* No loud screamer noise or picture upon being killed by either of the Yurei's methods.
* Choke and Frost Bite should die like the other ghouls now.
* Hopefully it works better now. Last time the yurei disappeared forever after killing
someone with her screamer attack.
* Yurei no longer disappears during final attack when respawning.
It seemed to be intentional, but for the sake of allowing multiple lives, it was altered.
* The ghouls killed give the ghostbuster the ability to upgrade his weapon.
* Added a script to check for if the yurei is no longer active to reactivate her.
* Respawning now hopefully gives players their tids back so the yurei can continue
to utterly destr-- uh, function properly. Hopefully.
* Summoned ghouls aside correctly giving the ghostbuster his powerups, they also give
archivements when killed now. Meh, why not?
* Creepers are now actually visible. I'm guessing some sprite names changed in due time, thus
they no longer where shown.
* Creepers hopefully dont do the picture/screamer trick like the yurei
does when killing people.
* The Sjas the Yurei summons now die after they roam around too long. Mostly because they seem
very dangerous in swarms, and yet the kill cost is rather high, you could say. Grenades are
the best choice to deal with these, but there's only 10 per marine. Like every other summoned
ghoul when they suicide they do not give their target any kill credit or upgrades.
* Tids are removed and reassigned upon death and respawning. So, stuff like ice spikes
abusing the corpses should be rather nonexistant. It acts oddly when the humans all die
and thus fail the round, though, sometimes. Oh well, it'll get reset anyway.
* Ghouls drop ammo now sometimes, the drop chance is larger when they're killed.
Jitterskulls got the highest drop chance, Sjas and Creepers have lower chances, ghouls that
die by suiciding will have reduced chance to drop ammo.
V2:
* The Flame Vortex attack has been hopefully made more lag free. Reduced projectile amount but
increased damage so the outcome is still similar, hopefully. I can hardly make it more
lag free without having to entirely change the attack or in a worst case scenario remove it.
* Some actors made client side only to reduce lag as well. Such as the grenade explosions.
* Creepers are now actually a threat! Sure, a low-hp one, with 20 hp, easy to kill, and grenades
can take out groups, but now they actually hunt for people and kill them quickly, too.
V3:
* The Yurei didnt appear very much, and i'm guessing its something odd with the ST engine.
Mostly because she has the +LOOKALLAROUND flag, too! But that problem's fixed now.
She still wont teleport outside the arena though, so by all means, dont stray too close to
the walls.
* Small change to script to make sure there will be no duplicates running. Sometimes the Yurei
started teleporting while an attack was going on already. Hopefully this doesnt occur anymore.
* The Yurei's Flame Vortex now deals a little less damage. Should make surviving one hit
somewhat doable, dont count on surviving two hits without some luck.
* On kind request of BlueWizard, the ghouls can now (atleast TRY to) fight the Yurei.
Dont expect this to be that easy though.
V4:
* Added an hard mode for those suicidal freaks who like to call things easy. Hard mode
basically mixes attacks and does 2 attacks at the same time. Twice the dodging!
Credits goes to Falcy for inspiration to make this. Its completely optional to use though.
Note: to use, set compat_limitpain to true. It is off by default.
Dont ask me why of all flags to use that one, atleast its easy to manage. :P
* The Flame Vortex fireballs now deal a little less damage, AGAIN! People complained it still
one hit killed them, they really have to die in 2-3 hits though. You will die if you're
running along with the vortex and it catches up though, as you'll get hit multiple times.
* Ammo will be slightly refilled when the Yurei's final phase/form starts for classes other
then the Cyborg or Ghostbuster (they already have an ammo refill made/coded).
(Exception: Explosives are not refilled due them being useless against the Yurei.)
* Ammo is refilled when the yurei is defeated. Before that people who beat the Yurei would
be out of ammo at the start of the next round. Though this may stack ammo beyond what you
normally start with. Err, consider it a reward for beating her. You get healed, too.
* Added small guide to starting it singleplayer.
* The script forcefully tries to disable crouch now. Though i think Skulltag is being thick
about it and just thinks nothing of it. Meh.
There's more information on the readme file that's in the zip as well as in the wad itself. Bugs may still happen, its still a V1, so if you would be so kind to report any here. :P