1.0.1
- Fixed a typo that stopped the stuck detection from taking effect
- Set the default spawn time values to the reccomended ones for singleplayer

1.1
- Resprite! Redid all of the sprite edits to more accurately represent 2011X in both appearance and personality
- Overhauled grabbing animation
- Adjusted startup print message to reflect the new defaults being made for singleplayer
- NOTE: Remember to add DrStephen/CrossMomentum to credits next update for using Sonic's trick fail sprite
- Decreased long distance for rubber banding purposes
- X should now use the long stun time for low player counts more consistently
- Rubber banding now increases depending on target speed
- X now teleports slightly in front of you
- Decreased parry window base, but it now increases based on latency
- Escaping from X's grab now makes you press buttons in the right order instead of mashing
- Invert flash now happens when X teleports to you, rather than just when he spawns
- X's melee now gives an indicator for where it activates and if you're in the radius
- Decreased radius to activate X's melee
- Decreased lunge speed of X's melee
- X will now spin around when in pain because it's funny
- X will now react with pain if the player he's grabbing gets taken away somehow
- X will now take any damage directed at the player
- Parrying X now makes a unique sound
- Added a console variable to sethow many players are required for X to spawn
- Added a console variable to toggle blood in one of the new sprites
- Added a console variable to switch between the new grab escape system and the old one
- Added a console variable to disable flashing (NOTE: remember to add a warning about that!)
- Removed a testing feature where X would only go after player 1 in splitscreen (which probably should have been taken care of before release - oops!)
- Since X will now make sure he's moving before marking a melee as a miss, it no longer needs to have the insta-melee failsafe
- The Rage Mode meter now hides when grabbed
- When Rage Mode starts, X will get up a second after the filter apperas

v1.2
- When X dies, he now screams and stays gone for 10 seconds to avoid freezes
- Added a command to remove X from play altogether
- X will now properly be scared off after getting stunned twice in Rage Mode
- X can now be stunned in Rage Mode by jumping to make up for the inability to parry
- The timer to escape a grab now scales with delay with the Simon escape style (Probably? Hopefully? I can't really test this to make sure it's fair)
- Missing 3 inputs while grabbed by X now instantly kills the player to combat mashing
- Each input the Simon escape style can show now has a different color to aid quick identification
- Added F0UND YOU (SONIC 2011), Imminent Death (Deltarune, via Sonic PC Port), and My Heaven (Silent Hill, via MY5TCrimson's Sonic.EXE) to the list of available chase songs
- Added a random chase music option

v1.3
- Super and adjacent forms are now detected with a function for consistency
- Escaping from a grab while Super now requires 6 inputs
- Added support for a mod that's not out yet
- The 3 strikes thing with the grab no longer applies to Super forms and such
- Added an option to not play chase music
- Changed how random music is selected, which should hopefully cut down on resyncs
- X will now immediately teleport if his target becomes unavailable
- Fixed a typo that made X invisible when waiting to respawn
- Invisibility will only deplete when X is chasing
- X's aura sound will now only play when he's chasing
- Replaced X's aura sound with one from SONIC 2011
- Added captions
- X will now always laugh like 2011X instead of sometimes inexplicably sounding like Crimson
- And then I gave him a Crimson-specific sound anyway because fuck consistency
- Added a menu
- Corrected the message that appears when you try to use exe_despawn in singleplayer
- Console variables now save and load automatically
- Setting X to not randomly spawn will now cancel any ongoing spawn timer
- Added last life chase themes (remember to add Gustavo Firmino Cazonato to the credits)
- Changed the logic for determining if someone has lives, which should hopefully make the death scream happen at the right time more consistently
- X will no longer wait for you to be online for 5 seconds in singleplayer
- X now gets invulnerability after teleporting
- X is now slowed down by water
- Setting exe_spawntime_min or exe_spawntime_max will now clamp X's spawn timer
- X will now shake a little after killing someone

v1.3.1
- The menu is now less fiddly with analog input
- X now kills the player after a regular amount of time after knocking them out of super
- Slowed down X's Super form ring drain
- Apparently X's kill timer still counted down while super? And somehow I never figured that out??? 
	- Hooray for my super thorough bug testing practices of playing through repeatedly with just the stuff I prefer and calling it good...
	- Anyway that's not a thing anymore since I've been designing around that not being a thing this whole time
- You can now use the menu while X is stunned

