire and reload tweaked


- Refined monster file:
  Fixed monsters not always entering pain state if hit with knife or explosives
  Zombie Players health decreased 450->350, damage decreased
  Revenant TAR-21 drop now properly vanishes over time
  Sniper Revenant chance to drop sniper rifle decreased 37.5%->25%
  Cybruiser now has 12.5% chance to drop a launcher
  Arachnotron now has 12.5% chance to drop an lmg, arachnobaron 9% chance


Refined 0.15

- Create-a-class text, order, completion and given ammo amounts tweaked
- Compressed audio and sprites

- M93 Raffica Auto added, muzzleflash position for non-steady aim fixed, bad code removed
- PP2000 Akimbo added from RealGuns Hardcore (Matej Zabsky), code cleaned
- G18 akimbo reload speed decreased 2, 3 tics

- Dragon's Breath harming shooter if hitting terrain fixed, code cleaned and moved
- M1014 aimed accuracy increased 7->6
- Ranger Dragon fire fixed

- Mini-Uzi akimbo reload speed decreased 2, 3 tics

- FAMAS Auto reload refire fixed
- M16A4 Auto reload refire fixed
- FAL Auto reload refire fixed

- WA2000 ammo capacity increased 30 48 60->36 54 66
- Intervention capacity increased 5 10->7 12, ammo capacity increased 25 40 50->35 56 70
  damage decreased 110->90, aim speed decreased

- AT4 aim speed increased


- Refined monster file:
  Zombies no longer go into last stand if killed, but not gibbed, by explosions
  Impboy renamed to Imp Trooper, projectile changed to blaster effect, burst decreased 4->3


Refined 0.14a

- Return of the Explosive weapon slot:
  1: Menu, Kits
  2: Handguns
  3: Shotguns
  4: SMGs
  5: ARs
  6: Snipers, LMGs
  6: Explosives
- Weapon pickup sounds changed to type specific:
  Pistol: Desert Eagle, Shotgun: SPAS-12, SMG: Vector
  Rifle: AK47, LMG: AUG HBar, Sniper: Barrett 50cal, Launcher: RPG-7
- Weapon replacers changed, BFG9000 now always replaced by an LMG, RL now always replaced by a Launcher

- Ranger Dragon pickup check fixed

- FAL damage increased 15->17, puff type changed Sniper->LMG (more pvp damage, same pve damage)

- AUG HBar damage decreased 11->10
- MG4 damage decreased 10->9
- L86 damage decreased 9->8, tactical reload animation added
- M240 damage decreased 11->10


- Refined monster file:
  Monster damagefactors tweaked (Snipers 1.6->1.5)
  Monster idle shuffle reduced, removed depending on type
  Slower monsters' seek movement interpolated
  Imp ghosts chance, health, speed decreased


Refined 0.14

- Zoey???
- Minor Clean up of every weapon's deselect

- TAR-21 added (sprites courtesy of Bladehunter90)
- M16A4 horizontal recoil flipped, shake on empty with no spare ammo fixed


- Refined monster file:
  Dark Imp no longer screams on knife death


Refined 0.13e

- I mean it. hud_scale 0. Or I'll tear my teeth out and use them for aquarium gravel.
- Fixed (potential) ADS flicker for: MP5K, F2000, AK47, Aug HBar, MG4, L86, M240

- M9 Ex Mags order fixed
- G18 Ex Mags order fixed

- SPAS-12 waggle after 8th shell pump reload fixed


Refined 0.13d

- Experience bar added to health bar
- Dragon's Breath visuals now much more user friendly (to the guy shooting the weapon)

- AK47 damage increased 11->12
- SCAR-H damage increased 12->13


Refined 0.13c

- Experience system tweaked - ranking up restarts counter at 0
- All Specials REMOVED - in their place are regular attachment weapons

- ACR aimed fire empty flicker fixed
- FAMAS capacity decreased 30 45->25 37, ammo capacity increased 120 210 270->150 225 275


- Refined monster file:
  All monsters given step damage (invokes infight if stuck)
  All ranged monsters given pseudo melee attacks (increases aggression, infight if stuck)
  Beefed up death of Cyberdemons, Masterminds


Refined 0.13b

- I said, ACS NOW ENFORCES hud_scale 0


Refined 0.13a

- New hud tweaked, font forced DooM default (lol didn't work), keys upscaled
- ACS now enforces hud_scale 0
- ACS crosshair for grenade launcher restored

