== GENERAL ==
healing received from hearts is now based on player's max HP
added platform tiles to help out the existing platform NPCs; they're a little more stable when it comes to hitboxes since tiles work better for that purpose
added a plethora of other tile types
added sideways shooting on ladders
Kemper is no longer a free handout in the camp (it's not even possible to get it right now...)
falling chandeliers are now smart and don't fall down when you're on a different floor anymore
chandeliers now check for player's position slightly more reliably (they were off to one side before)
decorative chandeliers are now background tiles to match the falling chandeliers
fixed a major key setting issue (I hope) that would only affect people using the shoot key as OK
scripted events no longer remove invincibility frames

== MAP ==
Watch Tower platform NPCs replaced with platform tiles
slightly changed the layout of Underground Tunnels
added two more platforms to Auditorium
added a save point right at the end of Descent
added a save point on the far right end of Behind the East Wing
removed that one really annoying Jolly Skull from Stairway
replaced some of the Small Doushes with their new Tiny variant on multiple maps
renamed Segment III: Part II to Cliffside
pushed one chandelier slightly to the left in Ruined Corridor (new behaviour made it never fall and always obstruct the upper path)
Garden Passage chandelier pushed to the side a little
renamed Segment II: Outer to Segment II: Field
placed a placard notifying the players of the save point at the top of The Big Hall
dead ends in Underground Tunnels now have heart pickups to hopefully feel less disappointing

== WEAPONS ==
weapons received a new (hidden) stat in form of a stun timer; almost all basic weapons have the stat start at 0 as to not throw the game balance off
weapons can now be upgraded or tweaked in a workshop area by a certain character
repositioned G-Gun's bullets and effects to better fit the gun's barrel
slightly tweaked Blastgun's bullet spawn position so the alternative mode fires exactly from the barrel
added autofire to G-Gun & Blastgun (the player is still better off spamming the fire key, but it adds convenience)
Flamethrower is no longer crafted from Blastgun and G-Gun, allowing players to keep the guns if they like them
G-Gun description updated
weapon damage is now shown in the inventory

== ENEMY & BOSS ==
most enemies can now be stunned when hit with appropriate weapons; stun disables their AI and contact damage
enemies now only shake when stunned (no more long visual shaking when taking damage)
Armoured Skulls received a new attack to make them more fair for sword users while getting more mobility against other playstyles
Sour Spider acid drop rate reduced
Zombie vertical vision reduced by two tiles
Armoured Zombie vertical vision reduced by one tile
Zombie projectiles fired reduced to one, now fires every second jump instead of third
Mummy rocks now telegraph where they're going to fall
Mummy now visibly changes phases instead of doing so without any indication
lowered the wait time before the Mummy boss starts
Mummy now has a proper death animation
Small Doushes no longer show damage numbers
Skulasson attacks changed
Skulasson now has a proper death animation
Summoner 2 projectile sprites changed
Summoner 2 fight now plays differently, the second phase is timed and the boss can no longer be damaged
dramatically nerfed Sour Spider contact damage (the acid is supposed to be the dangerous bit)
Hellos now indicates he's about to charge after the circle attack
Hellos' projectiles now have lifetime and can phase through blocks
Hellos shoots far fewer projectiles during the ring phase
Hellos now has two phases instead of having just one
Hellos now has a proper death animation
Tommy boss fight has been redone from scratch, he has three phases and is more of a bullet hell boss
Tommy no longer uses Skelethrow's projectiles
fixed Ghost's unintentional behaviour in Nightmare
Ghost is now much less mashable with the Sword, hopefully making him last a tiny bit longer
Acid Spit falling damage reduced to 18, grounded acid still deals 30

== FIXES ==
added a new trigger in segment II to fix a plot oversight
fixed Zombies & Armoured Zombies seeing way too far downwards due to a mistake in the code
Mummy is no longer hittable during the first walk cycle
fixed Mummy rocks having smaller hitboxes than intended, allowing for safe spots between the rock fall spots
fixed a looping script in conversation with Barry
the Cooler's yellow spikes are finally background tiles
fixed a missing <PRI during checking the corridors out for Grander
fixed Ghost missing animation frames

== SOUND AND MUSIC ==
Hellos shot sound changed
"block destroyed", quake, door, wall hit, headbonk and landing sounds changed
Ghost charge-up sound changed

== GRAPHICS ==
all character world sprites have been redone (facepics are outdated right now, sorry!)
the 320x240 resolution has been replaced with 960x720; enjoy the game in higher resolution instead of being stuck with 640x480!
player-on-ladder sprites slightly revamped so there are no more floating weapons
various shot effects changed
Mummy rock sprites changed to full blocks to better show the new, bigger hitbox
Hellos' projectiles no longer look like the boss himself
Ghost has received refreshed sprites
Skulasson has been drawn
changed a few pixels in the dark area spritesheet
fire sprites changed
made grass less vibrant and more yellow
changed bush sprites to be more yellow as well
Flamethrower icon and bullet sprites updated
slowed down ladder animations
Summoner boss sprites changed to fit the new character sprite
death/"ragdoll" sprites updated
Groch flight sprites updated
Small Doushe enemies finally have their bottom halves animated
fixed a single miscoloured pixel in the main tileset's white rock texture
lowered the height of "eyes" on the front door sprite