2020/6/20
Version 9.0

Added tutorial images (replaces the NiGHTS tutorial when pressing F1)

Gamemodes
	Arena, Team Arena
		Players are now forced to respawn, like in Survival modes
	Survival, Team Survival
		If a player has less than the maximum life count, killing 3 opponents will grant an extra life. This counter is reset to 0 if the player becomes a jetty-syn.
	Control Point
		Reduced time limit (8:00 -> 5:00)
	Team Control Point
		Reduced point limit: (4 -> 3)
		Reduced time limit: (8:00 -> 5:00)
	Diamond, Team Diamond
		After holding the diamond for 30 seconds, it's captured, awarding the player/team with a score bonus and spawning a new diamond somewhere else
		Added console variable diamond_capture_time (default: 30, range: 10-60)
		Added console variable diamond_capture_bonus (default: 1000, range: 0-100000)
	CTF
		Added HUD flag compasses

Maps
	Grass Court, Oasis, King's Board, Snow Globe, Mushroom Pit, Sideshow, Aquarium, and Chaos Shrine
		More spacious layouts
		Rebalanced item spawns
		Bug fixes
	Added Training Zone, which can be accessed via the level select menu in singleplayer (MAPBZ)

New ability: Stun Break (costs 20 rings)
	After getting hurt, you can press the Parry button to hop out of the pain state and get back into the action, at the cost of your blinking invulnerability
	After a tech, you can't use special moves for 1sec, and you gain a tiny amount of blinking invuln
	If guarding is disabled in the console, stun break will also be disabled

New ability: Air Dodge
	Press the parry button in midair to avoid damage
	It also gives a small boost in any direction
	The dodge's invulnerability and dodge distance are reduced while holding the flag/diamond
	If guarding is disabled in the console, air dodge will also be disabled

Added console command: battleconfig_dodgecamera (default: on)
	If disabled, air dodge and stun break can be angled towards the player's movement direction.

New ability: Shield Swap
	Press the Toss Flag button (while not holding a flag) to switch to your reserve shield

Major gameplay changes
	Reduced mercy invincibility after taking a hit in Battle modes (3s -> 2s)
	In any mode, except during Sudden Death, killing another player awards the killer 20 rings
	Spindash minimum and maximum speed are now reduced while holding the flag (min: 100% -> 75%, max: 100% -> 80%)
	Acceleration while holding the flag increased (80% -> 83%)

Minor gameplay changes
	Added hud indicator for guard / air dodge / stun break
	Added sound effects to various projectiles on a successful hit
	Added a new menu and hud for pre-round character selection (use left/right to select a character)
	Increased the exhaustion rate of CEZ swings
	Increased the respawn timer for spikes: (3s -> 10s)
	Lowered the height at which Tails Doll floats
	Renamed "homing attack" to "attraction shot" in the hit feed when using the attraction shield's homing attack
	Lowered the default priority of non-attraction homing attacks used by some custom characters: (1/2 -> 1/1)
	Players now become invulnerable during "GAME SET"
	Auto-Spectator Camera
		Added the ability to scroll through players when spectating (uses next/previous weapon buttons)
		Increased the time between automatic player cycles

Shields
	Shields can now be activated using the Toss Flag button, even when using Fang
	Adjusted shield visuals, making most of them more translucent while making the whirlwind shield more opaque
	In team modes, all shields are team colored
	When a reserve shield is used, it plays a different sound effect depending on the type of shield
	Armageddon shield
		Removed the explosion that happens when the owner is hurt
		Added a chargeup period and a warning sound effect to the manual explosion
	Elemental shield
		Horizontal speed is cut by 3/5 when starting the stomp, instead being set to 0
		Reduced duration of flame projectiles
		When hurting a player with Fang's cork or Amy's love hearts, a ring of flames will spawn
		Added a 2/2 sweetspot at the bottom of the stomp

Collision / bumping
	Reduced duration of recoil stun by 20%
	Reduced maximum recoil stun duration: (2s -> 1s)
	Changed the sound effects of collision interactions, adding more unique sounds for successful and defended attacks at different priority levels
	Added screenshake to collisions increasing based on the attack / defense priority
	Added a visual effect when a collison causes damage - the effect is larger for attacks with higher priority
	Bashable objects now play priority-based sound effects when attacked, and have collision visual effects
	Reduced lockout time for colliding with the same player twice (15tics -> 12tics)
	Collisions can no longer occur during pre-round countdown

Parry
	Parrying a player will remove their invincibility powerup
	Parrying a player will now place them in a "tumble" state, which is similar to standard hitstun but removes the ability to air dodge
	Tumbling players bounce off floors and cannot move for a period of time
	Removed the ability to parry during some special moves

Item Bubbles
	Item bubbles can be used to bounce, but it's weaker than monitor bounces
	Item bubbles now play a sound effect when popped
	Item bubbles now create an icon when popped, like a monitor

Sonic
	Weight increased: (90 -> 95)
	Increased thok speed: (40 -> 45)
	Super Spin Jump
		Priority reduced (2/2 -> 1/2)
		Added a sweetspot above Sonic with (2/2) priority
		Added subtle squash and stretch animation
	Ground Pound
		Cooldown increased: (1.5s -> 2.25s)
		Priority when falling reduced (2/2 -> 1/2)
		Added a sweetspot below Sonic while falling with (2/2) priority
		Projectiles are blockable by 1 defense or more
		Upwards momentum at the start of the ground pound increased
		Added new moves that can be performed when ground pound hits the floor
			If spin is held, Sonic can perform a dash
			If jump is held, Sonic can perform a bounce jump
			If neither is held, Sonic creates a shockwave as usual, but loses 80% of his speed
		Added subtle squash and stretch animation

Tails
	Fly
		Velocity increased: (100 -> 115)
		Tails cannot carry exhausted teammates
		Tails exhausts more quickly, especially while moving upwards
		When exhaustion runs out, Tails's vertical speed is cut slightly
		When exhausted, Tails has reduced movement control
	Flight Dash
		Cooldown reduced: (1.25 -> 1.2s)
		Cooldown is increased depending on Tails's exhaustion level, up to 3x longer
	Tail Swipe
		Increased cooldown: (1.25s -> 1.4s)
		Reduced endlag
		Tail Swipe's projectiles last longer: (35tics -> 45tics)
		Tail Swipe's projectiles have increased launch speed, can bounce off walls, can bounce off players, and decelerate while traveling
		All 3 of Tail Swipe's projectiles produce a sound effect instead of just the center one, although the sound is quieter for each

Knuckles
	Jumpfactor increased: (85% -> 90%)
	Weight increased: (115 -> 120)
	Glide & Climb
		Glide minimum speed increased (25 -> 28)
		Knuckles now exhausts while gliding, instead of only when climbing
		Knuckles exhausts more quickly while climbing: (8s -> 5s)
		Knuckles now falls more quickly when gliding at very low speed
		While gliding, Knuckles behaves as if Legacy mode is disabled
		Slightly increased the knockback Knuckles recieves after hitting with Gliding Fists
	Dig
		Renamed Dig to Drill Dive when in midair
		Knuckles can now cancel Drill Dive with a glide (1s cooldown)
		Drill Dive now puts Knuckles in the fall state after hitting a monitor or enemy
		Drill Dive can now be performed when Knuckles is in goop water
		Increased movement speed while underground
		Reduced duration of the startup period before a Rock Blast is allowed, and allowed full movement during this period
		Rock Blast:
			Rock projectiles are now blockable by 1 defense or more
			Cooldown: (3s+ dig time -> 3s, 4s if jumped)
			Rock Blast Jump:
				Reduced jump height
				Added a sound effect to Rock Blast jump
				When used, Knuckles's horizontal speed is cut by 2/3
			Knuckles now curls after a rock blast
			Knuckles can now glide for a very short time after a Rock Blast
		Emerge:
			When used, Knuckles's horizontal speed is cut by 2/3
			Launch height increased