- Semi Auto weapons refire code cleaned (should improve netplay and general refire)


Refined 0.13

- NEW HUD (MUCH better looking, though removes grenade launcher crosshair and perfect aspect ratio compatibility)
- Player mass decreased 500->250, last stand 1000->500
- Fixed Assault preset, Random class for pvp not recieving proper One Man Army weapon slots
- Fixed max weapons text on failed pickup not showing proper keybind
- Voice chance decreased 60%->75%

- MP5K reload time decreased 6, 4 tics
- UMP45 capacity decreased 30 45->25 37, ammo capacity 150 240 300->150 225 275

- FAMAS burst refire improved
- M16A4 burst refire improved


- Refined monster file:
  Spawncubes no longer telefrag, players now properly telefrag boss monsters
  Super Shotgunner scale decreased 1->0.9
  imps now die silently with no chance of last stand/ghost if killed by knife
  Demons no longer attacks twice as fast when sv_fastmonsters 1
  Cacolantern, Bluodemon, Abaddon, Super Abaddon health decreased 600, 800, 1000, 1500->500, 600, 800, 1250
  Slightly reduced cacolantern, bluodemon chance to spawn instead of regular cacodemon
  Removed Juggernaut Henchman - he was so hopelessly out of place
  Dark Archvile attack frequency increased, BFG damage increased 50->80, ball AOE 2->3
  Spider Mastermind, Cyber Mastermind now inherit from RGAMonster base (fixes a lot of stuff), pain chance decreased 40->30


Refined 0.12

- Player forward/back movespeed increased 0.65->0.75
- Multiplayer coop audio, graphics sync should be improved
- Monsters should no longer rank up
- Hud not properly displaying experience requirements for ranks 21 and up fixed
- Many hud and text tweaks, including removal of some, clarification of other
- DeVolted rank up scripts
- Voice chance decreased 100%->60%
- Tactical Insertion should now return ammo on removal
- Cell replacers now have a chance to spawn explosive ammo
- Akimbo weapons given special recoil logic
- Dropped weapons now disappear over time
- CVar SV_RespawnSuper no longer forced true

- Knife now deals all damage in one hit, recoil decreased ->80%

- M9 fire sprites tweaked
- G18 Akimbo reload speed decreased 3,2 tics, recoil fixed (far too low)

- Dragon's Breath functionality experimental overhaul - player pitch is now taken into account

- Mini-Uzi fire sprites improved (including pixel gaps in iron sights fixed), Akimbo reload speed decreased 3, 2 tics, dry reload speed increased
- MP5K fire sprites tweaked
- TDI Vector fire sprites tweaked

- Intervention Explosive radius decreased 100->90

- RPG7 fire and aim speeds tweaked, aimed fire accuracy increased
- AT4 fire and aim speeds tweaked, aimed fire now always seeking


- Refined monster file:
  All monsters now always enter pain when hit by explosive or knife
  All weapon drops from monsters disappear over time (~5 minutes)
  Soulsphere drops from monsters disappear over time
  Monster damagefactors tweaked (Rifles 1.25->1.35, Barrels 1.0->1.5, Barrels V Bossbrain 1.0->3.0)
  All zombies now die silently with no chance of last stand if killed by knife, last stand heights improved, Super Shotgunners reddened, Dr Dudes brownified
  Revenant now drops a random assault rifle up from only SCAR-H
  Sniper Revenant accuracy decreased 6,2 3,1->6,3 4,2, damage decreased 10->9, now uses M14 EBR fire sound for regular attack
  Assault Revenants accuracy decreased 8.5->9
  Hectebus, Juggernaut Henchman, Acubus health decreased 1200, 1500, 1800->1050, 1275, 1500
  Dark Archvile no longer turns into a regular Archvile on death, health increased 1200->1300
  Cyberdemon rockets appearance changed to vanilla doom
  Cyberdemons, Masterminds damage from Dragon's Breath decreased, added proper crush pain and death states to prevent gratuitous experience for players
  Cyber Annihilator health decreased 6000->5500
  Cyber Mastermind attack nerfed (rockets 2->1, spawncubes 4->2), bossdeath fixed
  Slightly reduced most monsters chance to spawn instead of regular version, exceptions are:
  Zombiemen, Shotgunners, Imps, Chaingunners


