The Adventures of Square CHANGELOG
(C) 2014 - 2019 BigBrik Games
http://adventuresofsquare.com
----------------------------------

2.1
...

Major

- Upgraded GZDoom engine to v4.1.3. Time marches on! (This will affect your existing 
  config - you may need to reset it).

- Fixed the crash that occurs when dropping a crate that is picked up.
- Fixed the "multiplayer desync" that occurred when a player jumped. Yeah, I know. Very
  confusing.

- Changed some menu fonts to include lower-case letters, and tweaked some messages for 
  aesthetic reasons!

- All sound is now compressed! Smaller download, and not too much different with the sound 
  quality!

For Modders (and MDK)

- The Air Control constant that makes Square "more platform-y" is now applied to ALL maps
  including new ones, so you don't have to replace an existing map in order to get it.
  It also shouldn't interfere with custom Air Control, if set via MAPINFO.

- The entirety of Square's actor code has been updated to ZScript. No more DECORATE.
  Be aware that this may affect some existing mods.
  
- Added "Effect Zone" scripts to the global library - this can be a big help for
  turning ambient effects on and off as players move through your maps.
  
Weapons
  
- The Hellshell Launcher no longer fires if you switch to it while holding down the
  fire button (for safety reasons).
- Adjusted the accuracy of the single Oozi (now about as accurate as the Quadcannon).
- Weapon projectile offsets were adjusted due to rendering issues.

- Fixed the "Hot Sauce Keeping Invulnerability Between Maps" bug.

Maps

- Fixed up E1 maps - misalignments, added "Effect Zones" for performance reasons.
- Fixed up E2 maps - misalignments, added "Effect Zones" as well.
- Changed how non-bubbly lava damages players (more forgiving).

- E2A1 had an intermission camera that was stuck to the ceiling. Awkward!
- Fixed some navigational issues on E2A2.
- Goodbye, giant Orange Building in E2A3 that added 5 to 10 min. of unnecessary
  play time.
- E2A5's small jelly cubes were terrible. So we made them bigger!
- E2A6's mandatory tent was opened. Too many players missed it, and we didn't convey
  its "openability" enough. Our bad.
- Moved an Envirosuit in E2A6.
- Made bubbly lava not bubbly on E2A6.
- Made the Pyramid Key in E2A6 a bit tougher to speedrun to.
- E2A7's yellow armor was too easy to jump to, and completely broke sequence too easily.
- Gave E1A10 a facelift of sorts.
- Some Thing Flag fixes on E2A10.
- E2A11 has some more graphical acoutrement.
- The secret exit to E2A12 is a little easier to get to.
- Hello, DM05! So THAT'S where the Orange Building in E2A3 went!
- Added DM06.

Monsters

- Made the Eyescreamer a bit heavier so he doesn't go flying too fast when getting shot.
- The Oozi Jerk has a small delay before firing plus a warning sound.
- Jetpack Jerks now have a small delay before firing.
- Ovolt/airvolt death explosions have a smaller radius and deal less damage. 
  However, the Revolt death is a little larger and more damaging!

Misc.

- Some shootable, non-threatening objects drew Autoaim fire. This has been fixed.
- The "Bubbling Goop" effect never turned off its ambient noise if deactivated.
- Removed "Hardware Gamma" from the menu. It is obsolete.


2.0
...

- EPISODE 2, BABY!

- Updated engine to GZDoom v3.3.1! This will probably invalidate your save game, though,
  but it's totally worth it since it fixes a lot of things.

- Square's jump physics have changed for the better! Fancy stuff like "ledge forgiveness"
  and pseudo-bunnyhopping! This should make platforming a little less of a hassle.

- We completely revamped the basic menu, but don't worry! You can still find the full
  GZDoom Engine menu in the "advanced" section.
  
- Added a new OPL Timbre set that works (by CSonicGo). Listen to it by choosing 
  the LIBADL MIDI Device (WOPL Bank in ADLMIDI, set by default).

- Square, did you get a facelift? Yeah, the old one was getting a little worse for wear.
  So we changed it!
- The cake pickup was changed to be more purple, since all bonus health powerups 
  now have a prominent purple color.
- The pickup sound for health bonus powerups is now different from (yet similar
  to) the original health pickup sound.

