Change log :
- Game play
++ There are now less spawns to give opportunity to escape/clear the area. (Barely less spawns).
++ Now Pre-loading is more intensively done. (Less first-time lag hurray!).
++ Now Pre-loads unit deaths (No more first time unit kill lags).
++ Now Pre-loads Item get. (No more first time item pick lags).
++ Supply box no longer drops "Battle Flag" Item, as it sometimes does not reward the user as it is supposed to.

++ Added flashlight and battery to supply box (Now supply box drops 8 Fixed Items (From 6), and 3 random items.)
++ Players now have Trap Detection (Traps within 600 range can be seen, this is for versus purposes, and other future needs.)
++ Buffed shotgun base damage (This is not the multiple hit multiplier.)
++ Nerf-ed burn damage (It was doing way too much damage o.o.)
++ Changed from Bribe's damage engine into looking_for_help's damage engine (
http://www.hiveworkshop.com/forums/spells-569/physical-damage-detection-gui-v1-0-0-2-a-231846/)
++ Intelligence replaced with battery. (Naming change)
++ Every 1 Battery increase energy pool by 1
++ New Item : Liquid Battery. (Restores energy by 2)
++ Dark is now a projectile (Can miss)
++ Dark now immobilizes enemy when hit.
++ Dark can now critically strike.
++ Dark now deals 200 damage each.
++ Hassan-i Sabbah's Cloak now increases melee damage for 3 seconds when used. (dissapears after 1 use.)
- Visual updates!
++ Ghouls are given new skins!
++ Game descriptions are now more visually explained.
- Bug Fixes
++ Finally finds the source of De-syncs (Thunder Claps! Stupid Blizzard..! Baka Baka Baka..!

)
++ Now you can properly play around the worm without De-sync!

++ Molotov/Grenade's remnant fires now properly does damage (It lacks a damage source before, so it deals no damage at all..)
++ Bug fixes on re-initialization, on where Walker Mines are not removed. (I hope it works, untested)
++ Bug fixes on re-initialization performance (On where a nested loop is wrongly placed) (Technical)
++ Given spell books on Grabbed units (Previously when you are grabbed, you will get an empty command card if your spell book is open.)
++ Fixed leader board error (I forgot to add +1 to the loop, resulting the title to change into health bars.)
++ Copters using "Custom Value" for no reason. (Removed custom values usage, this is probably a typo/I simply are too sleepy at that time o.o).
++ Fixed song repeater trigger to be turned on in the wrong loop (I don't even know how it ends up there, but fixed anyways!)
++ Fixed Level value variable to be set to 0 in the wrong IF (...)
++ Supply timer now restarts from 0 on each round (Forgot to initialize.)
++ Fixed a fatal bug on Massing system, that does not revert masses movement speed back to its original values.
++ Fixed a lot of Zombie's Grab bugs. (The triggers are Impressively wrong..! WTH Geki..?)
++ Fixed Hopper-Mine Targeting Algorithms.
- Added Dialog boxes for game mode selection.
++ Added Survival and Versus mode.
++ Whoever presses escape first will be the leader! (Gets to choose game mode.)
- Versus Mode
++ The leader gets to choose its teaming (Either 2v2, 1v1, or FFA).
++ The leader gets to choose his partner (If 2v2).
++ There are less zombie spawns.
++ Zombies no longer drops items.
++ Within 15 minutes, the team with the most score wins..!
++ Killing a rival mercenaries does not eliminate them, but rather they will be re-spawned after 10 seconds.
++ Killing a rival drops their equipments.
++ You can select from the few jobs when you spawned (They only differ in equipments (Assassin, Scout, Sniper, Medic, and Infantry)
++ You deals only 30% damage to rival mercenaries. (50% for melee attacks).
++ Players are given "Hide" ability, when they stop moving for 5 seconds, they are automatically camouflaged. (Idea Scrapped)
++ Supply crates spawns every 3 minutes on position which are told 2 minutes prior to both team. (The only source of ammunition available on this mode, except re-spawning.)
++ Starts with 3 clips instead of 5. (Survival mode clip starts with 5).
++ If an enemy dies, and you have dealt an amount of damage to them, you get a 1000 score bounty, and counts as your kills. (Unimplemented yet.)
++ Assist is determined by who deals more damage to the target. (Assist gives 1/3 of the score to your assisting friend.). (Unimplemented yet.)
++ Combo score bonus does not work on enemy kills, but killing an enemy gains you additional combo time. (Grants you 14 seconds timer windows instead of 7).
++ Only gigantic zombies drops 2 items.
++ You get 1/4 of the original score from normal enemies.
Classes
++Survivor
++Flashlight
++Fragmentation Grenade
++Green Herb
++Signal Flare
++Adrenaline Shot
++Empty
++Assassin
++Red Herb
++Walker Mine
++Cloak of Hassan-i Sabba-h
++Combat Knife
++Adrenaline Shot
++Dark
++Scout
++Green Herb
++Silencer
++Nitrogen Grenade
++Imbalanced Boots
++Adrenaline Shot
++Bullet Charm
++Sniper
++Flashlight
++Red Herb
++Scope Attachment
++Molotov
++Adrenaline Shot
++Long Barrel
++Medic
++Flashlight
++GR Herb
++Green Herb
++Signal Flare
++Adrenaline Shot
++Silencer
++Infantry
++Flashlight
++GG Herb
++Fragmentation Grenade
++Long Barrel
++Adrenaline Shot
++Bullet Charm
That's all~!