Amy
	Weight reduced: (100 -> 95)
	New air ability: Twinspin Jump
		Acts like a standard double jump, but uses the hammer as well
		When swinging the hammer, Amy always aims towards the camera
	Twinspin
		When swinging the hammer, Amy always aims towards the camera
	Piko Hammer (grounded)
		Increased horizontal thrust when swinging the hammer: (5->9)
		Can now be charged - fully charging the attack unleashes Piko Wave, an attack that creates a huge wave of heart projectiles which can also shield teammates
		Can now perform a Hammer Flip by pressing the jump button while using Piko Hammer. If fully charged, the Hammer Flip will be stronger.
		When swinging the hammer, Amy always aims towards the camera
	New special ability: Piko Spin
		Accelerate forwards while spinning like a top with 2/3 priority. It ends in a standard hammer swing
		If used in midair, Amy will hover a little bit while spinning
		While it shares the same name as her old air special, this move replaces both Piko Tornado and the previous iteration of Piko Spin
		If the move ends with Amy's hammer touching the ground, Piko spin can transition into a charged Hammer Flip by holding the jump button
		If jump is held while the move ends, Amy will remain in the hammer state while falling
	Love Hearts
		Adjusted the knockback of blocked love hearts (it should be nearly identical)
		Blocked love hearts can now uncurl players, just like popgun shots

Fang
	Weight increased: (100 -> 105)
	Popgun:
		Incrased cork projectile speed: (48 -> 51)
		Air popgun now only locks Fang's air control for a short moment, instead of until floor touch
		Added some recoil to grounded popgun
		Added a tiny bit of screenshake to popgun shots
		Adjusted the popgun firing sound effect
	New special ability: Combat Roll
		Dash forwards in ball form with 1/1 priority. If it collides with an opponent but doesn't do damage, it can tumble them for a midair popgun followup!

Metal Sonic
	Reduced priority of a spindash charge with dashmode: (1/3 -> 1/1)
	Float
		When exhausted, Metal Sonic simply stops floating instead of overheating and slowing down
		Reduced maximum float time before exhaustion (6s -> 3s)
		Added a small exhaustion penalty for each time Metal Sonic "taps" the float button
	Energy Attack
		Reduced cooldown on cancel or interrupt: (3s -> 1s)
		Energy Blast:
			Reduced projectile speed: (48 -> 28)
			Reduced cooldown: (3s -> 1.25s)
		Dash Slicer
			Changed the positions and timings of the claw projectiles, removing the blindspot between Metal Sonic and the claws
			Reduced the endlag of the final jump: (18tics -> 13tics)
			Reduced the vertical thrust of the final jump: (32 -> 24)
			Adjusted sound effects
			Now enters the spring animation at the end of the final jump
			No longer provides dashmode during the dash (this doesn't matter for gameplay, but it removes the dashmode deactivation sound)
			Renamed "slash strike" to "dash slicer" in the hit feed
		Dash Burst:
			Reduced cooldown: (3s -> 2.5s)

Modding functionality
	Added new skinvars: func_collide, func_precollide, func_postcollide, func_exhaust
		These can be set using CBW_Battle.SkinVars["skinname"].func_collide and CBW_Battle.SkinVars["skinname"].func_exhaust
		func_collide is run when the player collides with another player - it's useful for making certain moves behave uniquely on player contact!
		If func_collide returns true, collision physics will be overridden
		func_precollide runs before func_collide, and func_postcollide runs after Battle's collision physics happen
		func_exhaust is run during battlemod's exhaust code, and can return true in order to prevent exhaustion from resetting on floor touch - use it to give your custom abilities battlemod-specific exhaust limitations!
	Added universal mechanics supporting blockable projectiles
		"Blockable projectiles" are projectiles such as Fang's corks which only deal damage when the target has low enough defense
		You can create projectiles that are blockable by giving any missile these variables:
			mo.blockable - if set to a number, the target will need that much defense or more to block the shot
			mo.block_sound - sound to play when blocked. If it's not set, it will use the same sound effect as Fang's corks
			mo.block_stun - amount of horizontal thrust to apply on block (will be multiplied by scale later)
			mo.block_hthrust - amount of horizontal thrust to apply on block (will be multiplied by scale later)
			mo.block_vthrust - amount of vertical thrust to apply on block (will be multiplied by scale later)
	Added mo.hit_sound for projectiles (sound to play on successful hit)
	Added the mo.cantouchteam variable, which allows for friendly projectiles to interact with teammates. This can be used for support purposes, like with love hearts
	Added the mo.name variable, which allows projectiles and other hazardous items to bypass the mo.info.name variable in the hitfeed
	Added support for SF_STOMPDAMAGE characters - they have a 1/1 sweetspot while falling

Maintenance
	Changed team chat to actually work, making it no longer visible to the enemy team and spectators
	Added an error message when BattleMod is loaded after another version of BattleMod has already been loaded
	Added a lua workaround to a bug in 2.2.9 where spawning near flicky mapthings could cause the game to crash
	Fixed an issue where projectiles would disappear when they touched teammates
	Fixed an issue where Super Sonic could float during ground pound
	Fixed an issue where Amy was unable to escape CEZ swings
	Fixed an issue where Metal Sonic's energy aura was misaligned, and would not match Metal's scale properly for one frame
	Fixed an issue where Metal Sonic could maintain dashmode speed forever if Energy Attack was charged for exactly 1 frame
	Fixed an issue where Metal Sonic could float indefinitely after colliding with a player while hovering
	Fixed an issue where Metal Sonic could float after using a bubble shield bounce or a lightning shield jump
	Fixed an issue where Metal Sonic would not exit the "spinning" state when using Energy Attack, which allowed him to attack during his falling animation
	Fixed an issue where Metal Sonic would exhaust from using the bubble shield bounce
	Fixed an issue where Metal Sonic's Energy Attack could maintain dashmode
	Fixed an issue where bubble items were included in the blockmap
	Fixed an issue where elemental fire trails would drain rings from teammates on touch
	Fixed an issue where revenge jetty-syn players could deal damage for 1 tic while invisible during overtime
	Fixed an issue where HUD icons for characters would display incorrectly for characters that don't use the default startcolor (like Espio)
	Fixed an issue where the HUD objective compass in all objective-based modes was inaccurate
	Fixed an issue where custom characters could not set their guard frame to the 0th frame of their transformation
#

2020/11/15
Version 8.6

Maintenance
	Fixed an issue with team balance not allowing new joiners
	Fixed an issue with attack moves not deflecting love hearts and popgun corks
#

2020/11/15
Version 8.5

Maintenance
	Fixed non-Battle characters erroneously attempting to use the Fang air popgun script
	Fixed certain cp_ console commands failing to execute
	Fixed Diamond gametypes desynchronizing for new joiners
	Fixed Diamond awarding points during "Game Set!"
	Fixed players being able to take force shields into sudden death
	Closed window of opportunity where players could take items into sudden death
	Fixed characters with 0 max shield reserves being able to carry infinite shield reserves
	Exhaustion meter will not refill if player is currently performing a special move
	Fixed an exploit which allowed Metal Sonic to bypass the low rings cooldown on special moves
	Updated priority core script to improve compatibility with custom characters

Gametypes
	Removed Egg Robo Tag and related code
	Game over accumulative penalty reduced (+5s -> +2s)
	Disallowed joining red/blue team in instances where doing so would lead to team imbalance

