Changes from version 4.0 to 4.1
- To give players a taste of the truck at an earlier stage, a single truck path from the Map 1 safe zone to the Map 2 safe zone unlocks at rank Specialist (or Brute for Survivors).  If they want to return to map 1 they're walking though.
- The CMM (custom multiplayer map) mission type has been disabled.
- The server alerts the other participants when players join or leave Tide, TDM, or DM missions.
- Note: When you are in the middle of finding quest items, going on a mission can cause your quest items to vanish until you disconnect and sign back into the server.  I won't have time to fix this, but be aware that the quest items stop showing up in your inventory but you still have them, it is just a problem with how they are loaded back in after your mission is completed or abandoned.
- In the past the hostile ping would go silent whenever it tried pinging an enemy player that was too far away to hear.  By request, that silence has been removed because enemy players out of hearing range are skipped over.  The result may take some getting used to for some players, because it seems to speed up and slow down the ping as the number of hostiles in-range changes.  If 10 hostiles are in range, the ping will cycle through all 10 before starting again.  If that number drops to 3, the ping quickly gets through all 3 and starts again.
- A new clash command /HOSTILE # has been added.  The number can be between 1 and 10, and is used to adjust the gap between hostile pings in PVP.  Please note, the default has always been 5 (which some people thought was too much), and in a recent testing client it was lowered to 3 (which some people thought was too low).  I'm allowing a large range of 1 to 10, but at either end it could give some distracting results.
- To cut down on various issues with the Flamethrower, the server will no longer attempt to sync burning zombies between clients.  Zombies you light on fire will burn as normal, but other players will not hear the burning on their end.  Players are also immune to the burning effect of the Flamethrower during PVP.
- Bullets should once again play the correct sound for hitting a wall.
- A new slash command /SAPI # has been added.  The number can be between 5 and 100, and will adjust the volume of SAPI.
- When using a scope, you may pass over loot but not pick it up.  This is sort of a bug, but I plan to keep it and pretend it's a feature.  We can all just imagine that while staring down the scope of your weapon, you aren't able to loot items from the ground next to you.
- The AK47 and M16's bayonets now benefit from Assault mastery as well as melee mastery.
- The TDM combat role Farseer has been adjusted.  Most noticeably it now has points in speed.
- The keyconfig now contains an optional key that is dedicated to clan whisper.  What you type, using that key, will automatically assume you've typed /CW.
- The keyconfig now contains an optional key that is dedicated to team whisper.  What you type, using that key, will automatically assume you've typed /TW.
- The keyconfig now contains an optional key that is dedicated to friend whisper.  What you type, using that key, will automatically assume you've typed /FW.
- When hosting a warehouse mission, the host is given an estimate about the mission's rewards.  Normally only players joining the mission were told.
- A Deathmatch game mode has been added to TDM.  In the settings for TDM, players can select deathmatch.  Essentially it's just team death match where everyone is their own team.
- The Sneak skill no longer lowers (and nearly mutes at maximum) the volume of your left foot.  Haha!  What a weird bug!
- The M16 no longer empties it's ammo when you log off of the server.
- Fixed the navigation messages while using scopes.  The spoken direction messages seemed to be in mono, because they were being played from your body's location while the scope had moved your hearing reference dozens of tiles away.  It now shifts the sound to match the scope.
- I've tweaked the fuel drain rate of the flamethrower.  Nothing major, but I wanted to clean up some code.
- Warehouse missions now allow more than 200 crates, and more than 180 zombies, for those willing to run them.
- When in Tide or TDM, the main menu now has an option to exit the mission without completely disconnecting from the server.
- Rearranging inventory items during a mission (that does not use your actual inventory), no longer messes up your actual inventory.
- Fixed a bug causing the Howl weapon not to be correctly unlocked for evolved zombie players in Tide.
- I've done some work on a redesign of the player ping mechanic.
- Fixed a bug causing friends not to be reported in CTF, TDM, or Tide missions.
- Fixed a bug causing friends to be reported on map Sub 3 when they were actually on Sub 2.