Refined 0.11b

- Rank cap increased 20->30

- USP .45 damage increased 10->12, automatic fire added for convenience - is slower than tapping
- M9 damage increased 9->10, now uses Rifle Puff (small pve factor increase), automatic fire added for convenience - is slower than tapping
- M93R recoil decreased
- PP2000 singefire accuracy decreased 4,2,1.2->5,3,1.5
- .44 Magnum pvp factor increased 0.8->0.9
- Desert Eagle pvp factor increased 0.8->0.9

- M4A1 sustained accuracy increased 10,8,2->9,7,1.8

- AUG HBar aim/unaim speed increased, ammo pickup decreased 42,63,8->36,54,6, backpack pickup decreased 42,84->36,72
- L86 rate of fire increased, damage decreased 11->9, accuracy increased slightly, ammo capacity increased 210,336,420->252,378,504
- M240 rate of fire decreased, damage decreased 10->11

- AT4 reload speed decreased, aim speed decreased

- Added another secret attachment weapon for bladehunter90


- Refined monster file:
  Monster Spawncube speed decreased 10->8
  Cyberdemon, Cyber Annihilator movement damage to fellow monsters nerfed and readded


Refined 0.11a

- Fixed Dragon's Breath not doing proper damage to Cyberdemons, Masterminds


- Refined monster file:
  Fixed Shotguns, Dragon's Breath not awarding proper EXP when attacking Cyberdemons, Masterminds


Refined 0.11

- Pain recoil now has random direction
- Basic Alternate Hud support added
- Difficulty levels decreased 6 ->5 (default DooM count), player damage values 0.5HMP, 0.75HMP, 0.9HMP, 1UV, 1.5UV, 2.5UV -> 0.75HMP, 1HMP, 1UV, 1.5UV, 2.5UV
- Shotgun damage on players increased .6 to .7
- Last Stand chance to bleed out on revival attempt decreased 1/8->1/15
- Field Supplies pickup decreased 3->2
- Voice selection text given additional colors
- YET another Muzzleflash position pass, including fixed scoped offsets for Snipers

- Frag Grenade ammo capacity decreased 4,8->2,4,6

- .44 Magnum given large muzzle flash, Akimbo fire sprites improved (pixel gaps in left revolver fixed)

- AA-12 ammo pickups increased 4,6,1->6,9,2, OMA max ammo capacity increased 84->88, Steady Aim sustained accuracy fixed, code and bug fixes
- M1014 ammo pickups increased 4,6,1->5,7,2, OMA max ammo capacity increased to 72
- SPAS-12 Rapid Fire no longer uses pump action on dry reloads
- Model 1887 fire frames improved, attachment pickup fixed

- Mini-Uzi accuracy non-sustained decreased, aimed accuracy increased, akimbo sustained non-steady accuracy increased
- MP5K sustained accuracy increased
- UMP45 sustained aimed accuracy slightly increased
- FN P90 SOH reload cancel improved

- FAMAS M203 ammo capacity decreased 3,6,8->2,4,6, backpack pickup decreased 3->2
- F2000 sustained accuracy increased 12->11, given small muzzle flash
- FAL given large muzzle flash, slot priority increased

- AUG HBar frames tweaked, rate of fire decreased, damage increased 10->11, ammo pickup increased 24,42->42,84
- MG4 frames tweaked, aimed offsets improved, aimed frames improved, Ex Mags capacity decreased 200->150
- L86 frames tweaked, capacity decreased 100->84, Ex Mags capacity decreased 200->126, ammo pickups decreased 50,100,10->42,84,8
- M240 frames tweaked, rate of fire increased, damage decreased 11->10, aimed frames improved, Ex Mags capacity decreased 200->150

- Sniper seperate explosive ammo merged back into regular ammo - rocket boxes now always give a small amount of sniper ammo
- WA2000 refire slightly improved