Maps
	Grass Court Zone
		Messed with vertices to make the map look smoother
		Changed water textures
		Adjusted some slopes to remove a hiding spot
		Lowered the outer wall a bit to make the skybox more visible
		Moved some water ambience sfx
	Aquarium Zone
		Added new death pit with a bubble shield spawner, adjusted item spawns in general
		Changed skybox a bit
	Lost Bridge Zone
		Made the bridge bigger
		Made the side platforms closer to the bridge, and convex instead of concave

Amy
	Piko Tornado
		Tornado duration reduced in 2D mode (3s -> 1.29s)
#

2020/8/30
Version 8.4

Maintenance
	Fixed errors and cfails when players joined a server loaded with custom characters 
	Fixed Tails being unable to throw or carry allies under certain conditions
	Fixed the wrong priority being applied to Tails when using certain shield abilities
	Fixed Fang remaining in popgun fire state indefinitely on certain conveyor floor types
	Players will receive credit for throwing opponents into hazards using projectiles
	Fixed players being able to stand on the spire in Pumpkin Peak

Gametypes
	Added TOL_MATCH to Arena and Team Arena's supported TypeOfLevels
#

2020/8/19
Version 8.3

Maintenance
	Fixed the "suicide" command not dropping the player's collected items
	Made several adjustments to the strength of battle collision knockback
	Significantly reduced the likelihood of collision feedback loops between bashable objects
	

Console
	Added netvar "battle_launchfactor"
		Adjusts the strength of battle collision knockback (note: projectile collisions are unaffected)
#

2020/8/17
Version 8.2

Maintenance
	Fixed scores not being properly reset when changing maps (and end-of-round bugs associated with it)
	
#

2020/8/17
Version 8.1

Maintenance
	Fixed certain characters being stuck in special frames when grabbing the flag/diamond
	Applied the "Game set" HUD to most other battle gametypes besides Survival
	Disallowed the "suicide" command while in pain state or while in the air
	Removed custom properties and behaviors from Fang's bombs

Gameplay
	Guarding
		Disallowed guarding while flashing invulnerable
	Survival
		Win conditions
			Game will automatically decide the victor if one player/team has more lives than the others at the end of the match
		Sudden Death
			Bombs no longer rain down from the sky; instead, players will gradually increase in size until one player is left standing.
	Egg Robo Tag
		Reduced cost of mines (10 -> 5)
		Reduced start-up time of laser fire (20 -> 10)

Tails
	Reduced speed values to special moves while underwater and in 2D areas

Fang
	Popgun
		Allowed jumping out of popgun animation
		Allowed popgun to be fired once in the air after a jump
			Added sprites for aerial popgun
		Increased size of projectile sprite
	Special
		Replaced "Bomb Throw / Bomb Drop"
		Dodge Roll
			Execute in the air or on the ground to perform a dodge roll. Fang will not take damage while in this state
		Spring Drop
			Execute will tailbouncing to thrust into the ground
#

2020/8/13
Version 8.0

Maintenance
	Fixed a script break in the 2D camera script
	Fixed spectator auto camera not being interrupted by most button inputs
	Added z distance check when attempting to keep player target in view of spectator auto camera
	Fixed allied projectiles being able to destroy RC missiles
	Addressed performance issues related to Fang's popgun target reticle
	Fixed Knuckles being able to guard while digging
	Fixed Fang being affected by bomb recoil while in pain or death states
	Fixed Diamond getting caught on terrain
	Enabled spikes and other objects to respawn

Gameplay
	Survival
		Improved the accuracy of scorekeeping
		Reduced the respawn penalty on successive game overs (+10s -> +5s)
	Updated maps B0 through B5
		Map designs have been edited to include more death pits to streamline Survival gameplay
	Bashable objects can now be gated by linedefs with the "Block Enemies" flag
	Added respawn penalty on successive deaths for non-Survival gametypes (+2s, max of 10)
	Diamond
		Players can now swipe the diamond from other players by touching the player
	Egg Robo Tag
		Specified Eggrobo's bomb sphere / mine as a "floating mine" in the hitfeed
Console
	Renamed cvar "battle_respawntime" to "battle_maxrespawntime"
		Now controls the maximum respawn time of players in non-survival gametypes

Modding
	Skinvars
		Added "sprites" namespace
	Added function CBW_Battle.DrawSVSprite(player,sprites_num)

Sonic
	Reduced thok speed (60 -> 40)
	Super Spin Jump
		Reduced cooldown (1.5s -> 1s)
	Ground Pound
		Reduced upward swing
	
Tails
	Made it easier for players to latch onto a flying Tails
	Raised flight limit (4s -> 5.5s)
	Replaced RC Missile with Tail Swipe
		Use on the ground or in the air to launch a close-to-midrange projectile
		Use while flying to thrust forward and exit flying state
		Use while carrying an ally to throw them!

Knuckles
	Drill Dive
		Added drilling animation while diving
	Dig
		Added team-colored tells for when Knuckles is burrowed.
	Rock blast
		Reduced the lifetime of rocks launched alongside the ground (47 -> 35)
		Added drilling animation while rising from a grounded rock blast
		Knuckles will go into falling sprites when no longer rising
Amy
	Renamed "love hearts" in the hitfeed to "piko splash"
	Twinspin
		Allowed activation via spin while pity shield is equipped
		Allowed activation via spin/jump while carrying the flag
	
Fang
	Popgun
		Cork travel speed reduced (60 -> 48)
	Bomb Throw
		Added sprites for throwing animation
		Disallowed movement while throwing
		Changed HUD text to "Drop Bomb" when Fang is tail bouncing

Metal Sonic
	Energy Charge
		Tweaked the charging animation
		Raised friction
		Lowered specials cooldowns (3.5s -> 3)
#

2020/8/3
Version 7.9
	
Maintenance
	Fixed Tails' RC missiles colliding with teammates
	Fixed Fang being able to shoot without stopping by strafing
	Fixed Fang being able to target team monitors on the other team
	Fixed Fang being able to "skid" in the air while firing popgun
	Fixed Fang's bombs being able to destroy team monitors on the other team
	Reduced particle frequency of the player spawn animation
	Reduced particle frequency and increased particle opacity of item spawn animations
	Added visual effect when a parried player's invulnerability time is removed
	Adjusted the knockback properties of the homing attack
	
Gameplay
	Players whose projectiles are parried will lose their invulnerability time

Tails
	RC Missile
		Missiles disperse when touching one another
		Missiles are destroyed on collision with enemy projectiles

Fang
	Popgun
		Reduced firing rate based on the speed Fang is moving
		Reduced flinch time on uncurled opponents by 50%
		Increased popgun endlag when Fang is moving at high speeds
	Bomb
		Raised cooldown (0.5s -> 1s)

Metal Sonic
	Energy Blast
		Raised projectile speed (40 -> 48)
#

2020/7/31
Version 7.8

Maintenance 
	Fixed Fang being able to shoot without stopping when autobrake is enabled
#

2020/7/31
Version 7.7

Maintenance
	Fixed Fang being glued to the ground when he bomb-jumps while landing in tailbounce
	Fixed lua script error in Piko Tornado object's collision script
	Fixed Piko Tornado height collision check not being applied properly
	Fixed a broken sync check for joining players (Caused "Game Set!" to stay on player's screens)
	Fixed super colors being completely overridden by the exhaust meter color flashing script
	Fixed bombs colliding with their owners if the source is an enemy/boss

Gameplay
	Added the spectator "auto-camera"
		Idling for 15 seconds causes the camera to automatically shift viewpoints

Console
	Added "battleconfig_autospectator"
		Toggles the spectator auto-camera feature.