- A new skill has been added called "Grudge".  During PVP battles, sequential hits on the same player will stack up charges.  Each 10 points put into this skill will amplify your damage by 1%, multiplied by the number of sequential hits.
- The keyconfig now contains keyboard 90 degree rotation, though players using an older keyconfig may need to have Swamp generate a new keyconfig file to see the additions.
- Fixed a few bugs with combat roles.
- Fixed a bug causing a single main inventory item to follow players into the Tide mission, if they were one of the first 2 people on the map.
- Fixed a bug allowing players to delete inventory items during a CTF mission.
- I have completely redesigned TideMap1 to hopefully be more enjoyable than the ancient map from years ago.
- 2 additional TDM combat roles have been added:  Thor's Hammer and Farsighted.
- The reload and firing rates for the Longbow and Crossbow have been adjusted.
- In TDM roles, the Redneck and the Woodsman had their stats and equipment tweaked a bit for balance's sake.
- You can no longer delete inventory items during a Tide mission.
- In Tide, when zombie players evolve into canines, matriarch, or dires they now have a howling ability (same key as the field kit).  This heals them and all nearby zombies within a medium sized radius.  Once the howls are used up they cannot get more until they respawn.
- Zombie players are no longer healed by human players using field kits near them.
- Players respawning in Tide shouldn't get carry-over damage, or at least it should be very rare.
- Various syncing and sound issues have been solved with Tide.
- Claws now have the same range as the sledgehammer.
- Pressing Q in Tide tells you if you are a human or zombie, and if a zombie, what type of zombie.
- I've adjusted the respawning code for TDM and Tide to hopefully stop players from spawning right next to an enemy.
- A new mission type has been added to the game, called Tide.  Unlike other missions, you can join Tide at any time without someone needing to launch it.  The goal of Tide is to be the last human left, but unlike Last man Standing, all humans are technically working together.  All zombies in Tide are other players, and they will continue to respawn as zombies when killed by the humans.  If a human player is killed, they respawn as a new zombie, reducing the human team and increasing the zombie team.  Zombie players who kill a human are evolved into stronger zombie types, making it easier to kill more humans.  When only one human remains they are declared the winner, and the next round begins where everyone is turned back into a human, except the winner who gets to be the first zombie.  Essentially you cannot ever win Tide 2 games in a row because after winning the first time, you are the starting zombie for the next round (and therefore cannot win as the final human).  While a round is in progress, any new players who enter Tide will begin as zombies themselves, meaning they are not eligible to win until the next round starts.  If there are ever fewer than 3 players in Tide, the game cannot technically be played, and it will wait for enough people to join before going trough the normal rounds.
- The reload time for the longbow has been reduced.
- Due to automated scripts abusing the Longbow/Crossbow reloading mechanic, I have reverted both weapons back to the old reload method.  Only the normal reload key can be used to reload either weapon.
- Title weapons no longer come fully loaded, when found on the maps.  This solves an exploit some players were using to generate free ammunition.
- Dice are no longer tradable between characters.
- A new skill as been added called "Combat medic" which works for players when they wear the Doctor's coat.  When healing with a field kit, each point in this skill causes allies within range to receive healing equal to 2% of your healing power.  Each point also extends the range of this healing aura by 1 tile. 
- Ammo should no longer triple for hardcore players during TDM.
- TDM combat roles will now add the announcement to your chat history.
- The 4 warehouse maps have been added to TDM.
- Fixed a bug that allowed quest items to be found during TDM missions.
- Crash map (the large forest) has been added to TDM.
- Raiders should no longer be able to hit players riding in trucks.
- Utility viking's gear was changed.  I removed the utility belt to give it 100 additional rounds of 7.62. 
- Team death match (TDM) missions are being added.  At this time they are mostly finished but still need work and testing.
- The skill "Melee mastery" also lowers how quickly the Ballistic shield's protection wears off, during repeated blocks.
- The Ballistic shield now uses the stamina system in a different way.  When deflecting bullets in PVP, some percentage of damage still affects you, and at the same time lowers your stamina.  The lower your percentage stamina, the more damage comes through on the deflected shot, meaning a series of hits is going to injure you more and more each time.  Give yourself a few moments to rest and the shield will recharge along with your stamina.  I'm hoping to keep the shield from being overpowered, while still offering a Very high block chance.