v1.4
- Code rewrite! Re-organized everything and cut out some unnecessary/redundant parts
- Changed my mind, super forms don't require more inputs again (but now it's consistent across escape styles)
- The screen now goes dark when you lose your last life
- Rage mode now drains rings from Super more frequently instead of more at a time
- Added a new game over screen that plays if you lose your last life to X
- Added the kill timer bar to the mash escape type
- Spectator camera now works with first person and spectating
- X's MOTDs now show up for everyone
- Lowered the default threshold to start Rage Mode
- Added a sound for when Rage Mode could have triggered, but didn't
- Jumping now only stuns in Rage Mode if timed
- Added dynamic chase music
- Replaced voice clips with OM rework voice (old ones will still be available via a separate file)
- The rage mode splash text now displays a custom graphic
- Removed a condition for opening the menu that probably caused resyncs on dedicated servers
- Replaced X's kill crunch with a bitcrushed one that better matches SONIC 2011's style
- Replaced X's long stun sound with a sound from SONIC 2011
- Bitcrushed the scream sound to match the crunch sound
- X will now 
	- I really need to stop changelogging while sleepy. Zero clue what this one was meant to be. If a change went undocumented, it was probably this.
- Fixed a bug where X would stop needing two hits to scare off in Rage Mode after getting scared off once until it landed a hit
- Rage Mode music is now forcibly synced and pauses when the game is paused
- Level music will now actually resume from its previous position when chase music ends, and only if it was the song that was actually previously playing
- Chase music will now also resume from its last position when it starts again, if applicable
- Modern chase music is now the default, since X hasn't had RetroX proportions since v1.1
- Extended the singleplayer stun to 8 seconds
- Shortened X's invulnerability to 2 seconds
- Escaping from a grab will now cause the player to take damage
- Replaced sfx_xdeath with another sound from SONIC 2011
- Replaced sfx_xmelee with another custom sound that replicates the style of SONIC 2011
- Added a console variable to disable taking damage from escaping a grab
- Added a sound that plays when X is within range of spawning
- X will now spawn properly in levels with NoReload
- Added blood particles when struck/killed by X
- Made the death scream a bit louder
- Added specific sounds for robotic characters being hit or killed
- Added closed captions for voice lines
- When teleporting, X will now occasionally do its googly-eyes taunt
- Added Vanilla Achievements support
- Changed how player targeting works to make bullying the same person not happen as much
- Escaping from a grab on the last possible tic now just escapes, instead of escaping and dying at the same time
- X can no longer melee during Rage Mode
- Chase music caption now only shows for the person hearing it
- Saved server variables will no longer be erroniously loaded as arbitrary client variables

v1.4.0.1
- X trying to apply grab damage to Cacee will no longer cause a stack overflow

v1.4.0.2
- Fixed something else but I forgot oops
- Force spawning X as the server no longer desyncs
- Dynamic chase music now only plays for the person being chased

v1.5
- Fixed an error when X tries to teleport and then get scared rather than vice versa
- Behind the scenes, the blood splatter function now works on non-players, due to Plans
- Added Ordinary Mode
- Rubber banding speed now increases with distance
- X will now always inherit a grabbed player's speed when starting a grab
- Added an easter egg interaction with Sonic.EXE
- The exe_forcespawn command will now do the spawn message unless you tell it not to
- When X changes targets, it has a chance to cause hallucinations
- X's escape prompts now appear in the center of the screen
- Being saved from X's grasp no longer triggers grab escape damage
- Added an option to make X force a win when killing the last player to finish
- Menu now uses custom graphics for headings
- X's radar now uses a different lump name for the icon and should no longer throw negative scale errors
- Gave CV_SHOWMODIF to some variables that didn't have it
- Extended Rage Mode duration by 3 seconds to account for Miku rage
- Rage Mode music can now change depending on chase music setting
- Chase music now properly stops when turning it off(?)
- Added new options to exe_chasemusic: exeller, tartarus, eclipse, ordinary
- Added unique chase music for F0UND YOU chase music
- The random and dynamic options for exe_chasemusic are now negative instead of being based on the length of the chase music list
- X will now interrupt giving you a head start if you're too far away or can't be targeted
- Lag compensation is now different for the different escape types
- exe_escapestyle now accepts wiggle and qte
- Increased the distortion on the Dynamic escape music
- Added an easter egg where saying "add x sonic" spawns X to chase you
- Players will now hear last life music in special stages, since you can't respawn there
- Removed a compatibility freeslot after remembering rawget exists
- When spectating X as it grabs a player using Automatic Mode, the camera will now spin around instead of trying to follow their input angle
- X spectator cam now stops moving when X has just killed someone
- Changed X's death behavior again; now, it instantly teleports and locks you into an inescapable grab
- Added special behavior when X is grabbed by TA Tails's Glove powerup
- Players can no longer use buttons while grabbed by X, which removes a ton of cheese
- De-cheesed Knuckles's Battlemod ability
- Added a special interaction when X tries to grab kill Orbit
- Camera movement when spectating X is less jerky and clips less
- Replaced Locktrap's standard chase and last life themes with YOU and DIE, respectively
- Temporarily replaced Locktrap's RetroX chase and last life themes with Steve Outcome's music until new music is made for RetroX
- Changing exe_chasemusic now prints the name and origin of the chosen song
- exe_escapestyle is now set per player
- Nevermind the placeholder thing, TIME OVER and OVERTIME dropped sooner than I thought