Tails
	RC Robo Missile
		Increased max speed (20 -> 28)
		Increased z acceleration of air/water missiles (0.01 -> 0.02)
	
Knuckles
	Dig
		Reduced burrowed state max duration while on ground (8s -> 6s)
	Rock Blast
		Modified cooldown to always be: # seconds submerged + 3 seconds

Metal Sonic
	Energy Attacks
		Raised move cooldown (3s -> 3.5s)
#

2020/7/26
Version 7.6

Maintenance
	Fixed sprite display error when Amy attempts to use a special out of hammer thrust
	Fixed Amy's Piko Tornado cooldown being applied too early
	Guarding while performing a special move now correctly resets actionstate
	Reviving from revenge jettysyn state correctly resets actionstate
	Collecting the diamond correctly resets all characters' abilities
	Characters cannot collect diamond while "toss flag" command is on cooldown
	Doubled the height of diamond object (16 -> 32)
	Fixed Tails being able to control RC missiles in situations where specials are not allowed (e.g. holding flag/diamond)
	Disabled excess/nonfunctional RC missile hooks
	Fixed bug that allows Fang to jump and use popgun at same time
	Fixed popgun targeting teammates in Battle gametypes
	Fixed a lua error when a player attempts to join teams before variables have initialized
	Fixed Metal Sonic being unable to maintain dashmode in 2D
	Fixed Metal Sonic being unable to maintain dashmode after being revived from revenge state
	Disallowed guarding as Sonic triggers super spin jump
	Various mechanical adjustments to Amy's tornado hitbox scaling
	
Game Modes
	2D
		Restricted spindash max speeds to half of normal maximum
	Survival
		Respawn time becomes longer for each successive game over during a match
		Fixed "Game Over" text appearing late when cvar "survival_revenge" is set to 0

Characters
	Tails
		RC Missiles
			Raised missile spawns (2 -> 3)
				Missile spawn number in 2D mode remains (2 -> 2)
			Improved the spacing of missile spawns in 2D mode
	Amy
		Piko Tornado
			Reduced tornado lifetime in 2D mode (5s -> 3s)
	
	Fang
		Popgun
			Can be used at any speed and on steep inclines
				Fang has increased friction while firing popgun
			Reduced horizontal targeting range in 2D mode (RINGDIST*2 -> RINGDIST)
			Reduced vertical targeting range in 2D mode (30 degrees -> 20 degrees)
			Added cork trail to improve visibility
	Metal Sonic
		Reduced weight (125 -> 115)
		Dash Slicer
			Improved consistency of ending strike by raising the frequency of claw projectiles (1/2tics -> 1/tic)
			Applied cooldown later in the animation (longer effective cooldown)
	
Modding
	SkinVars
		Added "flags" variable (Set to '1' by default)
			1 SKINVARS_GUARD - Allows guarding.
			2 SKINVARS_GUNSLINGER - Uses the custom gunslinger mod (intended for use with Fang's popgun).
		Removed the "canguard" variable (deprecated by SKINVARS_GUARD)
#



2020/7/22
Version 7.5

Maintenance
	Set hard v-speed limits to characters grabbing the flag while using specials

Characters
	Sonic
		Adjusted speed scaling of Sonic's ground pound while underwater
		
#



2020/7/22
Version 7.4

Maintenance
	Optimized lua hooks which were causing performance issues
	Respawn time can no longer be bypassed by changing teams
	Reset player "revenge" state for all gametypes
	Applied drop shadows to various items
	Modified chess piece sprite offsets to be closer to the ground
	Fixed certain characters' specials not being interrupted by enemy parry
	Fixed RC missiles knocking colliding players into the wrong direction
	Removed startrings from GFZ3 header
	Prevented pinch/overtime from triggering during "game set!"
	Prevented level bgm from triggering twice on map change
	Spectator controls HUD will disappear after 10 seconds of spectating
	Fixed players being taken out of revenge state if they score a hit while dead
	
General
	Reinstated Tails Doll as the training dummy (sprites by FlyingNosaj and Phanthonas)
	Battle respawn time reduced (7s -> 6s)
	Battle CTF respawn time reduced (10s -> 6s)
	Increased respawn time for survival fighters who have received a game over (3s -> 10s)
	Parrying
		Players can guard while in skid recoil state
	Projectiles launch all bashable objects at a fixed thrust amount on hit (4 fracunits / bashable weight)
	Shield abilities
		Unset homing state on attraction shield after 10 tics

Console
	Added "battle_respawntime"
		Modifies the respawn time for non-survival battle gametypes

Characters
	Sonic
		Reduced weight (95 -> 90)
		Super Spin Jump
			Increased the vertical speed of super spin jump, allowing it to reach its max height faster
		Ground Pound
			Added a stage to the attack in which Sonic initially rises before accelerating downward
				Rising stage has 1 atk, 2 def
	Tails
		RC Missiles
			Missiles carrying an ally will slowly fall after 16 seconds of flight time
			Direction is now controlled with the movement keys
			Reduced speed (30 -> 20)
			Adjusted speed scaling in 2D areas
	Knuckles
		Player is resistant to knockback while climbing
	Amy
		Piko Tornado
			Increased tornado speed (5 -> 10)
			Adjusted speed scaling in underwater and 2D areas
	Metal Sonic
		Dash Slicer
			Adjusted speed scaling in underwater and 2D areas
#



2020/7/18
Version 7.3

Maintenance
	Fixed script error which prevented training dummy from de-spawning
	Reduced the number of linedefs in Tunnel Road Zone 
	Created emerald props for Chaos Shrine, allowing the pedestal emeralds to be made visible in Battle gametypes
	Set the player revive sound to max priority
	Forced "thokked" state onto Sonic during Super Spin Jump
	Fixed Metal Sonic's dash slicer having increased ranged when spin/jump are pressed simultaneously
	Fixed Metal Sonic not being able to turn in 2D mode while charging energy
	Fixed Metal Sonic maintaining dash mode speed out of a projectile blast or dash slicer
	Fixed Metal Sonic's energy charge aura remaining visible when Metal Sonic is killed
	Egg robos will no longer lose rings or reward points when damaged by enemy player projectiles
	Fixed armageddon blast being activated when a player collects another armageddon shield from an item bubble

Game Modes
	Overtime assigned to all Battle gametypes
	Survival
		Survival will no longer end until a single or player or team is standing
		Survival timelimit reduced (5 -> 4)
		Team Survival timelimit reduced (5 -> 4)
		Sudden death
			Sudden Death will now activate during level overtime, rather than during level "pinch"
			Players will no longer start with shields and rings during sudden death
			Doubled the frequency of bomb drops
			WaitJoinHUD will no longer mention that you can "respawn as a jettysyn" during sudden death.
			WaitJoinHUD vertical offsets adjusted to prevent overlap with lives counter

General
	Parry
		Move and guard keys no longer interrupt parry animation (Other actions still take effect)
		Reduced parry animation time (12 -> 9)
		Increased invulnerability after parry (0.5s -> 0.75s)
	Special Moves
		Reduced minimum cooldown for ring debt penalties (5s -> 2s)
	Shield Abilities
		Flattened the knockback scaling of attraction's homing special
	Flag/Diamond runners speed penalty raised (10% -> 20%)
	Removed enforcement of respawn time during pre-round waiting period
	Increased respawn time in non-survival battle gametypes (3s -> 7s)
	Increased respawn time in Battle CTF (3s -> 10s)
	Bashables
		Lowered default* weight (100 -> 80)
		Lowered default* friction (4 -> 2)
		Bash boulder weight reduced (90 -> 70)
		Lowered Chess Knight weight (100 -> 80)
		Lowered Chess Pawn weight (100 -> 60)
		* Affected objects: Training dummy, snowman, snowman with top hat

Characters
	Sonic
		Reduced weight (100 -> 95)
		Raised cooldown on specials (0.5s -> 1.5s)
	Tails
		RC Missile
			Crawlas will jump regardless of whether the special move command is held
			BASH and Jet Jaw will avoid ceilings and floors when possible
	Knuckles
		Modified the shape of rock blast to improve ground and anti-air coverage
#



2020-7-15
Version 7.2

Maintenance
	Fixed flag/diamondrunners having increased air control when spinning
	Fixed simple control users being unable to control the aim of Fang's bombs
	Fixed simple control users being unable to aim Metal Sonic's special moves
	Fixed simple control users being able to redirect the dash slicer

General
	Tails Doll and associated assets replaced with Battle Crawla Commander
	console variable "battle_tailsdoll" renamed to "battle_training"

#



2020-7-14
Version 7.1

Maintenance
	Fixed a couple of script breaks (one of which caused mass cfails in dedicated servers)
	Reduced max flinch time from collisions (4s -> 2s)
	Changed the properties of the 2D camera to center more around the player in view
	Fixed Ground Pound splash being executed multiple times per use
	Fixed issues in CBW_Battle.ControlThrust that caused certain objects like Tails' RC to use the wrong speeds at non-standard object scales.

