== Version 2.0 - Reelism 2 Turbo (25/07/2026) ==

Welcome to the first expansion pack! So named because, well, it's more of the
same except better.

Reelism 2 Turbo requires UZDoom v5.0 or above. GZDoom is no longer supported.

=== BIG-TICKET FEATURES ===
THE ONE YOU'VE BEEN WAITING FOR:
- Multiplayer is now supported in Reelism 2! You and your friends can
  take on the hordes of the Reelism Zones together using UZDoom's
  upgraded netcode. Tons of changes have been made under the hood to
  support multiplayer, including difficulty scaling based on player count.
  - For Reelism 2, we recommend 4 players max for performance and balance
    reasons, or 8 players on large maps.
  - See netplay.txt for information on how to play multiplayer.

- This was a huge collaborative undertaking between 300 Pounds and
  the UZDoom development team. Special thanks to Boondorl, who watched
  in horror as our stupid mod pushed the engine to its breaking point.

SLOTS:
- Added Scared Little Weird Guys! Mini-monsters ahoy!
- Added Attraction in Action! Items will be magically drawn towards you.
- Added Snake Me On! You've played Snake before, right?
- Added Wasted! These hazardous weapons are probably banned by the Geneva
  Conventions, but we won't let that stop you.
- Added Ammo Geysers! Instead of weapons, you get buckets of ammo.
- Added WEAPO~1! The best 2D DOS weapons get extruded into the third dimension.
- Added Chunky Champions! These big bois will soak up your bullets and
  look huge doing it.
- Added Cops 'n' Robbers! In this reel, you're caught in the crossfire
  between dangerous gun-wielding maniacs and robbers.
- Added You're It! Whoever's "it" at the end of the round gets a nasty
  surprise. (Multiplayer only)
- Added Phoenix! Resurrect other players in spectacular, fiery fashion.
  (Multiplayer only)

MAPS:
- Added Grind-Based Combat! A skate-park retheme of a Reelism 1 classic.
- Added Battery Canyon! It's deeper than a Gulch...
- Hell Circus maps can now be permanently unlocked! All you need to do is
  play it once in the Hell Circus to unlock it forever.
- Added probably too many maps to the Hell Circus...
  
TOWN:
- Construction has continued in Town, including a new teleporter for...
- Custom Town Maps! Modders can now create new Town maps that can be
  populated with their own stores, NPCs, sidequests, and minigames.
  See the modding documentation for details.
- New Max Ammo vending machines allow you to quickly fill your ammo reserves.
- The ATMs at the Bank can now be used to share money between players
  in a multiplayer game.
- A new merchant is hanging out in the park, willing to off-load some
  random weapons at a reasonable price.
- Strange noises have been coming from the big door in the Church again...

WEAPONS:
- A few weapons have been completely reworked!
  Some of the weapons we added for v1.0 didn't turn out quite how we
  wanted, so we took another pass at them. See the "Changes" section
  for more details. If you didn't use these weapons in previous
  versions of Reelism 2, give them another shot!
- Nails and Saws have been combined into a new ammo type, Metal!
- Added a new weapon, the Combat Slug Mortar, to Blue Magic!
- For the most dedicated/psychotic players, we've added a secret bonus
  weapon. You'll find it when you find it.

BOSSES:
- Added The Entire Cincinnati Bengals! Yes, all 48 of them, as one boss.
- Added The Idiot Box! You are what you watch.
- Added optional on-screen markers that reveal boss locations.
  No more scouring the map to find where the boss is hiding!

ITEMS:
- Added a new Quick Grenade Throw keybind, if you want to quickly toss
  a grenade without having to scroll through your inventory. This keybind
  is accessible through both the Inventory control menu and the Reelism
  Options menu.

JACKPOTS:
- Added E█████████! A cosmic-level helping hand to reclaim the arena.
- Added T██ R█████! A little stimulus to keep you going.
- Added E███ T█████! This one is a death sentence, but them's the breaks.
- Added T██████ M██████. This one was completely functional in Reelism 2 v1.0,
  but... uh... we forgot to enable it. Whoops!
- Added R█-R███. A pinch hitter when you get the Slot Roll from Hell.

ACCESSIBILITY:
- Added a new Accessibility section to the Reelism Options menu! We wanted to
  highlight the options we added for player comfort:
  - Slot Delay: Change the time between slots at the start of each round, in case
    you need more time to read them.
  - Drunkness Intensity: Adjust the intensity of the visual effect during
    the Drunked Up reel for those with motion sickness issues.
  - Dog Sound Type: Replace the sounds dog monsters make (barking, whining etc.)
    with AdLib noises if you find them too distressing.
- Reelism 2 is for everyone! (Except Puppets. Man, fuck Puppets.)

MISC:
- High score lists are now separate for each map! As a result, your high
  scores will be reset, but your total score will carry over.
- Added a tutorial for new players! If you've played a couple rounds already,
  the tutorial will automatically be skipped. You can reenable it at any time
  through the Reelism Options menu.
- Rewards will spawn after certain boss rounds in Infinite Mode! For those
  hardcore players going for 50+ rounds, we hope you enjoy these extra items,
  compliments of the Benevolent God of Reelism.
- Added a new assist, Double Ammo! For those who need some extra clips.
- Added a new assist for multiplayer, No Friendly Fire.
- Added a new un-assist, Minion Mayhem! Monsters will spawn during boss rounds
  a la Boss Rush.
- Major rework of level select menus. This fixes a bunch of issues and also
  adds new features, like scrolling. You shouldn't notice most of the changes,
  but it makes things much easier for us (and for modders!).
- Added new options for map spawner themes! This is an underutilized feature from
  all the way back in Early Excess that we finally gave some attention.
- Added a new titlemap, Dash, to celebrate the big update. This new titlemap
  is unlocked by default!
- Added an in-game option to delete your Reelism 2 save data.
- As an apology for a bug related to post-game unlocks (see Misc. fixes),
  everyone who's already completed Reelism 2 will find a bonus chunk of change
  waiting in the Bank when they start the game! (Remember to import your save
  data .ini from GZDoom!)

=== CHANGES ===
SLOTS:
- Rechargerizer: Added an audio cue when health is recharging.
- Reelism 64: Reworked to look more like fog from a Nintendo 64 game.
- Grease Is The Word: Added to the Round 1 blacklist.
- Grease Is The Word: Added a little easter egg. Don't worry, you'll find it.
- Drunked Up: Made some changes to the camera roll effect that should reduce
  motion sickness on this reel.
- Wingin' It: Fixed a bug that caused monster wings to disappear prematurely
  if a monster was frozen and then shattered.
- Sportsball!: Because this is a tough reel, we gave the unique Sportsball items
  some powerful new properties!
  - Sports Armor: Increased the absorption rate from 50% to 75%.
  - Sports Drink: Temporarily boosts health to 150.
- Crate Shower: Adjusted crate drop odds. Weapons should now spawn about twice
  as frequently as items. Other rare items (Last Chance and Lifeline) now also
  have a chance of spawning alongside Jackpot Dice.
- Crate Shower: Added some of the new weapons from this expansion.

MAPS:
- Paradise Plaza: Gave the player slightly more room to walk outside of the map
  before being killed.
- Clockwork Solarium: Widened the hallway leading out to the courtyard
  so that it's no longer a death trap.
- Clockwork Solarium: Removed a monster spawn that was clogging the map.
- Clockwork Solarium: Hid some new bonus items.
- A Bridge Too Far: Added a new animation for traveling back to town.
- Overflow: Major quality-of-life updates to map layout and lighting.
  We love Overflow, and with these new tweaks, we hope it'll be more fun
  for all playstyles. Go explore the map. We promise it's cool.
- Gutrot Island and Petit Gutrot: Made table props destructible.
- D██ a█ t██ W████████: Added a few new music tracks.
- D██ a█ t██ W████████: Health and oxygen chargers will work automatically once
  they're activated, without needing to hold down the Use button, just like in
  the original game.
- D██ a█ t██ W████████: Improved boss round transition effect.
- D██ a█ t██ W████████: Improvements to the map's jackpot monster.
- C█████ N███'█ L███ S████: Reduced number of monster spawns from 16 to 10.
- B████ F███: Tweaked the map description.
- B████ F███: Improvements to the map's jackpot item.
- T███ i█ T██████: The deep fryers in the back of dining establishments
  now do damage more quickly (and will also hurt monsters).
- T███ i█ T██████: Added some secret bonuses for explorers. 