- AT4 seeking missile damage decreased

- Secret attachment weapons now require combinations

- Armor Bonus now ACTUALLY gives 2 armor


- Refined monster file:
  Monster damagefactors tweaked (Pistols/Shotguns/SMGs 1.15->1.2, Rifles 1.15->1.25, LMGs 1.5->1.4)
  All self-reviving monsters now create hellfire effect during their resurrection
  Super Shotgunner postfire, pain duration increased
  Grenadier pain duration increased
  Demons bite tweaked - now damages after 1/3rd of the attack's duration
  Super Abaddon now fullbright to match it's hellfire effect
  Spectre Elemental, Kamikaze Elemental given chance to spit lost soul instead of Spectre, Kamikaze Soul respectively
  Kamikaze Elemental death animation fixed
  Revenant self-revival chances decreased
  Super Revenant now fullbright to match it's hellfire effect
  Cyberbruiser rocket attack given 37% chance to fire only 3 rockets, given 2 degrees inaccuracy
  Arachnotron altfires added - 25% to either fire 4 plasmaballs in a 6 degrees spread or a quick burst of 2 plasmaballs, chance to cancel main fire decreased
  Arachnobaron blaster attack given 4 degrees inaccuracy, knight attack duration increased, chance to cancel main fire decreased
  Archvile no longer raises instantly after last raise
  Dark Archvile no longer raises instantly after last raise, movement speed decreased 2->3 tics
  Cyberdemon, Cyber Annihilator given 25% to fire in a spread pattern, movement no longer damages fellow monsters
  Cyber Annihilator projectiles per attack decreased 6->4, chase tweaked
  Bossbrain (Romero Head) health decreased 1000->750, now takes triple damage from crushing (see Plutonia 2 map30)


Refined 0.10

- Players no longer get telefragged while in create-a-class menu reverted for now (didn't actually work)
- Last Stand now disables dropping weapons, applying attachments
- Voice logic changed - speaking is now cleared on spawn, delay before speaking again increased to 2-5 seconds, fixed Last Stand voice


Refined 0.09e

- Tip system added - one of 62 more or less useful tips will now appear on spawn
- Voice logic changed - none is now default (0)
- SV_OldRegen changed to SV_RegenRate - now supports any value between 1 and 10 (previous only supported the values 1 and 7)
- Perk display not showing Commando Pro fixed

- Grenade no longer teleports

- FAMAS M203 no longer telestomps

- Launchers no longer telestomp
- RPG7 fire instability increased 0 5->0 6, aimed fire instability decreased 0 5->0 4
- AT-4 backpack ammo capacity increased 2->3, OMA Pro 3->4, now supports Sleight of Hand, aimed fire vertical instability decreased 0 3->0 2


Refined 0.09d

- New Perk - Commando Pro, increases knife damage to 1.3 (Commando buff decreased 1.25->1.15)
- New Perk - Cold Blooded, silent footsteps & no pain kickback
- New Perk - Cold Blooded Pro, invisible to seeking weapons (AT4, Archviles missiles cannot trace you)
- One Man Army Pro should now properly award ammo up to the increased capacity

- Intervention Explosive Rounds splash radius decreased 110->100


Refined 0.09c

- Activate All Items counter from RealGuns Hardcore (Matej Zabsky) added
- Weapon slot clearing logic not checking for F2000 fixed
- Create-a-class menu now suppresses grenade throw, knife attack commands
- Class system improved - now remembers attachments, and random weapons now get attachment as well
- Class presets enhanced to match Create-a-class capabilities while still being unique
- Class added - CQB, M1014 Shotgun and Desert Eagle w/ Tac Insertion, Extreme Cond., Juggernaut, Steady Aim
- Class added - Rifleman, ACR and USP .45 w/ Sleight of Hand Pro, Scavenger, Steady Aim
- Smoke, Muzzle Smoke variation increased
- Explosion sprites evened out

- Sniper Thermal grenade throw/knife attack unscope for infrared exploit fixed


Refined 0.09b

- Aimed fire visuals for non-full auto weapons now stays on target

- Pistol Akimbo altfire now actually does nothing

- SPAS-12 Rapid Fire refire improved, timing errors fixed

- F2000 aimed offsets fixed

- Sniper Explosive Rounds not doing damage against Cyberdemons, Masterminds fixed
- M14 EBR fire frames cleaned
- WA2000 bolt sound replaced with true to source one
- Barrett .50cal reload frames, sound sync improved

- Thumper unaimed fire added

- Added XY Billboarding for all projectiles and effects, Clientsided many effects


- Refined monster file:
  Cleaned up some code
  Increased duration of monster health drops 30->40 seconds
  Overhauled zombies and their last stand versions, as well as nazis, uziguys and imps
  Fixed bug in Pain Elemental, decreased chance to spit special lost souls 50%->25%, 50%->38% on death
  Belphegor now properly triggers boss deaths (DooM episode 1 compatibility)
  Stone Knight, Cybruiser now cannot be raised if they cube respawn on their own
  Arachnobaron no longer counts as boss monster, now has melee attack, ranged attacks less, obituary fixed


