//==========[Weapons]=============\\

[Nailgun]:
	-Fire speed reduced slightly.
	 (Fires a nail every 4 tics, instead of 3.
	 On-paper, DPS is now ~105, from 140. Machinegun DPS is 90.)

[Super Nailgun]:
	-Damage 20 -> 18 
	 (SNailgun fires every 3rd tic, so = 210dps)

[Lighting Gun]:
	-Range decreased by 25% 
	 This change is to indirectly buff the HMG.
	
	-Damage set to 8 (140 DPS from 122.5)
	
	(Heavy Machinegun DPS is 100.
	Super Nailgun DPS is 210.)

[Tribolt]: 
	-Recovery from ~1.3s to 1.2 seconds. Damage from 45 to 40.
	 The tribolt had a large penalty on whiff, this lessens the risk for
	 missing when fighting aggressive players.

[Rocket Launcher]:
	-Splash damage falloff has been heavily increased.
	
//==========[Movement]=============\\

-Gordon Freeman now has his own unique movement class:
 "GldSrc Movement"
 (Details in Gordon's section)

-Doom characters now have higher ground speed, matching the original DooM.
-Doom movement's air acceleration reduces at high speeds to control strafejumping.
-Doom characters also have seen numerous buffs to their kits.

-CPM champions now have reduced air acceleration,
 and a slower run speed to reduce their counter-strafe
 ability, as a trade-off for being the best movement class in the game.

-Kane's crouchslide properties now change along a spectrum.
 Instead of a flat buff, his crouchslide speed is determined
 by either, his fall height, or his current momentum.
 (Details at end of document)

 
 
//==========[Characters]==============\\

[Blazkowicz]
	-Blazkowicz's Lazerkraftwerk will be enhanced when shooting targets that are very, very far away. (3.1+ version only)
	-Blazkowicz will receive a precision medal when hitting enhanced lasers (3.1+ version only)

[Brock]
	-Heavy Armor now gives Brock 199 AP.
	-Now starts with 100 AP.
	
[Corvus]
	-Reduced Corvus' flight speed from 142% to 91%. (Flight's movement is now equal to the newly increased, base movement speed.)
	-Corvus now takes 125% damage when in flight. A debuff icon will be shown.
	
   -Corvus now has a "Burnout" mechanic tying his Regeneration to his Flight stocks:
	When fully stocked, Corvus heals 2HP/s.
	At 2 stocks, regen is reduced to 1HP/s, and his movement reduced to 98%.
	At 1 stock, Corvus receives no regeneration, and moves at 96% speed. 
	At 0 stocks, Corvus takes 1.125% more damage and moves at 94% This will stack with Flight's Vulnerability state.
	
	Corvus now has an additional passive: "Miruvor"
	-Hourglasses now also give Corvus HP.
	 Small Hourglasses +3HP
	 Large Hourglasses +10HP
	 Use this passive to minimize Burnout's effects.
	 
	Corvus is an incredibly powerful character, and after DOOM movement
	was buffed Corvus became undeniably S tier.
	He didn't need to plan around map design, and could both
	rushdown, or retreat, better than nearly anyone else in the game.
	On top of this, his healing helped keep him stacked when he had lost engagements.
	These changes force Corvus to both manage his flight
	mechanic, and punish him for its carefree use.
 
	-Corvus no longer receives cooldown reduction from hourglasses, only health. (3.1+ version only)
	-Corvus flight speed has been reduced by another 3%. (3.1+ version only)

[Doomguy]: 
	-BFG Cooldown from 60s to 40s.
	-BFG ending animation reduced. (Weapon holster occurs faster)
	
	-Base Max Armor set to 100AP from 75AP.
	-Max Armor Overstack increased to 200AP.
	
	-Doomslayer now has an additional passive: "Blue Armor":
	-Overstacked armor no longer degenerates.
	