TOWN:
- More weird and interesting things are going on around Town...
- Earnest Tittle has restocked his wares.
- The barista at the Bruiser Brothers Cafe finally got his Contestant-Serving
  License, and he has new advice for you.
- Hot dogs from the hot dog vendor have become tangible, useable items.
  Not that it'll do you much good.
- Boostah realized you've been ripping him off and has doubled the prices
  for his superitems. Sorry, gov!
- The HUD ammo list now automatically includes custom ammo types from mods!
  This is part of a rework for ammo types in Reelism 2 (see "Notes for Modders").
- Added some handy clarifying signage to the casino.

MONSTERS:
- Cyclo Wizard: Tornados will now expire faster when hitting players.
- Flamebot: DRAMATICALLY reduced flamethrower damage to something slightly below
  "instant death if he sneezes at you".
- Flamebots will no longer try to infight and lock themselves into an endless loop
  of dealing 0 fire damage to each other.
- Trackbot: Improved firing animation.
- Sentry Drone: Lowered health from 120 to 100.
- Cowboys: Taunts are now higher resolution, and they finally have the pain
  sounds that Kinsie defined in the code, but somehow forgot to add actual sound
  files for until now. Oops.
- Monsters have gotten better at balancing their priorities. When attacked by
  a player who they aren't currently fighting (eg., they're focused on somebody
  else, or they're infighting with other monsters), they now have a chance of
  switching their target to go after whoever hit them last.

WEAPONS:
- Heavy Burst Rifle: Bullets can now penetrate up to three enemies,
  effectively *tripling* their damage in crowds! To balance this out, 
  the damage per bullet has been reverted back to the lower value from
  Early Excess, reducing the average damage for each hit by about 20%.
- Fire Crossbow: Reduced ammo usage from 3 to 2 per arrow.
- D!Fender Rifle: Raised precision damage bonus by 20%. C'mon, why does nobody
  like this weapon?
- D!Fender Rifle: Juiced up the firing sound.
- Caltrop Cannon: Altfire caltrops now stay out for 30 seconds instead of 25.
- Rocket Ball Launcher: Moved charging functionality from altfire to main fire.
  Did you know you could charge the Rocket Ball Launcher? You do now!
- Rocket Ball Launcher will no longer autofire when switching weapons.
- Knife and Fork: Increased bonus health for eating an enemy on fire.
- Knife and Fork: Added a special message for eating a bony friend.
- Cold Snap: Sped up fire time by 3 tics and recharge time by 4 tics.
- Cold Snap: Attack cooldown animation can now be canceled with an alt-fire punch.
- Neptune's Gauntlet: Big-time buffs. Projectiles now travel much further,
  bounce off geometry, and do more damage. (Projectiles also now leave a water
  stain effect on the walls.) To balance things out, ammo use has been increased
  from 3 to 5, and the cost in Town has been raised from $2000 to $2500.
- Hand of the Earth: Big-time nerfs. Now only fires four projectiles, which have
  do ~30% less damage, and disappear after 5 seconds. Ammo use has been increased
  from 10 to 15. Cooldown time has also been increased by ~.2 seconds. This weapon
  rules, but it was proving to be a little too powerful, especially on big arena
  maps like Gutrot Island.
- Hand of the Earth: Added some visual polish to make the weapon animations feel
  more impactful. Sorry about the nerfs, but hey, at least it looks cooler.
- Sawblade Launcher: Made a higher priority in weapon slot 4 (above the Super Ramset
  and Fire Crossbow) due to its melee utility.
- Sawblade Launcher: Added a nasty sound for alt-fire hitting scenery.
- Baseball Bat: Can now knock back enemy projectiles! (If you have good timing.)
- Footbaww: Added a fun, if entirely useless, little touch on the alt-fire.
- Fireworks Launcher: Made rockets even more unpredictable.
- Roulette Revolver: Superammo (BFG shots and cars) can no longer be held in
  reserve by deselecting the Roulette Revolver. This made it too easy to cheese
  boss fights. Sorry!
- Roulette Revolver: Increased damage on disc projectiles by ~10%, and increased
  their number of bounces from 3 to 5 (for comedy reasons).
- Roulette Revolver: Amped up railgun sound.
- Big Swingy: Total rework. Rather than spinning you in a circle, Big Swingy
  now makes long, chainable swipes that knock away enemies in front of you.
  It's faster and easier to use, but it still feels a little out of control.
  Plus, it gives you a couple invincibility frames, so you can can crush
  through projectiles that come at you while you're flattening enemies.
  The old spinning swing is now on altfire, and you can can hold it down to
  swing in circles for as long as you'd like! Altfire no longer hits enemies
  multiple times in a row, but now it's more powerful to make up for it.
- Big Swingy: Altfire now spins twice as fast when Power Sneakers slot is active.
- Big Swingy: Other players can see your hammer when you're spinning it around,
  which should be a signal for them to give you a wide berth.
- Target Painter: Big increases to missile spread and damage range! This should
  make the weapon much more effective.
- Persuadertron: Increased ammo from 20 to 30.
- Fists of Fury: Total rework. This weapon now acts like you're playing
  a fighting game, complete with hitstop, launchers, and cancels. You'll also
  get bonus points for every hit you land! Hit the fire and alt-fire buttons
  rapidly to rack up some serious combos! 
- Fists of Fury now has higher weapon switch priority than the EKG Sidearm.
- Super Plasma Rifle: Reduced damage output by 25%.
- FISTO now leaves impact marks on walls.
- Embyro Injector: Baby Chryssalids no longer award points when killed.
  They need to do way instain player who kill their babby.
- Chaos Orb: Improved handling when the weapon is removed from inventory.
- The Brick: After over a decade of thankless, stoic service, the Brick has finally
  been given unique sounds. Maybe next expansion I'll do sprites that don't suck!

BOSSES:
- Mega Imp: Meaner than ever! Mega Imp's fireball now goes 50% faster and has
  a larger blast radius, and the Mini Imps run 50% faster.
- Dog Pope II: Upon the death of the Dog Pope, a new Dog Pope will be named.
- Ape Lincoln: Changed vulnerable phase to be five seconds long instead of varying
  based on the length of the randomly chosen sound (which are now also all five
  seconds long). This change was made primarily for multiplayer and netcode
  reasons, but also for gameplay consistency.
- MF Wizard: Changed second-phase starting taunt sequence to be five seconds
  instead of a length varying based on the etc. etc. blah blah, you get the drill.
- MF Wizard: Now gives 3000 points for each phase (6000 total), rather
  than the boss default 5000 points for each phase (10,000 total).
- In boss rounds, Ammo Boxes will spawn instead of Rocket Pogos or Panic Buttons.
- Bosses will shrug off damage caused by damaging floors.
- Reduced damage output for a secret boss.
- Increased score reward for beating a secret boss.
- Added new boss lifebar colors for modders: orange, purple, pink, black, fire,
  ice, sapphire, and... candy.
- The player HUD now accommodates more than five bosses without looking
  completely nuts and blocking your view. Bosses are ordered by how recently
  they were hit by a player or a friendly monster.  
- Minor changes to boss post-game flavor text.

ITEMS:
- Full heal items will also extinguish the player if they are on fire.
- Cobb Salad now restores an additional 30 health over time.
- Last Chance: Extended invulnerability time to two seconds.
- Last Chance now tells you what it does if you try to use it.
- Last Chance will also extinguish the player if they are on fire.

JACKPOTS:
- Lowered price of the Jackpot Dice to $25,000!
- R███████ o█ F██████: Added unique killpic.
- T██ B███: Added some new agitating music.
- A████ 9██: This jackpot can now only be rolled once per map. This was
  TECHNICALLY possible in single player, but it's more of an issue in multiplayer.
- K███ E██ C█████!: Added a catastrophic new reaction with THE JERK.
- I███ A████!: Jumping attacks now deal melee damage, preventing them from blowing
  up cars and other carnage that should be resolved for bullets and explosions.
- G██████: Expanded the list of rare items that can spawn.
- G██████: Added Sportsball! health and armor items.
- B████, Y██ C██ D████ M█ C██: Added a rare easter egg.
- Finding the Jackpot Dice in the field awards 777 points.