Game Modes
	Diamond in the Rough
		Tossed and flung diamonds will disappear after 16 seconds
		Diamond is larger when unclaimed
		Diamond now has a dropshadow
		Colorized and increased the visibility of diamond sparkle trail
		Diamond-holding player is drawn on HUD in Team CP
	
Character balance
	Amy
		Midair Piko Spin
			Cooldown is applied when the move ends, rather than when it starts.
		Piko Tornado
			Reduced forward thrust while preparing tornado
			Adjusted graphics and animation
			Reduced radius (32 -> 16)
			Reduced height (64 -> 48)
			Reduced horizontal knockback strength (28 -> 6)
			Increased vertical knockback strength (10 -> 16)
			Tornado will only knockback players who are currently in pain state
			Cooldown is applied at the beginning of end lag state.
	Fang
		Increased weight (100 -> 110)
		Bomb throw
			Reduced startup time (9 -> 6)
			Reduced cooldown (2s -> 0.5s)
		Bomb self-recoil
			Reduced horizontal knockback strength (16 -> 8)
			Increased vertical knockback strength (12 -> 16)
	Metal Sonic
		Charge Energy
			Reduced startup time (10 -> 6)
		Energy Blast
			Reduced spread between blasts
			Re-adjusted blast angles to resemble "+" shape
		Fully Charged Energy Blast
			Reduced spread between blasts
			Raised horizontal projectile sets (3 -> 5)
		Dash Slicer
			Now provides much more vertical lift at the end of move
#



2020-7-13
Version 7.0

Music
	Added three new oggs and midis
		BPNCH1
		BPNCH2
		CNZ1PR

Gametypes
	Added Arena and Diamond battle mode types
	Added Arena gametypes: Arena, Team Arena, Survival, Team Survival
	Added Arena Maps:
		Grass Court Zone
		Oasis Zone
		King's Board Zone
		Snow Globe Zone
		Greenflower Zone, Act 3
		Mushroom Pit Zone
		Sideshow Zone
		Tunnel Road Zone
		Aquarium Zone
		Lost Bridge Zone
		Pumpkin Peak Zone
		Chaos Shrine Zone
	Removed gametypes: Battle, Team Battle
	Added Diamond gametypes: Diamond in the Rough, Team Diamond in the Rough
	Egg-Robo Tag
		Re-enabled spectators
		Laser now fires a thicker stream of laser projectiles, with a somewhat Eggmobile-like attack style and an outward spread
		Bomb specials have been replaced with "Place Mine"
			Mines stay on the field indefinitely
			Will only be removed when an untagged player or a projectile touches them
		Refined general Egg Robo movement
		Egg Robo weight increased (100% -> 200%)
		Various Egg Robo Tag fixes
		Removed an eggrobotag skin failsafe for custom characters. Check player.iseggrobo for proper compatibility!
	Battle CTF
		Time limit (10 -> 8)
		Increased flag respawn grace period (5 -> 6)
		Increased top speed penalty for flagrunners (5% -> 10%)
		Increased acceleration penalty for flagrunners (10% -> 20%)
	CP
		Time limit (10 -> 8)
		Point limit (5000 -> 4000)
		Capture bonus (1000 -> 500)
		Capture speed increased 20%
	Team CP
		Time limit (10 -> 8)
		Point limit (3 -> 4)
		Capture speed increased 20%

General
	2D mode
		Air movement modified to be more responsible in the air (thrust factor increased +100%)
		Added acceleration curve (acceleration more gradual at high speeds)
		Gravity and thrust values raised (+50%)
			Spring object scale increased (+50%) to maintain vertical launch height
		Projectile speed reduced (-50%)
	Added player spawning animations for battle gametypes
	Added guarding
		With good timing, players can guard against enemy attacks (uses firenormal key)
	Added battleconfig.cfg
		Allows players to:
			bind one or multiple keys to the special and guard actions
			toggle on/off the aim cursor display for certain characters
	Added weight
		Players and objects with more weight will be less resistant to knockback forces and will deal more knockback to others
	Added bashable object types (mo.battleobject)
		Players can launch certain pushables by attacking them.
		Launched bashables will deal damage to enemies and opponent players
	Added bashable objects:
		Bash Boulder
		Chess Knight
		Chess King
		Chess Queen
		Chess Pawn
		Snowman
		Snowman w/ Top Hat
		Tails Doll
	Added "PreRound"
		Start time waiting period applies to all battle modes. Players can change skins during this period via the jump/spin keys.
	Expanded scope and functionality of "battledebug"
		More HUD items
		Ability to flag/unflag certain debug info types

Console
	Added variables and commands
		battle_guard
		battle_preround
		battle_tailsdoll
		battle_startrings
		survival_lives
		survival_suddendeath
		survival_revenge
		item_rate
		item_global
		item_local
		battleconfig_special
		battleconfig_guard
		battleconfig_aimsight
		test
	Modified naming conventions for existing variables and commands (see 7.0 Player & Server Manual for more info)
	Removed "autoaim"

Characters & Abilities
	Sonic
		Super Spin Jump
			Raised offensive priority (1 -> 2)
		Ground Pound
			Raised offensive priority (1 -> 2)
			Rebound height off of enemies can be reduced by releasing the jump key
	Tails
		Buzz Sentry replaced with the RC Robo Missile
			Player will launch three badnik themed missiles
				Badnik type varies based on environment (Crawla = land, BASH = air, Jetjaw = water)
			Missiles respond to player direction and z position so long as the special button is held
				Crawlas will jump when the player presses the jump button
			Carried players can be launched onto a BASH or Jetjaw Missile
				Carried players control the direction of the missile in flight

	Knuckles
		Increased weight (100 -> 115%)
		Increased reserve shields (2 -> 3)
		Removed passive frontal "defense" trait
		Knuckles will be forced to detatch from walls after 6 seconds of climbing
			Rapidly latching/detatching from walls will reduce the climb timer
		Dig
			Added explicit priority to downward drill (Atk 2, Def 2)
			Ring cost increased (8 -> 10)
			Resurface cost removed (6 -> 0)
			Ambush cooldown is now 5 seconds or the length of time the player spends burrowed (whichever is higher)
			Cancel cooldown is now 1 second or the length of time the player spends burrowed (whichever is higher)
			Uses exhaust timer
				Exhaust timer runs more slowly on walls
			Cannot re-glide after using dig

	Amy
		Charm Beam replaced with the Tornado Spin
			Priority (Atk 2, Def 3)
			Ground Special
				Amy will wind up a tornado spin, unleashing a dustdevil that can launch foes and shield allies
					Only one dustdevil can be out at a time
			Air Special
				Amy will perform a midair jump, dealing damage to opponents who make contact
					Midair jump can be extended by holding the jump key
					Using the Air Special inside of a dustdevil will launch Amy upwards