	This homage to the original DOOM provides Doomguy
	with a very high defensive potential. New players 
	gravitate to the Doomslayer, and this passive allows
	them to make a few more mistakes before being killed.
	
	-Doomslayer now has an alternate voice set with his original DOOM voice. 
	 This can be equipped by changing your player gender to "Other"
	 "Gender" can be accessed in the "Advanced Options Menu"
	 under the Player sub-menu, or by entering "Gender Other" into the console.
 
[Duke Nukem]:
	All changes are for PvP only:

	Duke's Freezethrower has gotten an overhaul for PvP modes.
	New sound effects, hit effects, and mechanics.
	Previously, Duke's gun had an extremely divisive effect,
	depending on which side of the gun you were on.
	In the right scenario, Duke could almost guarantee an
	instant kill, and very quickly at that.
	Sometimes, this checkmate scenario was determined more by the
	location a fight took place in, or even luck, than anything else.
	
	The following changes are meant to prevent Duke from forcing
	instant checkmate scenarios in tight corridors, or small rooms, without
	removing his ability to deal damage or set up freeze progress.
	He remains incredibly dangerous up close, but cannot reliably
	set up an instant kill at range.

   -Duke carries much more Freezethrower ammunition.

   -The weapon now fires a thick gust of freezing air,
	 which passes through opponents. It will BOTH damage and
	 apply freeze progression to players. The strength of both
	 effects will lessen with range.
	 Freeze progression will only be applied to an opponent
	 directly hit by the stream at close range. 
	 Damage is done in an AoE around the stream.

	-The Freezethrower now has a much higher firing rate, and so-
	 The total number of Freeze debuff procs required to achieve 
	 the full frozen state has been increased.

	-Frozen players no longer receive reduced Ice damage when frozen.

	 At point blank range, the Freezethrower matches the Super
	 Nailgun in DPS output, and freezes extremely quickly. At 
	 tip range, the gun has a DPS output weaker than even the 
	 starting Machinegun, and an equally small freezing effect.

	-Duke's Boot damage has been slightly reduced. Bonus damage will
	 now only apply on a FULLY frozen player.

[Freeman]:
	GldSrc movement is characterized by a lack of normal strafejumping,
	but a satisfying air-controlled "bunnyhop".
	
	-While holding forward, Gordon cannot air-control or strafejump.
	 However, if forward is released, he has better air-control and 
	 air-controlled acceleration than even CPM champions.
	
	-Freeman can now also "Long-jump" anytime he is crouching on the ground.
	 Long-jumps have a 2 second cooldown, but round out his otherwise slower
	 base movement. Long-jumps can also push him past the 700 u/s speed cap.
	
	-Gordon's Active Ability has also been completely replaced with the "Pheropod".
	-Gordon's Active Ability cooldown duration has been increased.
	
	-On impact, a Pheropod will spawn 3 antlions.
	 In PvP, Pheropods spawn antlions in consistent waves of 3.
	 If the pheropod survives for ~30 seconds, one more antlion will spawn, 
	 capping out at five.
	
	-Pheropods will time out after 96 seconds, and leave a 
	 conspicuous green cloud betraying their position.
	
	-Pheropods can be shot, and have only 2HP.
	 Pods are invulnverable during the initial spawn period.
	
	In PvE, the pod will be destroyed instantly,
	spawning 6 antlions with much stronger stats.
	
	Gordon's active ability was, while very fun in PvE, nearly useless in PVP.
	It required precise timing, and even after the previous Combalance buffs, offered little reward,
	yet potentially fatal consequences.
	His new active ability gives him a much more obvious presence on the battlefield, and
	retains the notably fun, infighting factor that his original A.A. possessed.
	
	-Antlions will only drop off ledges from short heights (3.1+ version only)
	-Antlions can now leap at enemies if they are far away (3.1+ version only)

 
[Galen]:
	-Ability Cooldown from 35s to 30s.
	-Totems now have 80HP.
	-Galen's totems now do 60% of their original damage. (45, from 75)
	 A Super Totem's (Placing a totem with 3 totems already placed) damage is unchanged.
	