BOSS RUSH:
- Added some new music.
- Food items that appear when bosses die will despawn after 30 seconds, like ammo.
- Decreased the frequency of crowd heckling.

MENUS:
- Paradise Plaza now appears first on the map list so first-time players don't
  accidentally jump in the deep end.
- Added the Assists screen to UZDoom options menu for ease of access.

MISC:
- Added a page to the Manual about Assists.
- Respawning gives the player three seconds of invulnerability.
- Players now flash when invulnerable if they respawn or are saved by Last Chance.
- Cars will explode if they run into invulnerable players.
- Made it easier to track the health of multi-part destructible props, like Cars.
- Added CheckForActor to ACSUtil, for per-slot music gags. See the modding
  docs for more information.
- Modders can add content to the Manual! See the modding docs for details.
- Modders can add custom billboards, too! See the modding docs for details.
- The Map Helper actor (see modding docs) will now respond to changes made
  *during* the game, rather than just at the start of the game. Thanks to Shadow
  Hog for suggesting this improvement!
- Enable Respawn assist has been renamed Respawn Anytime to reflect the new
  respawn behavior in multiplayer.
- Menu tooltips were converted to the built-in tooltip system in UZDoom v5.0.
- Altered some things behind the curtain to make post-processing shaders more
  more reliable and easier to work with (see "Notes for Modders").
- Added some new post-game tips and nonsense.
- Updated the self-kill endgame screen to accurately reflect the likely age of
  the player.
- Added scale interpolation (a new UZDoom feature!) in a few places.
  This should improve the smoothness of visual effects across the board.
- Added a very stupid new indicator of cheat detection.

=== FIXES ===
SLOTS:
- Mirror Mode: Fixed camera shaking violently when the player dies.
- Wingin' It: Fixed a visual bug with wing sprites passing through stacked portals.
- Wingin' It will now account for monsters that have changed size, as well as
  monsters that bob around while floating.
- Wingin' It no longer affects monsters with zero-gravity properties.
- Wingin' It: Wings no longer disappear from actors that can toggle their ability
  to fly on and off at will, like the Assault Trooper.

MAPS:
- Astrolab X: Fixed a lighting bug with a certain explosive easter egg.
- Astrolab X: Said explosive easter egg can now be activated by other types
  of explosives.
- Clockwork Solarium: Minor adjustments, including fixing some misaligned
  textures in the courtyard.
- A Bridge Too Far: Fixed a visual bug on the east underside of the bridge
  during the Reelism 64 reel.
- A Bridge Too Far: UZDoom v5.0 fixes an engine bug that caused the player
  to suddenly die if they launched from one of the dashpads and passed over
  a powerful area-of-effect attack, like THE JERK's damage range.
  (This bug was so mysterious that we actually had to dig into the UZDoom code
  ourselves to fix the problem! This is what it has come to: Reelism 2 has bugs
  so baroque that they've turned us into engine contributors against our will.)
- A Bridge Too Far: Fixed water deaths not registering correctly sometimes.
- Overflow: Fixed a bug that caused the damaging water on the eastern side
  of the map not to generate splash effects.
- Overflow: Fixed water deaths not registering correctly sometimes.
- D██ a█ t██ W████████: Fixed an oversight that caused the terminal screens
  to stay up during the boss round.
- D██ a█ t██ W████████: Fixed collision bug that could get the player stuck
  inside the geometry of a terminal.
- D██ a█ t██ W████████: Fixed the oxygen charger still running once the player's
  air has been replenished.
- D██ a█ t██ W████████: Fixed issues with player placement when respawning
  during the boss round.
- D██ a█ t██ W████████: Fixed some weirdness and missing effects involving the
  boss teleporter.
- D██ a█ t██ W████████: Minor text adjustment for A████ 9██ map script.
- D██ a█ t██ W████████: Cleaned up some portal links.
- D██ a█ t██ W████████: Minor texture and lighting adjustments.
- B████ F███: Adjusted countdown timing at the start of the map.
- B████ F███: Fixed an oversight that prevented the postgame camera from rotating.
- B████ F███: Fixed map-specific victory music not playing.
- T███ i█ T██████: The 'ard As Nails storefront now updates to reflect the state
  of the Town hiring sidequest.
- All music tracks will now play at the correct speed. GZDoom v4.13.0 changed
  how certain music formats are played, which we've corrected for.
- Adjusted music volume on a handful of maps.
- Optimized a handful of music files.
- Lighting and fog have been adjusted on several maps to look better under
  the new default lighting modes introduced in GZDoom v4.11.0.

TOWN:
- Fixed a long-standing bug that made NPCs twitch out while standing still.
- Made it harder to escape from the map and get stuck. Multiplayer was allowing
  players to do some Counter-Strike crouch tower shenanigans.
- Fixed an annoying issue with the music stuttering during special Town events.
- Items will now be removed from Boostah's storefront as they're purchased,
  fixing button mashing leading to wasting money on items you've already
  purchased to zero effect.
- Players will now instantly revive if they die in Town. Normally, this is
  impossible, but since one of you managed to do this while you were messing 
  around with console commands, we added this failsafe. There are simply those
  who can't help themselves from touching the stove.
- Fixed a bug that prevented the Temple music from fading out correctly when
  entering the door to the finale.
- Fixed a bug that stopped the Cops in the Cop Shop from walking the walk.
- Fixed an error that caused the dock crates to be lit weirdly when using the
  Vanilla lighting mode.
- Various minor tweaks and typo fixes for dialogue.

MONSTERS:
- Yetis will no longer try to lunge through walls at the player.
- Yeti: Melting death animation now also plays for explosive fire attacks and
  accounts for situations where Yetis have changed size.
- Quake Zombies: Fixed an error that made Zombies non-solid, resulting in some
  extremely weird physics during the Grease Is The Word reel where colliding with
  a Zombie would instantly accelerate the player to the speed of light.
- Flamebot: Fixed an oversight that caused Flamebot to spawn debris with the
  incorrect color when crushed or eaten.
- Assault Trooper: Fixed a bunch of peculiarities with crouching.
- Monsters that spawn stuck inside each other can now move around more easily.
- Friendly monsters that award points on death will now count towards the map's
  monster count.
- Fixed an oversight that could cause monsters to bleed the wrong color (or bleed
  at all when they shouldn't) during comedy extreme death states, like being
  crushed or eaten.
- Fixed an extremely rare oversight that allowed you to KILL THE JERK. We regret
  our depiction of THE JERK as mortal and extend our apologies to the people of
  JERK PLANET. (We're not gonna tell you how we found this one!)
- Fixed an oversight that allowed enemies that shouldn't get set on fire
  to get set on fire.
- Fixed a few monsters not awarding points.
- Fixed a bug that prevented some dead monsters from despawning in Boss Rush.
- Fixed a bug that caused monsters to scale incorrectly in extreme death states.
- Fixed a variety of monster infighting issues.
- Fixed missing tags on a handful of monsters.