Refined 0.09a

- Weapon slot clearing logic delayed - no longer messes with random weapons class
- Last stand should no longer cause corpses to stand up
- One Man Army, Scavenger perks pickups now also rewards player with backpack
- Tweaked GLDefs

- Sniper Explosive Rounds friendly fire exploit fixed
- M14 EBR failing to pick up for Explosive Rounds ammo fixed
- WA2000 failing to pick up for Explosive Rounds ammo fixed

- Added another secret attachment weapon


Refined 0.09

- Players no longer get telefragged while in create-a-class menu
- Ranking up no longer reduces health if over new maximum
- Dragon's Breath attachment renamed Fire Ammo - applies Dragon's Breath to shotguns, Explosive Rounds to snipers

- Shotgun Dragon's Breath puff scale slightly decreased 1->0.9

- MP5K aimed offsets improved

- F2000 aimed offsets improved
- M16A4 fire frames improved, aimed offsets improved
- AK-47 fire frames improved, aimed offsets improved
- FAL sustained aimed accuracy decreased 1.2->2.0

- All Snipers now support Fire Ammo attachment
- M14 EBR Ex Mags hud display fixed
- Barrett .50cal Ex Mags hud display fixed

- Grenade pin pull sound sync improved
- Added a second secret attachment weapon


- Refined monster file:
  Fixed Zombie type monsters not doing proper damage on players
  Replaced Zombieman Last Stand Desert Eagle variant with USP .45
  Software rendering of Monster BFG, Blaster, Rocket effects improved
  Slightly reduced following monsters chance to spawn instead of regular version: Cyber Annihilator, Cyber Mastermind


Refined 0.08c

- Culled respawn, enter script repeating from several PRO perks
- Ranking up while in last stand now brings you to your feet, added extra bonus ammo for last stand weapons
- Weapon Slot clearing logic added to Perk Display (use with show perks bind and auto-run when respawning)
- Being able to pick up One Man Army when already in inventory fixed
- Further reload sound logic improvements for many weapons
- Explosion effects further improved

- FAL aimed accuracy bug fixed, accuracy increased 7 12, 5 10, 0.6 1.8->6 10, 4 8, 0.6 1.2

- Health Bonus, Armor Bonus now give 2 health, armor respectively
- Invulnerability respawn time increased 30->60 seconds


- Refined monster file:
  Monster Health Bonus drop count decreased by half, will fade out over 30 seconds
  Fixed Imp ghosts not materializing fully when shot at (0.08 change was not properly saved)
  Renamed spectre blood demon, spectre stone demon to blood spectre, stone spectre respectively
  Slightly nerfed Archvile, Dark Archvile raise time and power
  Slightly reduced following monsters chance to spawn instead of regular version:
  Flak Cannon Revenant, Kamikaze Elemental, Spectre and Stone Knights, Cybruiser, Belphegor, Dark Archvile


Refined 0.08b

- Improved Tac Insertion, Revival Kit raise states, Revival Kit medikit health increased 30->35
- Field Supplies capacity increased 6/8->8/10/12oma, amount from backpack decreased 2->1, added hud graphic
- Muzzleflash position pass for M16A4, SCAR-H, AK-47, FAL, Aug HBar, MG4, L86, M240

- .44 Magnum fire sprites tweaked, cleaned

- UMP45 reload sounds changed from A_PlaySoundEx soundslot5 to A_PlayWeaponSound (better net sync)

- M4A1 sustained accuracy increased 11, 9, 2.2->10, 8, 2
- FAMAS accuracy tweaked 8 10 10, 5 7 7, 1.6 2 2->8 9 10, 6 7 8, 1.6 1.8 2, M203 starting ammo decreased 4->3
- M16A4 accuracy increased 8 9 10, 5 6 7, 1.6 1.8 2->7 8 9, 5 6 7, 1.4 1.6 1.4
- SCAR-H sustained fire accuracy increased 10, 8, 2->9, 7, 1.8


