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Thread: The JKGR Thread (/changelog)

  1. #1

    The JKGR Thread (/changelog)

    I really need some place to share and keep track of progress on JKGR and JKHub has been down for some time, so here 'tis

    Jk: Gunrunners (Current development version):

    Includes the mod itself, the levels, materials for JkGfxMod, music and required DLLs for music. Do check the included ReadMe!
    Also included is the launcher (doesn't do anything yet so it's just cosmetic) and an extremely outdated and mostly obsolete manual that contains info about years-old versions of JKGR which might still be useful (or at the very least, interesting).

    JKGR - WWII: The Eastern Front

    A single-player mission of sorts for JKGR, based on the Eastern Front of World War II. This was made in 2017 and I haven't really worked on it since, so there might be issues. Requires JKGR.

    JKGR Deathmatch - Soulless Grotto

    A multiplayer deathmatch arena based on the Soulless Grotto, a location from JKGR. Does not require JKGR.

    A small zombie apocalypse themed single-player level. I planned to make this an actual survival level with tasks to be made, but lost interest. Does not require JKGR (and to be frank has no relation whatsoever to it).

    Note that most of these were not properly tested before being uploaded, so issues might be present. Feel free to report any such bugs or issues in any of these.
    Last edited by SMLiberator; 03-12-2021 at 05:46 PM.

  2. #2
    2018-07-20 <a>
    * Fixed issue with Enforcer's bot running speed after using Speedburst skill.
    * Fixed minor issues with bullet collision effects.
    * Tweaked car camera to be smoother.
    * Tried several experiments with car collision/orientation code.
    * Added (probably temporary) model for ammunition powerup.
    * Fixed issue with Blade Rush skill in Enforcer bots.
    * Fixed issue where status effects for Bots were not being reset upon death.
    * Fixed issue where bots' XP levels were retrieved incorrectly upon startup.

    2018-07-21 <a>
    * XP earned by bots from hunting is now based on amount of damage they've dealt to monster, as it is for the player.
    * Added various debug messages to bots' and mobs' cogs.
    * Damage dealt by player or bot to mobs is reset when said player/bot dies, so they don't earn any XP if someone else finishes off a mob they couldn't. [not sure on this - might revert]
    * If a player/bot is more than 40 meters from a mob they've dealt damage to at the moment the mob dies, they won't earn any XP for it.
    * Heap slots for Bot damage list on mobs are now reset at the moment said mob dies to avoid more processing when respawning.
    * Finally learned how to quickly convert car models into JK.
    * Converted some more car models.
    * Enhanced textures on Porsche 911.
    * Added reverse gear whine.
    * Made it easier to add settings for new cars.
    * Cars will now actually lose speed when colliding.
    * Several other enhancements and optimizations in car-related code.

    2018-07-22 <a>
    * Reverted cleaning of damage dealt to monsters upon death, as deaths (and ressurrections) might happen while fighting certain bosses.
    * Greatly improved car collision code. Ramming directly into a solid obstacle should now bring the car to a full stop.
    * Converted (but not fully adapted yet) the following cars: 80s Toyota Corolla, Ford Probe, Chevrolet Corvette C5, Mercedes SL600, Mercedes CLK-GTR, Lamborghini Diablo SV.

    2018-07-23 <a>
    * Optimized automatic grass cog.
    * Converted (but not fully adapted yet) the following cars: Ford Cougar, Renault Clio.

    2018-07-24 <a>
    * Converted generic traffic cars.
    * Cleaned up Porsche 911 model.
    * Significantly optimized HUD code.

    2018-07-26 <a>
    * New McLaren F1 model.
    * Added new colors for cars.
    * Further optimized HUD code.

    2018-07-28 <a>
    * Smoothened menu fonts a little.
    * Made car performance settings easier to modify.

    2018-07-29 <a>
    * Cars are now sensitive to FPS variations. Controls should be more consistent.
    * Further optimized HUD/camera code, improved FPS a little.

    2018-07-30 <a>
    * Changed some camera workings, FPS on external view now should be very close to that of internal.
    * Fixed issues with HUD code where FOV wasn't adjusting correctly when aiming with a rifle or after NPC dialogue.
    * Optimized/cleaned up Nametag code.
    * Executioner Skills 8 and 9 are now giving their status effects correctly.
    * Cleaned up/optimized misc visual effects code.
    * Cleaned up jumping code (removed useless "returns" after "gotos").
    * Fixed issue where "used" camera things were not being destroyed.
    * Fixed issue where, for some reason, hanging/wall climbing offsets were placing player inside wall - when and why did I make this happen?
    * Slightly improved car handbrake mechanics so that now it's harder to control car while handbrake is held.
    * Changed car gear mechanics so that now car top speed is limited by current gear, added support for manual transmission.

    2018-07-31 <a>
    * Cleaned up/optimized car code.
    * Completely rewrote basic car mechanics, trying to come up with 100% cog-controlled velocities to overcome limitations with JK physics.

  3. #3
    2018-08-01 <a>
    * More brutal enhancements to car mechanics. Drag/grip now varies depending on the situation. Handbraking increases forward drag significantly, while decreasing lateral drag. Driving on wet surfaces also decreases grip.

    2018-08-02 <a>
    * Added very temporary fix for car engine sound pitch.
    * Some other general changes to car cog, mostly cleanup.

    2018-08-04 <a>
    * Implemented (maybe temporary) functional car engine mechanics and automatic transmission.
    * (Mostly) corrected reverse gear behaviour.
    * More cleanup in car code, fixed issue with tire sounds not changing correctly when changing surface types.
    * Monsters will now go after other targets that have previously attacked them if they lose their current target.
    * Cleanup in monster handle cog.

    2018-08-05 <a>
    * Started progress on Sorcerer AI.
    * Changed Enforcer AI cog to use PlayMode() instead of PlayKey().
    * Balanced defenses on Wizard characters.

    2018-08-06 <a>
    * Fixed bug where camera would not start correctly in Multiplayer.
    * Fixed issue where wall grabbing would place player model slightly inside wall.
    * Leaving dog in the refrigerator for too long will now make it like you less.
    * Monsters will now check for thing's signature when going after a previous target.
    * Added temporary model for "Blood" armor.

    2018-08-07 <a>
    * Half-implemented an extremely dodgy car jumping method mostly for testing purposes.
    * Fixed reverse gear whine pitch.
    * Car will now lose speed by going offroad.
    * Added a debug option for printing 0-100 acceleration times.
    * Tweaked car acceleration rates for accurate 0-100 times.
    * Implemented friction forces into car code. Car shouldn't drift if slow enough.

    2018-08-08 <a>
    * Enhanced car jumping code, should be more reliable/stable now.
    * Car grip is slightly decreased if accelerating when drifting.
    * Added new car: Bugatti Veyron.
    * Fixed bug that caused STA to be consumed twice when jumping.

    2018-08-10 <a>
    * Made a new possible appearance for the Dark Palace exterior.

    2018-08-11 <a>
    * Tweaked car offroad behavior.
    * Started a new city level.

    2018-08-12 <a>
    * Expanded city level.

    2018-08-13 <a>
    * Cleaned up/optimized car code.
    * Did some car crash/collision related experiments.
    * Car will now become temporarily unstable after a jump.

    2018-08-14 <a>
    * Slightly altered colors on daytime sky.
    * Cleaned up Skill 4 code.
    * Fixed issue with leftover DestroyThing() in ladder climbing code.
    * Tweaked "tolerance" for surfaces to be considered flat enough to climb.
    * Fixed bug where any surface with a flat upper edge was considered climbable.
    * Tweaked McLaren F1 model, wheels will now rotate.
    * Changed light flare cog so that now flare's maximum range can be adjusted via UserData.
    * Tweaked McLaren F1 colors.

    2018-08-15 <a>
    * Altered colors on nighttime sky.
    * Added new car: Jaguar XJ220.

    2018-08-16 <a>
    * Changed textures on wet asphalt.
    * Altered day/night cog so as to support in-game time changes.
    * Worked on city level.
    * Altered colors on rainy evening sky.
    * Optimized car code.

    2018-08-18 <a>
    * Added door sound when entering/leaving car.
    * Fire particles will now come out of car's exhaust when switching gears.
    * Made rainy clouds transparent so that texture tiling becomes less apparent when blended with the background.
    * Made airplane warning lights flashing frequency random so that they don't look all perfectly synchronized.
    * Added "hasTurbo" variable to cars. It's merely a aesthetic option. If set to 1, car will make turbo whine and have fire coming out of exhaust when switching gears.
    * Changed car exhaust fire effect, added various new turbo-related sound effects.
    * Cleaned up sprint cog.
    * Reimplemented nitrous, used with "jump" hotkey.
    * Fixed bug where skid sound wouldn't play if gone offroad.
    * Expanded city level.

    2018-08-19 <a>
    * Moved car jump speed calculation from orientation to velocity section. Behaviour seems much more stable and consistent now.
    * Now every once in a while an airplane will be visible in the city's sky.
    * Fixed bug that caused traffic generator cog to stall after a certain amount of generations if only one route was being used.
    * Made cloud textures somewhat smoother through 16-bit dithering.
    * Changed Special FX cog naming from "class_*.cog" to "fx_*.cog".

    2018-08-20 <a>
    * Changed "SetSurfaceLight" to "SetSurfaceLightMode" in window lights cog as the former was breaking sector lights.

    2018-08-21 <a>
    * Worked on city level, added more buildings.
    * Implemented a checkpoint race/time trial test run into the city level.
    * [Experimental] Changed the car thing type from "cog" to "player". This way I can make certain car-specific powerups, and it is necessary for the checkpoint system I'm currently using. For some reason having the car type set to "player" makes certain physics aspects act oddly (mostly staggering when falling), but nothing too grave.

    2018-08-22 <a>
    * Changed some buildings in city level.
    * OGG music (to be provided with JKGR) on the JK/Music folder will now play when driving cars.

    2018-08-23 <a>
    * OGG music is now controlled via a central cog, with a hotkey (Select 5) to skip/stop music.
    * Added Chairman Kim Jong Un Riding Dinosaur as an enemy monster model.

    2018-08-24 <a>
    * Made Level-based driveable car cog, placed various driveable cars hidden around the city.
    * Changed engine sounds for some cars.
    * Checkpoint race cog will now display time with right formatting (59:59.99)
    * Fixed issue with cars where headlights weren't being turned off.

    2018-08-25 <a>
    * Changed song list.
    * Changed Lamborghini Diablo SV model.
    * Added new car: Lister Storm.
    * Tweaked car performances and camera speed.

    2018-08-26 <a>
    * Tweaked Lister Storm model and textures.
    * Tweaked Mercedes SL600 model and textures.

    2018-08-29 <a>
    * Changed Mercedes CLK-GTR model and textures.

  4. #4
    2018-09-01 <a>
    * Added new car: El Niño.
    * Decreased Mana cost for basic Skill 6 (Heal).
    * Car-related VFX are made simpler when enhanced effects are disabled.

    2018-09-02 <a>
    * Changed engine sounds for McLaren F1 and El Niño.

    2018-09-04 <a>
    * Changed Lamborghini Diablo SV model and textures.

    2018-09-05 <a>
    * Tweaked performance for certain cars.
    * Tweaked McLaren F1 model and textures.

    2018-09-07 <a>
    * Further tweaked McLaren F1 model and textures.
    * Tweaked Dar'Kroiatejj player model and textures.
    * Fixed issue with car HUD on 4:3 aspect ratio.

    2018-09-08 <a>
    * Tweaked Smell (3) player model.
    * Fixed an issue where player would have odd orientation when leaving car when not lying flat.
    * Fixed an issue where using certain skills could give player an odd orientation.

    2018-09-16 <a>
    * Changed song list.
    * Changed "call" to "goto" in powerup cogs.

    2018-09-21 <a>
    * Added temporary interior model for Diablo SV.

    2018-09-24 <a>
    * Decreased casting time for Warlock Skill 7 (Expose Weakness).
    * Tweaked Diablo SV model, wheels will now rotate.
    * Car interior mesh is now hidden in external view.

    2018-09-25 <a>
    * Buffed Assassin Class: Decreased MP cost for Skills 1 (Low Kick) and 2 (Shadow Run); Increased critical probabilty for Skill 10 (Assassinate); Decreased casting time for Skill 8 (Expose Weak Point).

    2018-09-28 <a>
    * Slightly decreased Cooldown and MP cost for Assassin Skill 5 (Backstab), slightly decreased base damage.
    * Slightly decreased Cooldown for Assassin Skill 1 (Low Kick).

  5. #5
    2018-10-01 <a>
    * Sorcerer: Slightly decreased MP cost for Skills 4 (Unholy Discharge), 5 (Death Mark) and 9 (Death Mark Consumption).

    2018-10-05 <a>
    * Cleaned up some Skill Cogs.
    * Inspector: Removed deprecated message use in Skill 11 (Soul Penetration).

    2018-10-07 <a>
    * Cog cleanup.
    * Fixed incorrect behavior when attacking immediatly after changing weapons.

    2018-10-13 <a>
    * Assassin: Changed effect duration for Skill 6 (Critical Focus) from 15 to 30 seconds; for Skill 9 (Killer Instinct) from 15 to 20 seconds.
    * Assassin: Changed cooldown time for Skill 6 (Critical Focus) from 20 to 40 seconds; for Skill 9 (Killer Instinct) from 30 to 40 seconds.
    * Defender: Changed effect duration for Skill 1 (Power Boost) from 15 to 30 seconds.
    * Defender: Changed cooldown time for Skill 1 (Power Boost) from 20 to 40 seconds.
    * Executioner: Changed effect duration for Skill 6 (Swiftness) from 10 to 15 seconds.
    * Executioner: Changed cooldown time for Skill 6 (Swiftness) from 16 to 20 seconds.

    2018-10-20 <a>
    * Assassin: Increased base poison effect damage for Skill 7 (Venomous Sting) from 9 to 11.
    * Assassin: Changed Skill 8 (Expose Weak Point) name to Preparation, increased range from 10m to 20m, decreased defense reduction from 15% to 10%. Target will instantly turn to attack caster without attracting nearby enemies.
    * Warlock: Skill 5 (Master of Puppets) area of effect has been changed to a 10m radius around the caster from the old up to 20m in front of the caster. Decreased base casting time from 1 to 0.8 seconds.
    * Warlock: Decreased defense reduction effect for Skill 6 (Expose Weakness) from 15% to 12.5%.
    * Fixed bug that caused shadow on Lamborghini Diablo model not to disappear when car is off ground.
    * Skill cog cleanup, changed some "call/return" into "goto".

    2018-10-23 <a>
    * Added visual effect to enemy targeted by Warlock Skill 5 (Master of Puppets).
    * Fixed bug that caused the game to stall when using Warlock Skill 5 (Master of Puppets).
    * Fixed issue with Warlock Skill 5 (Master of Puppets) where it was possible to make a monster attack itself.
    * Fixed issue where Assassin Skill 10 (Assassinate) was still asking for "Expose Weak Point" effect rather than "Preparation".

    2018-10-27 <a>
    * Changed standing animation for female characters wielding sword+shield type melee weapons.
    * Balanced hunting XP gain in Bloody Forest region.
    * Added more placeholder armor models for Knight and Ranger classes.

    2018-10-28 <a>
    * Added Monster Skill 9 (Poison Attack).
    * Assassin Skill 7 (Venomous Sting) will now attempt poison effect with a chance of failure.
    * Gave Poison Attack skill to certain monsters.
    * Removed Ranged Attack skill from Canyon Yeti monster.
    * Fixed some oddities with attack animations on female characters.
    * Removed unused markers in certain keyframes.
    * Fixed incorrect puppet on female Executioner and Inquisitor characters.
    * Tweaked speed and spread of some particle effects.
    * Changed model for Lesser Beast Maniac monster.
    * Fixed issue where NPC support magic's cost wasn't being subtracted from player's inventory.
    * New player model: Clara.
    * Changed model for Greater Cave Beast monster.
    * Balanced spawn rate for Strong monsters in Lesser Beast Territory and Argenarret Sanctuary (Lower Level) regions.

    2018-10-29 <a>
    * Tweaked Clara player model and textures.
    * Lowered double-tap time from 0.3 to 0.2 seconds on Camera/HUD control cog so as to avoid unwanted or accidental input.

    2018-10-30 <a>
    * Tweaked monster AI settings.
    * Defender: Fixed issue where Skill 8 (Bleeding Fury) was giving Power Boost effect instead of Bleeding Fury.
    * Defender: Increased duration for Skill 8 (Bleeding Fury) effect from 15 to 25 seconds.
    * Made 8-bit versions of some armor textures so that some player models will render correctly on Multiplayer menu.
    * Expanded level functionalities in Heart of Argenia area.
    * Worked on Chamber of Sorrow level.
    * Tweaked volume on some music tracks.
    * Moved Argenarret Sanctuary area into a separate level.
    * Expanded level functionalities in Argenarret Sanctuary area.
    * Made two new alternate generic NPC models.
    * Tweaked Clara player model and textures, made eyes blink.
    * Slightly decreased hit time for Assassin Skill 5 (Backstab) so that it matches the animation better.
    * DevShop NPC will now increase player's Attribute levels along with Rank.
    * Updated some sections of the manual.
    * Implemented missing Defender Skill 10 (Deathcrush).
    * Tweaked Jaguar XJ220 textures.

    2018-10-31 <a>
    * Tweaked Clara player model and textures.
    * Tweaked "smash" Skill use animation for Defender class.
    * Fixed broken DevShop NPC cog.
    * Already existing raindrops on screen will now continue their animation if rain stops.

  6. #6
    2018-11-01 <a>
    * Added placeholder model for Assassin's Pioneer Dagger.

    2018-11-04 <a>
    * Fixed bug where attacking a pack-type monster would only trigger a reaction from a single monster of the same pack if any were nearby.
    * Added placeholder model for Assassin's Blood Dagger.
    * Added more placeholder armor models for Ranger classes.
    * Changed skill list to certain monsters in Argenarret Sanctuary.
    * Increased base damage for Poison Attack monster skill from 25% of monster's attack power to 33.33%.
    * [Experimental] Lowered default XP/Quest/Money/Drop multiplier rates from 3/3/6/1 to 1/1/3/1.
    * [Experimental] Cut STA regeneration rates for all classes in half.
    * Maximum Level/Rank Inventory bin values have been lowered from 200/20 to 100/10.

    2018-11-06 <a>
    * Fixed issue with POV camera position after rolling.
    * Decreased MP Cost for Inspector's physical attack skills.
    * Slightly decreased MP Cost for Sorcerer's skills.
    * Using Assassin's "Assassinate" skill will now instantly turn off target's "Preparation" effect.

    2018-11-07 <a>
    * Changed song list.

    2018-11-10 <a>
    * [Experimental] Changed car turning method. Car should be harder to control at higher speeds and countersteering is now necessary to maintain drifting.
    * Fixed incorrect song lengths.

    2018-11-12 <a>
    * Car sideways speed loss is now greatly reduced when countersteering so as to make drifting easier.
    * Car turning rate is no longer cut in half when accelerating.

    2018-11-15 <a>
    * Increased grip for all cars by 50%.
    * Car HUD now has its own damage and nitrous bar displays, no longer linked to player's MP and STA.
    * Removed unnecessary parts in car code.

    2018-11-21 <a>
    * Further decreased MP Cost for Inspector's physical attack skills.
    * Updated MP Cost values for Inspector bot skills.

    2018-11-23 <a>
    * Tapping brake or handbrake before steering will now allow driver to perform much sharper turns.
    * Fixed bug where Rogue class stats were always being used regardless of the player's actual class.
    * Decreased Executioner Skill 6 (Swiftness) Speed bonus from 20% to 10%.

    2018-11-25 <a>
    * Fixed bug which could cause player's collide size to shrink after ledge hanging.
    * Changed base Attack power and Critical Attack rate and power for all classes.
    * Tweaked colors and textures on Mercedes CLK-GTR.

    2018-11-30 <a>
    * Updated Dar'Kroiatejj portraits in Argenia
    * Fixed issue were regeneration related stats were decreasing rates instead of increasing.

  7. #7
    2018-12-02 <a>
    * Added some extra buildings in city level.

    2018-12-05 <a>
    * Added bots and bot routes to separate Argenarret Sanctuary level.
    * Added placeholder models for Hero of Argenia and Immortal weapons for the Defender class.

    2018-12-06 <a>
    * Bots will now no longer be aggressive to monsters that are up to 10 levels above their own.

    2018-12-07 <a>
    * Fixed issue that caused bots not to attack any monster first.
    * Added AI for Assassin class.
    * Fixed issue where Enforcer AI Skill 2 was resetting cooldown for Skill 4.
    * Fixed issue that caused status effects that were given post-mortem to last forever upon respawn.
    * Finished AI for Sorcerer class.
    * Implemented PvB combat arena level type.
    * Bots now won't attack enemy targets inside peace zones (sector flag 0x20).
    * Player and bots will no longer lose any XP for dying inside war zones (sector flag 0x200).
    * Player is now unable to target bots inside peace zones (sector flag 0x20).
    * [Experimental] Target-locking will now increase priority for closerby targets.
    * Dead actors/players can no longer receive buffs.

    2018-12-08 <a>
    * Implemented missing Starfall (Sorcerer Skill 10) skill for Sorcerer AI.
    * Added an icon for Preparation (Assassin Skill 8) skill effect.
    * Fixed issue where Inspector AI would sometimes get stuck in spellcasting pose.
    * Added an icon for Expose Spirit (Sorcerer Skill 6) skill effect.
    * Rewrote AI for Executioner class.
    * Tweaked appearance on Argenia guard NPCs.
    * Fixed issue where Ferocity skill (Enforcer Skill 3) had no MP cost on AI.
    * Added Executioner bots to Death Arena level.
    * Added partial botroutes to Shadow Canyon region.
    * Added more bots to Shadow Canyon region.
    * Tweaked inconsistent attack delay after using Earthquake and Deathcrush skills (Defender skills 7 and 10).
    * Added placeholder model for Light weapon for Defender class.

    2018-12-09 <a>
    * Fixed Final Force (Executioner Skill 9) skill name (was previously appearing as "Flaming Blade").
    * Fixed critical issue regarding Immortal state weapon and armor appearances.
    * Fixed issue where entering Immortal state wouldn't change weapon and armor appearances.
    * Added placeholder models for all Immortal state equipment.
    * Rewrote code for Earthquake (Defender Skill 7) for more consistent behavior. Should now work regardless of terrain height differences.
    * Fixed sound for Sorcerer AI Spiritual Blast (Skill 2).
    * Human bots will now be tagged as "Ro'roi Garojna" instead of "Argeni Garojna".
    * Added placeholder model for Improved Unholy and Dark Soul weapons for Defender class.
    * Worked on Chamber of Sorrow level.
    * Tweaked base defenses for all classes.
    * Changed base Spellcasting speed for all classes.

    2018-12-10 <a>
    * Fixed faulty Unholy Discharge (skill 4) visual effect for Sorcerer AI.
    * Fixed faulty Death Mark (skill 5) damage effect for Sorcerer AI.
    * Fixed faulty Venomous Sting (skill 7) damage effect for Assassin AI.
    * Began working on new skill handling system.
    * Changed Skill system completely. This means a lot of rewriting is necessary before JKGR is fully playable again.
    * Made "Counterattack" effect into a buff.
    * Started adapting skills into new system. 21 done so far.

    2018-12-11 <a>
    * Made "Dash" and "Speedburst" effects into buffs.
    * Adapted 18 more skills into new system. 40 total.
    * Fixed several issues with previously rewritten skills.
    * Iron Charge, Speedburst, and Blade Rush skills will now check for Counterattack effect.
    * Made "Sharpshooting", "Shadow Run", "Stealth" and "Quick Step" effects into buffs.
    * Superior Wizardry spellcasting speed bonus increased from 20% to 40%.