WEAPONS:
- Caltrop Cannon: Fixed a bug where the alt-fire caltrops wouldn't bounce on
  liquid surfaces.
- Caltrop Cannon: Alt-fire caltrops are no longer affected by the Repulsor.
- Cold Snap: Fixed a bug that caused knockback on props, bosses, and other
  shootable things that should be immobile.
- Cold Snap attack no longer splashes on water.
- Footbaww: Fixed a litany of collision bugs, including:
  - A bug that caused players to get stuck on slopes that were JUST slightly
    too steep to walk up.
  - A bug that stopped the player from charging over props that they should
    be able to step over.
  - A bug that stopped the player if they tackled an enemy while going uphill
    on a slope.
  - A bug that calculated collisions incorrectly in situations where the player
    was facing a different direction than they were moving, such as low friction.
- Footbaww: Fixed certain environmental sounds, like the Astrolab jump ramp,
  from getting cut off by the football's screen-shake effects.
- Footbaww: Fixed a bug that prevented the player from respawning in some
  circumstances if they died while charging.
- Footbaww: Performance improvements on large maps.
- Fire Crossbow: Fixed audio bug when selecting weapon.
- Rocket Ball Launcher: Rocket balls will no longer home in on enemies that
  are behind walls.
- Wizard's Work: Addressed a bug where projectiles could get stuck on slopes.
- Roulette Revolver: Fixed a bug that caused the Roulette Revolver to fire blanks
  nearly twice as often as intended.
- Roulette Revolver: Disc projectiles can no longer cause extreme death.
- Roulette Revolver: Fixed not giving points on pickup.
- Mjolnir: Fixed a design issue that prevented Mjolnir from working on stairs.
- Big Swingy: Fixed an issue where enemies would not always be pushed away
  when hit with Big Swingy.
- Big Swingy: Fixed a naming collision with sludge splash sprites.
- Big Swingy: Resized ammo icon to fit the HUD better.
- Hammer of Retribution: Fixed an error that caused hammer projectiles to inflict
  way more damage than intended.
- Hammer of Retribution: Fixed an error that caused the explosion sound for
  hammer projectiles to play incorrectly.
- Hammer of Retribution: Minor optimization fix.
- Railgun: Fixed a frame of the firing animation that was incorrectly full-bright.
- Dog Launcher: Dogs fired from the Dog Launcher will no longer cause extreme
  death states when they bite.
- Target Locator: The fire trails on the missles are lit up now.
- Persuadertron: Fixed a bug that caused certain enemies to become stuck in
  a transitional half-persuaded state.
- Basketball Shotgun: Fixed a miscalculation that caused basketballs
  to fire too low.
- FISTO: Fixed an oversight that caused FISTO to knock back actors that should
  prevent themselves from being thrusted.
- Replaced a hacky workaround that prevented used throwable weapons (specifically
  the Basketball and the Brick) from being picked up in some circumstances.
- Fixed a long-standing issue that prevented actors from receiving credit for
  damage inflicted over time, such as being set on fire by the Flamethrower.
- Fixed a rare bug where weapons would fail to lower on death if their sprites
  were positioned high on the screen.
- Added tags for player morph weapons, such as the Tank.
- Disabled autoaim on some weapons, including the Tank.

BOSSES:
- Spider Metamind: Fixed an oversight that could cause certain sprite frames
  to be overwritten by other non-Reelism-related mods loaded with UZDoom,
  resulting in visual weirdness.
- Dog Pope II: Bee killpic will now appear correctly.
- Dog Pope II: Will now properly shrug off damage from bees and dogs.
- Mega Imp: Mini Imps are semi-invulnerable for their first tic to prevent instant
  deaths caused by unusual weapon behavior.
- MF Wizard: Fixed a bug that could prevent the ice cream truck's death sound from
  playing on some occasions.
- MF Wizard: Fixed a bug that could cause the ice cream truck's jingle to play
  forever if the boss was killed within one second.
- MF Wizard: Ice cream truck will turn more smoothly now.
- Ape Lincoln: For game system reasons, the police car now counts as a projectile.
- MacGuffin: Fixed an oversight where MacGuffin's fire projectiles would be
  ineffective in areas with low ceilings.
- MacGuffin can no longer light himself on fire.
- The blinking low-health effect will now scale properly when the boss's max health
  has been changed by multipliers. The effect will also now turn off if the boss's
  health goes back above the 20% threshold.
- Fixed a bug that could cause small bosses to become trapped inside each other
  when falling, resulting in the bosses endlessly spewing out blood while slowly
  levitating up into outer space.
- Fixed a bug that caused bosses to bleed when hit by a damage type that should
  not affect them (such as being crushed or hit with Lightning Gun stun).
- Fixed a few rare bugs caused by a secret boss dying after the player dies.

SLOTS:
- Rechargerizer: Fixed a bug preventing health from recharging at the correct
  rate if the player was hurt in the middle of recharging.
- Grease Is The Word: Fixed an oversight that could cause the laws of physics to
  disintegrate when dealing with non-solid monsters (see Monsters fixes).
- Crate Shower: Fixed a typo that caused Jackpot Dice to drop from crates
  much less frequently than they should have. Jackpot Dice (and other rare items)
  will now drop ~0.7% of the time, as opposed to ~0.26%.
- My Tank Is Fight: The player's armor and extra health will now be restored after
  they morph back to normal.
- Oh Fuck, Skeletons!: A rare audio easter egg will no longer activate on maps
  where the music shouldn't change.
- Fixed a bug that could cause items, weapons, and monsters to spawn in the wrong
  position if the spawner was sitting on a moving sector or solid actor.
  In order to make this fix, we created a new support actor template that modders
  should start using (see "Notes for Modders").

ITEMS:
- Social Distancer: Shortened item tag.
- Jetpack now adjusts the player's view roll in a way that does not override
  other visual effects (such as the Drunked Up reel).
- Whistle: Fixed bugs that could interrupt the whistle sound or prevent it
  from playing.
- Whistle: Fixed floating enemies still being able to move around while stopped.
- Whistle: Fixed rare crash when blowing whistle near vulnearable props.
- Whistle: Attempted to fix a rare bug where enemies can get permanently frozen
  if they are killed on the exact same frame the whistle is blown.
- Cobb Salad: Fixed a bug that could give the player more than 100 health.
- Ammo Backpacks no longer carry ammo for secret weapons.
- Last Chance no longer activates if you're invincible.
- Last Chance now correctly accounts for armor.
- Gender Reveal IED: Increased distance on bomb ticking sound. Since you're
  probably going to run as far away from the IED as humanly possible,
  you usually can't hear this sound.
- A█████ of D██: Fixed minor error messages caused by a 0-frame state.
- Fixed the tag for the Gender Reveal IED.

BOSS RUSH:
- Fixed rounds advancing after the player has died.
- Fixed a minor visual bug when restarting Boss Rush.

JACKPOTS:
- Fixed a bug that could cause the Jackpot Dice to hardlock UZDoom. Thank you to
  everyone who reported this!
- Fixed misalignments on Jackpot Dice visual effects.
- L███████: Fixed a bug that could cause certain slots to carry over between games.
- G██████: Implemented a few previously missing spawns.
- G██████: Fixed an issue where spawning a secret boss could break the game script
  in fun and exciting ways.
- C███ H█████: Friendly enemies will be friendly again when the jackpot ends.
- F████: Fixed an oversight preventing ammo from fully maxing out if the player
  had an Ammo Backpack.
- F████ no longer gives ammo for secret weapons if the player doesn't have them.
- T██ B███: Disabled intraspecies in-fighting.
- T██ B███: Added a delay to the sound at the start of the jackpot to prevent it
  from being drowned out by other audio.
- A████ 9██: Fixed a bug stopping placeholder script from activating on some maps.
- D███ W███: Fixed a bug that caused the player's view to get stuck at the top
  or bottom of their pitch limit.
- K███ E██ C█████!: Fixed a bug that caused the player's blood to splatter while
  standing next to their new friend, even though they were not taking damage.
- R███ F███ Y███ G████: Monsters that died from falling off the edge of the map
  are no longer affected.
- R███ F███ Y███ G████: Monsters will retain more of their original properties
  after the jackpot takes effect (specifically, which direction they were facing
  and whether they were friendly to the player).
- 5█-C███ P█████: Fixed a bug that could cause weapons with secondary fire (such as
  the Lightning Gun) to accidentally deplete the player's ammo.
- I███ A████!: Fixed a whole slew of bugs if you die while this jackpot is active.
- Jackpots that manipulate the existence of monsters (specifically, C███ H█████
  and R███ F███ Y███ G████) will no longer be affected by the Half Monsters
  and Monster Party modifiers.
- T█████ P███: Fixed a bug where same slot could be rolled twice.
- T█████ P███: Fixed a crash when changing map while the jackpot is active.
- F████: Secret items from D██ a█ t██ W████████ and B████ F███ will no longer
  be added to your inventory.
- B████, Y██ C██ D████ M█ C██: The player's armor and extra health will now be
  restored after they morph back to normal.
- Fixed a bug where M████████ (a jackpot-only monster) could hardlock UZDoom in
  rare circumstances.
- M███████ portals no longer count as monsters.
- Fixed several jackpots not resetting the music on maps that should be playing
  one continuous music track (like as S████ o█ G██████ G████ and H███ L████).
- Fixed an oversight that caused the Jackpot Dice to float away when spawned
  during the Crate Shower reel.