- A new skill has been added called "Gunpowder" which increases the explosion radius of the grenades (M79's and those tossed from the Assault streak).
- A new skill has been added called "M79 mastery" which works like the other masteries, but affects the M79.  It also boosts the tossed grenades from the Assault streak, but I didn't remember to write that in the description.
- A new skill has been added called "Trinity to Smith" which decreases the odds a zombie can evade your shots.
- The 3 Assault weapons which use 7.62 ammo have had their "extended" skills combined into a single skill, which works on all 3 weapons.
- The 4 Assault weapons which use 5.56 ammo have had their "extended" skills combined into a single skill, which works on all 4 weapons.
- Access to the truck ride between Safe zones now requires a minimum rank of Corporal or Strongarm (for survivors).
- I believe I've fixed the health bug when respawning in CTF.  Players should no longer respawn with low health.
- You can once again unload weapons during CTF.  This feature had been disabled back before the Vulcan was removed.
- Fixed a small bug with the missions menu.
- When in the skills menu, pressing P will quickly announce how many skill points you have left to spend.
- New command added /RANGE.  When you kill a zombie using a scoped weapon, the distance is announced to you.
- The Steyr AUG, when scoped, was given a small damage boost.
- The SCAR-H has more consistent damage than it did before, with an additional increase to it's damage when shots are dead-center.
- A new skill has been added called "Gambler" which gives a chance to double the XP received from selling dice.  Dice are found only in the underground areas players have to squeeze themselves into.
- A new skill has been added called "Double stitching" which lowers the percent health required before your armor and weapons begin to break.
- A new skill has been added called "You call that cover?" which lowers the odds that your shots will impact an abandoned car.  Basically your aim improves so you are better able to fire at someone behind the car without hitting the car itself.
- A new skill has been added called "Polished lenses" which increases the range of all scopes.
- The SMGs have had their 5 "extended" skills combined into a single skill, which works on all 5 weapons.
- There are now sounds for bullets that are deflected by abandoned cars.
- The odds of abandoned cars deflecting bullets has been increased from 12.5% to 40%.  As a reminder, things like cars do not offer any protection up close because it is assumed an attacker can aim to hit you rather than the vehicle you're hiding behind.  At a bit of a distance, the car begins to offer it's protection.
- A new skill has been added called "Ballistic armor".  In PVP, this skill increases the block rate for both lowered and raised Ballistic shield.  Blocked bullets do still cause some damage.
- A new skill has been added called "Most dangerous game".  When hunting other players, this skill allows you to boost the PVP damage of sport rifles.
- The sport rifles have had their 3 "extended" skills combined into a single skill, which works on all 3 rifles.
- The Ballistic shield and Riot shield impact your movement speed a little differently than before.
- The Ballistic shield now borrows some sounds from the target dummy.  For PVP battles I think it is more fitting than using the Riot shield's sounds.
- Fixed a bug that was preventing multiple settings from saving properly after closing the game.  These included ping settings and multiple settings to disable confirmation messages.
- The Ballistic shield now has a 80% chance to deflect incoming gun fire in PVP (when raised), and 25% when lowered.  Deflected shots do still cause damage, and the amount of damage reduction lowers with each additional hit.  I'm likely going to adjust these numbers but this should give me a place to start.
- When you are killed by another player in a fort, you will be told who killed you as you're respawned in the Safe zone.
- Fixed a long standing bug, where players who exit the fort map still ping at their last known coordinates.
- When spawning on fort maps, players may now spawn up to 6 tiles away from the actual border wall.  The goal is to reduce "spawn-killing" by defenders who could otherwise fire shots along the map borders to hit incoming players before they could react.
- I've removed the arrow pickup sound for when players retrieve an arrow from a zombie killed with the bow or crossbow.
- Dying during a fort battle will now send to back to your last safe zone, instead of the main menu requiring you to log back in.