    2018-12-12 <a>
    * Made modifications to AI cogs to allow them to use the new skill system.
    * Made modifications to new skill cogs to allow them to be used by AI.
    * Enforcer class was fully adapted to new skill system.
    * Arrow attacks/skills now check for Sharpshooting effect.
    * Skills will now return 1 when used, 0 when not used and -1 when not found.
    * Bots will now use the new skill system.
    * Adapted 4 more skills into new system. 44 total.
    * Finished actor skill list/cooldown handler cog. Any actor that uses skills should be registered for their own skill list. Each actor can have up to 48 skills and up to 64 actors can be registered at once. Unregistered actors will either not be able to use skills or will be able to use them without cooldown.
    * Fixed MP consumption for Sharpen Spirit skill.

    2018-12-13 <a>
    * Fixed issue that caused Toggle type skills to not be deactivated correctly when out of MP.
    * Adapted 5 more skills into new system. 49 total.
    * Bots will now ask central Class handling cog for skill list.
    * Setting 0x400 Actor Flags will now also force bots into walking mode.

    2018-12-14 <a>
    * Adapted 2 more skills into new system. 51 total.

    2018-12-15 <a>
    * Adapted 7 more skills into new system. 58 total.
    * Assassin class was fully adapted to new skill system.

    2018-12-16 <a>
    * Adapted 1 more skill into new system. 59 total.
    * Started work on Unholy armor for Hybrid class characters.
    * Made it so player/actor's movement speed can be easily changed through status effect modifiers.
    * Tweaked speed bonus for speed-related buff effects.
    * Bots will now have their movement speed reduced when not moving forwards just like the player would.
    * Executioner AI will no longer spam Sharpen Spirit.
    * Death Mark now has the added effect of reducing movement and spellcasting speed by 25%

    2018-12-17 <a>
    * Added an extra death animation based on the ugnaught's.
    * Fixed an issue with Venomous Sting and Death Mark effects were continuous damage was being transferred to other things after the original victim died.
    * Buff effect check will now return negative when target thing is not registered.
    * Fixed issue where Toggle type skills were still not being deactivated correctly when out of MP.
    * Worked on Shadow Canyon Oasis region.
    * Added two monsters to Shadow Canyon Oasis region: Shadow of Confusion and Shadow of Fear.
    * Tweaked AI path routes along Shadow Canyon Oasis region.
    * Fixed some minor issues with skills.
    * Tweaked "tolerance" for surfaces to be considered flat enough to climb.
    * Changed the appearance of the following monsters: Shadow of Anger, Shadow of Contempt, Shadow of Misjudgement.

    2018-12-18 <a>
    * Maximum Level/Rank Inventory bin values have been lowered from 100/10 to 99/9.
    * Bots no longer have PvP flags as default upon creation.
    * Improved Bot reaction time after skill use.
    * Bots and monsters will now avoid randomly changing directions when roaming.
    * Slightly reduced MP consumption for Sharpen Spirit skill.
    * Executioner AI will now take far better care of their MP.
    * Fixed issue where nametags would be displayed with incorrect size for the first frame they'd become visible in.
    * Fixed switched names for Weapon/Armor refining stones.
    * Adapted 2 more skills into new system. 61 total.
    * Sentinel class was fully adapted to new skill system.

    2018-12-19 <a>
    * Fixed incorrect sound effect for Iron Charge skill.
    * Expanded Bot routes along Shadow Canyon Oasis region.
    * Adapted 7 more skills into new system. 68 total.
    * Executioner class was fully adapted to new skill system.
    * Defender class was fully adapted to new skill system.
    * Added icons for Unleashed Fury and Final Force skill effects.
    * Inspector class was fully adapted to new skill system.
    * Mobs should now play animations when using skills.
    * Changed the appearance of Shadow of Youth monster.

    2018-12-20 <a>
    * Made skill use animations for some monsters.
    * Adapted 2 more skills into new system. 70 total.
    * Tweaked terrain in Shadow Canyon region.
    * Sorcerer class was fully adapted to new skill system.

    2018-12-22 <a>
    * Made skill use animations for some monsters.
    * Changed the appearance of Shadow of Confusion monster.
    * Tweaked textures on all Shadow monsters.

    2018-12-24 <a>
    * Fixed lighting issues on all Shadow monsters.
    * Expanded Bot routes along Shadow Canyon Oasis region.
    * Changed the appearance of Shadow of Pain monster.
    * Made skill use animations for some monsters.

    2018-12-25 <a>
    * [Experimental] Increased default XP/Quest/Money/Drop multiplier rates from 1/1/3/1 to 2/2/4/1.
    * Fixed an issue with Support NPC dialogue.
    * Mobs will no longer be removed when too far away if it's dying/dead.
    * Bots are now also able to shoot projectiles from attack skills.
    * Finished AI for Sentinel class.
    * Added Sentinel bots to Shadow Canyon region.
    * Sentinel/Sorcerer AI will now attempt to maintain a safe distance when attacking.
    * Bots will no longer randomly change targets in the middle of an attack.

    2018-12-27 <a>
    * Chance of weather has been greatly reduced.
    * Fixed an issue with Explosive Shot sound effect being played at the wrong position.
    * Tweaked Bot chasing/following algorithm to allow more freedom in movement when attacking a target.
    * Tweaked Sorcerer and Assassin AIs so that they no longer spam certain debuffs if target already has the effect.
    * Removed a lot of redundant code in Bot AI.

    2018-12-28 <a>
    * Fixed an issue where monsters with an attack field superior to 90º would almost always fail to hit enemies correctly.
    * Tweaked Bot AI: Bots will now use the CircleStrafe instinct and the Follow instinct has been fully replaced by Cog.

    2018-12-29 <a>
    * Bot AI CircleStrafe instinct has been replaced by Cog.
    * Implemented Retreat instinct into Bot AI. Distance considered "safe" is defined by Class' cog.
    * Removed links for missing Skills for untransformed and Immortal state characters.
    * Bots will not always go after dropped items now.

    2018-12-30 <a>
    * Defender's Unbreakable Fortress Def/Pdef/Mdef bonuses have been increased from 40%/60%/30% to 70%/80%/60%.
    * Defender's Unleashed Fury will now provide an extra 20% bonus to all defenses.
    * Changed the appearance and behavior of arrow trails.

  8. #8
    2019-01-01 <a>
    * Modified projectile trail code so that they remain for some time after projectile stops.
    * Regular bullets will now use new trails when Advanced FX option is enabled.
    * Fixed various issues and inconsistencies with new trails.
    * Fixed issue where Spirit Cannon skill could be used at a range higher than its limit.
    * Made SkillTarget handlers for HP/MP/STA healing.
    * Made SkillTarget handler for forced target change.

    2019-01-02 <a>
    * Tweaked textures on airplane model.
    * Increased speed of projectile trail decay.
    * Slightly tweaked bot damage handling.
    * Bots will now try to avoid certain obstacles when moving.
    * Player will no longer lose STA when taking friendly fire.
    * Changed method of stat calculation so that attribute bonuses are added directly to stat value.
    * Player will now become invulnerable while at Class selection screen.
    * Fixed issue where Skill attacks weren't dealing any damage.
    * Autosaving can now be disabled at certain areas/levels by setting/clearing 0x2 SubMode flags.
    * Added a Dimensional Orb back to Aegenar next to the dinosaur in the city level.
    * Dimensional Orb inside Dark Palace will now only take you to places inside Argenia (or outside Aegenar).
    * Fixed an issue that was making Speed related buffs twice as effective on player.

    2019-01-03 <a>
    * Started progress on a separate forest level as a possible replacement for the current Bloody Forest.
    * Changed texture for bloody tall grass.
    * Tweaked/made some new level decor models.
    * Started work on a new, much larger city level.

    2019-01-04 <a>
    * Worked extensively on new city level.

    2019-01-05 <a>
    * Worked extensively on new city level.
    * Notification icons are now reset when starting a new level.

    2019-01-06 <a>
    * Worked on new city level.
    * Replaced Bloody Forest area with new one on Aegenar level.
    * Worked on Bloody Forest region.
    * Invalid (-1) monster spawn points no longer add to total monster counter.
    * Buff modifiers now add to each other rather than multiply, ie. if you get 15% boost to a stat from a buff and 10% to the same stat from another, you'll have a total 25% boost (15%+10%) rather than the previous 26.5%.

    2019-01-07 <a>
    * Added some monsters back to Bloody Forest region.
    * Added randomly generated trees and grass to Bloody Forest region.
    * Added new inventory items: Blood Fragment (used to craft Blood equipment) and Top-Grade Crafting Reagent (used to craft Immortal/Ethereal equipment).
    * Fixed issue where Unholy armor for Hybrid class characters wasn't showing up in-game.
    * Wrote a new generic inventory item Trader NPC code. Item list for each vendor can be set through level cog list. Base item prices are now fixed (defined by inventory cog) and may vary through multipliers set for each trader.
    * Added generic item trader NPC Osa-Hagaz in Argenia. Currently sells and buys all kinds of inventory items. Prices on this NPC are 10% more expensive than elsewhere.
    * Mineral trader pays more for minerals compared to other item traders.
    * Item purchase window will now display how many of that item you have in your inventory and won't return to item list after trade.
    * Trader NPC selling window will now only display items you have in your inventory.
    * Fixed an issue where all bots had superhuman stats.
    * Added garbage trader NPC Bolo near northern Argenia gate. Buys currently useless items for their full price.
    * Name format for currently useless items has been changed from "Item of" to "Useless Item".
    * Fixed an issue that caused ranged attack skills from bots to deal ridiculously high damage.
    * Movement/casting speed decrease from Death Mark has been increased from 25% to 30%.
    * Movement speed decrease from Stealth has been increased from 15% to 20%.
    * Fixed issue that caused player to still lose STA when taking friendly fire.
    * Fixed incorrect animation for Frenzy skill.
    * Trainee Armor has been renamed to Argeni Uniform.
    * Trainee Weapon is now no weapon at all.
    * Added new "Trainee" equipment for low-level characters. It's very basic equipment that is only slightly better than no equipment at all.
    * Tweaked low-level equipment stats.
    * Player will now perform punches if no weapon is equipped while in Unholy State.
    * Changed Inventory cog to use Heaps instead of a ridiculous amount of variables.
    * Equipment items have been added to inventory, and can be sold and bought as such.
    * Trader NPCs can now have limited stocks for certain items. Limited items may be available or not based on a certain chance. Stock is renewed every once in a while.
    * Fragment availability in mineral trader NPC has been modified.
    * Added weapon and armor Trader NPCs Parada and Puk'Terin in Argenia. Every once in a while they might have rare items in stock.
    * Player can now navigate through inventory by pressing W/A/S/D while Inventory is open, then CROUCH to use the selected item.

    2019-01-08 <a>
    * Fixed issues with NPC dialogue text.
    * Enhanced inventory navigation.
    * Fixed issue where player wasn't being paid after selling items.
    * Tweaked item rarities. Now stock for most items is limited, although extremely high for some.
    * Partially rewrote item crafter NPC code to use new item/equipment system.
    * Crafting reagent items have been renamed to simply "reagents".
    * Equipments now have Rank requirements again.
    * Changed appearance of Trainee uniform. It now looks like a military version of the basic Argeni uniform.
    * Rewrote item crafter NPC cog.
    * Blacksmith Porol NPC will now craft all currently craftable items.

    2019-01-09 <a>
    * Player inventory now has a limited size (and can carry more info for each item). Maximum inventory size is currently set to 20 but can easily be changed.
    * Changed trader NPC and dropped inventory item code to check if player has space left in inventory.
    * Trader NPC will no longer take attempts of trading items that are no longer in stock.
    * Equipped items can no longer be sold.
    * You can now link inventory items to quick-use slots (Select 1~5) by selecting them and pressing the Select hotkey you wish to assign that item to. (Currently, you can only use quick slots while in Unholy State. Eventually, all items should migrate into inventory including regular weaponry.)
    * You can now discard certain inventory items by selecting them and pressing "Drop Weapon" hotkey.
    * Removed obsolete "stances".
    * Added new item property: drop risk, or the chance of an item being dropped upon player death. Currently set to 0 for all items.
    * Fixed incorrect texture mapping in some areas.
    * Added all monsters back to Bloody Forest region.
    * Balanced item drop rates, changed to include some new items.
    * Balanced item prices.
    * Rank requirement have been changed for the following equipment: Pioneer from 1 to 2; Blood from 3 to 4; Liberator from 7 to 8.
    * [Experimental] Set drop risk to 10% for all items.
    * You can now activate a selected Inventory item through "Use Skill" hotkey.
    * Changed some armor placeholder models.
    * "All Weapons" cheat will now give you all equipment available for your current rank.

    2019-01-10 <a>
    * Worked on Argenarret Sanctuary level.
    * Activating inventory items through Crouching is no longer possible.
    * Player will no longer drop items if killed inside a peace or war zone.
    * Fixed issue that caused items dropped upon death to disappear.
    * Default drop risk lowered from 10% to 5%.

    2019-01-11 <a>
    * Balanced item prices.
    * Skill handler cog can now store skill currently being used by player or actor.
    * Implemented framework for mid-use skill interruption.

    2019-01-12 <a>
    * Spot saving and auto-saving will be disabled in JKGR levels.
    * Respawing after death in JKGR levels will now take you to the nearest valid spawn spot rather than the last save spot. The same applies for when using Portal crystals.
    * Arrows now make noises when flying close enough to the camera.
    * Changed the appearance of Shadow of Fear monster.
    * Lowered maximum number of registerable skills from 48 to 40 for no reason in particular.
    * Tweaked some player models.
    * Fully implemented usable inventory items.
    * Grocer NPC Hirala will now sell consumable inventory items, including varieties of potions and teleport crystals. Like all inventory items, these can be assigned to quick use shortcuts for use during combat.

    2019-01-13 <a>
    * Tweaked appearance of Skaz'Mist Prime monster.
    * Changed the appearance of some placeholder item models.
    * Made crafting recipes for certain consumable items.
    * It is now possible to go back in NPC item lists by pressing "Select 5" hotkey.
    * You can no longer drop your currently equipped items upon death.
    * Added visual effects for consumable items.
    * Added two new monsters to Silver Guild Territory region: Silver Warrior and Silver Wizard.
    * Made Portal Crystal item obsolete, will be removed eventually.
    * Changed level, stats and drops of mobs in expanded Argenarret Sanctuary level. Now all mobs in the upper level (currently available area) range from level 50 to 59, with monsters in the lower level (in development) ranging from 60 to 69.

    2019-01-14 <a>
    * Added Potion Brewer Dorwen to Argenia.
    * Made item powerup templates for potions.
    * Made Elixir of Health/Mana/Energy items obsolete, will be removed eventually.
    * Emptied Argenarret Sanctuary region in Aegenar level, teleporter NPC will now take you to the separate level when entering the sanctuary.
    * Dying or using teleport stones while in the Argenarret Sanctuary or Soulless Grotto levels will now take you back to Argenia.

    2019-01-15 <a>
    * Player's buffs will now be maintained when changing levels.
    * Implemented framework for making it so buff/debuff timed effects (damage over time etc) are controlled centrally/directly linked to their status effect. Previously, the timed effect would be set externally (by a skill) along with the status effect, meaning the status effect was merely symbolic.
    * Tweaked turning aspects of all cars.
    * Attempted to make northern Aegenar beach region look less hideous, failed.
    * Player is now unable to turn during NPC conversations.
    * Status effect debug text now shows time left.
    * Unholy State will now be maintained while switching levels, as well as MP/ST/UP levels.
    * Cleaned up some cogs.
    * Camera is no longer reset to internal when switching levels.
    * Added stats, templates and inventory items for the following equipment sets: White [R3], Arcane Force [R5], Hell Force [R5], Sovereign [R6], Oblivion [R7]. None of these have been implemented as equipment yet.
    * Worked extensively on a new Argenia level.

    2019-01-16 <a>
    * Warrior's Focus skill renamed to Combat Focus.
    * Wrote a basic Class Master NPC. You can talk to it to choose a class and evolve to rank 1 at level 10, choose a specialization and evolve to rank 3 at level 30 or to change weapon types between that. In the future, these options will (probably) require you to finish some quests.
    * Changing classes will now automatically reset the player's appearance, stance and skills.
    * Added the option to change NPC's standing animation and model via cog, without changing NPC template.
    * You can now travel to the new Argenia by typing "level 10" at the console.
    * Changed music control cog to use OGG music rather than the usual WAV sounds.

    2019-01-17 <a>
    * Made crafting recipes for the upcoming Oblivion [R7] equipment sets.
    * Tweaked crafting recipes for some items.

    2019-01-18 <a>
    * Skill handler cog now can also register skill ranks.
    * For the time being, all skills will automatically be given the same rank as the user.
    * Added some more NPCs to new Argenia level.
    * Skill use cog will now ask for Skill rank (although its value changes nothing yet).
    * Toggled skill MP consumption is now handled by status effect.
    * Moved fixes and tweaks to mostly unused/used only by non-JKGR level resources (such as modified versions of JK actor class cogs) to JkGR-Compatibility.gob.
    * Included some "fixed" JK animations in JkGR-Compatibility.gob.
    * Removed some obsolete BM files.
    * Removed obsolete items.

    2019-01-19 <a>
    * Skill cooldown is now handled centrally by skill handler cog and is no longer reset upon changing levels.
    * Added "debug" option to skill handler cog to print player skill cooldown time.

    2019-01-20 <a>
    * Debug function on skill handler cog will now only print skill cooldown time left when requested (ie. player tries to use skill on cooldown).
    * SP player model will no longer be reset if debug "player model" fuction is used.

    2019-01-22 <a>
    * Cooldown time left will now always be displayed when attempting to use a skill.
    * Balanced (albeit roughly) XP levels in Shadow Canyon, Shadow Canyon Oasis and Shadow Plateau regions.
    * [Experimental] Added an option to calculate monster's XP level automatically based on monster's HP level, rank and attack power.
    * Slightly increased magic attack power for Hybrid classes.
    * Worked on new Argenia level.

    2019-01-23 <a>
    * Worked on new city level.
    * Made item storage framework.
    * Tweaked automatic monster XP calculation method.
    * Fixed incorrect NPC thing in Shadow Canyon region.

    2019-01-25 <a>
    * Fixed an issue where it was impossible to turn music back on if turned off while driving.
    * Turning music back on while driving will now start from a random track.
    * Changed animation for running and walking with dual swords.
    * Tweaked drop lists for monsters in the Shadow Canyon region. Most general monsters outside the Shadow Plateau will now drop Oblivion type fragments rather than Liberator.
    * There is now a very tiny chance White Rancor monster will drop Liberator equipment pendants.
    * There is now a very tiny chance Canyon Dragon monster will drop Oblivion equipment pendants.
    * Made some drops generic, meaning they can be dropped from any monster regardless of whether that item is in the monster's drop list.
    * All calculation for XP, money and generic drop chances from hunting monsters is now done automatically.
    * Tweaked drops for all monsters taking generic drop chances into account.

    2019-01-26 <a>
    * Added some new items to trader NPCs.
    * Slightly increased damage and cooldown time for Spirit Cannon skill.
    * Fixed bug where support NPC was deducting twice the cost for support magic.

    2019-01-27 <a>
    * Renamed HP/MP/ST Essence items to HP/MP/ST Herbs, made items consumable.
    * Some monsters now have very minimal chances of dropping equipment.
    * NPCs will now work with Oblivion items and equipment.
    * Money amount may no longer go below 0.
    * Properly implemented Oblivion equipment, with temporary/placeholder visuals.
    * Changed name formats for .pup files, removed some obsolete files.
    * Replaced Argenia/Dark Citadel area for new one. The Dark Palace interior and Soulless Grotto are currently unacessible.
    * Worked on some equipment appearances.

    2019-01-28 <a>
    * Updated guard NPC code.
    * Worked on some more equipment appearances.
    * Modified/updated ambient sounds and effects handling as well as some level decor.
    * Changed model for distant Towers of Seal in Aegenar.
    * Tweaked terrain around Dark Citadel.

    2019-01-29 <a>
    * Deleted some obsolete files.
    * Added new monster skill: Expose Weak Point.
    * Worked on some more equipment appearances.
    * Tweaked some player models.
    * Fixed issue with Magic Swipe skill where it wasn't dealing any damage.
    * Fixed issue with Starfall skill where it would only deal damage to NPC actors.

    2019-01-30 <a>
    * Worked on The Bend level, did some terraining related experiments.
    * Tweaked some equipment models and textures.
    * Added placeholder models for Reinforced and Unholy armors on female characters.
    * Fixed an issue with music looping when it shouldn't.
    * Made pendant textures for Light, Reinforced and Apprentice equipment.
    * Made drop templates for Portal Crystal and Portal Stone inventory items.
    * Some attack skills will now require an equipped weapon.
    * Added Bent Village region to The Bend.
    * Added new monster skill: Death Mark.
    * Added new status effect: Bending. Burns MP/STA over time. This status effect will be given periodically to anyone who enters The Bend.

    2019-01-31 <a>
    * Worked further on The Bend level, built Shrine of Gods region.
    * Changed model and sounds for Bent Villager monster.
    * Tweaked some placeholder equipment models.
    * Tweaked camera code. Teleporting will no longer cause camera to try and move to player's new position.
    * Periodic damage dealt by Death Mark and Venomous Sting effects is now directly based on Skill effect's level rather than the attacker's attack power.
    * Provoke's target change is now handled by a periodic effect.
    * Moved some skill IDs and code around.
    * Player will now be notified when attempting to use a skill that needs a weapon without having one equipped.
    * Female Executioners will now use new running animation as well.
    * Fixed an issue where animation for Double Slasher skill was missing for female Executioners.

  9. #9
    2019-02-02 <a>
    * Changed model for Mysterious Probe monster.
    * Tweaked model for Oblivion weapons.
    * Wrote code for generic Teleporter NPC.
    * "All Weapons" cheat will now give Oblivion equipment for players of Ranks 7 and 8.
    * Added various teleporter NPCs around The Bend.
    * Changed ambient sounds in The Bend.
    * Replaced teleporter NPCs in Aegenar with generic teleporter.
    * Portal Orb in Argenia can now take you to The Bend and Soulless Grotto.
    * Fixed faulty skill list for Assassin class.
    * Status effect debug text now shows the thing that cast that effect upon the target.
    * For consistency, radar's "north" direction can now be changed.
    * Fixed missing sound for Venomous Sting skill.
    * Added some monsters around The Bend, as well as a support NPC.
    * Made a (probably pointless?) turtle model.
    * Made an alternative, hoodless version of Bent Villager model.
    * Fixed missing visual effects for Sweep Attack skill.

    2019-02-03 <a>
    * Fixed faulty skill list for Sentinel class.
    * Changed color of clothes on Bent Villager model, made more variations.
    * Added new items Bent Blood and Bend Coins, which serve no purpose yet other than to be sold to trader NPC Bolo for money.
    * Tweaked automatic monster XP calculation method.
    * [Experimental] Increased difference between needed XP for each level by around 4%.
    * [Experimental] Lowered HP levels for all monsters by 20%.
    * [Experimental] XP earned by hunting will now be lowered by 5% for each level the player has above the monster. In turn, hunting monsters of a lower rank will no longer give reduced XP.
    * [Experimental] Per level power difference increased from 4% to 5%.
    * Tweaked some level decor models.
    * Monsters will now move at walking speed when not in combat.
    * New skill for Enforcer class - Stormbringer: Rushes towards an enemy at the speed of light dealing massive mixed damage to anything in the way. Can only be used after "Counterattack". Currently fixed at skill slot 12.
    * Tweaked some more placeholder models.

    2019-02-04 <a>
    * Tweaked effects for Stormbringer skill. It no longer requires an equipped weapon.
    * Stormbringer will now damage enemies inside an imaginary cylinder behind the player rather than inside an imaginary cone.
    * Tweaked skill use AI for Enforcer class, included Stormbringer.
    * Switching gears in a car is now a little less smooth.
    * Tweaked animations for Bent Villager.