	Fang
		Throw Bomb
			Being in contact with one's own bomb as it explodes causes Fang to perform a bomb-jump
			Added telegraph animation to throw
			Using the special move while pogoing will drop the bomb instead of throwing it

	Metal Sonic
		Increased weight (100% -> 125%)
		Metal Sonic will be forced to slow down and lose height after 6 seconds of hovering
		Special move renamed to "Energy Attack"
		Energy Attack
			Ring cost increased (8 -> 10)
			Ring cost is effective on initiation
			Energy Attack uses exhaust meter instead of draining rings per second
			Dash activated via jump key
			Cancel activated via guard key
			Players can no longer hover after attacking
			Forced wait period before blast can be fired
			Energy blast now has two levels instead of three
				Level 1 fires 5 projectiles vertically
				Level 2 fires 3 sets of 5 vertical projectiles
			Player can perform the "Dash Slicer" by using the spin key



Maintenance
	Added a smoother spectator with proper 2D controls
	Removed deprecated "player.truemo" variable (replaced all instances with "player.realmo")
	HUD CP radar now points in the correct direction in 2D mode
	Homing attack collisions send the user at a fixed knockback angle/strength
	Using the Flame Shield's ability will send no-spinjump characters into spin frames
	Enforced a 10 tic limit on the homing chase of the Homing Thok ability
	Disallowed action usage while the player is inside a zoomtube
	Cleaned up NetVars
	Added respawn delay penalty to all battle modes
	Removed outdated damage hook for common projectiles
	Fixed a 2.2.4 glitch which causes friendly projectiles to continuously give rings to teammates
	Restructured tag damage code
	Restructured HUD code
	Fixed a netsynch issue within CBW_Battle.SearchObject()
	Removed "tossflag" functionality from actionscripts
	Switching between team and non-team game modes will restore player skincolor
	Added internal debug print function
	Debug HUD scales with resolution

Modding
	Added function CBW_Battle.DoPlayerFlinch(player,flinchtime,knockback_angle,skid_thrust)
		Sets player flinch/skidding properties
#



2020-4-7
Version 6.1

Maintenance
	Disabled MF2_FRET for simple lockon controls (suspected to be causing cfails)

Shields
	Players will always respawn in pity shields (for gametypes that allow it)
	Reserve shield is used when player loses their current shield to water (or by using Armageddon's active)

Sonic
	Reduced reserve shield count (2 -> 1)

Amy
	Reduced reserve shield count (2 -> 1)
	Charm Beam
		No longer rewards 10 rings to allies
		Shield stock cannot be used for the duration of Charm Beam's "disable"

Metal Sonic
	Increased reserve shield count (2 -> 3)
	Removed color changing functions from Metal Sonic's energy attacks
	Reduced charge time required to perform powered-up energy attacks (35 -> 25, 70 -> 50)
	Dash Burst
		Reduced ring cost (12 -> 8)
#



2020-4-6
Version 6.0

Maintenance
	Fixed Tails sentries not awarding points
	Fixed player targeting in splitscreen mode
	Internal reorganization of function library

Visual
	Pity shields will be colored according to player skincolor
	Force shields will be colored in team gametypes

Battle
	Added Shield Stock mechanic
		If the player has a shield and obtains a new one, player will store a pity shield in reserve
		Up to two pity shields can be stored in reserve
			Modding: Custom reserve maximums can be defined via CBW_Battle.CharShieldMax[skin]
Tails
	Sentry spawning now respects action cooldown
	Action cooldown reduced (1s -> 0.5s)
	Lowered action cost (12r -> 10r)
#
	
	

2020-3-30
Version 5.7

Maintenance
	Disallowed Simple lock-on targeting for players who are out of line of sight
	Angled collision checks for Knuckles and Amy rely on sprite angle instead of camera angle
	Fixed Amy's charm beam not disabling ring-cost actions

Tails
	Buzz Sentries
		Sentries and colliding players will be knocked back and stunned by each other if both parties are in attack frames
		If no target is found when the attack key is pressed, sentries will fire in the direction the player is facing
		"Always manual" sentry aiming is now available by toggling off autoaim

Amy
	Ground Hammer
		Reduced priority when attacked from the sides or back (1 at / 1 df -> 1 at / 0 df)

Fang
	Popgun / Cork
		Reinstated a .33s firing delay after taking damage
		Re-upped vertical thrust amount on airborne players (+8 fu -> +10 fu)
		Reduced vertical knockback by 50% while underwater
		Grounded players will have a strictly horizontal knockback angle (12 fu)
		Removed lift from cork knockback on invuln players
		Cork horizontal knockback on invuln players now applies relatively
#



2020-3-28
Version 5.6

Maintenance
	Moved the code handling Sonic's increased defense priority during actionstates into the "abilities" priority script.
	Fixed an issue with Fang's corks occasionally turning Metal Sonic into a tomato while Metal is charging energy blast

Modding
	Added function CBW_Battle.AddCharPriority(skin,func,extfunc)
		Allows modders to more reliably specify the battle_func and battle_extfunc functions used to determine a skin's attack/defense priority.

Fang
	Popgun / Cork
		Removed popgun firing delay after taking damage
		Colliding player's vertical speed is reduced by 50% before applying additional vertical thrust
		Adjusted relative vertical thrust amount applied to colliding players (+10fu -> +8)
		Added a small amount of lift to invulnerable players hit by the cork (0fu -> 3fu)
	Bombs
		Lowered explode-on-contact threshold for bombs against floors (16fu -> 12fu)
		Reduced the upward thrust amount of dropped bombs (8fu -> 4fu)

Metal Sonic
	Melee attacks can disrupt Metal Sonic while charging energy blast
	Added 1 second of cooldown when Metal Sonic is disrupted while charging energy blast

#



2020-3-26
Version 5.5

Maintenance
	Fixed an issue where all projectiles ended up using the popgun cork damage script

#



2020-3-26
Version 5.4

Maintenance
	Z-targetting correctly follows players who are currently invulnerable
	Made it easier to manually override player.actiontextflags

General
	Players can be reticle-targeted by the popgun and homing attack while invulnerable
	Projectiles will have reduced speed and increased lifetime while submerged underwater (Fang's bomb's lifetime remains constant)
	Flame shield and bubble shield will send no-spin characters into a rolling state while the shield ability is active.
	Players will receive 50 points for knocking another player into a deathpit or crusher (-50 death penalty still applies for the victim)

Sonic
	"Super Jump" action text now reads "Super Spin Jump"
	Raised defense priority to 2 while performing Super Spin Jump or Ground Pound

Knuckles
	Raised dig time limit (2s -> 2.2s)
	Raised rock blast projectile lifetime (40tic -> 47tic)
	"Rock Blast" indicator text is red if player does not have enough rings
	Knuckles goes into "fall" animation when resurfacing w/o using rock blast

Amy
	Using twinspin against another player will refresh Amy's ability to use twinspin again
	Love hearts now check to see if colliding player's base defense priority is 1

Fang
	Fang's popgun now uncurls players who are in a state with defensive melee priority, instead of always dealing damage
	Fang's popgun will push away players who are still invulnerable
	Bomb fuse lowered (10s -> 5s)
	Bomb cooldown lowered (1s -> 0.5s)
	Bomb explosion on contact against walls: threshold lowered (10fu -> 8fu)
	Bomb explosion on contact against floors: threshold raised (10fu -> 16fu)