	-Galen's super-totems now overheal 100HP. 
	
	[Channeling]:
	-Galen's passive now overstacks 20% of stimpacks and medikits. (5hp & 10hp)
	 Use this to continue proccing his passive, "Channeling".
	 These will now give him 5% and 10% cooldown reduction, respectively. 
	 (Was -10% for both)
	 HP Bonuses give -2% cooldown reduction.

[Grayson]
	Reworked Grayson's Active Ability in order to rectify 
	a terrible bug that ruined player movement.
	
	It has been replaced with a very similar effect, but affected
	players can now air-control. Because of this, the stasis effect lasts longer:
	
	-Thumper now launches enemies without locking movement.
	-Thumper applies a slowing flight effect 8 tics after launching, which lasts ~4 seconds.
	-Thumper "head-bump" has been removed due to the aforementioned bug.
	-Thumper spawns a blue "stasis field" that keeps enemies floating,
	 preventing them from flying back down and giving a visual point
	 of reference to new players.
	 
	 These changes now turn Grayson's Stasis into an engaging juggle-game,
	 where he has several seconds to line up multiple shots, and the opponent
	 must race to out-DPS Grayson or dodge projectiles.
	
	
	-When Leash Thumper times out and slams itself into the ground, 
	 it will launch enemies and deal minor explosive damage. 
	 It'll deal extra damage for slamming down from larger heights
	
	-Grayson's Thumper has 16 more tics of startup. (~.5 seconds) (3.1+ version only)
	-Thumper's stasis slowing effect has been decreased by 3%. (3.1+ version only)

[Hunter]
	-Hunter's lesson rewards have been increased from 2HP/AP to 6HP/AP. (PvP kill bonuses)

[Intruder]
    Now that CPM movement has been weakened, Intruder has gotten one
	useful buff.
	
   -While in Wendigo Curse, Intruder retains his CPM movement and his new,
	lower, movement speed is increased to that of a lightweight champion.
	
	A notable side effect of this change is his enhanced ability to apply
	the Curse's AoE damage effect.

[Kane]:
	-Kane's injection now heals 100HP over 10 seconds, instead of 75hp instantly.
	
	-Kane's crouchslide now changes based on either, the height of his jumps, or
	his current horizontal momentum.
	There are 7 levels to his jump height bonuses, and at the highest levels
	he receives bonus speed for the duration of his next slide.
	There is only one bonus for horizontal momentum.
	(Details at bottom of document)
	
	Kane was infamously known as QCDE's "crutch character".
	He kept a mini-Megahealth in his pocket, and could move in ways
	no one else could, rivaled only by CPM characters.
	Now, Kane is forced to work up to high speeds, and plan his
	usage of the Stroyent Injection more carefully.
	Though his base levels of power have been nerfed, his potenial
	speed has been raised even higher. Map knowledge and routing
	will reap satisfying rewards.
	
[Keel]
	
	-New Passive: Demolition
	 Any explosive projectile shot by Keel will
	 apply +25% force and have +10% splash radius.
	
	-Keel now carries 6 grenades, from 5.
	-Keel now fires his grenades in an alternating sequence:
	(Left shoulder > Right shoulder > Left...)
	-Grenades fire in an arc, at a slightly changed angle.
	
	-Damage has been decreased.
	-Splash damage decreased greatly.
	-Direct hits now deal bonus damage.
	-Splash damage radius greatly increased.

	-The firing delay in between grenades
	 has been tripled.

	These extended delay forces him to place his shots more carefully,
	and prevents his previous ability to spam hundred of damage at once.
	
	The firing position change also forces him to move away from corners
	(cover) more often.
	
	His new passive allows him to disrupt enemy positioning more effectively
	than other characters, as well as giving him extra time to set up juggle
	combos.
	