- The scope for the M40 and WA2000 sniper rifles has had it's range doubled!  This will make it much harder to aim at nearby targets when using the scope, but of course it lets you more easily target ones further away.
- I think I fixed the bug preventing favorite weapons settings from being saved properly.
- Player ping now works at maximum sound distance.  Previously it was set at 60 tiles max.
- Survivor characters can now find disesel fuel.  In the past they had no use for it (cannot do missions), but now with the addition of the truck there is a use for diesel.
- A truck has been added to the game, as a new way to travel between maps, in style!  Think of it more like an undead safari than a driving simulator though.
- Hopefully fixed a bug which could get dead players trapped in PVP settings, such as forts, CTF, or LMS missions.
- Armor no longer get damaged when your health is above 75%.  Once below that level of health, the odds of armor breaking has been increased.
- Fixed a bug that caused a random item (or item type) to follow players into CTF matches.
- Towers on the fort map now function the same as the CTF towers.  Shooting from one gives you a damage boost, and some added protection if shot by people on the ground.
- Zombies have been removed from fort maps, due to popular demand.  I'm not sure yet about the change, but I'm willing to give it a try.
- Fixed a CTF bug where a player could get stuck unable to fire weapons, if they were killed while reloading their bow/crossbow.
- Fixed a fort PVP bug that caused friends to temporarilly appear as enemies when someone new would enter the map.
- The maximum sound distance has been increased by about 50% to see how it impact gameplay.  This change was reverted after it caused several unintended problems.
- Sniper rifles have had their damage scales tweaked.  They still do less damage to closer targets, but I have doubled the distance before damage begins to be lowered.  A damage bonus is now applied for longer range shots, which reward players who hit more distant targets with increased killing power.
- Most weapon ranges have been increased by 50%-90%, to see how that changes things for players.
- Fixed a bug that caused shotguns to deal negative damage at their maximum range.
- Added a stopwatch function, by request.  It isn't assigned a key by default, but if assigned players can use this to time themselves doing things in the game.  Perhaps players want to know who can hold their breath the longest, or something, I don't know.  :D
- Fixed a bug that caused weapons not to switch once ammo was low or gone (generally known as the favorite weapons bug).
- Fixed a small messsage mistake for when you have no pistols and try to select one.
- Added the chat command /CYCLE.  Especially useful for our controller using players when assigned as a script key, this command cycles you to the next weapon of the same weapon class you currently have equipped.
- Added the chat command /SWITCH.  Especially useful for our controller using players when assigned as a script key, this command draws your first weapon of the next class up from what you currently have equipped.
- Added the chat command /SEARCH.  Especially useful for our controller using players when assigned as a script key, this command cycles you to the next map beacon.
- Adjusted the weapon info message when you press Z, to rearrange where the streak is mentioned.
- Fixed a bug causing infinite arrows for players.
- Due to a lot of pressure since the change was first made, I've finally been persuaded to allow bows to reload with R again.  Players who reload by pulling back on the mouse will still be able to use that method.  I expect a skilled player will be able to reload much faster with mouse pull-back, so the feature should still get some use by players.
- Fixed a bug that could fail to play some zombie evade sounds, when they were evading other players nearby.
- Fixed a few small issues with Raiders not playing sounds correctly every time.
- The stopwatch gives 1 decimal place accuracy now.
- Loot can now be picked up from 20% further away, which should cut down on the phenomenon of fast moving players rushing over loot without it being grabbed.
- Favorite weapon settings are now tracked by character.  This will help players who have multiple characters that use different weapons from each other.
- A new server command lets you see how many people are on another map without traveling there.  /MAP #  You can type a single number to be any of the game's 6 main maps, "S1" through "S3" for sub maps, or in many cases even just typing out the map's actual name "Multi2" or "Sub3".  I tried to cover most ways people would end up typing the map they're thinking of.
- To help test volumes and other game sounds, player can now type the command /PLAY <file> to have Swamp play a game sound.  An example might be "/Play player/hurt1.wav".  After playing a sound you can shorten the command to just "/Play" and it will play the last entered sound.
- When requesting the top 20 survivor list (using /Survivors), the list is now organized in a menu rather than spoken as a single long message.
