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The patch to balance stuff is called "bandaid" and is a lot more enjoyable than vanilla CBM -- you should try it some time.
SCRATCH ALL THAThttp://www.best-ever.org/download?file=classes-v8c-beta.pk3This is classes v8c beta. This is meant for a public beta testing session. The changelog so far is: (click to show/hide)********************GENERAL-Stamina renamed to StaminaFlag, all instances should be adjusted as well.--Stamina sprite borrowed from Unholy.-TIDSoup has been completely removed/changed to a newer method!-sv_NoCTFMorph added, when set to true, disables the WildBear class for CTF.--cvars changed to bool variables.//-CBM_OldStaminaBar added to use the older stamina bar.//This does not work in Zandronum yet...without using silly methods.-'1' number sprite for the number font changed.-Team colored charging added for all appliable weapons.-BasicExplosion now has +THRUACTOR so that all related explosions spawned via A_FireCustomMissile work correctly when spawned within objects like JunkCube.-All scrap metal tweaked.-SBARINFO cleaned up.-All weapons slightly cleaned up with removing pointless repeats of stuff found on the MegaBuster weapon.********************Core Vanilla Edits-Gemini map obit fixed.-Altfires fixed for the following vanilla weapons--SparkShock--WildCoil-E/MTanks fixed to not be pickable multiple times for Copy Classes.********************ACS-TID Soup has been redone--Magnet (Duo tackle, force 30>32)--Pirate - lose stacks every 7>5 tics, pushes at least a bit all the time--HyperStormHWep force 8>7-SuckRecode added, Dust suck and HSH suck/blow adjusted to be generally the same as before.-SetActivatorToTarget(0) removed from script 160. (wall jump calc script)--This should fix wall jump 'boosting' players randomly, as well as moving certain stage actors, such as OilCanisters. --Several wall jump actors cleaned up#You can now wall jump off any solid actor, this includes players. (The deadly Cutman ninja's who walljump off each other to climb to the top of MM2DW1)-Most IsDead/Stoptrollingnoob/check if player disconnected checks have been changed to a new simpler method.-Attempt at fixing an issue with projectile porting and flinging the players great speeds. (MagicBall/DiveTackle)-Script 148 checks for TID 1100>1800 due to vanilla's target marker using 1100-1163 TID.********************Class Specific-Roll shifted ahead of Rockman/Rock on the class order.*****ALL-Classes are not longer A_Stop'd on death.-New returning method for returning weapons, this will be labeled as RETURNX below.-Further work on death states done, classes with extra skin related stuff should now correctly show their death to other players.--However, some classes will disappear on the users screen.--(Example, Swordman freeze death looks fine to both players. Swordman legs looks fine to enemys and broken to the user)-The following stuff cannot be damaged by ShadeSwoop and PlantDrain.--Vanilla's Oil Slider--Gutsman's rock--Junkman's sitting cube-THRUGHOST is re-enabled for MagicCard attacks due to Gemini clone changes.-Dashing uses SlideLimit now for the following classes. Megaman, Protoman, Bass, and Duo.--Use 100 SlideLimit per dash, if under 100 SlideLimit, your dash is weaker.--SlideLimit begins restoring after 2 seconds the dash happened at 1 SlideLimit a tic.*****Copy Weapons===LeafShieldWep-Uses StaminaFlag_Leaf rather than the generic StaminaFlag, bar is shown right away when using LeafShield.===GravitySphereWep-Features Jax's GravityHold FX suggestion to vanilla.-Explosion damage 5/10 > 7/7===DarkShieldWep-New Copy weapon, dropped by the Darkmen-Behaves exactly the same as Darkman 2's shield, but with an ammo limit and no speed boost.===BusterRodGWep-Same damage changes done to Buster Rod G's weapon below.===MegaWaterSWep-Altfires fixed, shield is forced to pop on altfire use.-Weapon drains ammo 4 tics slower. Does not use 1 ammo on detonating the shield.*****Megaman 0===Megaman-Flight adaptor sounds/boost are done on the weapon rather than Megaman's actor.===Rock-Speed 0.80/0.78(default speed)>0.825/0.805-Max ammo 666>777-Sound added for kicking balls?-Mainfire now features holding to 'charge' the ball.