    2019-02-06 <a>
    * XP penalty from hunting monsters from lower levels has been changed from 5% for each level to 20% for each two levels.
    * XP penalty from death has been reduced from 10% to 5%.
    * Bots will no longer engage in combat if too far away from player.
    * Started progress on code for Skill Trainer NPC.
    * Tweaked some player models.
    * Venomous Sting and Death Mark will now emit a visual effect when dealing periodic damage.

    2019-02-07 <a>
    * Fixed issue where Venomous Sting and Death Mark visual effects were coming out of the attacker instead of the affected target.
    * Tweaked some Jedi class stuff.
    * Added some more placeholder armor models for Ranger classes. Improved Unholy will now have the same appearance as Unholy Major.

    2019-02-08 <a>
    * Built an interior for the Shrine of Gods.
    * Removed "Rocky Plains" level.
    * Better adjusted damage area for Stormbringer skill.

    2019-02-11 <a>
    * Mauser LOD model no longer glows in the dark.
    * Tweaked "tolerance" for surfaces to be considered flat enough to climb.
    * Bent villagers will now help each other when under attack.

    2019-02-15 <a>
    * Changed driving tracklist.
    * [Experimental] Made driving tracklist somewhat random.
    * Decreased default nitrous power by 33%, doubled tank size.

    2019-02-19 <a>
    * Adjusted playback volume for some music tracks.
    * Fixed issue with unarmed attacks in Unholy State.

    2019-02-20 <a>
    * Experimented with different car handling methods.
    * Changed "2018" for "2019" in title screen.

    2019-02-24 <a>
    * Changed car handling method. Rotational speed is now limited when oversteering.
    * Added new car: BMW M3 GTR (Most Wanted).
    * Fixed an issue with music playback.

  10. #10
    2019-03-09 <a>
    * Fixed missing sound for Unleashed Fury and Bleeding Fury skill, missing visual effects Unleashed Fury, Bleeding Fury and Final Force.

    2019-03-10 <a>
    * Cars will now use a normalized velocity vector for forced rotation calculation. In practice, this means cars will be much more controllable in higher speeds.

    2019-03-11 <a>
    * Fixed issue where some skill VFX would often fail to appear.

    2019-03-16 <a>
    * Worked on a massive graphical update using new extended materials.

    2019-03-17 <a>
    * Worked on extended materials.
    * Fixed an issue with offsets for monster skill effects.
    * Added a light fog in Aegenar levels.
    * Improved radar visibility in bright backgrounds.
    * Changed damaged car engine smoke graphics.
    * Removed unused number slots for level and rank displays.

    2019-03-18 <a>
    * Changed driving tracklist.
    * Fixed incorrect visual effect for Sweep Attack skill.
    * Worked on extended materials.

    2019-03-20 <a>
    * Worked on extended materials.
    * Changed blood and smoke effects.
    * Tweaked explosion effects.
    * Fixed a critical issue with some items where picking them up would "deactivate" the player.

    2019-03-22 <a>
    * Fog effect will now be turned off if "Enhanced FX" is disabled.
    * Fixed some visual effects and animations.
    * BMW M3 GTR will now have its characteristic transmission whine.
    * Fixed some issues regarding POV camera positioning.
    * Taking heavy damage will now cause blood drops to appear on screen if "Enhanced FX" is enabled.
    * Fixed a long standing issue where obtaining firearms while on Unholy State would give invalid weapon info.
    * Cog cleanup.
    * Reduced base "Starfall" skill damage from 96 to 88 (~9% decrease).
    * Worked on extended materials.

    2019-03-23 <a>
    * Car model files names now have a "car_" prefix rather than "obj_" or "00_".
    * Fixed an issue with smoke fading out animation.
    * Fixed issues regarding on-screen raindrops.

    2019-03-24 <a>
    * Fixed incorrectly flagged surfaces in city level.
    * Fixed an issue that was causing timers to break in certain levels.
    * You can now press "Select 4" or "Select 5" hotkeys to reload guns automatically. When dual-wielding, pressing "Select 4" will reload the gun in the left hand (weapon 2) and "Select 5" for the right hand (weapon 1).
    * Moved some skill IDs and code around in order to solve a crash upon startup in some systems.

    2019-03-27 <a>
    * Removed some now obsolete visual effects.
    * Upon hitting a wall, blood will now slowly move downwards.
    * Now lower quality sprite effects will be displayed for some effects when Enhanced FX is turned off.

    2019-03-29 <a>
    * Worked on extended materials.
    * Fixed some invalid adjoins in Aegenar level.
    * Cog cleanup.
    * Fixed a sound issue from changing classes while transformed.
    * Tweaked Hell colormap for better compatibility with extended materials.
    * Enhanced VFX for Earthquake skill.
    * Gunfire will new emit smoke.

    2019-03-30 <a>
    * Changed torch fires into regular sprites.
    * Fixed some issues related to internal camera view.
    * Unholy State camera is now locked to external again.
    * Ethereal and Immortal equipment have been made slightly stronger.

    2019-03-31 <a>
    * Worked on extended materials.
    * Fixed missing model for Oblivion weapon for Enforcer class.
    * Fixed a weird (and often critical) bug that would happen when shooting at the horizon.

  11. #11
    2019-04-07 <a>
    * Worked on extended materials.
    * Tweaked visual effects for Spiritual Blast, Spiritual Barrage and Spirit Cannon skills.
    * Cars will now emit black smoke from engine when heavily damaged.
    * Driving car in dirt will now emit correctly colored smoke.
    * Fixed some minor issues with explosion effects.
    * Made some non-injected effects look less terrible.
    * Fixed issue where camera would often fail to follow car if driving fast enough.
    * Generic inventory items are no longer destroyed when damaged.
    * Fixed issue with radar orientations when north pole offset was different from 0.
    * Fixed an issue with Spiritual Barrage and Spirit Cannon skills where they would sometimes fail to deal any damage.

    2019-04-09 <a>
    * Tweaked Schismist player model.
    * Started progress on Defender class AI.
    * Tweaked some car engine mechanics.

    2019-04-10 <a>
    * Implemented Defender class AI.
    * Fixed inconsistencies with skill use animations when carrying guns.
    * Implemented correct alt fire mode for Wookie Bowcaster.
    * Fixed skidmarks that appeared incorrectly when skidding over wet surfaces.

    2019-04-11 <a>
    * Defender's "Provoke" attack power reduction has been lowered from 40% to 35%.
    * Defender's "Unbreakable Fortress" defense multipliers have been lowered from 70%/80%/60% to 50%/60%/40%.
    * Inspector's "Unholy Armor" defense multipliers have been changed from 50%/50%/25% to 40%/40%/30%.
    * Defender's "Armor Pierce" base damage has been lowered from 58 to 56.
    * Defender's "Deathcrush" base damage has been lowered from 114/36 to 98/22.

    2019-04-13 <a>
    * Inspector's "Spirit Cannon" base cooldown time increased from 7 to 8 seconds, base attack power increased from 148 to 152.
    * Tweaked appearance for Adept armor on Knight classes.
    * Changed placeholder models for some armors on Knight classes.
    * Empty bullet shells will now move in a more realistic way.
    * Tweaked appearance for Oblivion armor on Wizard classes.
    * Fixed an issue with Defender's "Deathcrush" where damage was being dealt twice and no running flag wasn't being cleared.
    * Defender's "Unbreakable Fortress" base cooldown time increased from 30 to 40 seconds.
    * Changed sprite for bullet collisions.
    * Tweaked bullet ricochet sounds.

    2019-04-14 <a>
    * Worked on appearance of Unholy and Improved Unholy armors for Hybrid classes.
    * Further tweaked appearance for Oblivion armor on Wizard classes.
    * Added model for Oblivion armor on female Wizard characters.
    * Tweaked some placeholder armor models.
    * Wrote a cog for handling bot model/anim with multiple things similarly to how player model/anim are handled. This will allow bots to change weapons and armors in-game as the player does.
    * Changed all Bot cogs to use new model/anim system.
    * Bot models are now handled by a list which is also used by the player. Said list specifies model's gender and soundclass, so only one thing template is needed for all bots regardless of their model, voice, class or gender.
    * Implemented new bot handling system in Soulless Grotto and Argenarret Sanctuary levels.

    2019-04-15 <a>
    * Adapted all skill cogs to use new bot model/anim system.
    * Adapted bot class cog to use new model/anim system.
    * Bots will now always attack enemies if both are inside a combat zone.
    * Added handler for getting model ID based on thing's model. This allows, among other things, to know if a thing's model is "male" or "female", as well as creating "clones" with correct soundclass and animations based on the model alone. Returns -1 if model is not present on model list.
    * Added emergency callback to automated, JK-like (dumb) roaming if bot AI cog can't communicate with path finding cog.
    * Bot's head model info is now retrieved automatically. This also stops the game from crashing when switching levels.
    * Implemented new bot handling system in Aegenar, Death Arena and Duel Arena levels.
    * Tweaked Shadow Lich monster model.

    2019-04-17 <a>
    * Bots' random roaming will no longer attempt to go through invisible walls, solving some issues in Arena levels.
    * Fixed an issue with stacking animations on Sorcerer characters.
    * Removed some obsolete code.
    * Skill list will now be reset when changing classes.
    * Added an icon for Armor Pierce skill effect.
    * Tweaked all variations of Averus player model.
    * Changed debug player model function to use new player model list.
    * Simplified methods for changing player puppet.
    * Player puppet and armor model will now be updated instantly when changing player model.

    2019-04-18 <a>
    * Worked on appearance of Improved Unholy armor for Hybrid classes.
    * Worked on Argenarret Sanctuary (lower level) region.

    2019-04-19 <a>
    * Fixed issue where player model would be changed incorrectly when switching to internal camera view while transformed.
    * Worked on appearance of Reinforced armor for Hybrid and Wizard classes.
    * Tweaked appearance of Improved Unholy armor for Hybrid classes.

    2019-04-20 <a>
    * Worked on appearance of Reinforced armor for Hybrid classes.
    * Changed Lesser Imp monster model and sounds.
    * Tweaked Lesser Imp/Leputhrope death animations.

    2019-04-24 <a>
    * Tweaked standing animation for Inspector class.
    * Class Master NPC (High Scholar Pil'irin) will now give you Trainee equipment once you choose your first class and evolve to Rank 1.

    2019-04-25 <a>
    * Disabled a debug function when activating bots.
    * Fixed an issue where some bots would change into an incorrect/invalid model when dying.

  12. #12
    2019-05-11 <a>
    * Tweaked some settings for rifles.
    * Added placeholder models for Light and Reinforced daggers for Assassin class.

  13. #13
    2019-06-22 <a>
    * Fixed some minor issues regarding explosion related dismemberment.

    2019-06-24 <a>
    * Cleaned up some useless code.
    * Fixed minor issue with Inspector skill use animation.

    2019-06-26 <a>
    * Changed placeholder model for Oblivion armors for Hybrid class characters.
    * Worked on extended materials.

    2019-06-27 <a>
    * Worked on extended materials.

  14. #14
    2019-07-03 <a>
    * Fixed an issue with incorrect texture mapping in northern Aegenar that was causing massive instability when using extended materials.
    * Tweaked and balanced monster drops in Aegenar level.

    2019-07-04 <a>
    * Skill cooldown times will now be displayed as integers for consistency.
    * Debuff effects will now have the same effect level as the caster's rank. This is a temporary measure as Skill levels aren't implemented yet.

    2019-07-06 <a>
    * Started progress on JKGR game saver. Game will autosave every 3 seconds.

    2019-07-09 <a>
    * Expanded game saver functionalities. Currently storing current level (but not episode) and player info other than items. Must find a way to acknowledge current episode being played.

    2019-07-10 <a>
    * Worked on JKGR saver. Will now act as a launcher by launching JKGR automatically and won't allow multiple instances of the game.
    * Bunnyhopping is no longer possible.
    * Strafe running is no longer possible.
    * JKGR saver will now check in an external "memsave.dat" file for relevant savegame info. This external file will be provided with each new version of JKGR.
    * JKGR saver will now keep track of player's inventory, although values will be restored inconsistently.

    2019-07-17 <a>
    * Added splash screen and executable icon to JKGR Launcher.
    * JKGR Launcher will now accept command line arguments.
    * JKGR Launcher will now exit correctly when closing the game.

    2019-07-22 <a>
    * JKGR Launcher will now detect an invalid jk.exe and close automatically.
    * JKGR Launcher will now detect if JK is being ran via JkGfxMod.

    2019-07-25 <a>
    * Tweaked some visual FX.
    * Tweaked JKGR Launcher splash screen.
    * Added new monster skill: Time Bending (teleport).

    2019-07-26 <a>
    * Balanced monster drop rates
    * Tweaked fog visual FX.
    * Changed model for Silver Wizard monster.

    2019-07-29 <a>
    * Tweaked fog visual FX.
    * Tweaked and changed running animations for staff, spear, sword/shield and rapier weapons.
    * Changed running animation for Silver Warrior monster.
    * Fixed an issue where Death Mark and Preparation status effect were not being turned off after using Death Mark Consumption/Assassinate.

    2019-07-30 <a>
    * Balanced Shadow Canyon monster stats.
    * Increased base damage for Spirit Cannon skill from 152 to 160.
    * Player will now look at the direction of travel when strafe running/moving diagonally.
    * Tweaked fog visual FX, added fog to other levels.
    * Tweaked Silver Lord monster model.
    * Tweaked damage curve for periodic damage effects.
    * Started implementation of fame system and PvP counters.
    * Tweaked handler for periodic buff/debuff effects.
    * Buffs and debuffs will now always store caster information.

    2019-07-31 <a>
    * Day/night cycles and weather changes are no longer random.
    * Changed asphalt material texture.

  15. #15
    2019-08-04 <a>
    * Added new monster skill: Decoy (clones).

    2019-08-10 <a>
    * Skills will now be "hard" interrupted upon player/bot death.
    * "Useless" items have been renamed to "Mundane" items.
    * Bots now have inventories and can carry items, as well as drop them upon death.
    * Fixed an issue with XP/Quest/Money/Drop multiplier rates in different difficulty settings.

    2019-08-11 <a>
    * Changed way drop risk is treated upon dying. Now the chance of drop is calculated for each unit of every item you own rather than for the full stack of items. That is, previously if you had a stack of 100 items with a 0.2 drop risk, there was a 20% chance that you'd drop all 100 of them. Now, there's a 20% chance for each unit.
    * Added new monster ability and effect: Slowness. Reduces affected target's movement speed by 60%.
    * Reduced base damage for Starfall skill from 88 to 84.
    * Reduced Enforcer class critical attack multiplier from 1.6 to 201-5- <a>
    * Made crafting recipes for Immortal and Ethereal equipment.
    * Added Blacksmith Major Espada NPC to dark citadel equipment shop.

    2019-08-12 <a>
    * Reduced base damage for Starfall skill from 84 to 66.
    * Made a class cog for magic/skill attack projectiles, changed skills to use these. These new magic projectiles may be deflected by blocking at the right time.
    * Changed visual effect for Spiritual Barrage skill.
    * Increased cooldown time for Spiritual Barrage skill from 3.5 to 4 seconds.
    * Added two new skills, Shadow Spark and Drain Essence, for Warlock class.
    * Changed running animation for single sword (Warlock) class.
    * [Experimental] Cut STA and MP regeneration rates for all classes by around 75%.

    2019-08-15 <a>
    * Adjusted STA and MP regeneration rates.
    * Added more splash screens to JKGR Launcher.
    * Tweaked some magic visual effects.
    * Monsters will now have a short delay between obtaining a target and dealing the first attack.
    * Scoring a debuff is now considered an act of agression and will trigger agressive behavior from the affected target, as well as flag the user for combat if that is the case.

    2019-08-16 <a>
    * Debuff success probability is now based on a roll of the caster's attack power and the targets' defense power, rather than solely on a Rank difference.
    * Monster attack power will now be correctly affected by buff/debuff modifiers during skill attacks.
    * Added slots and stats for many new equipment sets (not implemented yet), modified attributes for existing ones.
    * Tweaked splash screens slightly.
    * Reduced amount of money dropped by monsters by 25%.
    * Worked on appearance of Dark armor for Hybrid classes, set the same as a placeholder model for Warrior, Ranger and Knight classes.

    2019-08-18 <a>
    * Tweaked appearance of Dark armor for Hybrid classes.
    * Reduced amount of XP earned by killing monsters by 25%.
    * Reduced amount of money dropped by monsters to 50% of what it was before.
    * Added Armor/Weapon Piece items. Upon gathering 3 Weapon/5 Armor pieces, they can be crafted into a Weapon/Armor pendant of that same type.

    2019-08-19 <a>
    * Made placeholder appearance for White and Royal armors.
    * Added pendant item template for White weapon and armor.
    * Changed drop sound for equipment pendants.
    * Implemented White, Pioneer and Oblivion Armor/Weapon pieces.
    * Worked on appearance of White armor for Wizard and Hybrid classes.
    * Tweaked item drops in Soulless Grotto region.
    * Tweaked item drops in Bloody Forest region.
    * The Orc Territory region near the Argenarret Sanctuary is now a place for level 40 and above characters.
    * Tweaked appearance of Dark Soul armor for Wizard classes.
    * Tweaked appearance of Dark armor for Wizard classes, fixed appearance for female characters.

    2019-08-20 <a>
    * Tweaked Adept armor colors.
    * Inventory display will now mark items that are equipped or assigned to a quick-use shortcut.
    * Tweaked item drops in Orc Territory region.
    * You can now view more details on inventory items by pressing the "Talk" hotkey while the inventory is open.
    * Added crafting recipes for Hell Force and Arcane Force equipment.
    * Hell Force and Arcane Force equipment can now be crafted via the Blacksmith Major Espada NPC in Argenia.
    * Changed appearance for Royal armors.
    * Discarding an inventory item will now automatically select the next item.

    2019-08-21 <a>
    * Tweaked appearance for Royal armors in Wizard characters.
    * Balanced Argenarret Sanctuary monster stats.
    * Changed item drops in Argenarret Sanctuary region.
    * Fixed issue where certain monsters were unaffected by knockdown and buff/debuff effects.
    * Added yet another splash screen to JKGR Launcher.

    2019-08-22 <a>
    * Increased cooldown time and power for Drain Essence skill.
    * Tweaked appearance of Reinforced armor for Hybrid characters.
    * Changed appearance of Reinforced armor for Warrior and Knight characters.
    * Fixed an issue with visual FX for some skills.
    * Monsters will now make idle noises less frequently.

    2019-08-23 <a>
    * Added a new player model, based on Jotaro from the JoJo series.
    * Rolling is no longer possible while performing an action (using a skill or item), cleaned up rolling cog.
    * Tweaked some internal functionalities of model handler cog.
    * Hats and the such will now be removed when entering Unholy State.

    2019-08-24 <a>
    * Made a somewhat crude group control code. Groups can have up to 9 members and can only be formed between players/bots of the same team.

    2019-08-25 <a>
    * Added another new player model, based on Giorno from the JoJo series.
    * Fixed issues with group control code. Functions for forming, managing and disbanding groups are fully implemented, although there's no visual representation of a group and they serve no purpose yet. Currently, groups can only be formed through the use of debug controls and they won't be maintained when switching levels.
    * Made 8-bit versions of new player model textures so that they will render correctly on Multiplayer menu.

    2019-08-27 <a>
    * XP earned while hunting in a group will now be shared with players/bots that are inside a 40 meter radius. Additionally, a 10% bonus XP will be added for every member in the group. That is, if a monster gives 100 XP to a player that's not in a group, it will give (100*1.1)/2 XP for each member in a group of 2, (100*1.1*1.1)/3 XP in a group of 3 and so on. As follows:
    Members % of XP for each member
    1 100.00
    2 55.00
    3 40.33
    4 33.27
    5 29.28
    6 26.84
    7 25.31
    8 24.36
    9 23.82

    * Fixed issue where bots would not get the correct amount of XP from hunting monsters.
    * Added a 2 second cooldown for monsters' leaping ability.
    * [Experimental] Bots will no longer perform Kill Stealing checks if monster has a high enough health level. In practice, this means bots might "collaborate" when killing stronger monsters.

    2019-08-28 <a>
    * Fixed a critical issue with Power Shot skill.
    * Disabled some debug text from gaining experience.
    * Tweaked value for monster health to be considered high enough for a kill stealing check.
    * Bots will now help allied players/bots that are being attacked by a monster of a much higher level.
    * Added another new player model, based on Bruno from the JoJo series.

    2019-08-29 <a>
    * Changed voices for Bruno and Giorno player models.
    * Tweaked monster AI modes so that the "talk" function uses the correct sounds for combat.
    * Fixed issue that was causing inventory to reset when changing levels.

    2019-08-30 <a>
    * Increased duration for Superior Wizardry effect from 15 to 20 seconds, increased cooldown time from 20 to 30 seconds.
    * Changed placeholder appearance for Unholy Major armor for Wizard class characters.
    * Added allied bots to Shrine of Gods region at The Bend for a Group/Boss hunting experiment.

    2019-08-31 <a>
    * Monsters' Rank will now be calculated automatically based on level.
    * Tweaked some internal functionalities of bot AI. Bots will now use a different skill use AI profile when fighting strong enough monsters.

  16. #16
    2019-09-01 <a>
    * Knockdown success probability is now based on a roll of attacker's attack power vs. victims' defense power much like debuffs.
    * Provoke skill effect is now based on caster's Skill attack power rather than Magic attack power.

    2019-09-05 <a>
    * Decreased monsters' resistance to knockdown and debuffs by 67%.
    * Increased time before monsters start using skills in combat from 0.3 to 0.5 seconds.
    * Added yet another new splash screen to JKGR Launcher.

    2019-09-07 <a>
    * Implemented "Deathly" equipment sets.
    * Made placeholder appearance for Deathly armors.
    * Added pendant item template for Deathly equipment.
    * Fixed prices for Oblivion equipment.
    * Added new Deathly Fragment item, changed textures on Oblivion Fragment item.
    * Added crafting recipes for Deathly equipment, fixed crafting requirements for Oblivion equipment.
    * Updated Argenia shops to include new items, tweaked item rarities and availability.
    * Changed item drops in Shadow Canyon region. Monsters that previously dropped Oblivion fragments will now drop Deathly fragments.
    * Added models for Deathly and Oblivion rapiers.

    2019-09-08 <a>
    * Tweaked monster generation in Shadow Plateau region.
    * Increased MP regeneration for all classes by around 15%.
    * Made appearances for Equilibrium, Arcane Force, Hell Force and Ethereal armors for Wizard characters.
    * Inventory display will now show 4 items per line (previously showed 3). This fixes an issue where some items wouldn't show if inventory was full enough.

    2019-09-09 <a>
    * Tweaked appearance of Equilibrium, Arcane Force and Hell Force armors.
    * Changed Equilibrium armor model for male Wizard characters.

    2019-09-11 <a>
    * Worked on Smell and Jotaro player models.

    2019-09-12 <a>
    * Added yet another new splash screen to JKGR Launcher.

    2019-09-19 <a>
    * Tweaked Jotaro player model.
    * Implemented framework for "Charged" type skills - that is, skills that only go into effect once you release the key.
    * Improved item storage framework.
    * Fixed issue where player would use Immortal skill list upon startup.
    * Implemented three new skills: Empower and Mana Focus, for Warlock class; Power Leap for untransformed characters.
    * Fixed an issue with bot head models.

    2019-09-20 <a>
    * Fixed Empower skill functionality.
    * Implemented Dark Heal skill for Warlock class.