MENUS:
- Fixed mouse alignment issues in level select menus and manual.
- Maps without difficulty ratings will now display correctly in menus.
- Fixed some boss graphics in the Manual.
- Various misc. Manual adjustments.
- Fixed the manual font missing an apostrophe.

MISC:
- Fixed a bunch of long-standing bugs that messed with the player's score when
  respawning, including a real nasty one that caused the score to go negative
  if it was over 40,000.
- Fixed a bug preventing the post-credits secret map from unlocking correctly.
- Rewrote the slot selection script to improve efficiency and reduce lag.
- Fixed a bug where slots would sometimes not be removed between rounds.
- Destructible map props will no longer be targeted by autoaim.
- Fixed a bug that caused props to be repulsed away from the player at the start
  of a map.
- Fixed the player being able to activate doors and switches while burning alive.
- Fixed an oversight that caused explosion effects to get cut off by moving actors.
- Fixed a bug preventing music from restarting after boss rounds in Infinite Mode
  on maps with music that carries between rounds (like S████ o█ G██████ G████).
- Fixed a bug causing monster max health to display incorrently on the end-game
  screen while using the Super Bones multiplier.
- Fixed an oversight preventing goofy killpics from appearing in some cases.
- Fixed a bug causing special music-changing events, like jackpots, to play
  the wrong song from a multi-track music file (such as .nsf) when resetting
  the music back to normal.
- Fixed a few cosmetic issues with map transitions, including an annoying bug
  where the player would always briefly select the default pistol during the first
  frame of the map.
- Fixed a handful of effects based on damage that were being miscalculated.
- Fixed a bug that prevented the player from entering their death animation if they
  got killed at the exact same time they fired a weapon.
- Fixed a bug that prevented teleporter sounds from playing on very busy maps.
- Temporary items used to track slot and weapon effects are now removed from
  players when changing maps.
- Fixed an oversight that prevented damage to cars from being properly attributed.
- Aspect ratio for the Retro titlemap has been corrected.
- Optimized a variety of carnage and debris effects.
- Replaced actor properties that were deprecated in UZDoom v5.0.
- Fixed an oversight where an ACS script that was supposed to activate at the start
  of every round (Splot_NewRoundACSHook) didn't activate during boss rounds.
- Various fixes throughout scripting to improve performance and reduce instability.
- Fixed typos all over the place.
- Removed an unused ZScript definition file.

=== NOTES FOR MODDERS ===
- There have been significant under-the-hood changes throughout Reelism 2
  to accommodate new features and multiplayer support. You may need to
  update your mods to make them compatible with this new version.
  See below for a list of changes that may impact you.
- We've made underlying changes to some monsters and slots for the sake
  of multiplayer support. This particularly affects monsters that used the
  IsActorPlayingSound function, and slots like Drunked Up and Mirror Mode
  that alter the player's view. If you based your mods on any of these examples,
  please see how we've updated them!
- Map definitions are handled very differently now. You no longer need to
  define maps in MENUDEF, but you do need to assign them to a cluster.
  For the sake of multiplayer, you will also need to enable TeamDamage
  in your map definitions.
  See the modding documentation for details and MAPINFO for examples.
- Ammo now has a new base actor definition type (Splot_Ammo) rather than
  using mixins. This new actor class also has variables that change how
  the ammo appears in the Town HUD. Please update your ammo definitions!
  If you used the Splot_Ammo mixin for any other non-ammo items, replace it
  with Splot_PickupSpawnControl.
- Major under-the-hood changes have been made to the post-game results screen
  for the sake of multiplayer. If your mods add custom obituary graphics, text,
  etc., please reference the Splot_PlayerPawn actor to see how these work now.
- Post-processing shaders are now handled using a purpose-made script,
  Splot_ShaderManager.SetShader, which makes it easier to safely set and
  unset shaders via slots or other actors. Please replace Shader.SetEnabled
  anywhere it appears in your scripts. All you need to do is change name of
  the script being called, and the Shader Manager takes care of the rest.
- Due to changes to UZDoom netcode, do not use the flag SXF_CLIENTSIDE when
  spawning actors. We had used this frequently in earlier versions of Reelism 2
  when spawning effects particles, so if you copied any of that code, you may
  need to remove that flag from any code that uses A_SpawnItemEx.
- We've made some forward-thinking changes to how gametypes handlers are
  referenced, with the idea that modders might want to add their own minigames
  or gametypes in the future! If you have a class that uses the function
  EventHandler.Find to set gametype, consider updating it to our new function,
  GametypeList.FindActiveGametype(), which will automatically identify which
  gametype is being played on the current map.
- We've added a new version of the action A_SpawnProjectile, which accounts
  for changes made to monster height by reels like Scared Little Weird Guys.
  When appropriate, use A_SplotSpawnProjectile instead.
- We made a new common base actor for the invisible spawners that create items,
  weapons, and monsters for each slot. There were a few weird collision issues
  we had to address, and this was the cleanest way to do it. For all of your
  spawners, use Slot_Spawner_Base as your base actor rather than Actor.

== Version 1.23HF2 (04/04/2024) ==

ITEMS:
- Jackpot Dice: Fixed an issue where it would cause a VM abort upon triggering
  a Jackpot in newer versions of GZDoom, but, like, for real now. Massive thanks
  to an anonymous Cohost asker for diagnosing the issue!

== Version 1.23HF (13/10/2023) ==
We've been beavering away on something larger, but the mod broke under newer
versions of GZDoom so we've had to backport some of our newer fixes here.

BOSSES:
- MacGuffin: Fixed an issue where his laser attack would crash the engine
  in a suitably violent fashion.

ITEMS:
- Jackpot Dice: Fixed an issue where it would cause a VM abort upon triggering
  a Jackpot because the latest GZDoom is very picky.

== Version 1.23 (28/09/2022) ==

SLOTS:
- Gun Runner: No longer effects certain secrets.

MAPS:
- Overflow: Fixed an error message appearing during the Agent 999 jackpot.

TOWN:
- The hot dog vendor will no longer attempt to sell you his limp, processed
  meats if you've already bought one. Once is more than enough.

MONSTERS:
- Trackbot: Halved damage inflicted by shots.
- Flamebot: Fixed a minor art oversight (thanks Bouncy!)
- Stridin' Caco: No longer makes footstep sounds while effected by Wingin' It.
- Skeleton: Changed bone gibs to properly account for Super Bones assist.

WEAPONS:
- Big Swingy: Big buff! Hugely increased range, damage and i-frames.
- Knife 'n' Fork: Altfire is now effected by the Power Sneakers reel.
- Footbaww: Now charges through frozen enemies instead of being blocked by them.

BOSSES:
- Fighting Dialup Team: Changed death screen tooltip to something more useful.
- Dog Pope II: Fixed a bug where getting healed by bees or dogs with the Super Bones
  assist active could reset their health down to 50%.
- Ape Lincoln: Fixed a bug where the calculations for becoming more aggressive when
  low on health did not take the Super Bones assist into account.
- Mega Imp: Changed the anti-hardlock code to account for the Super Bones assist
  because why leave a job half-finished?
- Mega Imp: Updated shader effect to work on Delta Touch (Thanks Generic Name Guy!)
- MF Wizard: Fixed second form not being affected by Super Bones assist.

MISC:
- Half Damage Assist score multiplayer changed from 0.5x to 0.75x.
- Adjusted difficulty ratings on the map select based on what we've seen on streams.

== Version 1.21 (12/06/2022) ==

SLOTS:
- BEES!: Halved the number of bee particles for slightly better visibility and,
  hopefully, slightly less bitrate slaughter for streamers and video creators.
  
MAPS:
- C█████ N███'s L███ S████: A number of adjustments:
  - Tweaked various bits of geometry where larger monsters like Yetis weren't
    able to leave their spawn area.
  - Fixed several broken monster spawners.
  - Added a visual justification for a certain switch no longer doing anything.

TOWN:
- Fixed various issues caused by visiting while "Switch on Pickup" was disabled.
- Temporarily disabled the changes that the "Use Standard Font for Dialogues"
  menu option makes to conversations until I can handle it more gracefully.
  