- You can now dual wield 2 of the same pistol, if you have more than one of it.
- While in the inventory menu, Delete lets you permanently destroy unwanted items.  This is especially useful for Survivor characters who cannot sell their unwanted items, though at times I'm sure almost anyone will want to free up space and get rid of junk that may not be worth selling.
- While in the inventory menu, Page up and Page down allow you to rearrange the items up or down 1 slot at a time.  It will take a little time for everyone to get their inventories sorted how they like since this feature has never been available, but once organized, it should be pretty easily to keep it that way.
- The chainsaw is no longer intended to be a defensive weapon.  While it can still randomly block an incoming zombie attack, the odds of it working are very low.  The new chainsaw has a longer reach and a slower attack speed, but quickly ramps up the destruction once you tear into flesh!  As an extra bonus, which doesn't really fit reality well (who cares right?), when you make a successful strike the chainsaw gets 60% of the fuel back that was normally going to be spent on the attack.  Assuming you are accurate with the weapon, a tank of gas is going to last you a Lot longer now.  With soaring gas prices, we here at Swamp can't be wasting it.
- Until now, wearing bunny slippers and increasing sneak skill would quiet your character's footsteps.  While both still do quiet you within the game world, players will now hear their steps at the normal volume.  It seems softening the footsteps was impacting players who rely on those sounds.
- You can now type "/MORGUE ON" or "/MORGUE OFF" to enable/disable being told when another player dies in the game.  This setting is turned off by default, and only reports when players have an actual death (so not LMS, CTF, ect).  This is added to help organize the other 50 players to respond with histerical laughter in chat, or to express sympathy.  Kidding, sort of.
- I may have solved a long standing bug with the wrapping paper item.  In the past the client would not sync properly as you handed out wrapping paper gifts, so your remaining amount would seem to never go down even though they were being used up.  It should show the proper amount now.
- Certain weapons were logging average damage in a strange way, especially multi-projection weapons such as shotguns that spread.  Even though each projectile was firing from a single click, the game was logging each individually, leading to confusing results.  The shots should be correctly combined now.
- The machete's range has been extended a small amount.
- The SMG combo bonus to protection has been lowered in an attempt to balance things a bit better.
- It is now significantly harder to get Bloody clothes after an attack, but each bloody clothes that you have increases zombie damage by 1%.  I'm still playing with the numbers, but for now I need to watch how things play out with testers.
- Using the command /PING #, you can adjust the speed of the player tracker.  By default the tracker pings the next target every 10 game ticks, so this ping command lets you set it to anything within the range of 1 to 20.

Changes from version 3.9b to 4.0
- There have been significant changes to how movement updates are handled by the server and clients.  This should solve a multitude of problems such as zombies swarming strangely after missions end, players returning from missions in the middle of a map, and rare times when players have glitched themselves into off-limits areas (like outside of Sub 1).
- The radio system has been changed around on the server's side of things.  The way messages were processed and logged was definitely causing more stress than it should have, and I'm hoping the server speeds up a little now.
- Land dolphins have been added, to quickly transport players between the various safe zones.
- Land dolphins have been removed.  Try as I might, I can't produce a believable land dolphin sound.
- The amount of loot on map 4 has been increased, bringing it back up to where it used to be a few years ago.
- When the server's message of the day is blank, the game will now say "Connected to the server" when you connect.
- The chance for zombies to dodge/evade incoming bullets has been cut in half.
- The Vulcan minigun was still spawning during single player mode.  That has been fixed.
- Pressing Z while using a SMG now tells you what your current kill streak is.
- I have shifted around the sound buffer settings.  Players may need to adjust their settings because the labels like "default" and "high" no longer mean the same as they did before now.  For nearly everyone, "decreased", "default", and "increased" will be the settings you find give you the best game performance.
- In the main menu you can now change the font size.  This is intended to help low vision players.
- Damaging or breaking armor during LMS or CTF missions should no longer affect your real armor waiting for you outside of the mission.
- A pesky bug has existed for a long time, that would corrupt player inventories and prevent the client from loading the complete item list.  A major cause of this bug has been solved now.