    2019-09-21 <a>
    * Changed Dark Heal skill so that it doesn't recover MP.
    * Tweaked Smell and Jotaro player models.
    * Implemented three new skills; Master of Puppets, Mass Shielding and Aura of Regeneration, for Warlock class.
    * Doubled success probability for Provoke skill.
    * Fixed an issue with inventory display when using consumable items.
    * Changed visual FX for Dark Heal skill.
    * Fixed an issue with spellcasting animation for female Warlock characters.
    * Tweaked Skaz'Mist Prime monster stats.
    * Added allied bots to Argenarret Sanctuary (lower level) region for a Group/Boss hunting experiment.
    * Tweaked Bot AI for raid fights.
    * Fixed some issues regarding animations for skill use while swimming.
    * Tweaked Argeni and Dar'Kroiatejj models.

    2019-09-22 <a>
    * Tweaked Jotaro player model once again.
    * Tweaked skills for Argenarret Ancient Wizard and Skaz'Mist Prime monsters.
    * Added new animations for Argenarret Ancient Wizard monster.
    * Added a "reset" debug functionality for Bots in case they get stuck somehow. Activating a Bot while crouching will reset their AI.
    * Tweaked the appearance of Oblivion armor on Wizard characters.

    2019-09-23 <a>
    * Further tweaked textures on Dar'Kroiatejj model.
    * Changed all buff/debuff effects to use a single timer, rather than using a separate timer for each effect for each creature. This fixes an error where sometimes things would just stop functioning if too much was going on at the same time (eg. in arena levels). The downside is that buff timers are less accurate and "rounded" at a fixed rate (currently 0.5 seconds).
    * Fixed issue where toggled effects weren't subtracting mana from AI users.
    * Implemented new skill; Magic Blow, for Warlock class.

    2019-09-24 <a>
    * Changed sound effects for Magic Blow skill.
    * Tweaked Bot AI.

    2019-09-26 <a>
    * Tweaked damage and visual and sound effects for Magic Blow skill.
    * Tweaked sound effect for Spirit Cannon skill.
    * Further tweaked textures on Jotaro model.
    * Increased MP consumption rates for Mass Shielding and Aura of Regeneration skills.
    * Added new skill, Self Preservation, for Warlock class.
    * Fixed an issue with toggled skill effects.
    * Added icons for Mass Shielding, Self Preservation and Master of Puppets status effects.
    * Changed visual FX for Shadow Spark and Killer Instinct skills.
    * Fixed a minor issue with bot movement during skill use.
    * Worked on Shooter class; updated crossbow to fire actual projectiles, changed crossbow sound effects, fixed animations and added placeholder skills.
    * Changed appearance of Deathly armor for Wizard characters.
    * Added two new skills; Tracker Shot and Impact Shot, for Shooter class.

    2019-09-27 <a>
    * Tracker Shot skill will now stop target from using skills for 8 seconds.
    * Decreased Shooter's Crossbow attack power, increased manual fire attack speed significantly.
    * Fixed a long standing issue where block attack knockback would have way too much force.

    2019-09-28 <a>
    * Shooter's Crossbow will now only have a fast attack speed for a streak of five shots.
    * Tweaked textures on Adept Crossbow.
    * Added placeholder models for all Crossbow weapons.
    * Fixed issue with Tracker Shot effect probability.
    * Fixed an issue with Flaming Blade skill.
    * Wrote AI cog for Shooter class.
    * Cleaned up Bot class cogs, removed some pointless timers. This should mean support to more active Bots at any given time.
    * Fixed a minor issue with a Shooter skill use animation.
    * Added Shooter bots to Shadow Canyon region in Aegenar and Shrine of Gods region at The Bend.
    * Tweaked textures on Deathly Armor on Wizard characters.

  17. #17
    2019-10-03 <a>
    * Changed clothes Sariss player model into a stylized version of the Argeni suit meant to resemble the clothes she wears in JK.
    * Added a "Random" player model to Multiplayer model selection screen.
    * Fixed a minor issue with female model animations upon startup on Multiplayer mode.
    * Changed placeholder skill list for Guardian class.
    * Fixed animations for female Guardian characters.

    2019-10-09 <a>
    * Fixed issue with targeting reticle when leaving group mode.
    * Decreased MP cost for Preparation skill from 68 to 54.

    2019-10-10 <a>
    * Tweaked appearance for Deathly Armor on Wizard characters.

    2019-10-12 <a>
    * Implemented debug "Time Stop" ability.
    * Fixed issues with dialogue when group mode is enabled.

    2019-10-13 <a>
    * Expanded Time Stop functionalities.
    * Tweaked some visual effects for better behavior under stopped time.

    2019-10-14 <a>
    * Expanded Time Stop functionalities. Time stop will now affect sector thrust.
    * Tweaked some player models and textures.
    * The "Camera" application on the cellphone can now be used to apply saber damage to a surface. This is needed in order to advance in certain JK single player levels that were previously impossible to complete.
    * Added two new ambient music tracks.
    * Worked on a separate Tower of Seal level.

    2019-10-20 <a>
    * Expanded Time Stop functionalities. Time stop will now affect particle growth.

    2019-10-22 <a>
    * Expanded Time Stop functionalities. Time stop will now affect weather VFX.
    * Increased effectiveness for Stamina Booster item.

    2019-10-24 <a>
    * Tweaked Giorno player model.
    * Fixed missing dynamic lighting in Argenia equipment shop.
    * Tweaked camera positions in NPC dialogue, added eye offset to position.
    * Rebuilt Tower of Seal level from scratch.

    2019-10-25 <a>
    * Worked on Tower of Seal level, added floors 0 and 1. Aegenar and the other towers are now visible at a distance.

    2019-10-26 <a>
    * Worked on Tower of Seal. Rebuilt terrain outside the Tower, added floors 2 and 3 and some monsters. Changed model for distant Aegenar.

    2019-10-27 <a>
    * Worked on Tower of Seal level. Built floor 4, changed some monster properties.
    * Flying monsters will now attempt to move up and down when roaming.
    * Wrote a cog to track player's current location based on XYZ coordinates rather than sector.
    * Fixed behavior from targets affected by Provoke skill.
    * Cleaned up some debug functionalities from monster handler cog.
    * Fixed some rendering problems with distant Aegenar model.

    2019-10-29 <a>
    * Worked on Tower of Seal level. Expanded floor 4.
    * Monsters will no longer recognize untransformed bots and/or players as hostile.
    * Monsters will now avoid roaming into water sectors, and will attempt to move up and down when roaming inside one.

    2019-10-31 <a>
    * Worked on Tower of Seal level. Tweaked some monster properties and drops.
    * Monsters in Tower of Seal will now drop Liberator equipment fragments and pieces.
    * Fixed some missing item drop templates.
    * Tweaked Jotaro and Giorno player models.
    * Aggressive monsters will no longer react when touched by a player/bot that is using a Stealth-type skill.

  18. #18
    2019-11-02 <a>
    * Cleaned up some pointless timers in skill cogs.
    * Fixed an issue with buff timers in Multiplayer mode.

    2019-11-04 <a>
    * Tweaked Bruno player model.
    * Expanded Time Stop functionalities. Status effects and skills used by anyone other than the player will now be affected.

    2019-11-09 <a>
    * Tweaked Giorno player model.
    * Fixed an issue with Ammo display when entering Unholy State.
    * Tweaked textures on ELG-3A blaster pistol.

    2019-11-12 <a>
    * Expanded Time Stop functionalities. RBots will now be affected.

  19. #19
    2019-12-10 <a>
    * Tweaked textures on Liberator Rapier.
    * Increased texture resolution on some materials.

    2019-12-14 <a>
    * Tweaked model on Oblivion Rapier.

    2019-12-16 <a>
    * Changed crafting requirements for Apprentice and Pioneer equipment.
    * Tweaked Bruno and Clara player models.
    * "Decoy" monster skill will now make it so the user (and its clones) can't be targeted.
    * Tweaked monster item drops in Aegenar level.
    * Added a puzzle to Tower of Seal 3rd floor.

    2019-12-19 <a>
    * Tweaked model on Oblivion Rapier.
    * Tweaked Clara and Smell player models.
    * Provoke and Master of Puppets skill effects will now be turned off instantly if skill target dies.
    * Fixed minor issue with lighting on Deathly Armor model on female Wizard characters.
    * Fixed issue where Self Preservation skill would still go on effect if aborted before casting is finished.
    * Bots will now switch to higher grade equipment when obtaining it.
    * Bots will now attempt to put together equipment pieces when obtaining them.
    * VFX for Mana Focus skill has been made purple.
    * Fixed VFX color for Flaming Blade skill.
    * Fixed an issue with Death Mark Consumption that was causing bots to frequently become unable to attack after using it.

    2019-12-20 <a>
    * Worked on new city level.
    * Fixed a minor issue with smoke VFX size during stopped time.

    2019-12-21 <a>
    * Fixed issue where bots could always put together equipment pieces regardless of how many they were carrying.
    * Improved Bot item use AI. Bots will now attempt to use the best equipment they have in their inventory, given that they are able to use it, at startup and upon obtaining it.
    * Worked on new city level.

    2019-12-23 <a>
    * Worked on new city level.
    * Changed Fame/Reputation mechanics.
    * Added Fame Trader Kar'babaab NPC to Argenia equipment shop. He will trade Fame points for items and equipment.
    * Tweaked appearance for Ethereal armor on Wizard characters.

    2019-12-24 <a>
    * Fixed an issue with bot item use AI.
    * Simplified and enhanced roam path creation. Maximum number of paths in a level increased from hard coded 16 to variable 256. Path IDs will now be set automatically at startup.
    * Updated, fixed and tweaked bot routes in all levels.
    * Added bots and bot routes to Bloody Forest region.
    * Added "safety" routes to Argenarret Sanctuary level - that is, routes a bot should follow only if they accidentally get stuck somewhere and can't find a way out.
    * [Experimental] Counterattack skill will no longer reset cooldown for Blade Rush, Iron Charge and Speedburst skills.
    * Fixed an issue where bots would be facing the wrong direction after using the Backstab skill, causing them to miss their attack.

    2019-12-25 <a>
    * Fixed issue where character would have incorrect thing mass if killed while using Dance of Death skill.
    * Fixed issue with character move size that could happen when using certain Rush type skills.
    * Player's Afterimage will now also be visible.
    * Increased bot head model count from 9 to 16. This means more unique bot models can exist at the same time.
    * A single item in a stack can now be discarded if "Drop Weapon" hotkey is pressed while crouching.

    2019-12-27 <a>
    * Implemented many more equipment types, from the previous 23 to 41. However, albeit functional, these new equipment have no unique appearances nor related inventory items, and can not be obtained in-game yet.
    * Added some placeholder models for new equipment.

    2019-12-28 <a>
    * Added model for World armor, placeholder models for World weapons.
    * Added pendants and inventory items for World equipment.
    * Fixed issue where picking up some drops would give the incorrect inventory item.

  20. #20
    2020-01-08 <a>
    * Changed appearance of World armor for Knight and Warrior classes.
    * Tweaked timestop functionalities.

    2020-01-09 <a>
    * Added extra hidden class "Fighter". It is similar to the Warrior class, but they attack exclusively by using their fists. They have insanely high attack speed, but need to get very close to their target to attack. Only one spec is available for this class.
    * Fixed Immortal state equipment appearances.
    * Tweaked behavior of weaponless attacks.
    * Changed targeting behavior when attempting to target a target who's avoiding targeting. Previously, if attempting to target an enemy which was using a stealth type skill, you would instead target the nearest valid enemy, now you'll not target anyone.
    * Restarted new city level from scratch.

    2020-01-13 <a>
    * Added some extra voice files for Smell player model.
    * Worked on new city level.

    2020-01-14 <a>
    * Worked on new city level.

    2020-01-15 <a>
    * Worked on new city level.
    * Decreased chance of rain from 30% to 20%.
    * When driving, braking will now only result in loss of grip if car is turning.

    2020-01-16 <a>
    * Worked on new city level.
    * Added a ghost car for time trial races.

    2020-01-18 <a>
    * Worked on city level.
    * Added functional traffic lights to city level.
    * Evening time has been made slightly darker.
    * Added extra extended materials.

    2020-01-19 <a>
    * Worked on city level.
    * Fixed an issue with JKGR Launcher where executable wouldn't close correctly if memsave.dat info was incorrect.
    * Updated loading screen text.
    * Race checkpoint crossing will be ignored if player is not driving a car.

    2020-01-20 <a>
    * Worked on city level.
    * Tweaked some VFX.

    2020-01-21 <a>
    * Races will no longer start unless player is holding throttle.
    * Worked on city level.
    * Tweaked some VFX.

    2020-01-22 <a>
    * Worked on city level.
    * Tweaked some VFX.
    * Fixed "Look Behind" function behavior when driving plus some minor car camera issues.
    * Fixed Fighter class name in in-game class selection menu.
    * Decreased Fighter class attack power.

    2020-01-23 <a>
    * Worked on city level, added a temporary Argeni HQ to city level.
    * Teleporting to city from Aegenar will now take you to the new city.

    2020-01-27 <a>
    * Worked on city level.
    * Tweaked some timestop functionalities.
    * Wall hanging should no longer happen if Fly Mode is enabled.
    * Fixed some critical issues regarding ledge hanging/climbing.

    2020-01-29 <a>
    * Worked on city level.
    * Nearby pools of blood will now attempt to "merge" with each other so as to reduce thing and visible polygon count.
    * Tweaked and optimized some VFX.

    2020-01-30 <a>
    * Improved car ramming mechanics.
    * Tweaked gore VFX.

    2020-01-31 <a>
    * Fixed an issue related to player orientation after performing climbing animation.
    * Worked on city level.

  21. #21
    2020-02-04 <a>
    * Worked on city level.
    * Fixed a minor issue with Earthquake skill VFX attachments.
    * [Experimental] Replaced all enemies with ��️

    2020-02-05 <a>
    * Buff/Debuff effects will now be automatically organized in order from first to last applied.
    * Worked on city level.
    * [Experimental] Replaced all trees in city level with sprites.
    * Added the Dreamland, an extra rural/medieval-like level. You can teleport to the Dreamland via the Teleporter NPC in the Argeni HQ at the city.
    * Added new ambient music tracks.
    * Reverted monster models to what they were before 2020-02-04.
    * Worked on The Bend level.
    * Improved automatic tall grass generation code. Loading times should now be much faster.
    * A sound effect should now be played when running through tall grass.

    2020-02-06 <a>
    * Increased time before ambient music repeats from 10 to 15 seconds.
    * Worked on Dreamland level, added friendly bots, more monsters and some NPCs.
    * Fixed an issue with buff bar display when re-adding an effect that was already present.
    * Fixed an issue with Warlock class which was causing the game to crash.
    * Implemented quest system framework.
    * Trader and crafter NPCs will no longer give explanations on the items they sell.
    * Trader, crafter and generic NPCs are now able to give off quests.

    2020-02-07 <a>
    * Implemented tutorial quest "Obtaining your First Equipment" (for obtaining Apprentice equipment) at Dreamland level.

    2020-02-08 <a>
    * Replaced trees in Bloody Forest region with sprites.
    * Worked on Dreamland level, tweaked bot routes, added a Blacksmith shop.
    * Fixed an issue that caused quests to reset if you changed levels.
    * Tweaked some NPC dialogue functionalities.
    * Added "Dog Feeding" quest to Dreamland level.

    2020-02-09 <a>
    * Expanded quest mechanics, added support and handlers for quest items.
    * Added two quests to Dreamland level: "Scholar's Knowledge" and "Rabbit Hunter".
    * Expanded Dreamland level.

    2020-02-10 <a>
    * Further optimized grass generation.
    * Worked on Dreamland level.
    * Fixed minor issues with active buff/debuff effect list.
    * Fixed an issue with spellcasting if casting speed was too high.
    * Fixed a minor issue with Rabbit Hunter quest.

    2020-02-13 <a>
    * Joseph Stalin still sounds like Tommy Wiseau.
    * Added three new status effects: Warrior Support, Wizard Support, Hybrid Support.
    * Cost of support magic through Supporter NPC will now increase based on player's level, starting from 5000.
    * Changed buffs given by Supporter NPC. Warrior, Wizard and Hybrid support cannot be active at the same time.
    * Fixed issue with car HUD tachometer needle.
    * Fixed missing appearance for some weapons.

    2020-02-14 <a>
    * Made a separate cog for buff/debuff effects list. This will allow the easier creation of new effects as well as a greater effect count.
    * Fixed effects for Warrior/Wizard/Hybrid Support buffs. Their effects will now be as follows:
    - Warrior Support: Patk +12%, C.rate +12%, Speed +10%, Def/Pdef/Mdef +10%, MPcost -20%
    - Wizard Support: Matk +12%, M.speed +15%, Speed +6%, Def/Pdef/Mdef +10%, MPcost -20%
    - Hybrid Support: Patk +8%, Matk +8%, C.rate +8%, Speed +8%, M.speed +12%, Def/Pdef/Mdef +10%, MPcost -20%
    * Added icons for Warrior/Wizard/Hybrid Support buffs.
    * Spirit Crusher/Shot skills now have the extra effect of reducing affected target's movement speed by 20%.

    2020-02-15 <a>
    * Changed inventory item framework. Made a separate cog for items list. This will allow the easier creation of new items as well as a greater item count. Now all inventory items will use the same JKL template, with extra information stored in a cog heap. Drops will now be created based on their item ID rather than their JKL template.
    * Changed items dropped by monsters in Dreamland level.
    * Changed XP awards for Rabbit Hunter quest.
    * In the first 5 seconds after a monster is killed, only the player or group that dealt the most damage to them will be able to pick up the items they drop. During that time, a twinkling effect will be visible around the item.
    * Fixed issue where bots would be unable to gain XP from hunting if player was more than 40 meters away from them.
    * Due to system limitations, items, skills and status effects names are now handled in jkstrings.uni.
    * Tweaked effect and skill list frameworks, added extra information for both.
    * Implemented crude, placeholder item/skill bar displays.
    * Added icons for some items and skills.

    2020-02-16 <a>
    * Added icons for more skills.
    * Tweaked item/skill bar displays, added crude cooldown timer display.
    * Tweaked some HUD positioning.
    * Fixed list of items traded by NPCs in Dreamland level, removed "Unknown Item".
    * Fixed minor issue with group disassembling function.
    * Fixed issue where XP earned by bots were relative to player's level rather than their own.
    * Fixed minor issue regarding screen raindrop VFX.
    * Fixed minor issue where cooldown message was being show when releasing the use key for certain skills.
    * Fixed issue where some monsters were dropping invalid items.

    2020-02-17 <a>
    * Drops will now only be protected for players that took more than 50% of a monster's health.
    * Implemented "Crude" equipment (ID42). They have the same properties as Light equipment but different visuals.
    * XP earned by hunting has been reduced.
    * Previous string references to 3dos in model lists (player, equipment, skill/inventory icons etc) have been partially replaced with direct references to their static.jkl numbers. This allows for an even greater entry count for those lists.
    * Implemented "Leather" (ID43) and "Crafted" (ID44) equipment. They are slightly better than Light/Crude equipment and slightly worse than Reinforced gear. Both currently have the same appearance.
    * Gray Wolf, Black Wolf and Black Jaguar monsters in the Dreamland level will now drop Leather equipment rather than Reinforced. Reinforced equipment can now be obtained from Goblins.
    * Added equipment piece trader NPCs in Dreamland equipment shop.
    * Added missing icons for Sorcerer and Enforcer class skills.

    2020-02-19 <a>
    * Added twinkling VFX to dropped money.
    * Added placeholder skills for Jedi classes.
    * Tweaked appearance of World, Light and Crafted/Leather armors, Reinforced and Adept armors for Hybrid class characters.
    * Group members will now always appear on radar regardless of their distance to player.
    * Made unique appearance for Reinforced armor on female Warrior characters, tweaked that of male Warrior characters.
    * Tweaked monster generation and drops in Dreamland level.
    * Tweaked offsets and pivot points for several models.
    * Cleared several invalid static.jkl model entries.

    2020-02-20 <a>
    * Implemented framework for inventory window display.
    * Changed inner workings of target status HUD, only target's name will be displayed now. Thing creation per frame has been reduced.
    * Tweaked XP requirements for leveling.
    * Made Rogue variation for Reinforced armor, tweaked appearance for other classes.
    * Quest items will now only be obtained from hunting if player dealt more than 50% of damage to monster.
    * Reduced base probability of Unholy Fragment drops from 80% to 70%.

    2020-02-21 <a>
    * Tweaked XP earned by hunting.
    * Tweaked Flaming Blade skill functionality, fixed incorrect attack delay.
    * Changed internal icon framework, added support for various icon sizes.
    * Active debuff effects in HUD will now have a pulsating red border.
    * Added icons for several skills and effects.
    * Fixed issue where Support buffs appeared as debuffs.
    * Fixed issue where toggled effects weren't being turned off when running out of MP.
    * Changed appearance of "default" icon.
    * Fixed issue where attempting to discard an equipped item would create an invalid item.
    * "All Weapons" cheat will now pick randomly if the available equipment has the same power level.
    * JKGR Launcher will now add "-debug log -verbose 2" option by default if "-d" switch is used.
    * Changed appearance of Apprentice armor on female characters so that it looks closer to its male counterpart.

    2020-02-22 <a>
    * As a safety measure, player will now stop moving instantly when starting a conversation.
    * Updated guard NPC code. Guards may now be given different teams.
    * Bent Villager monster will now use the same class cog as other monsters.
    * Fixed incorrent item drops in Tower of Seal level.
    * [Experimental] Bots will now give up target of monsters instantly if they lose LOS.
    * Tweaked Jedi class, added some skills, changed lightsaber visuals and colors, fixed issues with lightsaber blocking. Added lightsaber trails.
    * Cleaned up some code.

    2020-02-23 <a>
    * Added Force Saber Throw and Force Choke skills for Jedi Knight class.

    2020-02-24 <a>
    * Added Force Shatterpoint and Force Mind Focus skills for Jedi classes.
    * Improved Force Saber Throw. After hitting first target, saber will now go after nearby enemies if you're aiming at them, and will now deal damage if touched while flying. Added more sounds, changed throwing and catching animation. Force Saber Throw can no longer be used if target is too close.
    * Tweaked some animations for Jedi class.

    2020-02-26 <a>
    * Added Force Absorbtion, Force Protection, Force Jump Attack and Death Beam skills.
    * Tweaked Force Speed skill, added sound effects to Force Speed, added unique status effect.
    * Added unique model for Trainee saber hilt.
    * Now only player's arms will be visible in internal view.
    * Increased damage dealt by Force Pull and Force Push.
    * "Drop Weapon" hotkey renamed to "Drop Item".
    * You can now enter or leave combat stance at will by pressing "Drop Item" hotkey while in transformed state. For Jedi classes, this means turning lightsaber on or off.
    * Tweaked MP costs for the following skills:
    - Sharpen Spirit: 32 -> 24
    - Flaming Blade: 54 -> 52
    - Power Strike: 52 -> 48
    - Double Slasher: 72 -> 58
    * Tweaked skill AI use for Executioner class.
    * Fixed visuals for Immortal state.
    * Implemented Journey and Bone equipment.
    * Updated animations for female Jedi Knight.
    * Tweaked Eve player model.

    2020-02-28 <a>
    * Changed blinking eyes code so as to minimize simultaneously running timers count.
    * Tweaked appearance of blob shadows.
    * Rewrote static.jkl models section.
    * Skill, effect and item lists will now fully use static.jkl references to models. Jedi class will use them partially.
    * Tweaked some materials.

  22. #22
    2020-03-01 <a>
    * Added some missing skill icons.
    * Implemented "The" (ID40) equipment pendants.
    * Fighter and Jedi classes will now fully use direct static.jkl references.