--You can hit altfire anytime during holding mainfire to kick the ball on the spot.---If the ball is fully 'charged' then you kick the stronger version of the ball.--A dropped ball is not affected by 'charging' it, however a midair hop is boosted with a 'charged' ball drop.-Altfire animations cleaned up.-Altfire kick no longer boosts you forward.--Altfire duration increased.-Community choice decided on team colored balls to be fully team colored.-Balls are no longer shootable, which means they can stack on each other.--Stacked balls that are all kicked at once have random spread.-Delay for auto walking into balls 12>8.-Dropped ball damage 15>12-Megaball, speed 30>35, DOOMBOUNCE>HEXENBOUNCE (the other balls used HEXEN)--Kicked MegaBall, gravity 0.5>NOGRAVITY, damage 20>22-IceBall, gravity 0.75>0.65, bouncecount 7>9, damage 15>16, speed 25>28--Kicked IceBall, damage 16>17, speed 35>36-ElecBall, gravity 1.0>0.85, wall/bouncefactor 0.95>0.975, bouncecount 4>7, damage 8>9, speed 25>35--Kicked Elecball, damage 9>10, speed 32>40-FireBall, gravity 0.75>0.5, bouncefactor 0.60>0.99, wallbouncefactor 0.95>1.0, duration infinite>160 tics, damage 18>0, speed 40>35--FireBall now does constant explosion damage along with no hitstun (still recoil)--Kicked Fireball, explosion size is a tad bigger.-BombBall, set explosion size 0>12--Kicked BombBall, set explosion size 48>56===Roll-Smoothed out hud animations along with fixed/new frames for wide screen users.-Mainfire damaging swing comes out after 4>3 tics.-Puddles can bounce twice, this allows for the blobs to be bounced around when near walls.===SniperJoe-Now has an item dedicated to spawning a crate.--Upon reaching max upgrade ammo, using the item will spawn a crate where ever you point.--Running into the crate will bring up a selection screen where you can hit mainfire/altfire for an Apache/Truck vehicle.-While in the crate/driving the truck, the player is immune to most damage except special cases like pits/telefrags.-Players are unable to move freely while in the truck and have to use mainfire/altfire to move forward/backward.--The truck is constantly doing damage ahead of it.-The Apache vehicle gives limited flight similar to Astroman, but at a higher height and no pit limits.--This vehicle features a constant barrage of bullets on mainfire and a falling missile for altfire.-Kills/scoreballs give the player 1/4 of their max ammo.--Otherwise the JoeBuster slowly generates ammo.-Kills with the Apache/Truck vehicles don't give instant ammo, but still cause players to drop score balls.--However, the user cannot grab score balls when within a vehicle.*****Megaman 1===Cutman-Returning cutter uses RETURNX. If the cutter is out for around 30 seconds, it will return to you instantly.-Missing cutter sprites added?===Gutsman-Extra sprites added for holding a rock. (Done by Celebi)===Bombman-Bomb explosion desync on wall hard throws fixed.-Timed explosion set size 0>24, force explosion 0>10, timed explosion force let go 0>16.-Timed explosion sound is louder.-Hard throw bombs have leniency added for better timed explosions on surface collision.===Fireman-Shield damage 4>3, explosion size 64>48, set explosion size 0>48.===Elecman-Altfire does three 4 damage explosions with a set size of 80, followed by a 16 damage explosion at a size of 96. These are set explosions.-Obit for altfire uses an older altfire obit.-Altfire should now work on teleport pits, such as in MM6MRX.===Oilman-Now uses a different method for OilSlider. It is A_Recoil based with the addition of A_ChangeVelocity for some slipperiness.--In general, it takes a while to speed up, you have a higher max speed than ever before, and you have very little boosting while in the air.--Altfire extra thrust bug fixed.-Can now fire almost immediately after hopping off an oil slider, the delay for getting on a new slider is still there.-Damage unchanged for everything, explosion method changed to spawn directly from the weapon rather than the slider sprite.-Riding oil altfire shots speed 28>40.-Oil spill blobs will not interact with the player unless they are on their slider.