	-Keel's grenades are easier to aim. (3.1+ version only)
	-Keel's Demolition passive uses the new knockback values, plus 20% instead of +25%. (3.1 increased explosive knockbacks by ~30%) (3.1+ version only)


[Lo Wang]
   -Lo Wang's Nobitsura Kage now does 3 damage per tic,
	down from 9. Wang can also earn a slight bonus
	on a direct hit, noted by a hitmarker.
	
	-Nobitsura Kage no longer "explodes" when striking the ground.
	
	Previously, Lo Wang had a win condition, and that win condition
	essentially amounted to getting close to you. He could deal roughly
	100 damage in optimal conditions, and this was on top of whatever weapon
	he was firing. He was consistently able to delete characters, even
	if they were fully stacked.
	On top of this, he could both heal himself, and multiply his damage output
	in risky scenarios, thanks to Rage.
	These changes do not change Lo's playstyle, but they reduce his insanely
	high burst potential to something more reasonable, and throw him a bone
	for slashing with proper aim.
	
	-Lo Wang's ability does slightly more damage. Both direct hit and normal dmg. (3.1+ version only)

[Lucienne]
	In PvE game modes, Lucienne will now drop her martydom
	fireball, Immolation, at critical health instead of death.
	This passive will be restocked every time Lucienne reaches
	max health again.
	Lucienne will no longer have a useless passive when playing WADs
	alone, or in limited life game-modes, like Invasion.
	
[Major]:
	-Cooldown increased by 5 seconds. (45 to 50)
	-Active Ability Duration increased by 2 seconds.
	-Active Ability firing input changed from "Fire" to "Active Ability" key.
	-Major can now fire her weapon while using her Active Ability.
	
	These changes are intended to allow Major to both defend herself
	while setting airstrikes, or pressure her opponents
	into them.
	
	-Major's airstrike damage has been heavily altered. Bullseyes
    deal massive damage. Damage within painted target is ~100. 	
	Splash damage outside of painted target area deals 30 or less.
	Major now takes full damage from her own airstrikes.
	  
	-Major now has 12 seconds to use her airstrikes (3.1+ version only)
	-Major's airstrikes now have extremely high launch power. (3.1+ version only)

	 
[Menelkir]:
	New "Bloodlust" passive.
	
	[Bloodlust]
	Killing monsters will extend your minion's life
	and heal his health slightly. Killing a player 
	now refreshes your servant's timer fully, and
	heals him even more, instead of lowering it.
	Keep fragging to keep Dave alive as long as possible!
	
	Speed reduced by 20%
	He is now the slowest of all Doom characters.
	(But still faster than in vanilla qcdev3.0)

	Menelkir can now wield his own new, personal weapon:
	The Arc of Death.
	Equip it by holding the USE key.
	
	The Arc is a short range W.M.D with 2 firing modes.
	Primary fire unleashes a short, but devastating beam.
	Alt-fire performs a CQC blast and summons an electrical storm.
	
	The Arc also comes with a new "Mana" ammunition.
	Mana regenerates over time when not in use.
	
	[Hex] 
	Kills now also award bonus Mana to Menelkir.
	Monsters give +10.
	Players give +30.
	
	Menelkir went from the worst character in QCDE v3.0, to one of the best characters
	in the game simply by increasing his movement speed. He didn't really perform better on his own,
	but was able to steal powerups as effectively as a CPM character could, and drop a Maulotaur into your
	lap for frequent 2v1 scenarios.
	
	Now the slowest DOOM movement champion, Menelkir is QCDE's most powerful DPS class.
	His minion is most effective at close range, and so his Arc of Death was designed to
	ensure Menelkir	himself would also be powerful in this zone. With these two abilities
	present, it is unlikely he will often be bullied up close without his servant's help, as
	would happen endlessly in QCDE v3.0. The buffs to his passive ensure that he will retain
	his advantage despite his small stack and lack of strafe capability.
	