    2020-03-03 <a>
    * Fixed lighting issues in Reinforced female rogue armor model, tweaked visuals for Adept female hybrid armor.
    * Fixed player's missing head from when looking back from internal view.
    * Knight class will now use direct static.jkl references for equipment models; Ranger, Warrior and Wizard classes will use them partially.
    * Tweaked appearance of Deathly armor for Wizard characters and World armor for female Wizards.
    * Fixed intensity of Slowness effect, incorrect icon for Sever Magic effect.
    * Fixed inappropriate lightsaber L/R block anims.
    * Fixed some incorrect armor visuals.

    2020-03-04 <a>
    * Tweaked player model handling code, temporarily removed blinking eyes. Jumping animations will now be handled by the engine as in base JK rather than via cog. Bots will now also perform jumping animations in the same manner, while previously they would not play jumping animations at all.
    * Tweaked some death animations for female characters.
    * Legs will now appear in first person view when not in a transformation state.
    * Decreased cooldown time for Force Pull from 4 to 2 seconds.
    * Rewrote some old code. Unholy Points will now fill much faster from taking damage, but will decrease over time. The higher one's HP level, the faster UP decreases. STA and MP displays will now fill much more smoothly.
    * Fixed some incorrect armor visuals.
    * Fixed issue where guards wouldn't always return to their spot.
    * Fixed an issue with class selection in Multiplayer mode.
    * Decreased force of Impact Shot skill.
    * Fixed issue with monster model randomization.
    * Changed Refining Stone item appearance.

    2020-03-06 <a>
    * Tweaked Skill use AI for Sorcerer class.
    * Added some missing skill icons.
    * Fixed some incorrect armor visuals.
    * "Double Slasher" skill renamed to "Double Cutter".
    * Tweaked some player models.
    * Jedi will no longer be able to block without a lightsaber.
    * Changed model for Hero of Argenia and Immortal armors on Wizard characters.

    2020-03-09 <a>
    * Tweaked appearance of Immortal armor on Wizard characters.
    * Fixed an issue with path handling code.
    * Added an extra path around Shadow Canyon region for bots to follow if they accidentally fall.

    2020-03-20 <a>
    * Fixed some incorrect armor visuals.

    2020-03-21 <a>
    * Added some missing skill icons.
    * Made Time Stop into a skill, changed functionalities. Timestop can now also be used by actors, affecting the player. Powerups can now be picked up during stopped time. Actors will no longer hurt themselves when firing weapons during stopped time.
    * Changed model for Apprentice and Dark Crossbows, changed placeholder models for various other crossbows.
    * Ranger/Shooter class will now use direct static.jkl references for weapon models.

    2020-03-22 <a>
    * Tweaked VFX for entering/leaving transformation state.
    * Entering/leaving a transformation state will no longer change player's HP/MP/STA levels.
    * Bots will now go after items more often.

  23. #23
    2020-04-09 <a>
    * Cooldown for Superior Wizardry skill increased from 30 to 40 seconds.
    * Tweaked some materials.

    2020-04-10 <a>
    * Worked on city level.

    2020-04-13 <a>
    * Tweaked some materials.
    * Tweaked car ramming code.

    2020-04-14 <a>
    * Doubled car nitrous consumption rate.
    * You can now use car's horn by pressing Use Skill hotkey.
    * Worked on city level, added traffic cars on main avenue.

    2020-04-15 <a>
    * Worked on city level.
    * Implemented experimental optimizations to avoid framerate drops in city level.
    * Music selection will no longer be randomized when manually skipping a track.

    2020-04-16 <a>
    * Tweaked optimization settings.
    * Worked on city level.
    * Worked on old city level for no reason in particular.
    * Renamed various general files, removed some unused.
    * Transformation State camera will now follow the movement of things the player is attached to.
    * Traffic cars now have some AI. They *should* reduce their speed (up to a halt) if there's another car or actor in front of them.
    * Added rearview mirrors to all traffic car models.
    * Traffic cars will now honk if annoyed.
    * Traffic cars will now stop for red lights.
    * Added a new racetrack around the city.
    * It is now impossible to start a new race if one is already in progress.

    2020-04-18 <a>
    * Broken cars will now always emit smoke from the engine and will respawn after some time.
    * Changed internal traffic car AI functionalities, fixed several bugs and issues.
    * You can now "hitchhike" on some traffic cars by activating them.

    2020-04-19 <a>
    * Changed car damage calculation method.
    * Shifting down will now help car regain control.

    2020-04-20 <a>
    * Worked on city level.
    * Car colors are no longer changeable.
    * Changed car headlights. You can now turn headlights on/off by pressing the Drop Weapon key.
    * Cars are now less prone to unwanted bouncing or gliding when attempting to land after a jump.
    * Did various minor tweaks and improvements to car code.

    2020-04-21 <a>
    * Wrote a "recorder" for tracking car movements.
    * Climbing ramps will now take its toll in car acceleration.
    * Made first real self-driving car prototype. However it has no AI and input must be previously provided by the developer.

    2020-04-22 <a>
    * Rewrote car collision code. Results of collisions should now be somewhat more predictable.
    * Did various minor tweaks and improvements to car code.

    2020-04-23 <a>
    * Added car repair "powerups" to city level.
    * Did various minor tweaks and improvements to car code.
    * Cars will now have correct collision mode (may be stood on) when not being driven.
    * Car brake and reverse lights will now be correctly turned off when not being driven.
    * Fixed long standing camera tint issue when driving.
    * Fixed car display gauges.
    * American cars will now show speed in MPH rather than KPH.

    2020-04-25 <a>
    * Worked on city level.
    * Static decor cars will now have their lights always off.
    * Traffic cars will now turn off their headlights during daytime.
    * Fixed issue with "look behind" camera when driving.

    2020-04-26 <a>
    * Tweaked durability for every car model.
    * Did various minor tweaks and improvements to car code.

    2020-04-27 <a>
    * Tweaked traffic car AI behavior. Traffic lights handling has been made more consistent.
    * Tweaked some car models.
    * Worked on city level, rebuilt part of it.
    * Added various new visual effects, including a vignette screen filter and reflections for city lights.

    2020-04-29 <a>
    * Fixed a minor issue with car headlights.
    * Tweaked daytime lighting.
    * Cleaned up skybox occlusion.

    2020-04-30 <a>
    * Tweaked some visual FX.
    * Worked on city level.
    * Properly implemented headlight VFX for drivable cars.
    * Changed music list.
    * Traffic cars are now affected by stopped time.

  24. #24
    2020-05-04 <a>
    * Reduced basic defense multiplier for Jedi class from 1.25 to 1.

    2020-05-06 <a>
    * Fixed some minor issues with armor models.

    2020-05-08 <a>
    * Fixed invalid things in city level.
    * Changed smoke graphics.
    * Optimized explosions.
    * Fixed a minor issue with light reflection VFX.

    2020-05-08 <a>
    * Cleaned up and optimized various cogs.
    * [Experimental] Transformation state defense power against basic damage will no longer increase with Level/Rank.
    * Tweaked gore VFX.
    * Increased bullet/blaster deflection randomness.

    2020-05-11 <a>
    * Fixed issue with weapon firing.

    2020-05-12 <a>
    * Tree size will now be semi-randomized.
    * Worked on city level.

    2020-05-14 <a>
    * Changed rain graphics and code.
    * Fixed positions for randomly generated trees.

    2020-05-15 <a>
    * Daytime cycle has been made longer.
    * Started car model conversions from Gran Turismo/Gran Turismo 2.
    * Added new cars: Mazda RX-7, Ford GT90, Peugeot 206, Jaguar XJR-15, Ford GT40.
    * Replaced Ford Probe with Ford Ka, changed Lister Storm model.
    * Added new cars to city level.
    * Wrote a generator for racetrack AI Lines.
    * Created racer AI, added a small racetrack level with three AI racers.

    2020-05-16 <a>
    * Car List cog will return a random car model when given an invalid or non-existent car ID.
    * Tweaked McLaren F1, Ford GT90 and Peugeot 206 models.
    * Improved driver AI.
    * Added a new, larger racetrack with multiple AI racers.
    * AI cars will now reset their position if unable to reach target for too long.
    * Changed Toyota Corolla for Toyota AE86 Trueno.
    * Added new cars: Daihatsu Midget II, Chrysler Phaeton.
    * Optimized car code.

    2020-05-18 <a>
    * Changed racetrack AI line.
    * Tweaked stats for some cars.
    * Added new cars: Chevrolet Astra, Chevrolet Vectra.
    * Changed Ford Cougar and Renault Clio models. Changed Chevrolet Corvette C5 for C4 ZR-1.
    * Made it much easier for new cars to have spinning wheels.
    * The following cars now have spinning wheels: Ford Cougar, Chevrolet Astra, Ford Ka, Daihatsu Midget II, Renault Clio, Peugeot 206, Chevrolet Corvette.

    2020-05-19 <a>
    * Tweaked NPC car physics and AI.
    * Fixed incorrect rotation axis on Peugeot 206 rear wheels.
    * Fixed minor texture issues with Renault Clio and Ford GT40 models.
    * The following cars now have spinning wheels: Ford GT40.

    2020-05-20 <a>
    * Tweaked car engine sound behavior.
    * Tweaked stats for some cars.

    2020-05-21 <a>
    * The following cars now have spinning wheels: Toyota AE86 Trueno.
    * Fixed texture issue on Toyota AE86 headlights.
    * Smoothened some curves in racetrack level.

    2020-05-24 <a>
    * Fixed issue with visual effect for Rush-type skills.
    * Fixed minor issues in racetrack level.
    * Implemented world collision and skidmarks for AI cars.
    * Made skidmarks slightly less opaque.
    * Added new car: Chevrolet Corsa.
    * Tweaked some car stats.

    2020-05-27 <a>
    * Tweaked hunting XP calculation. Monster's attack power will now have a much smaller impact on XP gain.
    * Fixed incorrect lighting in Chevrolet Corsa model.
    * Fixed rain probability.

    2020-05-28 <a>
    * Started work on an alternative Aegenar level which might replace the original. This one follows a more "linear" format similar to regular JK levels, which should make the addition of new complex areas and somewhat more elaborate terraining easier. Currently, only the Garojna Training Grounds region is present.
    * Trainee equipment can now be worn by rank 0 characters.
    * Players with no armor pendant equipped will now maintain their untransformed appearance.
    * Added a failsafe for magic projectile hits.
    * Removed many obsolete development/test levels.

    2020-05-29 <a>
    * Worked on New Argenia level, expanded Garojna Training Grounds region.
    * Fixed issue with magic projectiles where they would hit instantly if aimed at a target's back.
    * [Experimental] Character stats (attack/defense power) will now begin growing from level 1. Previously, levels below 10 had no impact on character stats.
    * Tweaked some car stats.
    * Rank 0 characters will now get no skills when untransformed and only one when transformed.
    * Drain Essence skill no longer drains HP and MP.
    * Unregistered skills are no longer usable.
    * Implemented framework for modifiable skill bars.
    * Changed base damage for the following skills:
    - Unholy Discharge: 60 -> 54
    - Wall of Fire: 70 -> 64
    - Spiritual Barrage: 28(x5) -> 26(x5)
    - Spirit Cannon: 160 -> 164
    - Shadow Blast: 66 -> 62
    - Shadow Spark: 55 -> 54
    * Changed base cooldown time for the following skills (in seconds):
    - Spiritual Barrage: 4.4 (/ magic speed) -> 4.6
    - Spirit Cannon: 11.2 (/ magic speed) -> 16
    - Shadow Blast: 2.7 (/ magic speed) -> 3
    - Starfall: 24 (/ magic speed) -> 30
    - Stormbringer: 10 -> 14
    - Drain Essence: 4.4 (/ magic speed) -> 4.6
    - Master of Puppets: 7.2 (/ magic speed) -> 6
    - Mana Focus: 25.6 (/ magic speed) -> 32
    - Empower: 9.6 (/ magic speed) -> 8
    - Shadow Spark: 1.12 (/ magic speed) -> 1.6
    - Impact Shot: 3 -> 4
    - Tracker Shot: 4 -> 5
    - Force Saber Throw: 4 -> 5
    - Death Beam: 4 -> 5
    - Heroic Energy: 8 -> 6
    - Crushing Impact: 5 -> 6
    * Changed base MP consumption for the following skills:
    - Heroic Energy: 48 -> 32
    - Ferocity: 64 -> 48
    - Critical Focus: 56 -> 48
    - Counterattack: 62 -> 58
    - Flaming Blade: 52 -> 36
    - Power Strike: 48 -> 32
    - Dash: 62 -> 56
    - Low Kick: 48 -> 34
    - Shadow Blast: 80 -> 68
    * Reduced base Critical Attack probabilities for the following weapon types:
    - Twin swords (Executioner): 33% -> 30%
    - Dagger (Assassin): 32% -> 30%
    - Twin knives (Slayer): 36% -> 28%
    - Rapier (Inspector): 33% -> 27%
    - Scepter (Inquisitor): 20% -> 10%
    - Staff (Sorcerer): 20% -> 10%
    - Magic sword (Warlock): 30% -> 20%
    - Sword and shield (Guardian): 25% -> 20%
    - Lance (Defender): 15% -> 12%
    * Reduced character movement speed during Rush attacks from 60m/s to 50m/s.
    * Fixed "Critical Hit!" message display.

    2020-05-31 <a>
    * Tweaked textures on Chrysler Phaeton and Chevrolet Corsa models.
    * Tweaked stats for some cars.
    * The following cars now have spinning wheels: Chrysler Phaeton.
    * Added new car: Plymouth GTX '67.
    * All classes will now use direct static.jkl references for armor models.
    * Changed base MP consumption for the following skills:
    - Afterimage: 96 -> 88
    - Expose Weakness: 62 -> 42
    * Changed base damage for the following skills:
    - Afterimage: 70 -> 64
    * Changed knockback force for the following skills:
    - Crushing Impact: 400 -> 320
    - Iron Charge: 350 -> 280
    - Death Wave: 360 -> 320
    * Changed base casting time for the following skills:
    - Expose Weakness: 0.8 -> 0.4
    - Shadow Spark: 0.7 -> 0.6
    * Changed base Defense stats for the following classes:
    - Hybrid: 1.5 (Physical) / 1.4 (Magic) -> 1.4 (Physical) / 1.45 (Magic)
    - Wizard: 1.56 (Magic) -> 1.6 (Magic)
    - Knight: 1.74 (Magic) -> 1.7 (Magic)
    * Changed base MP regeneration rate for the following classes:
    - Ranger: 6.85 -> 7
    - Hybrid: 8 -> 7
    - Wizard: 9.1 -> 1

  25. #25
    2020-06-02 <a>
    * Tweaked Plymouth GTX textures.
    * Tweaked El Niño textures and model. Wheels will now rotate.
    * Tweaked stats for some cars.
    * Optimized Porsche 911 model, significantly reduced polygon count.
    * Fixed various incorrect armor visuals.
    * Fixed insertion offset for Afterimage skill VFX.
    * Worked on New Argenia level.
    * "All Weapons" cheat will now give Trainee equipment at rank 0.
    * Decreased monster money drop rate by 50%.
    * Fixed issue where Drain Essence skill was regenerating HP instead of STA.
    * Berserker's Focus critical attack chance and power bonuses have been reduced from 50%/25% to 40%/20%, Magic defense penalty has been removed. MP Cost has been reduced.
    * Swift Charge, Iron Charge and Blade Rush skills can no longer be used if too close to target. In turn, cooldown times have been drastically reduced. - Iron Charge will now always cause knockback, but force has been significantly reduced.
    * [Experimental] Blade Rush critical probability bonus for knocked down targets has been removed.
    * Changed the following base stats for Hybrid classes:
    - Physical attack power: 1.2 -> 1
    - Magic attack power: 0.85 -> 0.8
    - (Inspector) Critical attack power: 1.3 -> 1.4
    * Changed base MP consumption for the following skills:
    - Swift Charge: 42 -> 28
    - Iron Charge: 44 -> 32
    - Berserker's Focus: 10 -> 8
    * Changed base cooldown time for the following skills (in seconds):
    - Swift Charge: 2 -> 1
    - Iron Charge: 4 -> 1
    - Blade Rush: 5 -> 1
    * Changed knockback force for the following skills:
    - Iron Charge: 280 -> 150

    2020-06-03 <a>
    * Worked on New Argenia level.
    * Added new level for level 10 initiation mission.
    * Fixed various incorrect armor visuals.
    * At rank 0, player will now get two skills based on their class instead of one skill based on their specialization.

    2020-06-04 <a>
    * New Argenia level will now replace the original. The old one can still be accessed by typing "level 12" at the in-game cheat console.
    * Worked on Trials level.
    * Replaced some previously unused items.
    * Reduced base Warrior physical attack power from 1.4 to 201-3- <a>

    2020-06-05 <a>
    * Worked on Trials level.
    * Added icons for new items.
    * Fixed skybox issue in Tower of Seal level.
    * Changed model for Bone armor.
    * Changed skills for rank 0 Rogue class:
    - Low Kick -> Deadly Blow
    - Stealth -> Dash
    * Changed base MP consumption for the following skills:
    - Warp: 64 -> 48
    * Changed knockback force for the following skills:
    - Low Kick: 280 -> 140
    * Changed base casting time for the following skills:
    - Expose Spirit: 1.0 -> 0.5
    * Changed base cooldown time for the following skills (in seconds):
    - Expose Spirit: 2.4 (/ magic speed) -> 2.2

    2026-06-06 <a>
    * Added new car: Nissan 240SX.
    * Changed Mercedes CLK-GTR model and textures so that it better fits with newer car models, significantly reduced polygon count.
    * Changed some UI strings.
    * Fixed issues with Jaguar JXR-15 model.

    2020-06-08 <a>
    * Further tweaked Mercedes CLK-GTR model and textures, wheels will now rotate.
    * Tweaked Jaguar XJR-15 model and textures, wheels will now rotate.
    * Improved appearance of some visual effects when running without JkGfxMod.
    * Changed "Disable Fog" option in graphics menu for "Compatibility Fixes", which should disable or change some effects that can't be properly rendered without JkGfxMod.

    2020-06-12 <a>
    * Changed appearance of Bone armor for Warrior, Rogue, Ranger, Knight and Fighter classes.
    * Worked on Soulless Grotto level. Monsters will now drop Bone equipment pieces.
    * Fixed incorrect texturing and lighting in Trials level.
    * NPCs in Dreamland level will now trade Bone equipment and pieces.
    * Tweaked Nissan 240SX and Plymouth GTX models.
    * Set placeholder models and skills for Slayer class.
    * All "Underworld" themed texture files will now have the "und_" prefix.

  26. #26
    2020-07-04 <a>
    * Fixed missing textures on certain world models.
    * Fixed skybox color in Tower of Seal level.
    * Tweaked monster drops in Tower of Seal level.

    2020-07-08 <a>
    * Changed some armor models for Ranger class.
    * Bots no longer instantly forget targets that are using anti-targeting skills.
    * Reduced knockback force for Furious Thrust skill from 320 to 200.
    * Changed base Defense stats for the following classes:
    - Hybrid: 1.4 (Physical) -> 1.35 (Physical)

    2020-07-10 <a>
    * Monster levels will now act as multipliers for their defense powers rather than their maximum health.
    * Drain Essence healing power is now 20% of the actual damage dealt to target.
    * Reduced leaping capabilities of most monsters.
    * Reduced attack power for most monsters in Shadow Canyon region.
    * Monsters will no longer be aggressive towards players that are standing still.
    * Tweaked Bot combat targeting. Like the player, Bots are no longer able to detect combat flags (altered nametag color) from afar. They will also no longer switch instantly to attack enemies that are flagged for combat unless they're currently engaged in such. Bots will now also avoid attacking enemies that seem much stronger than them, based on the items they're currently using.
    * [Experimental] Bots will now gain idle XP while distant enough from the player.
    * XP gained from hunting will now also be reduced if monster's level is much higher than the player's, at the same rate it would if the player's level is higher than the monster's.
    * Tweaked hunting XP curve, increased difficulty in higher levels.
    * Changed the following skill names:
    - Iron Charge -> Shoulder Charge
    * Changed the following effect names:
    - Venomous Sting -> Venom
    * Changed effect duration for the following skills (in seconds):
    - Swiftness: 15 -> 20
    - Unholy Armor: 30 -> 40
    * Changed base cooldown time for the following skills (in seconds):
    - Swift Charge: 1 -> 0.2
    - Shoulder Charge: 1 -> 0.2
    - Blade Rush: 1 -> 0.2
    - Swiftness: 20 -> 40
    - Counterattack: 3 -> 7
    * Changed base MP consumption for the following skills:
    - Counterattack: 58 -> 42

    2020-07-11 <a>
    * Adjusted recovery power for all potions.
    * Fixed monster attack power, which was unintentionally doubled in the 2020-07-10 <a> update.
    * Further tweaked hunting XP curve.
    * Tweaked Inspector class Skill use AI.

    2020-07-13 <a>
    * Removed obsolete and unfinishable initial quest in Aegenar level.
    * Changed player initial spawn spot in Aegenar level.
    * Fixed missing trees and foliage in Blood Forest region.
    * Doubled hunting XP.

    2020-07-14 <a>
    * Tweaked appearance of Equilibrium armor on Wizard characters.
    * Fixed issue which made bots invisible.
    * Added a visual indicator for Slowness effect.
    * Fixed nametag for Lesser Cave Beast monster.
    * Reduced base physical attack power for Knight classes from 1.2 to 1.
    * Tweaked skill list for Guardian class.
    * As a failsafe, AI drivers will now hard reset if their look vector is invalid.
    * Improved appearance of certain visual effects when running without JkGfxMod.
    * Reduced tree generation rate in Blood Forest region.
    * Bots and other actors will no longer get stuck when trying to run over dropped items.
    * Tweaked appearance of Reinforced armor for all classes.

    2020-07-15 <a>
    * Added The Olympic Games, a 1v1 arena level.
    * Bots will no longer earn Idle XP if they're inside a peace or combat zone.
    * Implemented support for buff/debuff cleansing.
    * Added a visual indicator for Sever Magic effect.
    * Changed the following base stats for Knight classes:
    - Physical defense power: 1.8 -> 1.85
    - Magic defense power: 1.7 -> 1.75

    2020-07-16 <a>
    * Added new skill: Mana Shield (Warlock); 50% of all Unholy damage taken is absorbed and taken from MP.
    * Rearranged placeholder skill list for Warlock and Inquisitor classes.
    * Tweaked Inspector AI. Will now attempt to keep a safe distance when spellcasting.

    2020-07-21 <a>
    * Tweaked VFX for Spirit Cannon skill.
    * Added missing icon for Mana Shield skill.
    * Fixed some incorrect weapon models.
    * Changed stat modifiers for the following skills:
    - Spirit Crusher: P.Def/M.Def -10%, Speed -20% -> P.Def/M.Def -12%, Speed -20%

    2020-07-23 <a>
    * Stealth effect will now be interrupted if user is engaged in combat.
    * Tweaked AI combat movement.
    * Tweaked Averus player model.
    * Tweaked skill use AI for various classes.
    * Changed stat modifiers for the following skills:
    - Unbreakable Fortress: Def +50%, P.Def +60%, M.Def +40% -> Def +60%, P.Def +80%, M.Def +40%
    - Ferocity: P.Atk +15% -> P.Atk +12%
    - Power Boost: P.Atk +10% -> P.Atk +8%
    - Empower: P.Atk/M.Atk +15% -> P.Atk +12%, M.Atk +16%
    - Expose Weak Point: P.Def -15% -> P.Def -16%
    - Expose Spirit: M.Def -15% -> M.Def -18%
    - Expose Weakness: Def/P.Def/M.Def -12.5% -> P.Def/M.Def -16%
    - Preparation: P.Def -10% -> P.Def -12%
    - Armor Pierce: P.Def -15% -> P.Def -18%
    - Provoke: P.Atk/M.Atk -35% -> P.Atk -36%, M.Atk -16%, Casting Spd. -15%

    2020-07-25 <a>
    * [Experimental] Increased P.Def/M.Def for all classes by 20%.
    * Decreased Tracker Shot's Sever Magic effect probability by 10%, duration from 8 to 5 seconds.
    * Slightly decreased distance at which close-range melee attack skills activate.
    * Changed base damage for the following skills:
    - Blade Rush: 84 -> 68

    2020-07-26 <a>
    * Changed strafing animations for staff/spear weapons.
    * Tweaked bot combat AI.
    * Chrysler Phaeton will now have speed shown in MPH.
    * Added new skill: Expose Weak Point (Shooter); Decreases target's Unholy Physical Defenses by 16% for 10 seconds.
    * Changed base casting time for the following skills (in seconds):
    - Shadow Blast: 0.9 -> 0.8
    * Changed base cooldown time for the following skills (in seconds):
    - Unbreakable Fortress: 40 -> 44
    - Earthquake: 8 -> 10

    2020-07-27 <a>
    * Fixed animations for blocking and shooting bow while walking.
    * Along with knockdown and knockback, Death Wave (Inspector/Inquisitor) skill will now give Slowness effect for 6 seconds to affected targets. Knockdown probability has also been increased by 10%.
    * Decreased Spirit Crusher (Enforcer) range from 7 to 6 meters.
    * Cleaned up various cogs.