--Oil spill blobs give +1 more oil duration than before. (Normal altfire 4>5, slide altfire 2>3)===Timeman-Now gains a mini boost of speed and intangibility during his altfire.--Altfire also features Jax's timeslow FX suggestion to vanilla.*****Megaman 2===Bubbleman-Team colors for everything.-Bubble lead now bounces at a set height when touching the floor--BounceCount limit removed, duration tweaked due to above change.--Bubble lead sprite has additional pixels so that its not impossible to see on certain maps.-Bubble item now features a basic model for opengl users.-Stamain drain, 4 ammo every 3 tics > 1 ammo every 1 tic.===Flashman-A_ReFire method changed up.-Sparkles are team colored for the flash.===Woodman-Max ammo 56>84, ammo regen 1 ammo every 4 tics > 2 ammo every 3 tics, shield usage doubled, ammo regen on leap attacks adjusted.-Shield throw speed 26>28, Leaf rain radius/height 7>8===Dr Wily-Skin sprite colors adjusted, projectile sprite colors adjusted.-Basic weapon cleanups done, CapsuleFire/Ice, ammo does not drain faster when swapping weapons.-WilySuit mainfire/altfire swapped. Homing shot now uses 1 capsule ammo to fire and stops capsule regen. Delay on firing 20>18.--Starts with Capsule item in Suit form, cannot be used until full ammo.-Wily Fire was updated to new methods.-Wily corpse has team colors. (Ice corpse is creepy)-Wily Suit projectiles use different sprites--homing shot, uses precise homing.--lvl 4 shot, radius/height 40>28.--lvl 3 shot, radius/height 20>22.--lvl 2 shot, radius/height 15>16.--lvl 1 shot, radius/height 7>10.===Alien-Aliens*****Megaman 3===Needleman-Gained some sprites.===Geminiman#I'VE FINALLY FOUND IT! GEMINI CLONE CAN'T HURT HIS OWNER OR TEAMMATES.-Gemini clone hitbox GHOST flag removed. Now uses Species/THRUSPECIES rather than THRUGHOST.-Extra fixes done to GeminiClone if it fails to spawn.--If it still fails to spawn and breaks, hitting item will activate a checker, after 2 seconds, hitting item again will refund clone usage.-Team colors for buster shots, including the clone.===Hardman-Quake FX from Unholy borrowed for Hardman quake.===Sparkman-Big SparkShock radius/height 14>18===Shadowman-Weapon states redone/cleaned up. Ammo does not drain faster when swapping weapons.===DocRobot-Ammo giver fixed to not persist after death/spectating.-Buster shots, damage 11>12, radius/height 5>6*****Megaman 4===Brightman-Flash explosion damage 5>6.--Features Jax's FlashStopper FX suggestion to vanilla.===Toadman-Rain flush no longer inherits from vanilla's rain flush, thus, it should now work if Toadman is sitting on an actor like JunkCube.===Drillman-Althold bug fixed.-Moves 30% faster when digging (Groundman dig boost)-Now recovers a small amount of ammo when firing-Altfire will start digging once you touch the ground--Does hard crush like damagers on the way up and down during altfire--Thrust upon pressing altfire 40>50, jump cancel disabled during altfire leap--Ammo use upon beginning dig 40>10, ammo use during dig 3>5, ammo use upon ending dig 200>100.-You are not stopped when coming out of digging.--Thrust power 60>70, digging explosion size 86>72, does 6/6 damage for the first two hits, then 3 for the rest.--THRUACTOR's enabled for a short duration when coming out of a dig.-Missing skin sprites added.-DrillBomb explosion set size 0>8.-Digging has bonus sprites.-Rocks are team colored.===Pharaohman-Lazy explosion fx added.===Ringman-Returning Rings use RETURNX.-The rings now stop as they travel back to the player.-Rings now play Cutman cutter catch sound on death.===Dustman-Big crusher ammo cost 16>24, the big crusher now drops a dust bit if it hits a wall/floor/ceiling.--Bits from a direct hit Big Crusher no damage period 3>5 tics. Split bits from an indirect hit damage 15>10.-Bit shot ammo cost 4>2, speed 32>34.-Due to sucking being easier to a degree, ammo gain on successful suck 3>1.-Team colors for basic buster shot.===Diveman-Big attempt at cleaning up Dive Tackle-Hud colors changed for second weapon.-Ammo regen beginning after a dive tackle 60 tics>12 tics+landing on the ground-Dive tackle uses 1/4 ammo and does not further drain ammo during use, 1/8 ammo is regained upon hitting a shootable actor.--Ending a dive tackle from hitting a wall or letting go of altfire, does a slight boost upward.