Metal Sonic
	Added ability: Dash Burst
		Cost: 12
		Press TossFlag while charging the energy blast to perform a dash in midair
	"Cancel" action has been moved to the spin key
	Reduced cost of Energy Blast (10 -> 8)
	Raised energy blast recoil (4fu -> 6fu)

EggRobo
	Bomb fuse raised (10s -> 15s)

CP / Team CP
	Removed "aimable" property from the control point object
	Added a default time limit of 10 minutes

CTF
	Raised grace period on dropped flags (1s -> 2s)
	Lowered grace period on respawning flags (8s -> 5s)
	Added a default time limit of 10 minutes

#



2020-3-19
Version 5.3

Maintenance
	Fixed an issue with the HUD streaming lua errors when the leading cap player or player object is removed from the game
#



2020-3-19
Version 5.2

Battle
	Added melee conditions for stomp damage on jump attacks.
	Added matchfeed text for non-spinning jump attacks
	Added default matchfeed text for any non-projectile attacks that haven't already had specified hit messages -- no more "tagging hand" nonsense

CP
	HUD: Added skin icons next to each percentage meter, improving readability and making it clearer which player is in the lead.
#



2020-3-17
Version 5.1

Maintenance
	Fixed an issue with CPs not registering all players inside the capture area.
#



2020-3-17
Version 5

Maintenance
	Updated version info and tweaked syntax

Console
	Added server variable "ctf_flagdrop_graceperiod"
		Adjusts the length of intangibility (in seconds) for dropped flags in CTF
	Added server variable "ctf_flagrespawn_graceperiod"
		Adjusts the length of intangibility (in seconds) for CTF flags respawning at the base
	Modified the syntax for command "autoaim", now requires argument "1"/"on"/"yes" to enable, "0"/"off"/"no" to disable 
	Modified server variables "cp_radius", "cp_height", and "cp_meter" to make it easier to test CP parameter settings for map thing spawns.
		A value of 0 will default to the parameters specified by the object's thing placement, if applicable.
	Added server command "cp_shuffle"
		Shuffles the order in which the map's CP current objects are queued to activate.
	Added server command "cp_create"
		Creates a CP object at the console player's object location with parameters 'radius', 'height', 'meter', and 'flip' (value of 0 will use default parameters). Object is inserted at the end of the current queue.
	Added server command "cp_next"
		Moves onto the next CP object in the current queue and activates it.		

Modding
	Assigned MT_CONTROLPOINT to MapThingNum 3640, allowing it to be placed directly inside of levels.

Maps
	Added MAPB0, "Indigo Park Zone", for Battle and CP gametypes.

CTF
	Reduced default flag respawn intangibility time (10 -> 8)
	Imposed a small acceleration and top speed debuff to flag carriers (-5% normalspeed, -10% acceleration)

Capture Point
	Flattened the capture rate; no longer inversely scales with players on the point

Tails
	Swapped the key commands for spawning and firing a sentry
	Spawning a sentry can be executed with the "fire sentry" command if no sentry is currently out
#



2020-3-12
Version 4.1
	Removed a debug-related print message in the collision script
#



2020-3-12
Version 4

Modding
	The standard ShouldDamage hook for custom projectiles can be overridden by setting the projectile's mass to a non-zero value

Maintenance
	Fixed Knuckles' temporal anxiety when in reverse gravity
	Fixed Battle CTF and CP having the wrong gametype descriptions
	player.charability is 0 if player is charmed

HUD
	Action cooldown now displays in centiseconds
	Added "GOT FLAG!" indicator to CTF gametypes

Match
	Collisions and non-ring projectiles correctly apply damage to enemy players

Tag
	"IT" indicator displays in standard Tag gametypes
	Disabled spectators in EggRoboTag
	Egg Robos will be reverted to skin "sonic" if player is using a custom skin while "IT"


CTF
	Flag is intangible for 10 seconds when respawning at the base
	Flag is intangible for 1 second after dropping or tossing
	Added a 1-second cooldown to using actions after tossing the flag

CP
	Pointlimit reduced (7000 -> 5000)
	Timelimit disabled (8 -> 0)

Team CP
	Pointlimit reduced (4 -> 3)

Tails
	Buzz Sentry
		Lowered attack startup (25 -> 20)
		Sentries are more selective about using noclip; will teleport if player is out of view
		Sentries are now evenly spaced behind player and will reposition according to player angle
		Sentries look straight forward instead of at the player
		Target blockmap search range increased (512 -> 640)

Knuckles
	Dig
		Pressing spin now causes Emerge to be used instead of Rock Blast
		Delay before moving underground, rock blasting, or emerging is available (35 -> 22)
		Removed ring drain while underground - after 2 seconds of digging, Emerge is used automatically
		Movement speed (33% -> 37.5%)
	Rock Blast
		Cost raised (6 -> 8)
		Pressing "jump" instead of "fire ring" gives knuckles extra height
		Fixed bug where rock blast didn't need any rings to use if you pressed "jump"
		Rock despawn time increased (35 -> 40)
		Floor rock blast
			Increased vertical launch angle of rocks
			Added an inner layer of 4 rocks with even higher vertical launch angle
			Reduced amount of rocks
			
Amy
	Hammer
		Melee base priority raised (1/0 -> 1/1)
		Twinspin base priority raised (1/0 -> 1/2)
		Twinspin sweetspot priority raised (1/3 -> 2/3)
		Removed a z-angle check for the twinspin sweetspot, sweetspot triggers exlusively when facing the opponent
	Charm Beam
		Cost reduced (12 -> 10)
		Charmed players are slowed (75% normalspeed, thrustfactor - 1)
		Charmed players will have their shields and sneakers removed
		Charmed time reduced (8s -> 6s)
		Flashing teammates can be shielded by the charm beam
		
Fang
	Bombs are correctly colored in Battle gametypes
#



2020-3-1
Version 3.4

Maintenance
- Fixed elemental shields deflecting all projectiles

#



2020-3-1
Version 3.3

Maintenance
- Fixed CPs not being captured at 100% if the CP is currently contested
- Fixed uncurled players still being in "spinning" state on the ground

Balance
- Reduced the scaling of no-control skid time during a collision
- Tweaked the application of no-control skid time to both parties in a collision

#



2020-2-29
Version 3.2

Features
- Added server console variable "battledebug", displays action and battle debug info for the currently viewed player.

Maintenance
- Fixed player.battle_sdef not being properly refreshed by the basic priority function
- Fixed no-jump-damage characters having spinjump priority
- Fixed Amy's hammer priority always being active
- Fixed players being able to spin around freely on the ground after getting "charmed"
- Fixed Knuckles having temporal anxiety while in reverse gravity
- Fixed Tag Egg Robo being nonfunctional if "battleactions" is off
- Fixed Tag Egg Robo being damaged by projectiles from non-tagged players

#



2020-2-29
Version 3.1

Maintenance
- Fixed CP compass not working correctly in Simple controls
- Fixed a typo in the hit message feed
- Fixed a print message flood in the HUD script
- Fixed Tails sentry not awarding points in Battle gametypes

#



2020-2-28
Version 3

Features
- Added console net variables which enable/disable Control Point spawn positions
	cp_spawnbounce
	cp_spawnauto
	cp_spawnbomb
	cp_spawngrenade
	cp_spawnscatter
	cp_spawnrail
	cp_spawninfinity
	