    2020-07-28 <a>
    * Increased success rate for Expose Weak Point skill by 10%, duration by 6 seconds. Decreased cooldown from 2.6 to 2.2 seconds.
    * Decreased knockback for Impact Shot skill from 280 to 260.
    * Decreased basic attack power for Enforcer class by 10 points per hit (roughly around 20%).
    * Aggressive monsters will now attack actors that are engaged in combat even if they are standing still.
    * Fixed teleportation sound effect for Portal Crystals and Stones.
    * Improved bot combat AI and movement.
    * Changed icons for some inventory items.

    2020-07-30 <a>
    * Fixed weapon models for Executioner class.
    * Corrected level for Black Dragon monster in Blood Forest area (should be 49, was 59).
    * Increased respawn timer for monsters in Trials area.
    * Added unique icons for several armor items.
    * A sound effect will now play when changing equipment.
    * Fixed some NPC dialogue text in Dreamland level.
    * Fixed invisible nametag on mineral trader NPC in Aegenar level.
    * Added more items to Argenia equipment shop, added Reagent trader to grocery shop.
    * Tweaked appearances of Dark Soul armor on Wizard characters and Reinforced armor on Hybrid characters.
    * Fixed some incorrect equipment visuals.
    * Frenzy (Enforcer) skill now has the added effect of increasing skill MP consumption by 20%.
    * Changed base cooldown time for the following skills (in seconds):
    - Body Reconstruction: 35 -> 60
    * Changed base MP consumption for the following skills:
    - Body Reconstruction: 140 -> 144

  27. #27
    2020-08-01 <a>
    * Tweaked icon for Liberator, Deathly and Equilibrium armors.
    * Added icons for World, Hero of Argenia, Arcane Force and Hell Force armors.
    * Significantly altered appearance of Equilibrium, Arcane Force and Hell Force armors.
    * Magic Swipe (Warlock) knockdown probability is now based on user's magic attack power.
    * Stormbringer (Enforcer) will now push affected enemies outwards rather than forwards.
    * Adjusted bot AI for new monster health levels.
    * If left unspecified or invalid, bot equipment will now be randomized.
    * Bot equipment will now be added to their inventory upon initialization.
    * Changed base damage for the following skills:
    - Starfall: 66 -> 62
    - Spirit Cannon: 160 -> 218
    - Magic Swipe: 25p + 25m -> 24p + 30m
    - Magic Blow: 28p + 36m -> 32p + 36m

    2020-08-02 <a>
    * Decreased Dance of Death (Executioner) range from 6 to 5 meters.
    * Changed bot equipment randomization. It will now favor equipment appropriate to bot's level.
    * Changed model for Deathly Bow.
    * Tweaked placeholder appearance of Hell Force and Arcane Force armors.
    * Changed appearance of Bone armor for Warrior, Hybrid and Knight classes, tweaked that of Rogue class.
    * Changed base casting time for the following skills:
    - Death Mark Consumption: 0.6 -> 0.5
    * Changed base cooldown time for the following skills (in seconds):
    - Death Mark Consumption: 2.4 (/ magic speed) -> 4
    - Dance of Death: 8 -> 12
    - Hawkeye: 24 -> 40

    2020-08-03 <a>
    * Decreased Berserker's Focus (Enforcer) Critical Rate increase effect from 40% to 30%.
    * [Experimental] Tracker Shot (Shooter) no longer applies Sever Magic effect. Rather, it blocks affected targets' Speed and Stealth related buffs for 10 seconds.
    * Added new car: Dodge Viper GTS '99.
    * Tweaked stats for some cars.
    * Worked on New Argenia level.
    * Improved graphics for rain when running without JkGfxMod.

    2020-08-04 <a>
    * Fixed several equipment visuals.
    * Tweaked bot AI.

    2020-08-05 <a>
    * Drastically decreased availability of Pioneer gear in Dreamland equipment shop, decreased availability of Reinforced and Bone equipment.
    * Added new car: Fiat Coupe 202-0- <a>

    2020-08-06 <a>
    * Added more driveable cars to city level.
    * Fixed visual issues with Dodge Viper, Fiat Coupe and Peugeot 206 models.

    2020-08-07 <a>
    * Changed appearance of Unholy Major armor for Rogue characters.

    2020-08-10 <a>
    * Added various decor to Dark Citadel area.
    * [Experimental] Tracker Shot (Shooter) will now simply remove up to three of affected target's buffs regardless of type. Additionally, Tracking will effectively neutralize anti-targeting effects such as Stealth.
    * Removed "Force Seeing" check for targeted skills as it would always return positive for non-player actors.
    * Changed placeholder skill list for Executioner, Inquisitor, Inspector and Guardian classes.
    * Wrote early Warlock AI code.
    * Fixed a critical issue with buff/debuff removal.
    * Changed appearance of Deathly armor for Rogue characters.
    * Added ability to steal buffs and/or debuffs.
    * Tweaked drop list for various monsters in Aegenar level.
    * Changed Inspector skill use AI to use new skills.
    * [Experimental] Skills, like buffs, will now use a global cooldown.
    * Bots may now acknowledge if they have negative status effects.
    * Skill use may now be interrupted.
    * Knockdown will now cause skill interruption.
    * You may now interrupt your own skill use by pressing the Drop Weapon hotkey.
    * Swift Charge, Shadow Blast and Sever Magic skills will now cause skill interruption.
    * Female bots will now play correct death animations.
    * Fixed issue where bots could use targeted skills even if target was out of sight or using anti-targeting skills.
    * Cooldown for all skills is now reset after a match in the Grand Olympiad.
    * Fixed issues with AI circle strafing.
    * Stat info for bots will no longer be hard-reset upon death. This fixes a critical issue with their stats in Grand Olympiad level.
    * Added the following new skills:
    - Sever Magic (Inspector): Blocks target's skill use for 16 seconds.
    - Parry Stance (Executioner): Increases user's Basic and Unholy Physical defenses by 20% while decreasing physical attack power by 12% and critical attack rate by 16%.
    - Self Cleanse (Inspector): Cleanses caster of one debuff.
    * Changed base damage for the following skills:
    - Shadow Blast: 62 -> 64
    - Shadow Spark: 54 -> 56
    - Spiritual Blast: 66 -> 64
    * Changed base MP consumption for the following skills:
    - Shadow Spark: 42 -> 32

    2020-08-11 <a>
    * Tweaked bot AI.
    * Fixed some issues with certain skills after interruption.
    * Changed icon for various skills and items.
    * Fixed damage for Spiritual Barrage skill.
    * Tweaked appearance of Hero of Argenia armor on Wizard characters.
    * Changed temporary skill list for Inquisitor class.
    * Added a sound effect for when skill interruption happens.
    * Fixed issue where only one effect could be transferred at once.
    * Changed MP cost for various skills.
    * Drain Essence will now regenerate STA instead of HP.
    * Added the following new skills:
    - Body Smash (Sorcerer): Smashes an airborne target to the ground, dealing heavy crushing damage and knocking them down. In addition, target's moving speed is reduced by 30% for 8 seconds.
    - Confusion (Warlock): Instantly throws your target in a state of confusion, interrupting their current action and leaving them unable to act for two seconds.
    - Transfer Curse (Inquisitor): Transfers all your negative effects to your target.
    - Steal Blessings (Inquisitor): Steals up to 3 from your target's buffs.
    - Curse of Death (Inquisitor): Imbues yourself with death's seed, dealing massive damage over 15 seconds.
    - Death Omen (Inquisitor): For one minute, any attack an affected target receives might prove lethal.
    - Death Pact (Inquisitor): Deals a magic attack to the target. Damage increases as your STA drops. Consumes STA.
    - Self Healing (Wizard): Recharges your own HP. For 5 seconds, increases STA regeneration.

    2020-08-13 <a>
    * Wrote a global data "server" system which handles inventory, stats, skills and effects, as well as general character data for every creature in the game, player or not, regardless of whether or not they're "online" (present in the current level). In the future, this could be used to control remote game servers that store info for various players and actors and, given that they have good enough sync, allow for online gameplay completely bypassing JK's netcode.
    * Adapted various cogs to use new global data system, but not to the point of playability.
    * Tweaked various status effects, skills and items to use newly available stats and data.
    * Fixed issue with Tracking anti-stealth effect.

    2020-08-14 <a>
    * Worked on implementing global data system, partially adapted skills and weapons to new system.
    * Implemented new damage handler, which handles damage modifiers centrally for all things rather than being dependant on their class or capture cogs. Additionally, this makes defense modifiers valid for every actor and allows for the use of new variables.
    * Partially implemented equipment in new system. Armors and weapons can now give additional stat bonuses other than attack and defense power.
    * Fixed long-standing issue where initial money amount was -1 rather than 0.

    2020-08-15 <a>
    * Worked on implementing global data system, improved inventory implementation.
    * Armor and weapon types are now partially independent from classes. Added slots to new, still unavailable weapon types.
    * Certain skills now depend on specific weapon types in order to be used.

    2020-08-16 <a>
    * Worked on implementing global data system, improved class stat implementation.
    * Untransformed and Immortal states are now classes of their own, with their own independent stats.

    2020-08-17 <a>
    * Worked on implementing global data system, implemented status effects. Effect transfers (as used by certain skills) and HUD icons still haven't been implemented.

    2020-08-19 <a>
    * Worked on implementing global data system, implemented leveling/experience functionalities.
    * Partially implemented centralized player/bot animation system.
    * Adapted vehicle functionalities to new system.

    2020-08-22 <a>
    * Worked on implementing global data system, started bot implementation.
    * Certain data such as player model, HP level and running speed are now accurately maintained when switching levels.

    2020-08-23 <a>
    * Worked on implementing global data system.

    2020-08-24 <a>
    * Worked on implementing global data system, implemented consumable items and money, adapted some quests and NPC dialogue.

    2020-08-25 <a>
    * Worked on implementing global data system, wrote general skill use AI for all classes and skills.
    * Skill use AI is no longer dependent on Bot's class/capture cogs, so it can be used by any actor (including the player) regardless of what skills they have.
    * Added skill use AI for when outside of combat.
    * Toggle-type skills are now usable by AI.
    * Added debug "skill autouse" function. When enabled, player will use bot AI to use skills automatically.
    * Made major progress on bot functionalities. External animation handler and class/skill use cogs have been made obsolete.
    * By default, bot's model, name, class and specialization will now be randomized. An external cog may be used to create bots with specific parameters.
    * Fixed issues with animation controller for non-player characters.
    * Slightly optimized global data access.

    2020-08-26 <a>
    * Further optimized global data access. Last two accessed data offsets will now be stored for quicker access. Actors will now only be added to registry if their data is requested.
    * Temporarily or not, added general weapon attack to Skill use AI, which will be attempted if no skill was used.
    * Tweaked skill use AI.
    * Fixed monster level multipliers.
    * Fixed issue where Starfall skill would damage caster depending on their Allegiance status.
    * Fixed issue where keyframes wouldn't be stopped when requested.
    * Transformation state is now kept when changing levels.
    * HUD will now display target's name correctly.
    * Status effects are now properly sorted (with no empty spaces) again. Added functions for sorting inventory items and skill list.
    * Status effect display has been reimplemented.
    * Fixed Sharpen Spirit effect duration (should be 5s, was 1.5s).
    * Effect conflicts (ie. buffs that do not stack) have now been properly implemented.
    * Increased rate of Unholy Points gain from dealing and receiving damage.
    * Guard NPCs will no longer attack everyone indiscriminately, but only monsters and non-allied player/bots that are in combat.

    2020-08-27 <a>
    * Implemented centralized targeting system.
    * Fixed skill targeting and animations for non-player characters.
    * Made allegiance 0 (no team) the default for players and bots.
    * Re-(and better) implemented Fame/Reputation system.
    * Optimized monster generation code, removed obsolete variables and heap entries.
    * Changed level up sound and VFX.
    * Tweaked auto-hunt function. Target focus will now be set automatically.
    * Added some missing skills to skill use AI, tweaked AI for some others.
    * Fixed an issue with buff/debuff timed effects.
    * Fixed several issues with global registry.

    2020-08-28 <a>
    * Worked on implementing global data system, improved bot stability.
    * Fixed several issues with global registry.
    * Fixed infinite PvP timers.
    * Fixed issue with Assassinate skill which was causing affected targets to deal no damage.
    * Rewrote transformation weaponry code, bots will now use the same cog as the player for attacking.
    * Significantly optimized bot AI code.

    2020-08-29 <a>
    * Partially rewrote monster generation code.
    * Adapted monster skill use.
    * Fixed various issues with PvP combat handlers.
    * Reimplemented skill interruption.
    * Reimplemented group functionalities. Actors in the same group are considered allies regardless of their allegiance.
    * Improved weapon use AI.
    * Fixed several issues with timed effects.
    * Tweaked effect handling code, removed dependency on timers.
    * Using "bactame" cheat while dead will now revive the player.

    2020-08-30 <a>
    * Fixed issue of monsters, bots and NPCs dealing very little damage to each other.
    * Increased cooldown of Confusion (Warlock) skill from 3 to 7 seconds.
    * Added a failsafe for a marginal issue with skills that cause interruptions.

    2020-08-31 <a>
    * Fixed bot death animations, which were also causing the world skybox to rotate on certain occasions.
    * Fixed floating nametag appearing above player at startup.
    * Tweaked skill use AI. Peaceful non-allied actors will no longer count towards adopting a multi-enemy profile.
    * Status effect display will now be correctly reset upon death.
    * Fixed Crafter NPC dialogue.
    * Reimplemented buff transfers.
    * Fixed inaccuracy of player auto-targetting.
    * Fixed bot standing up animations.
    * Fixed Drain Essence (Inquisitor) skill.
    * Master of Puppets (Inquisitor) skill now attempts a Magic Distraction roll with a 10% base chance of failure (previously it never failed).
    * Auto-generated bots will now have roughly the same level as the player and their equipment will be randomized.
    * Fixed Death Omen effect.
    * Toggled effects can no longer be stolen.
    * Death Pact (Inquisitor) skill now reduces target's magic defenses by 8%.
    * Changed appearance of Crafted armor.
    * Reimplemented team tags, displayed above nametag. The color for peaceful non-allied players/bots is now a dim yellow rather than orange, which is reserved for monsters.
    * Added new skill: Unshackle (Rogue); Removes movement-impairing debuffs.
    * Fixed critical probability for ranged weapons.

  28. #28
    2020-09-01 <a>
    * Team tags colors will now update automatically when changing groups or allegiance.
    * PvE/PvP damage/defense bonuses are now functional (as a result, Hero of Argenia equipment is now the best gear for PvP, but Liberator gear remains the best overall).
    * Fixed incorrect base stats for Rogue and Warrior classes.
    * Fixed an issue with monster movement.
    * Fixed issue that made player immune to ranged damage.

    2020-09-02 <a>
    * Added missing icon for Unshackle skill.
    * Tweaked appearance of Crafted armor, changed icon.
    * Changed icon for some weapons.
    * [Experimental] Implemented parries and Hit Chance stats. Both increase by 2% each level and may be boosted by certain items and buffs.
    * Fixed minor issues with bot AI.
    * Fixed issue where skills would sometimes be aimed at someone other than your current target.
    * The highest level a bot can naturally spawn in is now capped at 90.
    * Fixed damage received by damage mirror.
    * Player's default allegiance has been set to 1 (Argeni).
    * UP is now lost at a rate of 5 per second, decreased maximum UP from 200 to 125. Transformation state is available after UP reaches 100.

    2020-09-03 <a>
    * Self-inflicted damage may no longer be deflected or drained.
    * Fixed Peugeot 206 lights.
    * Worked on Trials level. Added a mission, the level may now be properly finished.
    * Wrote "Mission Boss" actor code. They're essentially the same as a regular bot, except they actually die, don't respawn, only attack players and other bots and their data and stats are not randomized upon creation, as they should be set by an external level cog.
    * The following items will now be dropped with a 100% chance if on one's inventory: Water Stone, Wind Stone, Fire Stone, Earth Stone, Crystal of Light, Crystal of Darkness.
    * Monsters will now be killed if knocked off a pit, but no items will be dropped and no XP will be earned.
    * Fixed bot idle skill use.

    2020-09-05 <a>
    * Tweaked skill use AI. Ordered skills by priority instead of numerically, added Curse of Death (Inquisitor) use.
    * Tweaked monster attack power in Trials level.
    * Adjusted money drop from monsters.

    2020-09-06 <a>
    * Fixed Warrior STA regeneration rate.
    * Tweaked animation handler, attempted to fix issue with certain animations not stopping.
    * Fixed fully visible player model in internal view.

    2020-09-07 <a>
    * Fixed Immortal State stats and visuals.
    * Fixed bot animations after "The World" effect.
    * Fixed a long standing issue from when driving a car at a very low speed, most noticeably when attempting to park.
    * Fixed unloaded pistol being given to player every time upon respawn.

    2020-09-08 <a>
    * Fixed issues with Dance of Death (Executioner) and Death Wave (Inspector) skills.
    * Fixed issue with Executioner dualswords turning into Immortal claws when switching equipment.
    * Fixed inconsistent attack time for Immortal claws.

    2020-09-10 <a>
    * Fixed traffic car sounds.
    * Fixed raindrops orientation when driving.
    * Fixed long standing issue where cars would slowly rotate to a yaw value of either 0, 90, 180 or 270 even if completely stopped.
    * Fixed untransformed character stats.
    * Fixed bot animations. Bots will now look up and down.

    2020-09-12 <a>
    * Fixed lightsaber projectile blocking.

  29. #29
    2020-10-21 <a>
    * Worked on city level.

    2020-10-23 <a>
    * Worked on city level.
    * Tweaked skill list for untransformed characters.
    * Added the following new skills:
    - Adrenaline Rush (Untransformed): Fills UP by 20% at the cost of 40 STA.
    - Heartwork (Untransformed): Fills UP by 100% at the cost of 180 STA.

  30. #30
    2020-11-03 <a>
    * Fixed missing animations for picking up certain items.
    * Fixed Stamina consumption for Adrenaline Rush and Heartwork skills.
    * Decreased cooldown for Adrenaline Rush skill from 6 seconds to 3 seconds.

    2020-11-04 <a>
    * Heavily optimized fog effects, significantly reduced triangle count.

    2020-11-07 <a>
    * Tweaked UP functionality to be more like on older versions.

    2020-11-09 <a>
    * Cars have been made (perhaps unrealistically) easier to control via counter-steering.
    * Fixed brake lights on Corvette model.
    * Improved non-JkGfxMod sky graphics.
    * Fixed insertion offset for rain VFX.
    * Reduced AI slot use for bots.

    2020-11-10 <a>
    * Worked on city level.
    * Added new cars: Honda Civic, RUF RCT
    * Light reflections will no longer be shown if Enhanced FX is disabled.
    * Car models now have a "rarity" variable. Obviously, rarer cars will appear less frequently.
    * Fixed some issues with Renault Clio model.

    2020-11-11 <a>
    * Added new cars: Lancia Delta HF Integrale, Ford Focus, VW Golf.
    * Fixed issues with Honda Civic, Chevrolet Astra, Peugeot 206 and Toyota Trueno models.
    * Tweaked some car stats.

    2020-11-12 <a>
    * Tweaked car rarities.
    * Added new car: Mercedes SLK230 (replacing Mercedes SL600).
    * Worked on city level.

    2020-11-12 <a>
    * Tweaked car rarities.
    * Added new car: Subaru Impreza WRC '99.
    * Worked on city level.

    2020-11-14 <a>
    * Implemented support for different colors/skins/models for the same car.

    2020-11-16 <a>
    * Fixed clicking in engine sound for some cars.
    * Added new car: Fiat Punto.
    * [Experimental] Added a generic internal view model for all cars.
    * Tweaked car rarities.
    * Worked on city level.

    2020-11-17 <a>
    * Fixed issue with player model upon startup.
    * Reimplemented cellphone functionalities.
    * Fixed some orientation issues with car interior.
    * Partially animated car internal view.
    * Tweaked car dashboard visuals.
    * Added driver's arms to car internal view.

    2020-11-18 <a>
    * Tweaked car dashboard visuals.
    * Lamborghini Diablo SV will now use generic animations and dashboard.
    * Added new car: Volkswagen Lupo.
    * Fixed some minor issues with Chevrolet Vectra model, tweaked some offsets.
    * Worked on city level.

    2020-11-19 <a>
    * Added some minor extra animations to car interior.
    * Tweaked car interior nodes, made animations generic so as to easily allow different interior models.
    * Added new interior models for right-hand and single/middle seat driving cars, plus an extra one for cars with four spoke steering wheels.
    * Dashboard will now render correctly when entering car on first person view.
    * Added a "minimum rarity" variable for car creation cog, used when no car model is specified upon startup.
    * Tweaked car dashboard visuals.
    * Worked on city level.

    2020-11-20 <a>
    * Added handbraking animation.
    * Tweaked car dashboard visuals.
    * Added dashboard indicators for e-brake and car damage.
    * Fixed long standing issue of car unintentionally heading towards right angles.
    * Worked on city level.

    2020-11-21 <a>
    * Tweaked car rarity calculation.
    * Worked on city level.
    * Wrote a crude chasing driver AI.
    * Added new cars: Mitsubishi Eclipse.

    2020-11-22 <a>
    * Worked on city level.
    * Added new cars: Acura NSX.
    * Replaced Jaguar XJ220 model.

    2020-11-23 <a>
    * Tweaked Jaguar XJ220 and Acura NSX models.
    * Tweaked car chase AI.
    * Tweaked some city decor visuals.
    * Added new car: Mitsubishi Pajero Mini.
    * Tweaked McLaren F1 model, will now use generic animations.

    2020-11-24 <a>
    * Fixed issue where some player/bot animations wouldn't stop.
    * Added new car: Ford Mondeo.
    * Fixed minor issues with Mitsubishi Pajero Mini model.
    * Further tweaked McLaren F1 model.

    2020-11-25 <a>
    * Changed traffic bus models.
    * Worked on city level.

    2020-11-26 <a>
    * [Experimental] Changed player hitbox sizes. Slightly reduced hitbox size when moving forward, greatly reduced if moving sideways.
    * Added new car: Mitsubishi Lancer WRC.
    * Increased steering sensitivity when driving in reverse.

    2020-11-29 <a>
    * Fixed a minor issue with player hitbox sizes.
    * Fixed minor issues with Mitsubishi Lancer WRC.
    * Worked on city level.
    * Added new cars: Aston Martin DB7, Jaguar XKR, Toyota Supra.
    * Tweaked some car parameters.