	-The Minotaur has new melee combos (3.1+ version only)
	-The Minotaur has reduced projectile damage (3.1+ version only)
	-The Minotaur's has a new wave projectile string (waves 1 and 2 have different spreads, wave 3 has more projectiles but much slower speed) (3.1+ version only)
	-The Minotaur ground fire wave is much slower, and does much less damage, but now launches enemies. (3.1+ version only)
	-The Minotaur incorporates the official 3.1 charging behavior (3.1+ version only)

 
[Orbb]:
	-Ability cooldown from 45s to 40s.
	
	-Orbb's bounce height increased from 82% to 85%.
	
	-Drone now has 10 more seconds of active use. (25s -> 35s)
	(Orbb can watch or pressure key locations more effectively)
	
	-Orbb can now "stalk" enemies with his drone. When you view an enemy player through the drone's eye, 
	 you will fill that player's "stalking gauge".
	 After approximately 3 seconds of stalking, Orbb will inflict a +135% damage debuff which lasts 10 seconds. 
	-Orbb's drone will fire a red beam alerting other players to its location when it is in use. 
	 This beam is mostly invisible to the user to prevent user blindess.
	 
	-Orbb's drone is now solid, allowing it to be used as a stepping stone or blockade.
	-Orbb's drone is extra translucent when inactive, and fully opaque when in use.
	 
	-Drone's primary explosion damage and range massively increased.
	-Drone's explosion splash-damage falloff increased.
	-Drone control now ends immediately after activating self-destruct sequence.
	
	-Pressing alt-fire while controlling the drone turns it into a controllable missile
	 that moves forward and explodes on impact. 
	 Drone damage is reduced when fired in this way.
	
	Orbb is a unique character with very useful movement tech.
	Unfortunately, his drone provided little value. Orbb can now
	place a drone before picking up a major item, and it will remain until
	after its 30 second respawn timer expires, giving him much more useful
	surveillance on top of his potential "Stalk" debuff. 
	The threat of the drone's explosion has been substantially increased to
	reflect its large startup time.
	In addition to this, Orbb can apply disjointed pressure by stalking
	enemies and then attempting a missile attack afterwards.
	
	-Orbb's drone spawns below him instead of above him, so he can use it to double jump or perch while airborne. (3.1+ version only)
	-Orbb's laser is much easier to scan with. (3.1+ version only)

[Painkiller]
	-Can now cancel his Demon form with the active-ability key.
	 Doing so will refund souls, based on the amount of time
	 remaining for his Demon form.

	-Demon form time increased by 10 seconds.
	-Demon form speed increased slightly.
	-Demon form gravity increased slightly.
	
	Demon Morph was difficult to achieve, highly committal, and a bit easy to retreat from.
	Now, Painkiller can back out of situations where he cannot apply pressure as a demon.
	Moreover, his demon form is now easier to chase people with, and he'll have more time
	to find somebody to kill.
	
[Ranger]: (Thanks Kultasakaali)
	-Increased ability cooldown 25 -> 35 secs
	-Reduced Dire Orb ripping damage 30 -> 15
	-Reduced Dire Orb explosion damage 100 -> 70
	-Can't teleport for 11 tics after Dire Orb thrown
	 (.2 seconds)
	
	-Ranger now has an "Original/Retro" voiceset,
	 which can be activated by using the "Other" gender.
	This can be accessed in the "Advanced Options Menu"
	under the Player sub-menu.

[Sorgaul]
	-The claw's primary fire can hit enemies in a slightly wider cone.

[Vor Matur]
	Horror will strengthen as he inflicts
	damage. Buffs are lost on death.
	At 350 damage: Horror spawns a "Blood Fountain"*
	At 800 damage: Horror spawns a "Blood Storm"*
	At 1200 damage: "Tortures"* enemies in a massive radius.
	Each level achieved will give VorMatur a token, displayed
	near his ammunition.
	