Refined 0.08a

- Player being ignored by monsters FIXED


Refined 0.08

- Player invulnerability on spawn when using create-a-class decreased 54->49 tics
- Player being ignored by monsters fixed
- Rank limit increased 15->20, rank up message changed
- Tactical Insertion, Revival Kit revamped with unique idle sprites, improved SOH times, sound sync
- Both tools now use field supplies (formerly revival kit) as ammo, capacity 5/10->6/8/10, chance for field supplies to spawn over stimpaks 1/4->1/3
- Last Stand chance to bleed out on revival attempt decreased 1/8->1/9

- .44 Magnum Tac Knife muzzleflash positions improved
- Desert Eagle aimed fire not using proper puff fixed, dry reload sound improved, Tac Knife muzzleflash positions improved

- AA-12 ammo capacity increased 8
- M1014 ammo capacity increased 4

- SCAR-H ammo pickups tuned
- FAL Starting ammo decreased 20

- Fixed a secret

- Refined monster file:
  Reduced rate of fire from Last Stand zombies
  Fixed Imp ghosts not materializing fully when shot at
  Improved Impboy (but slightly reduced chance to spawn)
  Rebalanced chaingunners
  Fixed Striker variant of flak cannon revenant


Refined 0.07e

- Cleared a few empty lines at the start of files
- Properly ported Grenade scale, bounce factor to Zombie grenades


- Refined monster file:
  Improved color translations for Dr Dudes, Zombie Players
  Redone Chaingunners, Double Chaingunners - now comes in 2 variants of each
  Made Stone Demons faster at nightmare, fastmonsters settings
  Sniper revenant damage decreased, accuracy increased
  Added Health bonus drops to permanent deaths of Hell Knight, Baron of Hell, Belphegor and all Cacodemons


Refined 0.07d

- Sniper damage on players increased .6 to .7
- Grenade bounce factors decreased, bounce sound frequency decreased

- M9 Akimbo muzzleflash offsets improved
- G18 Akimbo muzzleflash offsets improved

- FAL aimed fire accuracy increased, added sustained aimed fire state with reduced accuracy


- Refined monster file:
  Added GLDef for Uzi Guy
  Tweaked zombiemen fire chance and accuracy
  Visual scale of revenants decreased 1->0.85
  Added variants of green revenant (shotgun revenant) - variants are model 1887 and striker
  Added sniper revenant (nearly 50% chance to spawn instead of default) - fires and drops a sniper weapon
  Belphegor, Cybruiser health decreased 1500->1250, 2000->1500
  Decreased Arachnobaron health 1200->1000, added slight chance to abort blaster firing despite target in sight
  Increased Arachnotron health 500->600, added minimal chance to abort plasma firing despite target in sight
  Monster Spawning Cubes size increased 16->20 to reduce chance of monsters spawning stuck in a wall


Refined 0.07c

- Last Stand bleeding out after revival fixed, logic improved
- Tactical Insertion, Dragon's Breath attachment added to random selection

- M93 Raffica added to create-a-class menu and random selection

- Striker Dragon's Breath spread increased 6->7, code cleaned up
- Ranger now supports Dragon's Breath attachment

- UMP45 aimed fire cleaned a little more

- FAMAS can be picked up if full ammo but not full M203 grenades

- Thumper aimed move speed sticking fixed


Refined 0.07b

- Slightly improved menu handling and visual
- Monsters will now ignore players in create-a-class menu
- Akimbo handguns should clear left fire tag on reloading (to prevent akimbo desync bug)

- .44 Magnum Akimbo reload time increased 12, 10 tics

- Model 1887 Dragon's Breath buffed ever so lightly, fire empty and fire aim empty fixed

- UMP45 aimed fire sprites tweaked

- FAMAS M203 crosshair logic changed (no longer blocks automap, not visible when reloading)

- Thumper crosshair added (not visible when aiming or reloading)


Refined 0.07a

- Removed unwanted line in class creation (it ate an AR slot)
- Tactical Insertion made invulnerable for now


Refined 0.07

- Switching to main weapon on class/random creation reverted due to netplay bug
- When netplay, checking other clients for inventory, perks HOPEFULLY FIXED THIS TIME
- Autoswapping to newly attached weapon disabled due to netplay bug
- Improved weapon sorting
- Software rendering smoke puffs, explosion effects improved
- Muzzle flash sizes decreased .15->.12, .2->1.6

- Iron Sights accuracy pass (iron sights are slightly less accurate overall, and more reliant on the weapon type and rate of fire)