--Collision knockback adjusted to be consistant.--Dive Tackle speed 20>24, max duration infinite>350 tics--A_Seeker stats, normal>precise homing, 2/8 homing > 5/10 homing--Dive tackle can now climb most slopes/stairs and automatically goes forward at its max speed if it hitting the ground.-Dive Missile uses normal>precise homing.===Skullman-Rage mode is no longer a 1.5x damage boost to skull buster with a ragerune powerup.--Weapon edited to match old powerup methods.-Skullman now resets the rage mode if he gets a kill with a rage empowered bullet.--This only refunds buster ammo and the rage timer, not skull shield.-Rage mode has a cosmetic part on the ammo bar*****Megaman 5===Gravityman -Now becomes unsolid for a short time after using GHold so targets don't land on his head.-Mainfire, damage 15>14, radius/height 6>8--Altfire also features Jax's GravityHold FX suggestion to vanilla.-Altfire explosion damage 5/10 > 8/8===Waveman-After mainfire, it takes longer to begin regening ammo again 5>19 tics.-Waves now have less delay on FLOOR shots depending on how close they are to the user. This does not apply to ceiling/wall shots.--Waves do not do a set height boost while in the air. (When traveling down)-Altfire now features the hookshot (borrowed from unholy, which was tweaked after borrowed elsewhere, which was borrowed from elsewhere.)--Holding altfire will cause the in flight harpoon to attach to solid/shootable actors, which will then begin to pull the player to that harpoon.--You can still fire normal harpoons by not holding the altfire and when you don't have enough ammo to maintain a hookshot.-Bot specific stuff changed due to referencing old states.===Napalmman-Mainfire explosion damage 10>11.===Stoneman-Crush/headbutt does not cause hitstun anymore.-Can now cancel altfire at anytime with mainfire, you cannot use altfire until you land.-Now uses Jax's powerstone recode, stones do not time out thanks to this.===Chargeman-Smoke puff sprites fixed, team colored, spawn directly from the weapon rather than actor and is not a projectile.-Has sprites on mainfire--Mainfire projectile duration 2>3, speed 40>54, radius/height 14/25>16/28===Crystalman-Jump height 10>12===Darkman 1-Now drops DarkShieldWep on death.===Darkman 2-Now drops DarkShieldWep on death.-Shield spin reversed.-Now has two different shield throws.--Mainfire throws the shields straight and back.--Altfire throws the shields in a powerstone like spin.-Straight shield throw explosion, now has a set explosion size of 8, and blocks projectiles like the passive shield.===Darkman 3-Now drops DarkShieldWep on death.-Now has small ammo regen during altfire.-Rage scales in 10's of health (50,60,70 and so on).--Altfire delay adjusted to match new rage rates.--Full health and less than 10 health are generally the same as before, in between is not.===Darkman 4-Now drops DarkShieldWep on death.-Shield spin reversed.-Shield throw does a powerstone spin.*****Megaman 6===Blizzardman-Speed 1.0/0.9 > 0.9/0.78-Max ammo 88>112, ammo regen 2 ammo every 5 tics > 1 ammo every 2 tics. General duration to recharge a bowl attack is the same.-Total mainfire delay 28>24.-Now has a second weapon that does a copy weapon like blizzard attack.--The shots however have a delay before traveling.-Homing shot range 10>6-Bowl recoil 10>7, midair recoil 10>2.5-Bowl attack managment cleaned up.-Bowl attack is more precise on walls, and can travel up several slopes/stairs that are not steep when at a lower speed.-Bowl attack now goes through players he cannot injure. (Does not collide on team players)-Bowl safety check removed, but now has SKYEXPLODE. (Stopped the bowl if stuck on a rail)===Centaurman-Skin added-CentFX from the future added based on reproduction-CentaurFlash set explosion 0>32.-CANTSEEK added to the duration of the Cent Teleport.===Flameman-Flame pillar protection duration 3>5-Altfire flames random delay after spawning a flame 5/6 > 5/7 and spawns 1 less flame.===Knightman-Duration for getting your crusher back if eaten by a sky wall 150>50.-Return crusher uses RETURNX.-Shield has +NOTIMEFREEZE. Shield bash has a set explosion 0>16.