    2020-11-30 <a>
    * Added a temporary fix for low damage from Ranger classes.
    * Fixed issue with auto-hunting with ranged type weapons.
    * Updated BMW M3 GTR visuals. Added BMW badges, changed spoiler, changed window textures, significantly optimized geometry. Will now use generic animations.
    * Worked on city level.
    * Fixed Jaguar XKR lights.
    * Replaced Mazda RX-7 model.
    * Fixed rarity param for AI drivers.

  31. #31
    2020-12-01 <a>
    * Updated Lister Storm model.
    * Tweaked some car stats.

    2020-12-02 <a>
    * Updated Lamborghini Diablo SV model. Heavily optimized geometry (412 to 292 faces), changed textures, added Lamborghini badges.
    * Tweaked car rarities.

    2020-12-03 <a>
    * Added camera shake for when driving at very high speeds.
    * Changed wind noise.
    * Fixed Diablo SV headlights.
    * [Experimental] Changed car 3rd person chase cam parameters. It will now track car's direction of travel rather than the direction it's facing.
    * Wrote a simple drift race code.
    * Improved sun graphics, added lens flare visual effect.

    2020-12-04 <a>
    * Added an extra skin for the McLaren F1 based on the LM model.
    * Tweaked driver AI. Will now reset to nearest position instead of last valid, will attempt to start following a route from nearest point instead of from first.
    * Wrote non-racer driver AI. Will obey speed limits and drive slower.
    * Updated Porsche 996 visuals.

    2020-12-05 <a>
    * AI cars will no longer have blob shadows.
    * Reduced unwanted wind noise at startup.
    * Fixed equipment visuals for Jedi class.
    * Fixed lightsaber blocking animations.
    * Fixed Force Saber Throw skill.
    * Fixed Force Jump Attack turning lightsaber red.

    2020-12-06 <a>
    * Fixed weapon type for Jedi classes.
    * Tweaked traffic AI and code.
    * Changed car headlight handling, now based on 3do nodes rather than material cels.
    * Fixed a marginal issue with car collisions.
    * Improved non-JkGfxMod lightsaber appearance.
    * Added extra colors for various cars.
    * Tweaked several car models.

    2020-12-07 <a>
    * Improved skill healing functionalities, healing power stats are now put to use.
    * Implemented healing item functionalities.
    * Added new cars: Shelby Cobra, Lotus Elise GT1, Mazda Protegé Sedan, Nissan SKYLINE GT-R V-spec (R34), VW New Beetle.
    * Tweaked some car stats.
    * Implemented some crude, extremely disfunctional car crashes that literally never work as intended but at least they're there.

    2020-12-08 <a>
    * Non-unholy attacks may no longer be parried.
    * Tweaked car physics, attempted to create more realistic and consistent jumps.
    * Further attempted to fix the marginal issue with car collisions that wasn't actually fixed in 2020-12-06 <a>, added a hard failsafe against such cases.
    * Updated Dodge Viper model, added an extra color.
    * Added new cars: Toyota Starlet '80, Toyota GT-One.
    * Improved car hit detection. As of now, it's only somewhat accurate when hitting from right angles.
    * Implemented crude car-to-car collisions.
    * Added more car physics variables, including mass and downforce.

    2020-12-09 <a>
    * Added new cars: "The Beast" (customized Vector M12), Shelby GT350, Subaru 360 '69.
    * Tweaked car acceleration curve, top speeds are now harder to reach.
    * Improved car crash physics.

    2020-12-10 <a>
    * Tweaked driver AI.
    * Added new car: Lexus IS300.
    * Moved car names into jkstrings.uni so as to avoid cog limits.
    * Added an extra color for Toyota Starlet.
    * Fixed yet another marginal issue with car-to-world collisions (falling out of sector).
    * Updated Mitsubishi Eclipse model.
    * Tweaked car turning physics, improved car-to-car collisions. It is now possible to (inaccurately) spin other cars by hitting them.
    * [Experimental] Changed player car's thing type from "Player" (10) to "Actor" (2), leading to much smoother movement. Apparently, JK updates the physics for Player-type things much slower (probably for Multiplayer reasons) and this leads to staggering/laggy movement, especially noticeable on jumps. As a side effect, car powerup/time trial races code will have to be modified, as those used "Powerup"-type things and those only detect collisions from Player-type things.

    2020-12-11 <a>
    * Fixed (or rather, actually tweaked) car acceleration curve as that wasn't really done completely in 2020-12-09. Fixed doubled acceleration for AI cars, races are now beatable again.
    * Updated Changelog to actually follow a Changelog format.
    * Car-to-car/car-to-actor collision detection will now take the Z axis/Uvec difference into account. It will still not, however, accurately calculate collisions that come from above or below.

    2020-12-12 <a>
    * Tweaked traffic driver AI.
    * Added new cars: Fiat 500R, MINI 1.3, Mitsubishi Legnum.
    * Changed some car horn sounds.
    * Tweaked car-to-world collision physics, attempted to reduce unwanted acceleration from scraping against walls with certain cars.
    * Changed interiors for some cars.
    * Updated Bugatti Veyron model. Heavily optimized polygon count (392 to 211 faces), improved likeness to real life model, wheels are now animated.

    2020-12-15 <a>
    * Tweaked some car engine and horn sounds.
    * Updated Ford Ka, Fiat Coupé models. Added an extra color for Ford Ka.
    * Improved accuracy of car-to-car collisions, attempts to spin other cars will now be much more consistent. As a result, AI cars will also be "stuck" to one another much less frequently.
    * Added new car: BMW 528i. There are now 60 cars in total.

    2020-12-16 <a>
    * Added new cars: Nissan SILVIA spec-R AERO (S15) '99, Plymouth Road Runner '71, Dodge Challenger '72 (63 in total).
    * Teleportation (via cheats or else) is now effective while driving, and vehicle will be taken along.
    * Fixed invisible underside in Ford Ka and Fiat 500R models.

    2020-12-17 <a>
    * Added new cars: Nissan March G# '97, Ford Mustang GT '03, Pagani Zonda Cinque (66 in total).
    * Split car list into separate cogs so as to avoid limits. For now, each cog can hold 60 car models.

    2020-12-18 <a>
    * Tweaked Pagani Zonda Cinque model and sounds.
    * Fixed Ford Mustang GT lights.

    2020-12-19 <a>
    * Added new car: Ferrari F50 (model WIP).
    * Fixed incorrect rarity for cars above ID 59.
    * Tweaked car-to-actor ramming damage.
    * Increased car "teleportation" threshold due to frequent false teleportations.
    * Tweaked car physics, crashes are now slightly more consistent.

    2020-12-20 <a>
    * Updated Lamborghini Diablo SV model.
    * Worked on Ferrari F50 model.
    * Tweaked car acceleration curve.
    * Tweaked performances for various cars.

    2020-12-21 <a>
    * Fixed lights on silver Dodge Challenger.
    * Fixed immoveable crashed cars.

    2020-12-22 <a>
    * Added new car: Mercedes-Benz SLR McLaren 722 (model WIP).
    * Did various sky related experiments.

    2020-12-23 <a>
    * Further tweaked car acceleration curves, attempting to get more realistic acceleration times.
    * Attempted to write code for a realistic engine, failed.
    * Further experimented with sky visuals, reached satisfying results.
    * Updated Ford GT90 model.

    2020-12-25 <a>
    * Updated basic sky visuals for all levels.
    * Tweaked Mercedes SLR McLaren model.
    * Tweaked some car stats.
    * Tweaked VW New Beetle color tint, fixed invisible bottom.

    2020-12-26 <a>
    * Updated sky graphics for Aegenar level, tweaked sky graphics for other levels.
    * Fixed lightsaber blocking animations against projectiles.
    * Fixed issues with ledge climbing.
    * Updated injected sky and lightsaber graphics.
    * Fixed issue with automatic transmission.
    * Changed sounds for some cars.

    2020-12-27 <a>
    * Tweaked traffic AI.

    2020-12-28 <a>
    * Tweaked some player models.
    * Updated Mazda RX-7 model.
    * Tweaked Mercedes SLR McLaren model.

    2020-12-29 <a>
    * Changed car engine mechanics and acceleration curves.
    * Tweaked McLaren F1 visuals.
    * Changed car dashboards, added functional gauges. Interior model will now tilt from car acceleration.

    2020-12-30 <a>
    * Removed car variables that weren't exactly varying, added new "stiffness" variable, related to suspension motion.
    * Changed car POV tilting math.
    * Car body tilting will now use the same math as POV tilting rather than keyframes. This allows for adjustable and much smoother and realistic suspension motion, as well as freeing animation slots for other things, such as retractable spoilers and animated pop-up headlights.
    * Mouse (and presumably, controllers) now act as an analog controller for car steering.
    * Fire 1 and Fire 2 keys may now be used to shift up/down along with A/D.
    * Car acceleration and braking may now be controlled by mouse (via player's head pitch), also in an analog manner.
    * Tweaked Diablo SV visuals, added more colors.

    2020-12-31 <a>
    * Tweaked handbraking functionality.
    * Started writing code for companion NPCs. Currently, they will merely follow the player along and ride as a passenger if the player is driving.
    * Made some new idle animations for companion NPCs.
    * Tweaked some player character models.

  32. #32
    2021-01-01 <a>
    * Fixed car "jelliness" when shaking.
    * Improved car-to-actor collisions.
    * [Experimental] Changed momentum distribution in car-to-car and car-to-actor collisions in accordance to newtonian physics.
    * Fixed minor issue with handbraking at low speeds.

    2021-01-02 <a>
    * Tweaked car shaking.
    * Reduced handbraking effectiveness.
    * Tweaked Porsche 996 colors.
    * Tweaked some player models.
    * Cars must now be activated at door position in order to be entered.
    * HUD speedometer will no longer be displayed while in dashboard view.

    2021-01-03 <a>
    * Fixed most (but not all) HUD/camera-related issues. Methods used might lead to unexpected (and unwanted) side effects.
    * Tweaked some player models.
    * How the hell do I make different facial expressions.

    2021-01-04 <a>
    * Fixed issues with on-screen VFX (raindrops, decals, sun flare) that appeared after 2021-01-03.
    * Tweaked JKGR Launcher. Added --nosplash (or -q as in "quick") option. --nosave option has been made default until game saves are functional. Reduced autosave rate from 3s to 5s. Will now attempt to properly close game process as it's closed, as a custom verb from JK13 stops the game from closing correctly.
    * Better adjusted Unholy State camera after 2021-01-03.
    * Worked on city level, building interiors are now correctly flagged.
    * Raindrop screen VFX will no longer appear if player is inside a building or driving from 1st person view.

    2021-01-05 <a>
    * Fixed some minor issues with car-to-world collisions. Reenabled car damage, but car won't actually break once damage bar reaches 0.
    * Traffic cars will now appear as neutral on HUD radar.
    * Non-friendly bots that are not in combat will now also appear as neutral on HUD radar.
    * Improved non-injected blood graphics.
    * Updated/reimplemented code for older, mostly obsolete items.

    2021-01-06 <a>
    * High revs will now very slowly cause damage to car engine over time.
    * Started reversal of foldered mats into basic single-folder format for compatibility reasons and ease of organizing. Finishing this process might take a while.
    * Updated various player models plus some other misc ones. Fixed incorrectly flagged "two-sided" faces on various models.
    * Reimplemented blinking eyes.

    2021-01-08 <a>
    * Sort of updated models in WWII Eastern Front level, fixed incorrectly flagged faces.
    * Using nitrous will now increase car health burn up rate.
    * Updated some minor misc models, removed some unused.

    2021-01-09 <a>
    * Further tweaked some player models.
    * Updated McLaren F1 model, added extra colors.

    2021-01-11 <a>
    * Fixed minor issues with Diablo SV model.
    * Fixed POV offset for various cars.
    * Fixed issue where Mercedes SLR McLaren wasn't driveable.
    * Updated some player models.

    2021-01-12 <a>
    * Fixed character alignments in WWII Eastern Front level.
    * Fixed Afterimage (Inspector) skill.
    * Reduced wind noise sensitivity.

    2021-01-13 <a>
    * Fixed minor texture issues with some models.
    * Changes to inventory bin 60 (Shields in JK) will now increment stamina, for better compatibility with JK levels.
    * Full Health cheat will now repair car.
    * Fixed some annoying issues with car-to-world collisions, new much rarer but equally ridiculous issues appeared.
    * Improved car orientation code, somewhat.
    * Updated now-old "object" traffic cars to accelerate/brake smoothly instead of moving/stopping instantly.

    2021-01-14 <a>
    * Changes to inventory bin 14 (Force Mna in JK) will now increment mana, for improved compatibility with JK levels.
    * Full Mana cheat will now refill car nitrous.
    * *Might* have solved the worst new issues with car-to-world collisions that appeared in 2021-01-13.
    * Made Health Points "read only" data, fixing an issue with DOT effects.
    * Fixed very minor issue with player/bot actor look direction immediately after changing equipment.
    * Wrote a simple "faux AI" code, a 100% cog controlled (and therefore, expansive) AI that doesn't use basic AI instincts or verbs from the original game.

    2021-01-16 <a>
    * Updated Subaru Impreza WRC model.
    * Fixed tree hitboxes.
    * Worked on Faux AI code. Added damage/death handlers, improved movement, added "ReturnHome" functionality.
    * Tweaked footstep sounds and running/walking animations. Player will now tilt sideways when running at high speeds.

    2021-01-17 <a>
    * Worked on Faux AI code, merged with companion NPC code. Will now search for enemy targets other than the player, will also search for friendly targets. Will store secondary target data, to which they should switch if primary target is not in sight then switch back as soon as they are.
    * Fixed a tiny issue with car handbrake functionality.

    2021-01-18 <a>
    * Worked on Faux AI code. Will now use a cog pulse rather than thing pulse so that it scales better (previously, it would run a pulse 5x² [327680 at x=256] times every second, x being the instances of Faux AI in the game. That number has now been brought down to 10x [2560 at x=256]). Target searching will now only happen every 500ms (as in base JK) rather than on every pulse to bring down the amount of data searches per frame. Fixed inconsistent look vector when closely following the player.
    * Wrote a simple and not very reliable pathfinding code. Companion AI will use this when not able to find player.
    * Changed "player" and "weapon" model and soundclass name suffixes to "char" and "weap".
    * Updated models.dat listing.
    * Tweaked player hitbox size.
    * Fixed an issue with companion AI attacking and global data timers.

    2021-01-19 <a>
    * Worked on Faux AI code. Implemented "listen" functionality, implemented weapon mesh (experimental). Will now also use path finding for chasing enemies. Improved secondary target functionality, fixed a minor issue with model swap. Will now be affected by stopped time.
    * Tweaked some player models.
    * "Talk" hotkey can now be used to send commands to companions.
    * Fixed healing effects.

    2021-01-20 <a>
    * Optimized global data searching.
    * Worked on Faux AI code, fixed some issues.
    * Tweaked some player models.
    * Fixed an issue with Bandages item powerup.

    2021-01-21 <a>
    * Started writing Faux AI replacement for monsters.
    * Worked on Trials level, removed non intentional pits.
    * Worked on Faux AI code, will no longer attack non-aggressive actors.
    * Did several painful experiments and tweaks to AI pathfinding.

    2021-01-22 <a>
    * More tweaks to AI pathfinding.
    * Tweaked some player models.
    * [Experimental] Increased Global Data Heap size from 256 to 2048 due the now near-unlimited AI count.
    * Intense rainfall will now lead to thunderstorms.
    * Updated code for waving flags.
    * Optimized HUD code. Alignment of actor dot (as shown on radar) will no longer be updated every frame; Made it easier for changing maximum number of on-screen effects.

    2021-01-23 <a>
    * Updated old traffic car cog, they will now always face direction of travel.
    * Fixed an issue with Dance of Death skill.
    * Did some unsucessful experiments in pathfinding code.
    * Further reduced wind noise sensitivity.
    * Updated blob shadow code.
    * Fixed some issues with inventory item usage.

    2021-01-27 <a>
    * Changed puppet name formatting. Prefixes "player_" and "player-f_" changed to "chm_" and "chf_" respectively, "gr_[...]-m" and "gr_[...]-f" changed to "grm_[...]" and "grf_[...]".
    * Tweaked animation handler code. Optimized parts of code, fixed long standing issue where anims wouldn't end correctly unless an aiclass was assigned to each mesh thing.
    * [Experimental] Decreased Global Data Heap size from 2048 to 1024 for no reason in particular.
    * Fixed a long standing but minor issue with Double Slasher skill that caused player to be pushed around seemingly at random every once in a while.
    * Reduced hit radius for Death Beam skill.
    * Fixed (or rather, found a workaround for) projectiles that disappeared if moving too fast downwards.
    * Reduced bot aggressiveness.
    * Changed dummy mesh thing type from "actor" to "ghost" so as not to waste FirstThingInView() runs with things that won't be used.
    * [Experimental] Bots' mesh things will no longer use an aiclass. This reduces the number of used AI slots by bots from 8 to 1, thus greatly increasing AI availability. This may not really be necessary as Faux AI (that don't use AI slots) may now be used by monsters and other NPC. As a negative side effect, bot head pitch is no longer visible, and animations between meshes don't line up quite as perfectly.
    * [Experimental] Player's mesh things, like bots', will also no longer use an aiclass. This is a regression, as the same negative side effects are also observable for the player, but this seems to have tackled the frequent game crashes somewhat.

    2021-01-28 <a>
    * [Experimental] Reduced update rate for non-player mesh things.
    * [Experimental] Wrote cog-controlled head pitch control for non-AI mesh things, which looks rather silly but it's better than nothing I suppose.
    * Tweaked modifiers for some equipment.
    * Inventory detailed display will now show correct defense/attack modifiers for equipment plus extra modifiers.
    * Using Death Pact (Inquisitor) skill no longer requires Stamina. However, it is still consumed upon use.
    * Attacks that come from behind may no longer be parried. It is also no longer possible to parry while performing other actions.
    * Increased effectiveness of DoT effects.
    * Sort-of updated Tower of Seal, Chamber of Sorrow and Death Arena levels.
    * Fixed an odd issue with Backstab skill.
    * [Experimental] Rewrote parts of global data handling code so as to reduce dependance on extended timers, optimized certain functions. Not implemented as not fully functional.

    2021-01-29 <a>
    * [Experimental] Re-rewrote parts of global data handling code, attempted to organize variables in a thread-ready format completely getting rid of extended timers. Not implemented as not fully functional.
    * Reduced chance of bots being generated as non-aligned by 50%.
    * Fixed alignment for bots in Death Arena and Olympiad Games levels.

    2021-01-30 <a>
    * Successfully reduced extended timer usage in global data handling code, meaning less crashes and more stability.
    * Optimized animation handler.
    * Fixed a very minor issue with Afterimage skill.
    * Fixed issue where bots would stop reacting when unable to use certain skills.
    * Changed blocking animation for dual swords.

    2021-01-31 <a>
    * Implemented modifiers for different weapon/armor types.
    * Tweaked skill use AI.
    * [Experimental] Wrote a variant of jkgr_animhandle.cog that doesn't use thing attachments in an attempt to further tackle crashes (unsuccessful).
    * Might have solved the crashes (apparently, the problem was in using GetCurInvWeapon() in non-player things - which is weird, considering that verb had been in use for a long time, even when crashes weren't this constant), Olympiad level is finally playable again.
    * Increased success probability of Transfer Curse and Steal Blessings skills by 10%.
    * Changed duration of Provoke and Master of Puppets effects duration from 10 and 6 seconds to 8 seconds.
    * [Experimental] Skill name will now only be printed if skill is used.

  33. #33
    2021-02-01 <a>
    * Sort-of updated Death Arena and Argenarret Sanctuary levels.
    * Level for bots may now be set according to the area they appear in. Otherwise, they will now always appear as up to 15 levels above player's, rather than up to 5 levels below or above.
    * Fixed damage mirror text message (from "%s damage from %s' has taken %d damage mirror" to "%s has taken %d damage from %s' damage mirror").
    * Increased cooldown for Self Healing skill from 3 to 5 seconds, MP cost from 32 to 62.
    * Increased cooldown for Death Wave skill from 4 to 6 seconds.
    * Renamed nametag related files, moved nametags and HUD related files to a GOB file.
    * Updated WWII Eastern Front AI code, compiled all files into a GOB.
    * Updated Nissan 240SX model, added an extra color.
    * Moved car related files to a GOB.
    * Fixed issue which made it impossible to close inventory if player used "All Weapons" cheat while it was open, optimized parts of inventory code.

    2021-02-02 <a>
    * Fixed some missing models.
    * Increased cooldown for Blade Rush skill from 0.2 to 2 seconds; Crushing Impact from 6 to 8; Low Kick from 3 to 4.
    * Added new car: Lotus Esprit V8 SE.

    2021-02-03 <a>
    * Tweaked RUF RCT colors.
    * Updated JkGfxMod visuals for some cars.

    2021-02-04 <a>
    * Wrote Servitor actor code.
    * Added new skill: Summon Floater (Inquisitor); Summons a floating servitor to accompany you. Requires an equipped scepter.
    * Moved icons into GOB.
    * Expanded New Argenia level.

    2021-02-05 <a>
    * Fixed issue which caused monsters destroyed before death not to respawn.
    * Added new skill: Enslave (Inquisitor); Takes over the mind of a weakened target. Can not be used against intelligent enemies. Requires an equipped scepter.
    * Fixed issue where timed effects would only affect the player.
    * Fixed stats for Lesser Beast Youngster monster.

    2021-02-06 <a>
    * Did some terrain related studies.
    * Changed Immortal skill list.
    * Expanded New Argenia level.
    * Added new car: Plymouth Cuda '70 (70 in total).
    * Fixed an issue with Lotus Esprit model.

    2021-02-07 <a>
    * Worked on New Argenia level.
    * Removed an unnecessary check in Deadly Blow skill code.
    * Combat Focus (Hybrid) skill now requires an equipped rapier; Sharpshooting (ranger) requires an equipped bow;
    * Parry Stance (Warrior/Knight) will now also boost parry chance by 25%, requires an equipped dual sword or shield.

    2021-02-08 <a>
    * [Experimental] Tweaked drifting physics. Lateral grip is now lowered while accelerating.
    * Expanded Master NPC dialogue.
    * Tweaked CLK-GTR model.
    * Worked on New Argenia level.
    * Tweaked jump/ledge hanging code.

    2021-02-10 <a>
    * [Experimental] Tree/grass auto generation is now pseudo randomized so that they always appear the same everytime you load a level.
    * Fixed transparency issues with CLK-GTR textures.
    * Changed Master NPC dialogue formatting.
    * Added new skill: Rush (Warrior/Hybrid); Quickly dashes towards a nearby target.
    * Tracker Shot and Impact Shot skills can no longer be used with a bow.
    * Changed skill list for all classes at Rank 0.

    2021-02-11 <a>
    * Re-wrote introduction quest in New Argenia area. It is now properly completable and will give much more detailed information.
    * Fixed issue which caused quests to restart everytime you changed maps.
    * Fixed an issue with Rush skill.
    * Woop woop constant crashing is back baybuh.

    2021-02-12 <a>
    * Wrote a second part for introduction quest in New Argenia area.
    * Crashes seem to have decreased after I changed absolutely nothing.
    * Added Pentagram above Dark Palace in New Argenia level.
    * Reverted grass generation for real randomization as pseudo-random algorithm wasn't generating satisfactory results.
    * [Experimental] Reverted Animation Handler code to full version (with player head pitch) as most serious crashes seem to have been solved.

    2021-02-13 <a>
    * Increased STA cost for Death Pact skill from 9 to 14.
    * Decreased damage dealt from Unholy State unarmed attacks.
    * Improved car jumps somewhat.
    * Implemented AI use for Rush and Summon Floater skills.