	*Blood Fountain: Spawns a highly damaging ring at its center.
	*Blood Storm:    The Fountain is upgraded into a lower-damage version which covers a large area.
	*Torture:        Deals inescapable DOT
	
	VorMatur falls off at higher levels of play due to his large frame
	and strict reliance on health pickups and Horror's blind effect.
	This reliance forced him to play extremely conservatively when behind
	during a duel. This is because he would take too much damage to offset with HP
	pickups if he couldn't cover his approach with Horror's effect.
	
	These new additions reward VorMatur players for successfully defending
	themselves when playing from behind. These rewards give VorMatur utility
	and range that he normally does not have access to, to help force a comeback
	or maintain a killstreak when Horror is on cooldown.
	
	Hopefully, these provide enough of an incentive for
	an alternate, safer playstyle, should it be chosen.
	
[Zedek]: 
	-Changed stomp damage formula to deal much less damage from small drops,
	 little less damage from high drops.
	-Stomps now launch objects and players a small amount.
	-Zedek deals massive bonus damage to enemies that he falls directly on top of. 
	
	-Zedek's speed is faster than Menelkir's, but slower than the middle-weight Doom characters.
	-Zedek has bonus air acceleration at low speeds to help land head stomps.
	 
[General Changes]:
Updated the "Movement Class" descriptions to highlight strengths, weaknesses,
and added an input tutorial for their respective movement techniques.

Fixed random grammatical errors in some lore/descriptions.

Simulacrums and antlions now have ally markers above their head.
Kane now also receives a haste icon when he achieves slide levels 5, 6, and 7.
Further updated character descriptions to match current mechanics.
	
//==========[Kane Boost levels]==============\\
Momentum Bonus:
Anytime Kane reaches speeds of ~700-1000, his crouchslide friction will be reduced briefly.
Jump height bonuses will override this bonus.

Height Bonuses:	
Level 1:
Normal jump height, high friction.
Expect speeds matching normal strafejump movement speeds. (400-500)

Level 2:
Nailjump height. Friction reduced by 20%

Level 3:
Tri-bolt jump height. Friction reduced by 40%

Level 4:
From heights of 456-599
(About 2 player heights, most stairwells); Friction reduced by 60%
Expect speeds of 400-600.

Level 5:
From heights of 600-749 OR speeds of ~700 (Jumping from Blood Covenant's 2nd floor to the 1st floor) 
Friction reduced by 70%.
Grants +10% bonus speed. 
Expect speeds around 700+.

Level 6: 
From heights of 750-899 (A rocket jump or using the Rocket Jump-pad in Blood Covenant)
Friction reduced by 84%.
Grants +20% speed boost. 
Expect speeds over 1000+

Level 7:
From heights of 900+:
+200% speed boost.
Friction reduced by 94%.

--------------------------------------------------------------------------------------------------- 
3.1 (and later) Beta reasoning
--------------------------------------------------------------------------------------------------- 
Since the maulotaur is much more aggressive at close range, all his projectiles have been nerfed.
Instead of removing them, the behavior was adjusted to encourage strafing. 

Antlions can be spawned on a perch to utilize them as ranged turrets,
since they no longer jump off high ledges.
This differentiates them from the Maulotaur now that he is an aggressive melee combatant.
Conversely, they can also leap to close distance very quickly
when used in fights, or jump off ledges.

The Combalance Thumper is extremely powerful.
Players have more time and speed to counter the ability. 

Major can exploit her airstrike code to rocketjump.
If no enemy is in the target area, full damage will not
be applied to the target. Major can exploit this technicality
to rocket jump when nobody else is around her.

Keel was too hard to play.

Corvus was too strong, even with his designed weaknesses.
Resource management is now mandatory.

Orbb's still "weak" in a fight, so he's been given better utility.

Blazkowicz is the only class in the game with a sniping ability.
This gives sniping fans a mechanic to utilize without strengthening
his close range prowess. Though harder to use than a railgun due
to its lack of a scope, the reward gives a better pay off at
extremely long ranges.