MONSTERS:
- Liztroop: Fixed an audio bug where gibbed remains would still make Jetpack
  sounds if the monster was splattered mid-flight.
- Yeti: Fixed a potential VM abort if they attempted to leap at a target that
  somehow ceased to exist in the 4 gametics between them deciding to leap and
  actually leaping.
  
WEAPONS:
- Basketball: Fixed an issue where cutoff would be visible on weapon sprite
  while dunking at certain resolutions.

ITEMS:
- Cobb Salad: The recharge effect no longer removes overheal (Megahealth etc.)

== Version 1.2 (07/05/2022) ==

SLOTS:
- Reelism 64: Slightly reduced fog density. Only slightly, mind.
- Added Ammo Box to possible powerup spawns in Sportsball, Hammer Time and
  Crapshoot, to help reduce ammo crunch in future rounds.

MAPS:
- B████ F███: Fixed an oversight in the process of porting from Reelism 1 that
  resulted in not being killed when escaping the map.
- T███ ██ T██████: You can now follow in the footsteps of a local hero, although
  personally, I'd advise against it.
  
MONSTERS:
- A certain monster in Boss Rush mode now has properly-coloured gibs.
  
WEAPONS:
- Thousand Fists of Fury: Fixed a VM abort caused by punching certain destroyable,
  non-monster objects like Crate Shower crates.
- Cold Snap: Added a punch altfire, ala the Snowball's.
- Roulette Revolver: Reduced the chances of getting a gleefully-OP shot type
  from 10% to 5%, and slightly increased the chances of getting blanks from a
  1/7 chance to a 1/6 chance to put in line with weapon/item spawn chances.

MISC:
- Added a new Un-Assist, Monster Party! This duplicates all monster spawns, in
  case you thought this mod didn't have enough monsters already.
- Fixed a rare potential VM abort in score handling under obscure situations.
- Slightly strengthened v1.1's workaround/fix for fire deaths taking away all
  your points when respawns are enabled to theoretically support multiple players.

== Version 1.1G (19/04/22) ==
Circumstances dictated that a small set of content had to be replaced.
Please understand.

MAPS:
- Added B████ F███! An old favorite by an old friend.
- Boss Rush: Replaced in-game music.
- F█████: Made appropriate adjustments.

== Version 1.1 (18/04/22) ==

SLOTS:
- Reelism 64: Now triggers special ACS scripts when started or ended, to give
  level designers a little more control over how their map is effected (ex.
  hiding skybox elements). See docs/mods.html for the scoop.

MAPS:
- Overflow: Made a few adjustments to make this map easier for new players to
  navigate, including adding more lights and repositioning some spawners.
- Overflow: Fixed pop-in on the light in the upper turbine area.

TOWN:
- Fixed a bug preventing Codename and Showdown titlemaps from unlocking correctly.
- Fixed a bug that allowed NPCs to get inside the Marketplace booths.
- Fixed a bug that caused some NPCs to face the wrong way during dialogue.
- Fixed a bug where the player could accidentally activate the Boss Rush chair
  prematurely by jumping over the back.

MONSTERS:
- Flying monsters that get blasted away will slowly lose their momentum.
- Fixed monsters being frozen in indecision if Wingin' It comes into effect
  while they're falling from a ledge.
- Monsters will now stop running around screaming in their burning-to-death
  state if they fall into water.
  
BOSSES:
- Dog Pope II will now be healed by Dog attacks.

WEAPONS:
- D!Fender Rifle: Raised slow-firing precision bonus by 25%.
- Roulette Revolver: Raised ball attack damage by about 16%.
- Super Plasma Rifle: Lowered average damage output by about 12%.
- Antique Shotgun: Attempted to fix a rare crash when the Antique Shotgun
  blows up in the player's face.
- Antique Shotgun: Fixed a bug preventing the reload sound effect from playing
  during the Power Sneakers reel.
- Hammer of Retribution: Fixed some cutoff visible in the swinging animation.
- Footbaww: Added a fix for players affected by Micro Mode getting stuck on
  step-sized geometry while charging (ex. the inner ring of the start room in
  Overflow).

ITEMS:
- Gender Reveal IED now stays in the player's inventory after dying. 

JACKPOTS:
- R███ F███ Y███ G████: Added a new message to inform the player what happened.
- R███ F███ Y███ G████: Fixed some monsters not properly r█████████.
- The B██ P█████: Special items will no longer run away during Gun Runner until
  they've stopped bouncing.

MISC:
- The main menu now lists the manual as "Manual" instead of "Info".
- Added a new manual page for people new to GZDoom mods, which has been a
  surprising number of the people we've seen stream this!
- Improved the spacing on the manual header font.
- Player can no longer freely look around while burning to death.
- Re-coded the Half Monsters assist to prevent future crashes.
- Added a cap to how low negative killer health can be displayed on the endgame
  stats screen, for that one player who somehow managed to get a Yeti down to
  -127572 health in one way or another.
- Worked around a bug where you could lose all your points if you burned to death
  with Respawns enabled.
- Fixed an oversight where Cars and other non-bleeding things would bleed their
  own blood if you had ZDoom particle blood turned on.
- Removed a debug message from the map select menu. Whoops!
- Fixed an omission in the Music section of CREDITS.txt.

== Version 1.001 (16/04/22) ==

TOWN:
- Fixed an oversight where the player could escape the map and find themselves
  stuck and unable to return to civilization.

MONSTERS:
- Fixed a bug where the Night of the NPCs reel causes a VM Abort error when the
  Half Monsters assist was enabled.
  
WEAPONS:
- Fixed a bug where the Slightly Pre-Loved Fireworks Launcher could cause a
  VM abort error while trying to home in on a target that no longer exists.

== Version 1.0 (15/04/22) ==

Certain shader-based effects will not correctly function using the OpenGL ES
renderer, causing certain enemies, reels and jackpots to look and sometimes even
function incorrectly. We recommend using the full OpenGL or Vulkan renderers to
get what passes for the "proper" Reelism 2 experience.

=== BIG-TICKET FEATURES ===

JACKPOTS:
- Implemented! An old "friend" might know how to activate them...

SLOTS:
- Added Double Down! Double your damage, double your fun!
- Added Tools of D!struction! A simulated, legally distinct weapons reel.
- Added Hammer Time! Hammers weapons of all shapes, sizes, and magical powers.
- Added Crapshoot! These unreliable weapons could be a blessing or a curse.
- Added The Elementalist! Master the elements with this mystical weapons reel.
- Added Do You Like Caco! We waited a while to add these fellas to Reelism, but
  we think it was worth the wait.
- Added Enemy Unknown! The truth isn't just out there, it's actively hunting you!
- Added They Were Robots! The mechanoids return with some fresh new models!
- Added Oh Fuck, Skeletons! You'll be chanting "ske-le-ton!" all day.

MAPS:
- Added A Bridge Too Far! A surprising evolution on a fan-favorite.
- Added Overflow! A dingy, waterlogged facility that took us forever to texture.
- Added B██. R██. M███! A secret map paying tribute to those that paved the way.
- Added S████ on G██████ G████! Can you survive a single night?

TOWN:
- Added the "Bank" system! Now if you quit the game while in Town, you can return
  to town from the New Game menu and your unspent points will be waiting for you!
- The Eastern District is now open for business!
- The Laboratory has opened its doors to Contestants willing to help them out
  with some... shall we say, "research".
- The Temple's renovations are now complete, and the doors are now open to those
  looking for a place to reflect upon their accomplishments in life.
- Added some new goodies to purchase around Town.

WEAPONS:
- Added the Assault Trooper Blaster to the Blue Magic reel!

BOSSES:
- Added MacGuffin! From beyond the cosmic railyard, he rises again!
- Added Ape-raham Lincoln! Yes, we just wrote that straight-faced.
- Added a Motherfucking Wizard... in a goddamn ice cream truck!

MISC:
- Added fancy new menus for map and game mode selection!
- Added "Adjust Difficulty" option to the game mode select menu! If you're having
  trouble, turn on an Assist or two to make the game easier! Conversely, If you
  want a challenge, turn on an Un-Assist or two to ruin your life!
- Added a new in-game manual! Press F1 to read up on the gameplay rules as well
  as the effects of every reel, to say nothing of the usual ton of bad jokes.
- Added custom RNG seeds! Useful for competitions and score attacks. You can
  set the seed in the Reelism Options menu.
- Added a slew of features for modders and mapmakers. See the modding
  documentation for more detail.
  