- UMP45 accuracy decreased slightly
- Vector accuracy decreased slightly

- ACR given small muzzle flash
- SCAR-H given large muzzle flash

- possible AT4 fix


Refined 0.06

- Switching to main weapon on class/random creation added.
- Fixed triggered actions on respawn (aim, reload, knife attack, grenade throw)
- When netplay, checking other clients for inventory, perks fixed
- When netplay, attachment not properly switching to modded weapon maybe fixed
- Added Tactical Insertion to level up selection
- Proper icon for Last Stand Pro

- All Akimbo weapons given unique obituaries, reload sounds improved - minor reload time increase for most, G18 and Mini-UZI given extra reload time
- All Dragon's Breath Shotguns given unique obituaries
- Sniper scope instability when unscoped fixed, instability strength and speed reduced

- USP .45 Ex Mags, Akimbo ammo display improved
- M9 pickup not checking for Tac Knife, Akimbo fixed
- M93 Raffica accuracy increased 8->5,6, 6->3,4
- G18 pickup not checking for Akimbo fixed

- AA-12 damage increased 40->44, 46->51, Ex Mags ammo capacity decreased 16->12, now supports Dragon's Breath attachment
- Model 1887 now supports Ex Mags, Dragon's Breath attachments

- FAMAS using Ex Mags on M203 while already having Ex Mags fixed


- Refined monster file: Zombie Player given unique skin from Realm677; Courtesy Tormentor667, Bouncy, Dreadopp & Ixnatiful
  Added chance for gib piles and dead marines not to raise at all
  Added variety to zombie Player, Dr Dudes and Zombieguys. They now have randomized weaponry.
  Stone Knight revival chance reduced, health reduced 1000->900


Refined 0.05

- Fixed players blocking eachother despite SV_UnblockPlayers 1
- Fixed monsters calling target down and gaining experience, levels
- Cleaned a few weapon fire frames of white specks

- P90 magazine pull sound sync improved

- M4A1 aimed accuracy decreased 0.5 1 -> 0.5 1.5
- ACR damage increased 9->10, rate of fire decreased 1 tic, accuracy increased 8 12, 6 8, 0.5 1.5 -> 6 8, 4 6, 0.5 1
- SCAR-H aimed accuracy decreased 0.5 1 -> 0.5 1.5

- MG4 reload time decreased, frames trimmed


Refined 0.04

- Voice selection text given additional colors

- Last Stand Pro no longer requires Last Stand
- Revival system tweaked for better performance

- M9 damage decreased 9.5->9

- Striker Dragon's Breath slightly nerfed
- M1014 Dragon's breath slightly nerfed

- UMP45 ammo pickups tweaked (16 24->15 22), bolt pull frames tweaked, bolt sound replaced
- P90 damage reduced 8->7, tactical reload end frames further improved, bolt sound sync improved

- M4A1 bolt sound sync improved
- M16A4 stalling dry reload frame removed

- Steyr HBar magazine pull, bolt sound sync improved
- MG4 bolt sound sync improved
- M240 bolt sound sync improved


- Refined monster file: removed random pitch from class, upgrade, level up sounds and limited them to 1
  Fixed Shotgunner alert sound, explosive barrel fixed when respawning enabled


Refined 0.03

- Weapon slots rearranged again
  1: Menu, Kits
  2: Handguns
  3: Shotguns
  4: SMGs
  5: ARs
  6: Snipers, LMGs, Explosives

- Further muzzleflash position passes

- M9 Akimbo, Tac recoil fixed

- SPAS-12 fixed Ex Mags pump action
- Striker now supports Dragon's Breath attachment
- M1014 magazine sizes / refire tapping reverted, now supports Dragon's breath attachment
- AA-12 magazine pull sound sync improved

- F2000 magazine pull sound sync improved

- FAL offsets improved (moved to the right)

- WA2000 magazine pull, bolt sound sync improved


- Refined monster file: Further Boss EXP fixes, Cyberdemon overall EXP increased


Refined 0.02

- Player damage from Player Shotguns 1->0.8 (hopefully will improve PvP)
- Weapon slots simplified and rearranged for better usability
  1: Menu, Kits
  2: Handguns
  3: Shotguns, SMGs
  4: ARs
  5: Snipers, LMGs, Explosives
- Most Automatic weapons' gunflash frames tweaked for better player skin firing effect
- Shotgun pellet count reverted - negatively affected screen recoil of player victims
- Large Muzzleflash (LMG's, certain AR's) size decreased .25->.2