- Sorting your donation menu for Miscellaneous items only, will no longer cause client to crash.  This was affecting some people.
- Displayed messages will now use a maximum of 2 lines across the screen.  For very long messages text may still be lost off of the side of the screen, but now players relying on vision to read should be able to catch much more of what is being said.
- The M40 and WA2000 sniper rifles now do less damage if the target is at short range.  It does get away from reality, but the idea is that the incredible killing power of the sniper shots needs to be balanced.  During CTF matches, for example, there is now somewhat of a defense against players defending with sniper rifles.  If you can get in closer, it will no longer be a 1-shot kill.  Closer still, and they'll probably have to abandon the gun before fighting you.
- Using team whisper /TW during CTF should now correctly only display the message to your team.
- The Vulcan has been officially removed from multiplayer.  People can still use it in offline campaigns if they wish.
- A long standing bug caused items to be eaten by the server, rarely and randomly but usually after sharing many items with another player.  This bug has been fixed now, Huzzah!  This bug also seems responsible for players mysteriously logging on without ammo or armor, so that too should be a thing of the past.
- The travel points within Brush creek of map 1, will now help specify which place you'll end up.  The old message only said float south, but the new messages will say float south-west (for sub 2) and float south-east (for map 3).
- The cost to purchase a skill reset (using loot points) has been cut in half, with a minimum price of 25.
- I've made several changes to the client to help squeeze out better game performance.  Lots of work for a tiny little line in this change log, lol, but that's how it goes sometimes.
- The maximum range of the SPAS12 and Armsel Striker have both been increased.
- A bug prevented you from adjusting sound volumes below 5%.  That should work correctly now.
- When I chat with the players from the server, it now plays the normal radio sound everyone is used to.  It bothered players that my messages did not include the sound.
- Fixed a bug where you'd be unable to fire weapons after dying in CTF, in the middle of reloading a bow.
- A new way to play has been added.  Normal and Hardcore characters are now joined by Survivors.  A survivor character picks up loot like normal but cannot buy or trade items with others.  Survivors cannot participate in missions.  Death returns the character back to level 1, with only starting equipment.  The only thing the character keeps after death is a unique title that lists the highest level they have been able to achieve as a Survivor character.  Survivors do not go through the normal HC cycle.  This play style will not appeal to everyone, but I hope it brings a fun new challenge to those who will enjoy it.
- Survivor characters no longer display their "high score" on their title.  Survivor characters can no longer be healed by other players.
- I've fixed a few issues with the long range radar.
- I'm playing around with a few different visual changes to loot on maps, to help low vision players who struggle to see loot against the similarly colored floors of many indoor locations.
- It probably has a long way to go, but I've taken many common messages out of message history.  This includes spoken directions, moving in and out of zones, and many times it would be empty messages.
- During a Capture the Flag match, if a player was killed while in the middle of reloading a longbow, their character could freeze up and not use weapons.  That bug should be solved now.
- The client was often saying an incorrect amount of player XP after zombie kills.  The server was correct but this led many players to believe they were receiving the wrong amounts of XP for kills.  This should be fixed now.
- Damaged motorcycle shoulder pads no longer list as a blank when listing armor you are wearing.
- Players no longer wear Damaged Apronic boots in their heads.  :D
- A long standing bug was affecting the amount of XP gained by killing zombies.  That has been solved.
- Damaged XP armor can now be equipped, with reduced effect compared to it's non-damaged counterpart.
- Changing your armor now resets the SMG combo.  Players were able to use strong armor to build up their kill streak, then switch to weak armor to enjoy the bonus without having risked as much to get there.  Clever players!  :D
- Loot drops have been adjusted.  Field kits are less likely on most maps, but quite a bit more common on Sub 1.  Browning, winchester, chainsaw and MP5 were moved exclusively to map 1.  AR15, M40, benelli, and the weapon accessories were moved exclusively to map 2.  On all maps the amount of ammo dropped was raised a little.
- Damaged versions of XP armor will now show up under the "Armor only" filter.
