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