- M9, M9 w/ Tac Knife magazine release, insert, action sound sync improved

- SPAS-12 aim offsets improved, Dragon's Breath given "Dragon" damagetype (to be used with refined monster file)

- FN P90 tactical reload end frames improved

- F2000 aim offsets improved, bolt sound sync further improved (one frame wasn't satisfactory, let's try two)

- Aug HBar aim offsets improved
- L86 magazine pull, bolt sound sync improved


- Refined monster file adds GLDefs for monsters, removes blank raise states from pain elementals and archviles
  Adds "Dragon" damagetype painstate to Cyberdemon, Spider Mastermind tier monsters to prevent easy EXP exploit with Dragon's Breath


Refined 0.01 (Unofficial patchmod by Das Cake)

- Health bonus per player level decreased 5->3
- Players can now be gibbed
- Player movement volume 1 run .25 aim->.6 run .3 aim, run falloff range 100 500->150 700
- Added support for alt skins (see ZDooM altskin for more info)
- Player voice logic improved - no longer speaks while already speaking
- Player sound logic improved - Pain can be overridden by skin, Hurt sounds for female gender added (source: Selene Skin)
- Added server CVar SV_NoVoice - 1 disables all voicing (default 0)
- Basic GLDefs added

- Weaponslots reconfigured
  Max 1 AR, 2 with OMA
  Max 1 Shotgun/SMG, 2 with OMA
  Max 1 Heavy (LMGs, Snipers, Explosives)
  Total 6 weapons, formerly 7

- Weaponreplacers tweaked - Weapons will now spawn near their tier (AR's slot 3-6, Shotguns/SMGs slot 2-4)
- Weapon respawn time increased 1s->2s
- Ammoreplacers tweaked - Pistol, Sniper ammo less frequent
- Ammo sprites tweaked - Sizes tweaked 0.75->0.8 (AR, SMG, Shells, Sniper) 0.5->0.6 (Handgun) 0.75->0.7 (Explosives)
  Colors tweaked (SMG blue, Handgun beige)
- Muzzleflash position pass
- Hit smokepuffs opacity and scale reduced
- firing sprites improved for: .44 Magnum, Model 1887, Ranger, SPAS-12, M1014, UMP45
- Frag Grenade scale increased .16->.18, new obituary for thrown grenades, added 1in5 chance to bounce being silent
- Fixed OMA weaponslots not applying until after death/map change
- Removed Last Stand perk from berserk randomreplacer
- Revival Kit chance to spawn over stimpaks 1/3->1/4
- Tactical Insertion in create a class Attachments list fixed, use volume falloff range 250 -> 350

- PP2000 bolt sound sync improved

- ALL Shotguns' pellet count increased (nearly doubled), damage remains the same
- SPAS-12 Pro OMA ammo cap increased 56->64,  Ex Mags magazine decreased 16->12, fixed 'jump' at end of fire sequence
  Pump-action system added, now supports rapid fire attachment (Semi-Auto, sound source: Mungmods)
- M1014 magazine increased 4->6, Ex Mags magazine increased 6->8, short range pellets changed 3*8->4*6, refire tapping reduced

- MP5K bolt, clip out sounds sync improved
- TDI Vector bolt sound sync improved
- UMP45 magazine sizes decreased 32->30, 48->45, Ammo caps decreased to 150, 270, pulls bolt on dry reload (doctored frames)
- P90 Ammo caps decreased 300->250, 450->400

- FAMAS Ammo caps decreased 180->150, 270->240, accuracy reduced 10f .5a 5s -> 10f 1a 7s, refire tapping improved
- M203 grenade insert sound sync improved, bolt sound sync improved, bolt wobble frame removed
- SCAR-H damage increased 10->12, Ammo caps increased 120->140, 180->200
- M16A4 Recoil decreased, refire tapping improved
- ACR magazine insert sound sync improved
- F2000 bolt sound sync improved
- FAL flicker on last round while aiming fixed, refire tapping improved, bolt sound sync improved
- AK47 Ammo caps decreased 180->150, 270->240, damage increased 10->11, aim fire sprites tweaked (sights will stay on target)

- M240 damage increased 10->11, Grip Recoil increased, ammo capacity 200,400,600->200,300,400
- L86 damage decreased 12->11, full auto accuracy 12->10, ammo capacity 200,400,600->200,300,400
- MG4 damage decreased 11->10, ammo capacity 200,400,600->200,300,400