- It was a bit of cheap shot to make Color Cube red shots explosive. They deal
  lots of damage, but they no longer explode.
- Adjusted Tritankle color to something less "friendly."
- Paintcannon bullets now draw "blood" - makes it a tad more spectacular to use.
- Dual Oozis, baby! Just pick up another Oozi!
- Fixed the graphics not resetting correctly on the Hellshell Launcher after a
  Goonade is used.
- Due to popular (?) demand, the Defibs will electrocute you a little bit if
  you use them underwater: 25 damage, ignore armor.
- All "bullet" weapons are now yellow paint splatter - shotbow/quadcannon, as well
  as Tritankles and the Destructinator.
- Adjusted TNT Crates to be a little more damaging/useful.
  
- Players that respawn did not get new ID tags. This would have affected Co-op things
  that affect player states.
- Players now die a little differently, but this now means that you can resurrect
  yourself now via the console command, RESURRECT.

- Messages have been changed to be a little more... colorful.

- Lots of changes to E1's BigBrik times.
- E1A1 was changed a little near the water building thing - longer halls,
  and added an outdoor jump!
- E1A1's ending area was also changed a bit more - some switches removed or altered,
  and you get to raise a bridge, now! Whoa!
- E1A2 has been completely replaced. The old map is now in OLDSEWER.
- A two gaps in an overhang window were fixed in E1A7.
- Fixed a misaligned texture or two in E1A9.
- Fixed Monster Blocking on the Destructinator platform in E1A9.
- Lots of other tiny changes in thing placement around all maps.

- All maps had some tweaks to Goonade placement because they are better now.

1.4
...

- Base engine is now GZDoom 2.4.0! This will re-unify the versions into one
  download! If you want the GL renderer, select it in the video menu and 
  restart!

- Weapon makeovers!
- Spruced up the TITLEPIC a bit.
- Re-did the menus to use language entries and added/changed some sections.
  Lots of things may be reorganized from last version. Sorry if this confuses
  people.
- Tweaked Jetpack Jerk graphics to make less object pool pollution.
- Ovolts revamped: New looks, better Ovolt death sounds, and they're more 
  robotlike.
- Adjusted damage from Ovolt explosions.
- Slight Chatterbox sound tweaks.
- Metal debris now has sounds to tickle the eardrums when you're blowing up robots!
- Actors: Making sounds stop on deactivated fountains was using a deprecated 
  method.
- Actors: Fixed precision problems in some random value ranges.
- All Maps: Fixed bad or garbage data causing issues in slated (G)ZDoom builds.
- Sound: Adjusted some sounds played by exploding enemies.
- Destructinator's "lock-on" crosshair's height was changed due to engine changes.
  This has been fixed.
- Adjusted damage that Square takes from green goonade goo.
- A bunch of "modern" robots now explode with fragments of some mysterious 
  material...

- Fixed some invisible walls on cliffs in E1A3 (and still prevented the player 
  getting up there).
- Added a game hint about crates in E1A3.
- Extended the ladder to the yellow key path in E1A3.
- Some slight powerup changes in E1A6.
- Fixed some "node holes" in E1A6.
- Made a switch in E1A7 not locked.
- Moved the passcode disc in E1A8 to a more findable location.

- The Fishtank uses a better effect that does not wash out the vibrant colors
  of Square's universe. You also get an audible/visual warning when you are 
  about to run out of air!

1.3.2
.....

- Square Jabber chance can now be set. Default is 15%. If you already disabled
  this before, you'll need to set it 0 again. Sorry.

- Some sprite facelifts.
- Goonade puddles now do the damage the airborne globs do. It was different 
  for some reason.
- Goonade goo also always makes enemies flinch, to convey that it actually is
  damaging and to make it slightly more useful.
- Adjusted the "fast" speed of the Dark Ovolt attack. This makes them a tad
  more fair in Cubular.

- It was a mistake making all the NPCs extend ScriptedMarine. Now they just 
  extend SquareMonster.
  
- Hellshell sub-explosions no longer thrust the player, making Hellshell-
  jumping much more consistent.
- The cows in E1A10 looked a little chilly, so we gave them some winter wear.
- Some fountains that were red should have been purple due to a typo.
- Yellow giblets are now the proper yellow for the GL ports.

1.3.1
.....

- MAPINFO skill definitions changed to not interfere with existing skill 
  definition names. Also added "clearskills" to ensure that existing behavior 
  is not copied in the future.