- XP armor (and Damaged XP armor) can now be sold in the safe zone like other armors.  Not sure why someone would do this, but it's an option, haha.
- HC players picking up Diesel fuel will now correctly triple.  A bug was causing the client to see 3 being picked up, but the server only gave the player 1.
- Due to requests, you no longer have to hold Shift when assigning skill points.
- Fixed various messages in the game to be more accurate or fix typos.
- The Steyr-TMP and MAC-10 weapons were automatically unloading themselves each time players logged in.  This has been fixed.
- A long standing bug caused the client and server to be out of sync over the amount of skill points a player was supposed to have, after they leveled up.  This has been corrected.
- The added armor protection gained by the SMG kill streak, has been reduced.  Players should still be able to use it to maximize their defense, just not as easily.
- Players found it very difficult to find duplicates of title weapons.  This has been changed.
- A few of the newer title weapons could be sent to non-titled players.  That has been fixed.
- The "Impracticality" skill was affecting pistol reload times even when they were not being dual wielding.  That should be fixed now.
- Shotgun ranges and damages have been adjusted.
- It seems missing a zombie was not lowering the SMG combo as intended.  That should be fixed now.
- Zombies can no longer evade/dodge assault rifles.
- The doctor's coat no longer has any effect on player speed.  It was very tiny before, but no it has no effect whatsoever.
- Standing near a wall or other obstacle, increases your stealth a bit.  This will be especially useful for players who prefer stealthier gameplay.  Sneak skill raises this amount.
- The Last man standing mission in the forest, now costs the same as the neighborhood map.
- Health no longer shows up as a long decimal value when listing health only.
- Chat history will no longer contain all chat.  Now the only messages recorded will match your radio filter settings.
- Changing recovery was adding extra maximum health to players.  That has been fixed.
- Pressing escape from the locker menu will no longer drop you into the main menu.  The menu also no longer freezes the client, allowing it to be used as a sort of "pause".
- The collection viewing menu no longer freezes the client.
- Typing /SURVIVORS will list the top 20 survivor players by their level.  Each player only shows up once, and they are only added to the list after dying.
- The sport rifles gain a boost to damage if the player is standing next to a wall or other obstacle.
- Zombie syncing has been adjusted and will hopefully provide a more unified experience for players.
- Zombie deaths have been reworked a bit.  In normal play I don't expect anyone to notice any difference besides a tiny delay between killing a zombie and having your kill count go up, but for campaign creators you should know that zombies will have a second or 2 delay now before respawning after one was killed.  Scripted events taking place after a zombie is killed will also have a slight delay now before executing.
- When assigning points or buying a skill reset, you can enable or disable the shift protection by pressing Control + Enter.  The shift protection is where the game requires you to hold shift.
- When healing at a fort you own, the menu will automatically close.  It always did this for forts you did not own, and seemed to be more convenient.
- You can now buy resets at a fort you own.
- In fort battles, your allies would ping as enemies whenever a new player entered the map.  That has hopefully been solved now.
- The factory on Sub 3 has had some baricades removed, allowing players to travel through the map in a way that was not possible before.
- For very brave, or very stupid players, there is now a small gap near the Kai mart freezer, and a crack in the factory foundation north of the church.  Both of these lead to new areas to explore, but be warned!  Like daring cave explorers, these gaps are so tight that you must leave all of your equipment outside as you travel in.  You will be entirely defenseless until you can climb your way back out.  The rewards inside are unique to these dark death traps.
- The second hospital elevator never used to be any good to anybody, but now there is a small gap leading down the elevator shaft.  If players are willing to leave their gear behind, they can choose to squeeze down to explore the dangers of the hospital's basement.
- On map 3, three of the abondoned buildings around the border now have secret locations where players can squeeze down into their basements.
- A new exciting graphics option has been added for our fully sighted players.  I've hired an artist to create a map overlay that replaces the simple high contrast maps with hand drawn ones.  At the time I'm adding this line in the change log, only map 1 benefits from the new artwork.  If all goes as planned, each of the game's maps will eventually be given artwork.  For players who have sighted family and friends, this may finally get them interested when you show them the games you play!  I really do hope this benefits Swamp enough to cover the effort and costs, haha!  It's going to be a rather substantial investment by the time it's done.