Modding
- Added table CBW_Battle.Gametypes.TeamScoreType[gametype]
	Set value to "1" to calculate team score in "Team Battle" type modes
- Added table CBW_Battle.Gametypes.Battle[gametype]
	Set value to "true" to enable Battle rules and mechanics for gametype
- Added table CBW_Battle.Gametypes.CP[gametype]
	Set to "true" to enable CP rules and mechanics for gametype
- Added function CBW_Battle.AddPriorityFunction(string,function)
	Indexes the specified function as a string (for use with player.battle_func, player.battle_extfunc, and player.battle_sfunc)
- Added variable player.battle_func
	String index for core priority function for characters. If nil, defaults to "basic" (index for CBW_Battle.Priority_Core)
- Added variable player.battle_extfunc
	String index for an additional priority function. If nil, defaults to "abilities" (index for CBW_Battle.Priority_Ability).
- Added variable player.battle_sfunc
	String index for a conditional function, which should return a boolean value. Function can read up to two arguments (player.mo, othermo). If set to nil, does nothing.
- Added variable player.battle_atk
	Current attack priority. (If higher than enemy defense priority, deals damage. If equal, can send enemy into disadvantage state)
- Added variable player.battle_def
	Current defense priority. (Resists knockback and damage if equal or higher to enemy attack)
- Added variable player.battle_satk
	Sweet/sourspot attack priority. (Overrides atk if sfunc returns true)
- Added variable player.battle_sdef
	Sweet/sourspot defense priority. (Overrides def if sfunc returns true)

Maintenance
- Reorganized lua contents and changed lua lump naming conventions
- Moved gametype rules from OBJCTCFG to Init_Gametype.lua
- Fixed Battle CTF being set to run on "TOL_BATTLE" maps instead of "TOL_BATTLECTF" maps
- Removed "TOL_TEAMBATTLE", "TOL_TEAMDIAMOND", and "TOL_TEAMCP" from freeslots
- Removed deprecated KingPanel variables
- Improved accuracy of collision angle detection for PvP interactions
- Restructured collision priority code to be less confusing and ambiguous
- Added backup CP spawn functionality for when no valid map spawns are available
- Fixed hits via Tails' sentry not awarding points to the player
- Corrected a script break in Exec_HUD.lua
- HUD compass will now point in the correct direction in splitscreen and while spectating
- Disallowed Knuckles from being able to burrow while in goowater or quicksand
- Fixed armaggeddon shields not dealing damage to enemy players
- Fixed elemental powers not protecting against elemental damage from enemy player projectiles
- Fixed Amy's heart projectiles dealing damage in spite of spinning state

Game Balance
- Disabled Rail/Infinity spawn positions for CP by default (set cp_spawnrail and cp_spawninfinity to 1 as server/admin to re-enable)
- Readjusted PvP recoil and disadvantage state to more consistently favor the player with the higher offensive/defensive priority

Control Panel
- Reduced fluctuation of min/max capture speed

Team Control Panel
- Two teams must have an equal number of players on the point in order for it to be fully blocked
- The team with the highest number of players on the point will increase capture meter, but the rate of capture decreases based on the number of enemy players on the point

Priorities that remain unchanged
- spinjump/spinning priority (1 atk / 1 def)
- Tails propellor attack (2/2)
- Knuckles "fighter stance" sweetspot (0/1)
- Knuckles, Amy ability (no sweetspot) (1/0)

Priorities that have been altered
- Knuckles' glide sweetspot (3/4 -> 2/1)
- Amy's Twin Spin hammer sweetspot (4/4 -> 1/3)
- Amy's Melee hammer sweetspot (4/4 -> 1/3)
- Fang's tail bounce sweetspot (4/3 -> 2/3)
- Metal's dashmode while moving (3/4 -> 3/1)
- Metal's dashmode while charging spindash (1/1 -> 1/3)

Knuckles
- Added vertical angle limit to "fighter stance" sweetspot
- Reduced lifetime of rock blast projectiles (45 -> 35)

#



2020-2-23
Version 2.0 release

Features
- Battle, Team Battle, Egg Robo Tag, and Battle CTF are now recognized as unique gametypes in the multiplayer level select
- Added Control Point, Team Control Point to the gametype options
- Removed King of the Panel mode

Control Point / Team Control Point
- Weapon panels and the infinity ring are valid spawn points for CP objects

Maintenance
- player.disableringslinger is now "off" by default
- The player character's sprite angle will now reflect the player's movements in Battle gametypes
- Fixed compass direction for Simple controls
- Camera reposition/lock-on now works in Battle mode for Simple controls
- Improvements to Battle-related HUD
- Modified action scripts to accommodate secondary action commands
- Fixed Fang's bomb not consuming rings if it immediately explodes
- Fixed Egg Robo death animation not displaying the limb/gun sprites (for real this time)

Console
- Removed "battlehelp"
- Added "battleversioninfo" (replaces "battlehelp versioninfo")
- Added console variable "collision" (toggles collision for non-battle gametypes)
- Added console variable "slipstream" (toggles the backdraft/slipstream mechanic)
- Added console variable "battleactions" (toggles battle actions in all non-ringslinger gametypes)
- Collision damage can now be toggled universally with the "friendlyfire" variable (in tandem with the "collision" variable)
- Added console variables for Control Point: "cpmeter","cpwait","cpradius","cpheight","cpbonus"
- Removed console variables related to King of the Panel

Game Balance
- Enforced a hard cap on the amount of time a player will skid on the ground from a PvP bump-collision (-> 1s)
- Limited vertical aim amount while auto-aiming (-> +- 60deg)

Sonic
- Increased the radius of Sonic's ground pound attack by roughly 50%
- Added a cooldown after using groundpound (-> 0.5s)

Tails
- Tails can now spawn up to three buzz sentries at a time
- Spawn cost raised by 50% (10 -> 12)
- Sentry attack command moved to the TossFlag key

Knuckles
- Reduced dig cost (10 -> 8)
- Burrowing: added a 1 second delay before rings begin to drain
- Ring drain rate doubled while stationary (1rps -> 2rps)
- Ring drain rate no longer increases while moving (2rps -> 2rps)
- Increased movespeed while burrowing (25% -> 33% normalspeed)
- Increased dig cooldown after resurfacing (1s -> 2.5s)
- "Resurface" relabeled "Rock Blast"
- Added a ring cost to using the rock blast attack (-> 6)
- Knuckles can now Resurface with the ringtoss key, without using rock blast or spending rings

Amy
- Increased action ring cost (10 -> 12)
- Raised charm beam speed (16 -> 20)
- Reworked "charmed" mechanic; instead of being shrunk and invulnerable, players simply act as if they had picked up a CTF flag (i.e. cannot use abilities)
- Enemy players will now bounce off of love hearts without taking damage if they are in spin/spinjump state

Fang
- Removed certain firing hacks in Fang's action script
- Enforced a firing delay after taking damage (-> 0.5)
- Forward bomb throws and dropped bombs are now mapped to the ringtoss and tossflag keys respectively
- Reduced bomb autoaim (60 -> 45)
- Slightly lowered z-angle floor of auto-aimed bomb throws
- Bombs will automatically explode on contact with enemies, bosses, and monitors
- Bombs will automatically explode against walls and ceilings/floors respectively if their horizontal or vertical momentum is higher than 10 fracunits

Metal
- Charging an energy blast out of a dash will automatically store one level of charge
- Scaled down the dimensions of energy blast projectiles by 50%, making it less likely to clip against surfaces when firing
- Reduced autoaim (60 -> 45)
- Increased the autoaim search range for non-player objects (128 -> 256)
- Reduced recoil after firing (12 -> 4)
- Reduced the spread of charged blasts (5 -> 3)
- Player can hover after firing blast
- Player can cancel an energy blast by pressing tossflag while charging
#



2020-2-13
Version 1.1 released
- Added team-colored bombs and elemental fire, to improve game readability
- Fixed Egg Robo death animation not displaying the limb/gun sprites
- Fixed Fang being unable to throw a bomb at exactly 10 rings
- Fixed HUD error when an unlocked Score Panel is made invalid



#

2020-2-11
Version 1 released