- Tweaked Color Cube behavior - now they won't fire the same type of attack 
  twice in a row.
- Tweaked Goonade damage for more overall effectiveness, not just direct hits.
- Goonade direct hit damage varies with force of throw. Max power = max damage.
  
- Fixed some maps with forcefields that hurt enemies when they touched them.
- Cleaned up some automap lines.
- Added a hidden gag to E1A8 that we really wanted to add earlier on in 
  development.


1.3
...

- Core ZDoom and GZDoom version updated (2.8.1/2.1.1 respectively).
- Distribution split into two packages due to source port fragmentation. (Sorry!)
- Some internal reorganizing of resources for the new ZDoom versions.

- Goonades are now an offhand weapon (thrown with the ALTFIRE/GOONADE button).
  By default, this is the RIGHT Mouse Button.
- Reloadable weapons (currently just the Quadcannon) reload with the RELOAD button.
- Hotsauce renders you invulnerable for its duration on ALL skill levels, now.
  We figured it was best to keep it as fun as possible.
- Fishtanks, which can be essential, are no longer counted as "items."
- Rectangoliers now behave properly in Cubular (which, of course, is the skill
  setting that they are featured in. whoops). This means they'll probably be
  more aggressive and bothersome than usual. We're not sorry.
- Changed the "replay" button in Time Attack to RELOAD instead of FIRE.

- Added a bunch of kooky adornments to Square's face for each powerup.
- Added Goonade counter to the "block" statusbar.
- Fixed/changed the secret area message.
- Fixed a lemonade pickup message (picked up on low health).
- Fixed some sprite offsets on candles and torches.
- Status bar is now removed/changed during intermission.
- Tweaked some VO timings for when Square dispatches a baddie.
- Giblets now bounce off ceilings. They looked weird just stopping when hitting
  them.
- Slight menu and credits tweaks.

- Added "ladder" game hint to another ladder in E1A1. Only one will be triggered, 
  anyway.
- Changed a small section of E1A3.
- Some bars blocked projectile attacks on E1A6. Now they don't.
- Fixed "unknown things" on E1A6.
- Changed some Block Player lines and Walkable Lines in E1A8 to be shot through
  or walked on.


1.2
...

- Slightly better implementation of the "Promo" fix.
- The ammo packs dropped by some circle guys could get crushed under doors and
  stuff. Fixed!
- There was a bunch of bullet ricochet sounds that weren't being used. Time to 
  remedy that! Stuck them on some enemy bullet puffs so Square knows he's 
  being shot at.
- Shatterboxes explode differently now, to differentiate them from other 
  enemies that behave similarly (or WILL behave similarly...).
- Updated Destructinator crosshair. Slightly more informative.
- Some powerups were not clearing when the intermission screen was reached.
- Fishtank duration increased to 90 seconds.
- The Locationator now shows all automap objects for 30 seconds (map is still
  revealed for the whole level). Shows up as "Scanner" on HUD.
- Changed around some powerup HUD labels.
- Added some forcefield powerdown sounds.
- A single Oozi Jerk frame had fullbright pixels on it when it shouldn't have.
- Some maps never had all 8 Co-op starts! Guess nobody plays Co-op, or we would 
  have heard about it!
- Throwing Goonades and dropping crates no longer alerts enemies.
  
- Square now has a LOT more things to say.

1.1.2
.....

- Changed some "fullbright" pixels on some sprites, notably the robotic enemies.
- A mode called "Promo Mode" would still be active even if it were disabled. 
  Fixed.
- Added licensing information for end-users.

1.1.1
.....

- Tweaked the output levels of some sound clips.
- Last patch broke Square's voiceovers when picking up Defibs. Fixed!

1.1
...

- Added a "strength meter" to Goonade throws so that the throw force is more 
  easily determined.
- Made explosions and smoke/steam effects look better (smoke billows).
- Quadcannon fires 12 pellets instead of 10, firing spread adjusted slightly.
- TNT crates explode a little more strongly.
- Nuke crates damage less on initial explosion.
- Fizzo crate explosion damage reduced dramatically, but now they blast things
  away like the defibs!
- NPCs now go immediately into a FRIGHTENED state when shot.

- Added small boxes to the Square key balcony in E1A1 to convey rail-jumping 
  feature.
- Modified E1A8 slightly to convey Fizzocrate mechanic.
- Fixed a place in E1A9 where the player could get stuck between crates.
  
- Enabled in-game hints by default (reminder: they can be turned off).
- Added subtitles (and subtitle system) for some voice clips. They too can be
  toggled in the menu.