=== CHANGES AND FIXES ===

SLOTS:
- Grease Is The Word: Added sound cues and a delay before activating, so the
  player has a fair chance to get their footing instead of flinging themselves
  into the abyss unexpectedly.
- Wingin' It: Monsters labeled as bosses, like THE JERK, get evil wings. Mwahaha!
- Wingin' It: Fixed a bug where wings could disappear during cleanup scripts.
- Sportsball!: Health items are more common.
- Crate Shower: Tweaked the odds for what comes out of the crates.

MAPS:
- Gutrot Island: Fixed issue where the dash pads in the SinisterBenign building
  would basically teleport the player straight downwards to the street below,
  instead of thrusting them into the air as intended.
- Gutrot Island and Petit Gutrot: Fixed window collisions.
- Paradise Plaza: Street lamps now give you points for breaking the glass.
- Paradise Plaza: Monsters will escape from the stream of broken fire hydrants.
- Paradise Plaza: Removed a chunk of invisible collision around the planter.
- Big Bad Beach: Hid unnecessary lines from the automap.
- Astrolab X: Bosses can now use the center dashpad.
- Astrolab X: Simplified a secret area.
- Clockwork Solarium: Major overhaul to the map! Lots of new geometry, lighting
  changes, and other quality-of-life adjustments (like more staircases, for
  everyone who got trapped in the catacombs).
- Clockwork Solarium: Improved animation on Antique Chaingun.
- C████t N███'s L███ S████: Bosses can no longer walk off the edge.
- D██ at the W████p███: Minor lighting fix.
- D██ at the W████p███: Touch-up to boss room sky texture.
- D██ at the W████p███: Destroying map decorations gives you points.
- P██ in the S██: Monsters will properly die when they fall off the edge.
- P██ in the S██: Fixed a map-specific obituary screen not displaying.
- On top of the aforementioned changes, all maps have been adjusted with further
  tweaks and changes to add support for new gameplay features... as well as a
  couple of extra secrets added in the process...
  
TOWN:
- The populace have continued to go about their lives over the past year, and
  as such, you may notice them in new places with new dialogue.
- Poundburger has moved to a new location, giving Contestants a clearer view
  of the Zone Entry building.
- Grape Juice can now be purchased from Ingrid Ventori for $1250.
- Slapped new price stickers on some items in the Marketplace.
- Added new sprites for the Generous Stranger.
- Fixed a dialogue issue with the Generous Stranger.
- Completing a certain sidequest will now give you a small reward.
- Additional misc. tweaks, improvements, secrets and weirdness.

WEAPONS:
- Heavy Burst Rifle: Raised average damage by 20%.
- Heavy Burst Rifle: Improved knockback consistency.
- Basketball: Improved dunk consistency on airborne monsters.
- Football: Fixed the football not colliding with shoot-through walls.
- Football: The player's ability to turn during a football charge will
  gradually decrease over time.
- Football: Damage and speed scale up slightly faster with speed powerups.
- Football: Can now bust up destructible map geometry.
- Fire Bow: Improved shooting behavior when looking up or down.
- Fire Bow: Player can now switch weapons during the cooldown animation.
- Fire Bow: Moved to weapon slot 4.
- Clustersucker: Lowered cluster damage to more reasonable values.
- Skyblotter: Tightened vertical spread on the primary fire by 5%.
- Skyblotter: Added an extra frame of animation.
- Lightning Gun: Improved handling for self-destruction if the player is
  invulnerable or can resist the damage.
- Lightning Gun: Fixed the self-destruct obituary not working.
- Lightning Gun: Fixed a bug where the alt-fire projectile would continue moving
  after hitting an obstacle or a liquid.
- Knife and Fork: Metal monsters are less nutritious.
- Dog Launcher: Dog ammo now shows up on your HUD in Town.
- Dog Launcher: Improved consistency of ammo pickup sound.
- Aeromancer Staff: Improved the firing sound.
- Snowball: Raised throwing speed by 10%.
- Tank can now fire both weapons at once.
- Target Locator: Missiles drop faster and more consistently.
- Target Locator: Fixed a bug where the aiming reticle would not follow elevators
  and platforms.
- Target Locator: Adjusted reticle color.
- Atomic Revolver: Fallout lingers for 50% longer.
- Atomic Revolver: Improved visual effects.
- Fixed a long-standing bug where lock-on melee attacks (such as Devour and
  the Sawblade Launcher) would wig out during the Mirror Mode reel.
- More weapons play nicely with the Power Sneakers reel.
- More weapons will correctly honor infinite ammo, including the sv_infiniteammo
  cvar for all you cheaters.
- Fixed a bug allowing weapons with unusual firing behavior (like the Klobbs)
  to fire when they should be disabled by the game.

MONSTERS:
- Scrags: Will no longer infight with each other to prevent weird behavior.
- Ogres: Updated sprites to the new version of Cherno's model rip.
- Zombies: Removed the revival mechanic for consistency with rest of the roster.
- Wizards: New heads added, making them look at least 75% Wizard-ier.
- Wizards: A new type of Wizard may appear in battle...
- Yetis: Can now be pushed away with the Social Distancer when they're attacking.
- THE JERK: No longer gets stuck on flying monsters during the Wingin' It reel.
- Bonus points are now awarded for shattering frozen monsters.
- All friendly enemies can now damage (but not kill) bosses.

ITEMS:
- Hand Grenade: Replaced MetaDoom Doom 3 grenade sprites with new ones that
  actually look a bit like the inventory icon.
- Repulsor: Fixed it not affecting homing missiles fired by certain bosses.
- Rocket Pogo: Now properly awards points for kills.
- Firesuit: Fixed it never actually giving any points on pickup. Whoops!
- Whistle: Freezes monsters for an extra 0.4 seconds.
- Whistle: Blowing Whistles repeatedly will extend the freeze time.
- Whistle: Improved support for Whistles freezing items during Gun Runner,
  including fixing a rare crash when blowing the Whistle at the exact same
  time an item is picked up.
- Jetpack: Raised vertical movement speed while jumping.
- Raised max Blumium ammo from 200 to 250.
- Powerups will flash on the HUD when running out of time.
- L███ Ch████: Activation will now give the player one second of invulnerability.
- Fixed a rare crash when picking up the D██ ██u███, which could only be
  caused by extremely weird player behavior.

BOSSES:
- El Tyrante: Fixed a bug where El Tyrante wouldn't get credit for stomp kills.
- El Tyrante: Stomp attacks will no longer affect dead monsters.
- WMBG: Idle dialogue is easier to hear.
- Dog Pope II: Rebalanced bee attack in final phase.
- Dog Pope II: Player gets points for destroying the Dog Cube.
- Dog Pope II: Made special effects more biblical.
- Fighting Dialup Team: Adjusted spawning behavior to prevent physics weirdness.
- Fighting Dialup Team: Fixed a bizarre bug where the player could die instantly
  at the start of the boss round.
- Rewrote boss spawning scripts to fix some inconsistencies and allow future expansion.
- Replaced bad fake-telefragging on boss spawn with good real telefragging.
- Bosses are harder to stunlock with Lightning Gun.
- Bosses can no longer be killed by leaving the map.
- Floating bosses no longer get stuck on monster-blocking lines intended for their
  gravity-adhering compatriots.
- Bosses now destroy trees, preventing them from getting stuck out the front of
  Gutrot Island's church.

MISC:
- Players now burn to death much as they did in the original Reelism!
- Fire projectiles will dissipate in the air more naturally.
- Spawners will now move with platforms and elevators.
- Spawners will now tilt to match the slopes they've been placed on.
- Title screen unlocks are now permanent! Select them from the Reelism Options menu.
- Updated the Victory theme with a fresh new cover by BouncyTEM!
- Updated Retro titlemap backdrop from Reelism 1 slots to Reelism 2 slots.
- Tracker music has been adjusted to play at normal volume in GZDoom 4.6.0 and above.
- Added some new post-game tips and nonsense.
- Fixed a bug preventing secret map high scores from displaying correctly.
- Fixed the title screen not displaying correctly on 4:3 displays.
- Fixed Constant Screaming Mode happening on the titlescreen (aka titlescreams).
- Fixed a bug where Constant Screaming Mode was affected by gravity and elevators.
- Fixed errors in music credits.
- Fixed clipping on smoke sprites.
- Fixed various spots of code which wrongly assumed there's 365 degrees in a circle.
- Fixed a rare bug where the post-game sequence would be interrupted if the player was
  frozen and then shattered into pieces.
- Fixed a crash bug that would freeze GZDoom if a car was unable to respawn.
- Fixed a bug with the score display while the player is morphed.