===Tomahawkman-Feathers turn duration 1>2. (They take longer to turn)===Windman-Is now sturdy armor. -Main/Alt both cost 4.-Damage of WindGyros 15>10-Side gyros starting damage 5>6 ramp up 10>4-Alt wind storms direct damage 2>0, explosion 8>5, size 48>56.--Wind storms now do a bonus explosion on death.-Now has two ammo bars, one for flight, one for main/alt.-After stopping flight with item, pressing main/alt will do a wind stomp.--The damage and knockback scales with the duration of the fall, up to a cap.===Yamatoman-Speed 0.6/0.6 > 0.66/0.66, jump height 12>13-While using altfire you have 0.6 speed and 12 jump height.*****Megaman 7===Junkman-Bonus junk on death re-added, but only if he has 75%+ ammo.-Punch damage 35>30.===Burstman-Ammo regen 1 ammo every 8 tics > 7 tics.===Cloudman-Is now sturdy armor.-Sprites adjusted for attacks.-Out of ammo mainfire now slows user by 50% speed rather than halting movement.--Out of ammo mainfire has 6 more tics of delay after firing the shot.-Altfire charging lightning explosions now have a set size of 8.===Springman-Speed 0.8/0.78>>0.76/0.74-Astro explosion FX added to spring punch, extra reversed sprite added for fist return.-Fist and coil use RETURNX.*****Megaman 8===Tenguman-Bonus obit for a big slam kill.===Swordman-Sword Torso return uses RETURNX.-Small tweaks were done to the camera switch to not use ACS.--If duel is the gametype, the camera switch is disabled. (I found no fix for this crash, sorry. ~Celebi)===Clownman-Weak shock radius set explosion size 0>12, strong shock radius set explosion size 0>24-Projectile sprite colors tweaked-Thunder claw uses RETURNX. Returning claw speed adjusted in an attempt to copy the old speed.===Searchman-Now uses StaminaFlag when holding mainfire, when it runs out, he is forced to fire his load.--Stamina is completely given back after firing. If you were forced to fire automatically, there is an extra delay to re-firing again.-Searchman lock on missile damage 14>11, speed 40>35, damage now increases the longer the missile is in flight up to 15.-Disk damage 24>18===Frostman-Pieces of a hud from Unholy were borrowed to give widescreen compatibility. (Made by OrangeMario)===Aquaman-Out of ammo total delay 26>20, Water cannon total delay 38>28-Water balloon radius/height 5/5>10/10 direct damage 10>8, seperate explosion damage if a direct hit or not, direct hit 5>7, indirect 5>16.--Balloon also has a slight thrust upon being fired, similar to kicked megaball/hyperbomb.--Water Cannon balloons adjusted due to main balloon changes, radius/height 5>6 direct damage 0>2, ignores players for 2 tics, direct damage 5>4, indirect 5>6.-Water Tower added, hit altfire to spawn it where you point with full ammo.===Grenademan-Death attack set explosion size 0>32.-Attempt at cleaning up the weapon.-Ammo regen 7 ammo every 30 tics > 1 ammo every 5 tics.-Mainfire without enough ammo does not stop ammo regen.-Rage mode is managed by the flash state and outside actors rather than the weapons ready state.--Rage isn't super inconsistant in its duration or is gated by ammo, instead it lasts for exactly 500 tics (the old duration of not shooting)--The weapon isn't disabled when draining rage mode.-Altfire still uses ammo to fire, along with rage determining shot amount, however you actually need the ammo to shoot the increased of shots.-Mainfire bomb, direct hit damage 5>6, first explosion damage 16>15, second explosion damage 15>10, remaining damage unchanged. (9/8/7/6/5)-Altfire bomb, direct damage 0>2, direct explosion damage 12>8, indirect explosion damage 16>10.*****Megaman 9===Hornet-Hover speed x2.0>x1.75.--Hover now uses personal Stamina, this recharges once you land.-Altfire bee command total duration, 22>20 tics.-Hornets are now a different color before the homing is enabled.--Hornets use SMF_PRECISE to prevent sudden homing from high/low points.--Hornet homing duration after altfire 20>22 tics, ChangeVelocity speed after failed altfire 8>9.-Honey radius 9>12, honey shot height 6>10 to match blob size.===Magmaman-Is now sturdy armor.-Projectile speed 24>28, small shot damage 5>6, big shot damage 13>14, big shot radius/height 25>20-Attempt at fixing a time where you can't move after item cancel. (Ready states redone)===Galaxyman-Non team colors fixed.