- Removed TRAINING episode. Deemed unnecessary. It's still reachable in the 
  game via console: "map training"

1.0
...

- Out of beta!

- D_E1A4 and D_DM04 had doubled notes.
- Souped up D_E1END a bit.
- Entire statusbar now changes color with Square's color!
- Three new player colors, maroon, beige, and orange, added.
- Hot Sauce fireballs now translate properly.
- Jetpack Jerks still blocked the player on death.
- Angle Fish no longer count towards kill percentage.
- TITLEMAP now has a name (for console messages).
- New sprites for Square player character and all NPCs. 
- NPCs also now have additional "frightened" frames.
- Switch "defaultmap" to "gamedefaults" in global MAPINFO. Makes
  better sense this way for add-on maps.
- Adjusted some Circle health and Cylonder health. Cylonder was
  a tad too beefy.
  
- Texture alignment/adjustments across all maps.

- Added hint system and hints to E1A1.
- Some ammo adjustment on E1A1 after Shotbow addition.
- Removed E1A2 railing near Circle Key.
- Slime corridor in E1A2 has warning signs.
- Two secrets added to E1A2.
- Added "Monster Block" flag to some computer inlets on E1A2.
- Culled some health items on E1A4.
- Added a secret to E1A4.
- Changed a secret from an item secret to a sector secret in E1A4.
- Highlighted the Shotbow in E1A4. It could've been easily missed.
- Changed a trigger in a secret area.
- Culled some health items on E1A5 - Square's gotta watch the calories.
- Changed the appearance of the bobbing teleporter in E1A5.
- Adjusted some lifts on E1A6.
- Changed a powerup or two on E1A6.
- Adjusted lighting in some places in E1A7.
- Made a Fizzo-Pop a secret on E1A8.
- Adjusted E1A9 monster placement for Normal/Experienced skill.
- Changed intermission music handling at end of E1A9.
- Adjusted comedic timing on a PA message on E1A9.
- Changed E1A10 monster-block lines a little.


0.9 Beta 5 (RC1)
................

- Altered handling of credits slightly for title screen.
- Made a bunch of un-interactable effects and objects client side only
  for one day when this is supported by ZDoom-compatible multiplayer ports.
- Modified speed and random damage of enemy attacks.
- Tritankle pain chance increased from 90 -> 100.
- Fixed default "unseen lines" automap color to be more visible.
- Adjusted ammo in CUBULAR (using actor defs). Most ammo is roughly 1.5x.
  Hellshells are not increased.
- Adjusted behavior of Rectangolier - it may randomly break out of the 
  charge, now: makes for more erratic movement.
- Adjusted behavior of Anglefish - it may randomly break out of the 
  charge, to prevent getting stuck on walls.  
- Changed CUBULAR to not give any ammo bonus. Good luck!
- Changed CUBULAR warning message to be a tad more informative.
- Adjusted/fixed sprite color translations.
- Changed some billboard forcing for GL.
- Changed armor graphics to something a little more in-universe; class names
  changed to fit types.
- ALLWHITE texture should not be fullbright.
- Some endgame rocket textures had an incorrect palette color.
- Fixed translation for Oozi hitscan (too dark).
- Fixed wrong armor given in IDKFA cheat.
- Fixed Hellshell explosions not spawning if there wasn't room - now uses
  a better cluster method. This changes the explosion a little bit, but it
  won't be too noticable to players.
- Music lump D_E1A4 and D_DM04 didn't play back right in FMOD's sequencer.
  This has been fixed.
- Fixed some textures on E1A1.
- Changed the bars to forcefields in the northern building, plus made
  the Square Key more visible at all times.
- Fixed an unreachable/un-alertable enemy on E1A3, preventing 100% kills.
- Changed an item secret to a sector secret in E1A4.
- Fixed a floor not rising if the player took a super-special speedrun route
  on E1A4.
- Fixed two enemies that should have been "deaf" on E1A4.
- A Rectangolier was put in a place that was surrounded by "block monster" 
  lines on E1A4. Not too effective.
- Fixed an event not triggering if the player went a different way on E1A5.
- Fixed Red Lift locking/repeating on E1A5 near northern plant.
- Made a Fizz-o-Pop in E1A5 secret. It was hidden enough to be.
- Removed railings on the eastern side of E1A8's yellow building - in order
  to keep their blocking effect, they had to be both jump-over AND walkable
  in two different places which makes things awkward depending on who was 
  attacking whom from where. Removed them and added "caution" paint to the 
  edge. OSHA would be pleased, somewhat.
- Fixed some secrets not triggering in E1A9 (also made them sector-secrets).
- Fixed a misaligned texture in E1A9.
- Created a teleporter for Co-op players to use once they progressed beneath 
  the silos in E1A9 (triggered by script).
- Fixed E1A10 exit not triggering if the player fell a certain way down it.
  Fake floor was too high.
- Fixed some ceiling textures that should have been sky textures in E1A10.
  