=== NOTES FOR MODDERS ===
- This update includes a major rewrite for inventory and score items. If you
  created a mod prior to this version that uses ScoreItem or CustomInventory,
  you'll need to change those to Splot_ScoreItem and Splot_Inventory to ensure
  that the items are affected by score multipliers. (See inventory definitions
  for an example of how points are now handled as actor properties.)
- The map ACS hook Splot_RoundChange is now called Splot_RoundStart. Any maps
  made before this version of Reelism 2 that used Splot_RoundChange will need
  their scripting updated.

== Version 0.65 "Early Excess" (30/12/20) ==

SLOTS:
- Added Wingin' It! Monsters gain the power of flight, complete with a pair of wings.

MAPS:
- Clockwork Solarium: Added some battlements to the entrance courtyard.
- Clockwork Solarium: Cleaned up the automap.

WEAPONS:
- Basketball: Fixed a bug preventing the player from dunking on airborne monsters.
- Clustersucker: Fixed a rare bug where clusterbomb fragments wouldn't award
  points to the player under certain conditions.
  
MONSTERS:
- Quake Zombies: Fixed a bug that caused Zombies to do huuuge damage.
- Quake Zombies: Improved fire death animation.
- Dogs from the netherworld will no longer turn invisible when hit by the Persuadertron.

BOSSES:
- WMBG: Fixed a crash caused by an infinite loop when WMBG teleported into a wall.

MISC:
- Added Corpse Pileup option to disable corpse cleanup, if you want that.
- More endgame tips and lies.
- Fixed a mistake in the debug text for loading slots.

== Version 0.64 "Early Excess" (14/12/20) ==

A NOTE:
- Audio crash issue on large maps should be fixed by upgrading to GZDoom 4.5.0.

MAPS:
- Added Paradise Plaza! This map is a smaller, easier map designed to help ease
  you into Reelism's particular brand of absurd carnage.
- Astrolab X: Fixed an invisible wall.
- Astrolab X: Minor changes to an Easter Egg.
- Clockwork Solarium: Fixed an untextured wall you could see with chasecam.
- Petit Gutrot: Fixed an untextured wall in the SinisterBenign building, with style.
- Town: Fixed a break in the 'Ard As Nails shopkeeper's dialogue tree.
- Town: The ammo vending machines now offer 20 nails for $450 (Prev. 10 for $250)
- D██ at the W████p███: Decluttered the map by removing a monster spawn.
- P██ in the S██: Improved impact effect for a scripted map event.

WEAPONS:
- Basketball: I'm just gonna quote the commit name verbatim:
  "Fixed basketball bug forever and ever fuck you"
- Saw Thrower: Altfire now properly counts as melee damage and always gibs.
- Brick: Fixed a rare VM abort when thrown. Yes, it no longer bricks the game.
- Heavy Rifle: Now does slightly more damage and inflicts significantly less
  pushback onto enemies it hits.
- Minigun: Now a higher priority in weapon slot 2.
- Snowball: Impact damage increased by 50%!
- Footbaww: Small damage increase against all non-Dog enemies.
- Footbaww: Fixed the charge attack getting halted by slopes during Micro Mode.
- Lightning Gun: Stunned monsters now shake while stunned.
- Lightning Gun: Various minor fixes.
- Cutlery: Player eats with flailing desperation during Power Sneakers.
- Flamethrower: Weapon sound will stop when the flamethrower runs out of ammo.
- Fire Bow: Fixed an issue where the bow would appear empty.
- Attempted to fix a rare null VM abort that could occur if a burning actor
  suddenly ceased to exist. Let us know if you get this one!

ITEMS:
- Super Health and Super Armor purchases can now be taken into a dark place.
- Panic Button works more reliably on 3D floors, elevators, and stacked sectors.
- Replaced Firesuit expiring sound with one that's less startling.

SLOTS:
- Micro Mode: Player movement speed increased by 40%!
- Birthday Party: Affected monsters now explode when launched into the ceiling,
  matching behavior with other surfaces.
- My Tank Is Fight: Altfire is now considerably more damaging, with a wider spread.
- My Tank Is Fight: Teleporting to safety when leaving the arena now works more
  reliably on 3D floors, elevators, and stacked sectors.
- Porkchop Sandwiches: Health will spawn more frequently.
- Crate Shower: Beehives spawn less frequently.
- Crate Shower: Crates are now tossed around more freely.
- Imp Encounter: Imps spawn slightly more slowly.

MONSTERS:
- Cyclo Wizards: Reduced the duration of their attack by 20%.
- Yetis: Yeti gibs now spray snow instead of blood.
- Normal Imps: Optimized fireball effect.

BOSSES:
- Mega Imp: New spawn sound is 40% more terrifying.

MISC:
- Forced X/Y billboarding for more spherical objects that would look fine
  with it enabled, like the Clustersucker projectiles.
- High scores are now saved immediately upon game end, instead of when the
  high score display is bought up.
- Fixed big explosions not scaling correctly.
- Trash cans explode more quietly.
- Cars now properly reward points for monsters caught in their explosive demise.
- You can now hear more bees at the same time.
- Tidied up scripting for player classes.
- "Reelism Options" now appears in Simple Options menu
- Added a convenient milestone to the pre-title sequence.
- Minor Credits fixes and such.
- Added... uh... Constant Screaming Mode.

== Version 0.61 "Early Excess" (02/09/20) ==

MAPS:
- Gutrot Island: Fixed a couple of invisible walls on the roof of the gas station.
- Petit Gutrot: Replaced the Cafe with the tall hexagonal building from the full map.
- Petit Gutrot: Added additional weapon and item spawn points.
- Town: Petit Gutrot now appears in the level selector.

WEAPONS:
- Moved some code around in the ground fire effects used by the Flamethrower
  and exploded cars to avoid potential crashes in GZDoom's audio system.

== Version 0.6 "Early Excess" (19/08/2020) ==

MAPS:
- Added Petit Gutrot! This is a half-sized version of the original map, focused
  on the area around the church. This should hopefully be more playable on weaker
  machines, and may be more enjoyable for some players.
- Gutrot Island: Fixed a missing texture with the curb of the park area.
- Clockwork Solarium: Textured an area outside of the map that could be seen
  when using Chase Cam.

ITEMS:
- Health Kits should now spawn more frequently.
- Changed ammo spawning slightly to hopefully be more reliable during
  low-performance situations.
  
SLOTS:
- Grease is the Word: Effect on players and monsters has been subtly reduced.
  
MONSTERS:
- Friendly Dogs from the Dog Launcher or the A██i██c█ are now able to damage,
  but not kill, bosses, making them vaguely useful in boss rounds.
- Friendly Dogs from the Dog Launcher or the A██i██c█ now correctly spawn their
  heart particle effects from the right place. Aww.
- Fixed Scrag torso gibs never getting cleaned up.
- Cyclo Wizards can no longer blow Tanks about with the greatest of ease.

WEAPONS:
- HOPEFULLY fixed potential VM aborts in the Basketball and Brick.
- Doubled the amount of ammo awarded by Nail boxes.
- Heavy Burst Rifle hits now attempt to push enemies away from the projectile
  that hit them, rather than from the player that shot the projectile.

MISC:
- Added an option to swap the buttons used for the endgame screen, so Jump retries
  the map and Use goes to town. Useful if you have a bad, beer-induced habit of
  retrying when you want to go to town and incinerating all your points. Not
  IcarusLiv3s-ing any names, of course...
- Updated the Strife conversation dialogues to be based on the latest official
  code with some extra tweaks, hopefully making the text look better and be
  better behaved re: linebreaking and such.
- Updated and improved the randomized billboards.

== Version 0.5 "Early Excess" (12/08/2020) ==
- Initial release.
