WGR2 Siege Breaker Change Log

3-4-11
		v1.2
-added WGR episode with 5 converted maps and 2 new maps
-new map by Daniel Mason, "Utter Chaos"
-3 new enemies including a boss
-10 new POW abilities and menu
-lots of bug fixes and code changes

7-6-10		V1.1

-A new map by Spiker, "Castle Demonhorn"
-A new playable character, Jedrik Demonhorn, who is unlocked after completing "Castle Demonhorn"
-Various bug fixes and improvements since the last version

11-12-09	v1.0RC3

-wgx3.map has some bug fixes to prevent the player from cheating
-bleeding now occurs only from melee attacks
-armor absorbs a higher percentage of damage (and runs out faster)
-because the lack of bleeding and better armor makes the game much easier, monster damage has been changed:
	Piece of Cake 50%
	Let's Rock 75%
	Come Get Some 100%
	It's a Good Day to Die 125%
-added a new pal of shotgun demon that sometimes appears on GD2D difficutly
-updated some of the game tips and formatted them better
-Fixed a bug causing dead fish to be targetted by player allies
-Fixed a bug involving queued rockets
-All semi-visible monsters now become completely visible when goggles are used
-Minor changes to the big Death Knight boss near the end of wgx2.map (he spawns minions less often but sometimes uses a lightning aura)
-Changed the final boss so now it's impossible to kill him in 10 seconds before he gets to do much of anything

11-09-09	v1.0RC2

-wgx3.map now has 10 apples and 2 ammo packs, like the other levels
-fixed bug preventing player from surfacing if game tips viewed underwater
-fixed bug causing boss music to not resume if you load a saved game of a boss battle
-fixed bug causing time to be slowed if you loaded a saved game while a time run was in effect
-fixed bug which made it possible for gold to be permanently lost in the water of HUB.map; gold now transfers directly to the player if it lands on a water surface (not if it goes underwater, though)
-souls that follow player will now combine to form larger souls. 2 small -> 1 medium, 2 medium -> 1 large.  large souls will bite nearby monsters and cause them to flee.
-jumping is now smoother (jump height is the same, though air time is now slightly longer and more realistic for that jump height)

11-07-09     v1.0RC1
-initial release