0.9 Beta 4a
...........

- Fixed Time Attack "Press [use] to start" not disappearing.

0.9 Beta 4
..........

- Changed game palette.

- Adjusted sprite offset for Elite Oozi Jerk.
- Adjusted speed of warping flats.
- Fixed texture alignment issues in Warehouse in E1A9, made some lines
  monster-block.
- Gussied-up Squaresville a bit in E1A1.
- Changed some textures so that some important areas stand out a little bit 
  better.
- Added bubble effects in fountain splashes if they end up underwater.
- Changed E1A3's TNT dispenser to look like the others in other maps.
- Changed bridge at E1A3 so that the barriers only go up if there are 
  monsters.
- Changed monster placement in E1A4.
- Made the ending more explosive in E1A4.
- Removed some fountains and added matching "teleport exits" in E1A5.
- Added lower walkway in E1A6 around sludgefall - sealed up area behind it
  for performance reasons and changed placement of cave-area powerup. 
- Made passages under main cylinder in E1A6 glowy-lighty so that they stand 
  out.
- Added some more stone walls in northern area in E1A6 for performance 
  reasons.
- Fixed "Count as Secret" objects in E1A6 and other maps.
- Changed monster placement in E1A6.
- Made E1A7's color-coding more obvious.
- Changed first Color Cube encounter in E1A8.
- Changed sharp staircase in E1A8 to a more architecturally-sound staircase.
- Changed E1A8 Disc area to a better Color Cube encounter.
- Raised the Silly Sphere platform so it can't be jumped to from the annex 
  hall in E1A8.
- Changed green building interior a little to make the windowed outside look 
  like it made sense with the inside on E1A8.
- Lowered pop vats outside of yellow building in E1A8 so the player didn't
  hurt themselves dropping off of them.
- Changed lookout tower in E1A8 to have bars at the top so the player doesn't
  fall off, plus an indication of its purpose in the map (exit lock).
- Changed the ColorCube on the dropping platform to the west to two Oozi 
  Jerks.
- Changed positioning of a crate stack in E1A9 warehouse that would have 
  trapped the player if they fell into it.
- Added some floes and warping-in enemies to the map end of E1A10.
- Tweaked Shotbow - a tiny bit less horizontal spread, 8 pellets, 5 damage.
- Tweaked Quadcannon - a small bit more vertical/horizontal spread, 
  10 pellets, 5 damage.
- Tweaked Oozi - increased damage per hitscan (5 -> 6), kept spread.
- Made the Destructinator more susceptible to Hellshell damage, since it 
  shrugs off explosions. (1x -> 2x)
- Weakened Anglefish health a little (50 -> 30)
- Slowed Cannon Jerk cannonball (20 -> 18) and decreased its damage (7 -> 6).
- Fixed some non-giblet giblets making "plop" sounds.
- Added status bar box for Goonade count.
  
0.9 Beta 3
..........

- Included GZDoom (GLSquare) as part of the release.

- Anglefish hitbox increased a little.
- Default automap colors changed.
- Fixed Quadcannon reload bug.
- Added ending cutscene graphics drawn by Baratus (credited on titlemap roll).
- Fixed Square key placement in E1A4.
- Removed secret status of yellow armor in E1A4.
- Fixed PUNCH texture not warping.
- Changed Paintguy/Cannon spawn when entering Circle key area in E1A3.
- Changed secret handling for Goonades in E1A3.
- Fixed harmless goo in E1A8.
- Fixed a tiny sector of harmless goo in E1A7.
- E1A9 had a lot of things flagged as a secret that would have over-inflated 
  the secret count due to a bug in ZDoom 2.7.1.

0.9 Beta 2
..........

- Rebuilt the nodes in all maps. No more game-breaking node bugs!


0.9 Beta 1
..........

- Initial release.