-Delay of firing a mini shot 9>6, total duration unchanged.-Can now teleport back to his portal if someone is standing on it.-Alt death re-added.*****Megaman & Bass===Dynamoman-A large amount of effort was done for team colors.-Due to past requests, item can be used at full health. Its up to the player to turn it off.-Scanner uses stamina.===Coldman-Mainfire ammo regen, 1 ammo every 10 tics>1 ammo every 8 tics-Punch damage 30>25-Ice Wall health 120>95, health till cracked 45>35, direct damage 9>8--Spawn directly on someone ice wall, explosion set size 0>8.-Item freeze attack, the duration does not extend from multiple hits.===Groundman-Sprites cleaned up/changed to blue cyan colors.-Weapons combined into one weapon.--Uses 20 ammo to fire a big drill, he can keep firing them without any ammo.--Letting go of mainfire now splits all drills in flight.-Mainfire big drill damage 20>15, med drill 12>10, little drill 9>8.-Giga ceiling drill now drops the ceiling drill after the giga drill goes away.--Giga ceiling drill is team colored.-Falling ceiling drills damage 20>25, radius/height 28/48>28/28, drill splits into multiple directions upon hitting the floor, and is no longer shootable.===Pirateman-Skin colors fixed for team games.-Bubble wall check damage 4>0, bubble dash explosion damage 8>9, set explosion size 0>24.-Ravager pop hitbox is smaller now and works on most stairs/slopes.-Invisible popping fixed.-Water push will always push a least with a power of 1 from multiple hits rather than a power of 0.===Burnerman-Underwater bubble colors fixed.--Cosmetic bubble method borrowed from Unholy.===Magicman-Cards use RETURNX.-Lazy extra sprites for returning health.-Ball altfire throw now has a specific TID based on player, rather than TID 2000. (If somehow two Magicmen landed altfire balls at the same time, silly stuff would happen.)-Ball altfire ammo cost 200>300, this is now the same as mainfire.-A great deal of effort was done in an attempt to fix magic ball desync.-The ball itself does explosion damage.-Magicman is made NONSHOOTABLE/INVULNERABLE during his ball travel rather than -SHOOTABLE, so that his returning health doesn't forget he exists.-Cards use momx/momy/momz like rollingcutter and friends for their damagers.-HP gotten from hitting with MagicCard now scales with the enemies 'armor'--This does not apply to classes who gain armor from abilities except Enker, you get no HP from hitting him during his armor state.--Players are immune to further magic card hits for a very short time.*****Megaman Wily Tower===BusterRodG-A large amount of effort was done for team colors.-Ammo lost during clone firing 2>1.-Ammo drain during clone use 1 ammo every 20 tics > 1 ammo every 22 tics-Rod explosive damage 11>7, explosion size 32>40, set explosion size 0>40.-Altfire spin, set explosion size 0>16.===MegaWaterS-Spout comes out faster the closer it is, initial damage 16>15, set explosion size 0>32, after explosion damage 9>8.--Spout also does a larger fling up if the player is on the ground. Jumping into the spout can still boost higher.-Harpoon radius 8>9===HyperStormH (YellowDevil: import bandaid hsh)-Bullet speed 32>38, fire bullet 40>46.-Suck explosion, set explosion size 0>32.-Cold dash explosion, explosion damage 10+stacks*0.65>9+stacks/2, explosion size 112+stacks/3>112+stacks/4, explosion set size 0>32+stacks/4-Hot exhaust explosion damage 6>7, set size 0>16-Cold dashing doesn't crash after 50 stacks.--Stacking now calculates to 9999 stacks.-Damaging enemies with the dash gives 6 ammo, killing an enemy, 25 ammo.*****Megaman Killers===Enker-Mirror colors fixed for non-team games.-Hud shrunk down and adjusted a bit, borrowed from Unholy.-Can now look around while using altfire.-Gains 1 ammo from using altfire.===Punk-Sprites renamed and adjusted.-Gameboy tackle sound added.If we forgot to add, remove, or change anything, or if you find something noteworthy, please let Celebi, JaxOf7 or myself know about it. I will put up a BE server so I can actually see the chatlog for your input. After this testing session, we will delete this and then release v8c with the input gathered from this testing session.