    2021-02-15 <a>
    * Fixed AI skill use.
    * Fixed some minor incidental issues related to skill interruption/killing an actor while they're using a skill.
    * [Experimental] Reduced all Unholy State damage and defenses by 60%; monster damage by 60%, monster HP level and defenses by 37%.
    * Updated Guard NPC generation code.
    * Fixed jumping consumption of MP instead of STA.
    * Worked on New Argenia level.
    * Updated Ford Focus model.
    * Reduced lightning frequency in thunderstorms, fixed minor issues.
    * Updated code for JK powerups.
    * Fixed issue with AI car collisions.
    * Added proper class information from Class Master NPCs during introduction quest.
    * Moved text for Introduction quest to cogstrings.uni, changed some strings.

    2021-02-16 <a>
    * Fixed missing "Target" text on HUD when targetting enemies that don't have a nametag.
    * HUD cog will now use direct integer references to models.

    2021-02-17 <a>
    * Fixed issue where intro quest wouldn't start correctly.
    * Changed some text in intro quest dialogue.
    * Wrote an experimental car code that doesn't use surface/thing attachments.
    * Worked on New Argenia level.
    * Added new cars: Citroën Xsara, Fiat Seicento Sporting, Ford Taurus SHO.
    * Fixed traffic car light VFX.
    * Tweaked Pagani Zonda textures and colors.

    2021-02-18 <a>
    * Added new cars: Aston Martin DB6, Acura Integra (75 in total).
    * Changed interior model for Mini, Daihatsu Midget II.
    * Added extra variables to car models: "rating", "price" and "tier".
    * Added new skill: Arrest (Guardian); Holds target in place for 10 seconds.
    * Reduced base success probability for Provoke skill from 500% to 200%.

    2021-02-19 <a>
    * Built an extra, much smaller and simpler city level (called "Simplicity"), regions of which should be used as generic locations for missions on cities that aren't the main one.
    * Added a racing route around Simplicity level.

    2021-02-20 <a>
    * Expanded Simplicity level.
    * Added Simplicity level to episode.jk (as level 16).
    * Added checkpoints for racing route in Simplicity level.
    * Tweaked racer AI slightly.

    2021-02-21 <a>
    * Added Mangroville (old city) level to episode.jk (as level 17).
    * Expanded Simplicity level.
    * Changed soundtrack.

    2021-02-23 <a>
    * Tweaked some car assets.
    * Added cars: Shelby GT500KR '68, Mercedes-Benz AMG C 43 (77 in total).
    * Fixed texture issues in some car models, updated Lancia Delta Integrale model.
    * Changed soundtrack again.
    * Worked on Simplicity level, fixed an invalid adjoin.

    2021-02-24 <a>
    * Fixed issue with "Camera" function in cellphone menu.
    * Worked on Simplicity level.
    * Added car: Mazda 323F S-Wagon (78 in total).
    * [Experimental] Added new skill for all classes from ranks 0 to 2: Change Weapon; transforms your weapon into that of another specialization.
    * Until proper skill learning is implemented, skill list at ranks 1 and 2 will now be the same as they were for rank 0.
    * Servitors will no longer obey a master unless they're wielding a Scepter.
    * Improved ledge climbing accuracy and consistency.

    2021-02-25 <a>
    * Further improved ledge climbing code, results still unsatisfying.
    * Partially rewrote wall climbing code, simplified code greatly. Thing architecture (boxes etc) can now be climbed. Player will now climb out of water when close to a ledge.
    * Sped up climbing animation, removed unnecessary frames.
    * Added cars: Dodge Stratus, Lancia Y (80 in total).

    2021-02-26 <a>
    * Updated Toyota Supra model.
    * [Experimental] Simplicity level will now use 3do lighting.
    * Added more colors for the following cars: Toyota Supra, Lotus Esprit, Citroën Xsara, Dodge Stratus, Lancia Y.
    * Tweaked tree visuals. Trees will now wobble slightly with the wind.
    * Replaced UI font with recolored version of JK original. This fixed crashing when attempting to enter "Advanced" graphics menu. The art itself might still be subject to changes.
    * Finally done away with weird coloring on in-game UI text.

    2021-02-27 <a>
    * Updated materials for the following cars: Nissan Skyline GT-R R34, Ford GT90, Mazda Protegé, Fiat Coupé, BMW 528i, Subaru 360, Pagani Zonda Cinque, Lancia Y.

    2021-02-28 <a>
    * Started work on in-game UI/mouse-controllable interface.
    * Wrote code for drawing custom text characters in-game.
    * Wrote program for translating UTF-8 strings into JKGR text.

  34. #34
    2021-03-01 <a>
    * Worked on GR text encoder program. Added decoder (GR text -> UTF-8 string) plus some extra functionalities. May take ID and text as arguments to skip prompt. Added mass encoding from data on text file.
    * Worked on in-game UI. Improved visuals heavily, added text and functions to menus. Replaced "Stats" tab with "Quests", replaced "Effects" tab with "World Map". Player model will now be visible in "Character" tab. Added text hints when hovering cursor over certain elements.
    * Worked on text drawer. Implemented option to align text to left/right/center. Implemented drawing of numeric values.
    * [Experimental] Made sun into a dynamic light.
    * Started proper implementation of UI into JKGR, replacing previous "Inventory" text menu.
    * Changed prefixes of various UI related files from "misc_" to "ui_".
    * Started implementation of Inventory UI, encoded item names into GR strings.

    2021-03-02 <a>
    * Worked further on UI. Tweaked visuals, implemented basic inventory functionalities (equip/unequip items). Improved accuracy of mouse clicks.

    2021-03-03 <a>
    * Updated Ford Cougar model, added two extra colors.
    * Wrote an experimental automatic level detector which could be used when drawing the World Map.
    * Added more stat information to Character UI.
    * Tweaked formatting for text generated by GRWrite program so as to reduce number of lines and improve readability on output files.
    * Transformation for ranks 0 to 3 will now force clearing of skill bar. This fixes the issue of bots using certain skills they shouldn't have.
    * Master NPC dialogue will now skip "weapon type" query when picking a class.
    * For compatibility reasons, UI will now draw numbers and icons first and text last. Text drawing will be aborted if unable to draw a word.
    * Menu can no longer be "autoselected", fixing issue where it would open unintentionally at the start of certain levels.
    * Fixed some incorrect characters in in-game text.
    * Added mouse scroll detection to UI (mouse scroll must be assigned to "Look Up/Down" in game options). False positives/negatives might happen depending on your sensitivity settings (higher is more accurate).
    * Wrote a random name generator which may be used if I decide to replace pre-made nametags with on-screen text.

    2021-03-04 <a>
    * Jump key can now be used to close UI. It is no longer possible to walk while UI is open.
    * Pressing forward (W/Up arrow) while UI is open will now count as Mouse 2/Alt. Fire input (since I use Mouse 2 to move forward hehehe)
    * Reduced idle probability of bots using Change Weapon skill from 5% to 2%.
    * Tweaked some quest dialogue.
    * Fixed servitor behavior against player targets. Servitors will now also help group members.
    * Tweaked random name generator. Every name can be represented by a hexadecimal code. Can now draw names to screen.
    * Added more colors for in-game UI font, tweaked colors in menu.
    * Started work on skill UI.
    * Implemented consumable item usage.

    2021-03-05 <a>
    * Implemented left-click options for Inventory and Skill menus. With this, all previous item functions have been implemented (use, discard and assign to quick use slot), plus the new (still limited) ability to customize skill bars.
    * Tweaked menu visuals. Arrows will now light up if scrolling is possible.
    * Added a random name generator to Quest menu for testing purposes.
    * Changed appearance of Pioneer armor on female Ranger characters.
    * Fixed incorrect length of some auto-generated names.

    2021-03-06 <a>
    * Tweaked placeholder appearance of Dark Soul armor on female Warrior characters.
    * Fixed missing textures on various placeholder armor models.
    * Tweaked skill use AI.

    2021-03-07 <a>
    * Added cars: Audi A3 (81 in total).
    * Tweaked car rarities.
    * Fixed appearance of Royal armor on Hybrid characters.
    * Increased Cooldown for Sever Magic skill from 6 to 7 seconds; decreased base probability from 90% to 80%, duration from 12 to 10 seconds.
    * Fixed some missing sounds.

    2021-03-08 <a>
    * Fixed bad trajectory of deflected projectiles.
    * Tweaked car code, fixed reverse acceleration.
    * Worked on JKGR Launcher code, attempted to properly implement autosaving.
    * Tweaked McLaren F1 visuals.

    2021-03-09 <a>
    * Added more colors for Lancia Delta Integrale.
    * Worked on JKGR Launcher code.

    2021-03-10 <a>
    * Reduced frequency of dialogue when picking up generic items.
    * Reduced life of skidmark VFX so as to avoid crashes/hitting thing limit in very extensive races with too many cars.
    * Fixed Defender NPC hit/parry rate.

    2021-03-11 <a>
    * Fixed some missing car sounds.
    * Added cars: Chevrolet Corvette Stingray (C2) '67, Nissan R390 GT1 (83 in total).
    * Improved/optimized on-screen FX visuals and behavior, increased max FX limit. Reduced active extended timer count.
    * Added windscreen wiper sounds, still lacking visuals.
    * Fixed issue with sun flares being visible through walls.
    * Fixed Lancia Delta Integrale brake lights.
    * Some cars (mostly race cars) will now have an audible transmission whine.

    2021-03-12 <a>
    * Fixed an issue with excess thing creation with car "look behind" camera, skidmark creation.
    * Skidmarks will no longer be drawn if enhanced FX are disabled.
    * Improved shading on on-screen rain droplets.

    2021-03-13 <a>
    * Fixed error when loading Death Arena level, freezing on Dark Palace Dungeons level.
    * Re-enabled traffic on Drift Track level.
    * If Compatibility Fixes are turned on, on-screen droplets are shown smaller in order to improve visibility when not using JkGfxMod.
    * Fixed issue which caused the wrong item to be removed from inventory when using consumables from Quick Use shortcuts.
    * Fixed level for bots in Aegenar/Bloody Forest region.
    * Fixed issue with on-screen decals not properly sticking to screen.
    * Worked on Trials level, added stairs and fixed incorrectly flagged wall in Library room. Respawning will now take you back outside the dungeon in "New Argenia" level.
    * Implemented proper dialogue for Class Master NPCs in Dreamland level.
    * Increased XP gain from Rabbit Hunter quest by 2x.

    2021-03-14 <a>
    * Rewrote JKGR Launcher code. It will now automatically scan for wanted values (starting offsets are still set through memsave.dat). It will save data for all unique (ie. player and relevant bot) actors registered on Global Data heap into a file, but it won't properly load said values back into game yet. Since it is now kind of doing something, launching with "-n" switch is recommended for now.
    * Wrote a version of Global Data code without using vectors (as I have no idea how to read Vector data from memory).
    * Reduced car deceleration substantially.
    * Updated code for JK powerups.

    2021-03-15 <a>
    * Worked on JKGR Launcher. It will now correctly save AND load info for all registered, unique actors in Global Data heap, this includes stats, attributes, inventory, skills and status effects. It will NOT yet save quest/mission progress, location (map/coordinates), basic (JK-style) inventory and weapons. Once a valid savegame is detected, it will load all data and restart the current level. Note that various UI elements may not be updated upon reloading.
    * Rewrote/optimized parts of global data code, implemented game loading detection.
    * [Experimental] Tweaked orientation of tree sprites to be more sprite-like.

    2021-03-16 <a>
    * HUD will now be fully updated upon startup, thus fixing the issues that appeared when loading game.
    * Current location (level/coordinates) will now be loaded upon saving. Still missing quest/mission progress and JK (items.dat) inventory. Due to a change in data structures, previously made savegames are no longer valid.
    * Fixed issue which caused game to stop autosaving if switching levels took too long.
    * Reverted tree sprite appearance.
    * If "-j" switch isn't passed to JKGR Launcher, it will now automatically search for the "best" version of JK.exe in the following order: inject.exe; jkgm.exe; jk2018.exe; jk18.exe; jk2013.exe; jk13.exe; jk.exe. Note that it only searches for the executable's name, not for its contents.

    2021-03-17 <a>
    * Increased base damage for Spirit Cannon skill from 88 to 99.
    * Tweaked some Launcher code.
    * Fixed lighting in Corvette Stingray (C2) model.
    * Fixed defenses for Ranger class.
    * Tweaked Fiat Seicento texture alignment.

    2021-03-18 <a>
    * Updated Chevrolet Corsa model.
    * Updated model list for Wizard class.
    * Tweaked JKGR Launcher, added some more variables to memsave.dat to help tweak scans.
    * Tweaked redline/idle RPM for all cars.

    2021-03-19 <a>
    * Tweaked JKGR Launcher. Games are now saved for the current player profile you're using and will be stored at [jk dir]/Player/[player name]. This means you can now have multiple saved characters.

    2021-03-20 <a>
    * Worked on JKGR Launcher. Changed player directory detection code, should be far more consistent now. Theoretically, it should now be possible to change player profile without closing the game.
    * Fixed Servitor behaviour.

    2021-03-22 <a>
    * Group comparing will now return positive if both actors being compared are the same, regardless of whether they're in a group. This fixes a small leftover issue with servitor behaviour.
    * Servitor slots will now be cleared when changing levels.
    * Fixed Dance of Death skill interruption.

    2021-03-23 <a>
    * Increased base damage for Shadow Blast skill from 25 to 28.
    * Cut average cost of Unholy Fragment item by 50%.
    * Tweaked some player models.
    * Tweaked appearance of tree sprites.
    * Tweaked JKGR Launcher. Scanning should now be faster and more accurate.
    * NPCs are no longer climbable.
    * Tweaked Sorcerer and Inquisitor skill use AI.
    * Fixed unwanted invulnerability upon reloading.

    2021-03-24 <a>
    * Updated graphics for missing tree sprites.
    * Worked on Crimson Fortress region on New Argenia level.

    2021-03-25 <a>
    * Fixed leftover VFX from interrupting certain skills.
    * Fixed nametags on ghost actors created by Decoy monster skill.

    2021-03-27 <a>
    * Tweaked some car data.
    * Tweaked visuals for tree sprites.
    * Added visual effect for Arrest skill.
    * Merged "isDebuff" and "flags" variables on status effect list, added more currently unused flags.
    * Fixed incorrect attributes for monsters upon reloading.
    * Tweaked JKGR Launcher code.
    * [Experimental] Specializations are now chosen at level 50/rank 5 rather than level 30/rank 3.
    * Fixed Portal Stone/Portal Crystal functionality.
    * Tweaked consumable regeneration power.

    2021-03-28 <a>
    * Fixed climbing to thing structures.
    * Added extra damage flag for pre-calculated damage, to be used by ranged projectiles.
    * Fixed missing textures on some NPC models.
    * Added an extra model: Argeni (Female).

    2021-03-31 <a>
    * Tweaked some player models.
    Last edited by SMLiberator; 05-21-2021 at 04:38 AM.

  35. #35


    Death Arena is the only level that threw the "Error! Cannot Load Level" error, Aegenar and the Dark Dungeons one crashed at some point.

    But man, even though the whole project is technically the pinnacle of the SITH Engine, Recife would be my favorite due to its relative "Deus Exiness". Also made me think that "you know, when I started editing Deus Ex in 2004, if someone had shown me Recife like "oh yeah? well here's what this one guy did in JK", I would have stopped editing anything right there". Wonderful stuff.

    And even though (or possibly because) I don't really like driving games (partially due to sucking at them to the max, partially for other reasons), the driving physics in Race Track are some of the best I've ever played. Bloody hell m8

  36. #36
    Quote Originally Posted by Nikumubeki View Post
    Death Arena is the only level that threw the "Error! Cannot Load Level" error, Aegenar and the Dark Dungeons one crashed at some point.
    Fixed Death Arena and Dark Palace Dungeons, but I'm not sure what's the problem in Aegenar. It seems like every level where there's a lot of combat seems to crash after some 30 minutes or so, but considering how often the Dungeons level was crashing compared to that, I'm assuming that's not what you're experiencing.

    Also, if you haven't tried combat out yet, I'd recommend going to "New Argenia" (level 2), completing the tutorial quests, then heading to "The Trials" (level 9), which you can get to from a portal in New Argenia. That is a simple finishable mission for low-level (1~10) characters and it's the closest thing to a regular JK single-player level in JKGR at the moment. If you want to keep going after that, you can pick a class from Class Master NPCs after reaching level 10, then going to the "Dreamland" (level 11). Although I might have to tone that one down a bit as things might get a little too hardcore at that point considering it's so early in the game.

    Quote Originally Posted by Nikumubeki View Post
    Recife etc
    Thanks! Recife is actually the city I live in IRL (you can check it out on Google Maps if you need a map for it lol). That is obviously a tad bit too insanely large to be a location in a game, (especially considering that game is actually a mod for another 20-years-plus old game), but considering this will probably be the last ever city level for JK and that I have no schedules whatsoever as to when it should be finished, I might as well go full on.

    Quote Originally Posted by Nikumubeki View Post
    Cars/race track etc
    Physics are certainly not the most realistic, but I feel like they're really fun and easy to learn and I guess that's what matters the most. They're also realistic enough to make driving really fast as terrifying as it is fun, so I think I got that right. Collisions and crashes are absolutely terrible though.
    Last edited by SMLiberator; 03-14-2021 at 12:20 AM.

  37. #37
    Auto-saving through the JKGR Launcher (gunrunner.exe) now seems pretty stable (although not yet fully functional - quest/mission progress and items.dat bins are not saved yet), so crashes have effectively been reduced to a minor nuisance rather than a critical problem that destroys all your progress. Each player profile holds a different "character" - I still need to make a model customization/character creation menu of sorts. I haven't tried using it for levels/episodes other than the main JKGR one, but I suspect it wouldn't be very effective (if at all). It'd probably be better to run the launcher with the "-n"/"-noSave" switch for those levels.

    I haven't tested it in any other PCs so I have no idea how consistent the memory offsets for the wanted values are. I decided to leave these stored in an external file (memsave.dat, located at the Gunrunner mod folder) since I fear these offsets might vary somewhat as I tweak resources and I don't want to have to recompile the .exe everytime I change a line of cog. Plus that makes it easier for other folks to modify to their needs.
    Last edited by SMLiberator; 03-20-2021 at 08:49 PM.

  38. #38
    2021-04-01 <a>
    * Damage for bow/crossbow arrows is now calculated when shot rather than upon impact, will use pre-calculated damage flags. This fixes the issue of low damage when attacking non-JKGR actors.
    * Fixed invalid actor data when first loading a level upon starting the game.

    2021-04-09 <a>
    * Changed source for car turbo/transmission sounds.

    2021-04-11 <a>
    * Fixed sound of tires over wet surfaces.
    * Tweaked indoors sector lighting.

    2021-04-13 <a>
    * Changed rainy sky visuals.
    * Tweaked some city assets.

    2021-04-15 <a>
    * Changed car turbo sounds.
    * [Experimental] Made car handling a bit more reactive.
    * Added extra options to daytime cycle cog.
    * Implemented car turn signal functionality but only sounds, lights aren't there yet.
    * Tweaked global data searching.
    * Changed rain sounds.

    2021-04-16 <a>
    * Tweaked car handling.
    * Changed daytime shading.
    * Tweaked thunder/lightning effects.

    2021-04-20 <a>
    * [Experimental] Made car handling a lot more realistic and sim-like (ironically, that was made by removing 90% of the code I added in to try and make it more realistic). As a result, differences in handling for each car model are much more relevant.
    * Implemented under/oversteering to new handling model.
    * Tweaked some car assets.

    2021-04-21 <a>
    * Tweaked car handling, cleaned up some parts of code.
    * Fixed POV offset for some cars.

    2021-04-22 <a>
    * Fixed minor issue with Dodge Viper and Jaguar XJ220 models, added extra colors.
    * Added cars: Toyota Starlet '96 (84 in total).

    2021-04-23 <a>
    * Improved braking power for all cars by 12%.
    * Added cars: Mazda Miata, Suzuki Cappuccino (86 in total).
    * Changed sounds for various cars.

    2021-04-28 <a>
    * [Experimental] Changed car external view.
    * Tweaked car handling. Greatly improved handbrake-assisted drifting.
    * Tweaked some injected graphics.
    * Tweaked drift scoring.

    2021-04-29 <a>
    * Tweaked car handling.
    * Changed car exhaust flames FX.
    * Added cars: Toyota Prius '99 (87 in total).
    * Tweaked car acceleration. Basic acceleration rate will now be interpolated between two values (low-end and top-end) depending on current car speed.

    2021-04-30 <a>
    * Updated Lister Storm model.

  39. #39
    2021-05-02 <a>
    * Updated memsave.dat.
    * Added more colors for Lister Storm.

    2021-05-03 <a>
    * Fixed minor texture issues with Jaguar XJ220, Lister Storm, Toyota GT-One models.
    * Car models may now have up to 4 functional exhausts, previously was 2.
    * Tweaked Pagani Zonda Cinque and "The Beast" engine sounds.

    2021-05-05 <a>
    * Tweaked or replaced some car related sounds.

    2021-05-06 <a>
    * Further tweaked/replaced some car sounds. Engine sounds are now louder and more aggressive at higher revs. Will also sound muffled on interior cam and reverberate on tunnels and other closed spaces.
    * Car transmission whine sound is now variable.
    * Added more colors for Fiat Coupé.

    2021-05-07 <a>
    * Replaced Ferrari F50 sound.
    * Thunder sounds will no longer play if rain has stopped, reduced lightning probability.
    * Tweaked car acceleration. Burnouts are now possible.
    * Simplified parts of car code.

    2021-05-09 <a>
    * Fixed sound crossfading at car startup.
    * Replaced Pagani Zonda Cinque sound, tweaked textures.
    * Updated AI racer car code, improved physics and sounds.
    * Improved racer AI. Will now brake or release throttle if heading too fast into a corner.
    * Simplified parts of car code.

    2021-05-10 <a>
    * Wrote a new, tentative code for driver AI.

    2021-05-11 <a>
    * Added windscreen wiper model and animations to in-car view.
    * Tweaked some car-related sound effects.
    * Tweaked rain visual effects.

    2021-05-12 <a>
    * Car base acceleration curve will now follow a paraboloid function defined by three values.
    * Tweaked some car data. Improved accuracy of acceleration times for Ferrari F50, Bugatti Veyron, Pagani Zonda Cinque, McLaren F1 and Toyota Prius.
    * Fixed issue with windscreen wipers in some car interior models.
    * Tweaked/fixed some minor car mechanics.

    2021-05-13 <a>
    * Tweaked some car stats.
    * Fixed companion NPCs "getting into" players as if they were cars.
    * Fixed crashing caused by Argeni (F) player model.

    2021-05-15 <a>
    * Tweaked Pagani Zonda model, fixed headlights shading.
    * Fixed lighting in Lister Storm model.
    * Worked on Ferrari F50 model.
    * Tweaked car handling.

    2021-05-16 <a>
    * Tweaked sun VFX.
    * Fixed minor texture issue with Fiat Coupé model.

    2021-05-19 <a>
    * Improved startup randomization for car models.
    * Worked on city level.

    * Worked on city level.

    2021-05-20 <a>
    * Added new cars: Nissan SKYLINE GTS-R (R31), Renault Laguna V6, Peugeot 106 (90 in total).
    * Fixed an issue with weather and lightning.

    2021-05-22 <a>
    * Tweaked car handling.
    * Tweaked in-car view. Camera will no longer follow car tilting.

    2021-05-30 <a>
    * Tweaked car handling.
    Last edited by SMLiberator; 08-03-2021 at 10:26 AM.

  40. #40
    Registered User
    I thought that i was the last JK/MotS's brazillian enthusiast, but you completely blew me out of the water, SM. Your work is awesome!

    (aliás, eu sou de Fortaleza, o que torna isso mais aleatório ainda kjkkkkkkk)

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