- Fixed a bug that caused the SMG combo to vanish if you had a computer controlled ally loaded into the game.
- The inventory code has been expanded to avoid some of the problems players were facing on storage characters.  The server should do a better job handling the massive inventories some players have.
- Outposts now offer players the ability to lead and join missions.  Keep in mind that outposts are not completely safe like the safe zone, but for some players it will be convenient to have more locations to launch their missions from.
- The quest system has been completely rewritten to resemble the old classic quests.  You are assigned 10 items to find around the maps, and your list (Q) updates as you find each one.  You do not need to drop the items off at the safe zone to get credit for finding them.  Each item gives you a greater reward, finally awarding a quest point if you finish the entire list.  Quest items could be on any map you are able to travel to, and will be themed to help you track them down.  A dog leash would most likely be found in the pet store, but may also be in the Kai mart.  A bowling pin seems most likely to be found in the bowling alley.
- Getting 5 kills in a row with an assault rifle, where each zombies is further away than the last, will now channel your inner action hero.  Soldiers such as Dutch or Rambo would mow down lines of enemies, casually tossing grenades into the battle with their free hand.  If a zombie is within range when you reach your fifth kill in this way, a grenade is tossed at it without actually costing you any of your actual grenades.  If you switch weapons, change maps, or kill a zombie that isn't part of the current distance streak, the counter resets itself.  If no zombies is within range for a grenade toss, the counter continues until one is.
- The CTF bots no longer glitch and move through walls.
- The CTF bots have had their navigation code updated, and are more skilled in a handful of new weapons.
- A few new graphical options are available for loot.  Type /LOOT #, where 1 is default, 2 is enlarged loot, and 3 is adjusted with player suggested changes.
- When refreshing your script keys, language, or key config files, the game will now announce that you have succeeded.
- The 16 CTF bots have been given a bit more personality in their play styles.  Be it their aim, attention span, choice to hunt down enemy flag carriers, preference to defend the base, or other quirks... each bot is a little different than the others.  It might be interesting to see long-time players learn to expect certain behaviors from specific bots they've played many games with.
- Fixed a bug that caused sounds to still play even when their volumes were set to zero.
- Raiders' footstep volume was incorrectly using player step volume instead of zombie step volume.  That has been fixed.
- A previously unused building, near the destroyed safe zone of sub map 2, now contains a secret door for converting your normal character into the new Survivor type.
- Jammed, damaged, broken, and unsorted HC equipment (not armor) has been removed from the game.  Rather than simply deleting these items, they were automatically repaired into their working counterparts depending on a few factors.  100% of medical supplies were repaired and seeds each became 1 med kit.  For HC players 25% of these items were repaired and the rest removed, while normal players (who couldn't normally repair anyway) received 5% of these items and the rest removed.  Unsorted bullets were divided equally into the 6 ammo types and bayonetts were split equally into short and long.  The removal of the jammed, damaged, broken, and unsorted HC equipment (not armor) was going to eventually happen anyway once a future update is made to how HC forts function.  I made this step early because it reduces the overall size of player inventories and helps solve a few other issues.
- Players are able to remove their titles if they wish, in the same way they could choose between all of the titles they already own.
- The various pieces of "XP armor" can now be sold at the safe zone.
- Fixed a bug where players could get credit for guard kills, under the right circumstances.
- Survivor type characters are able to turn in any dice they find, from a safe zone option called "turn in trinkets".  This allows these characters to benefit from crawling into basements and other tight places.

Changes from version 3.9 to 3.9b
- I've walked back adjustments that were made to zombie sizes.  For years, a mistake in code was causing the game to treat zombies as larger targets than they actually were, meaning you could hit them easier from a distance.  In 3.9 that mistake was corrected but the smaller zombies were of course harder to hit, and it created a lot of problems for players, especially people who struggle with any sort of hearing issues.  I've put things back to how they used to be so it should help the game feel like it did before version 3.9.

Changes from version 3.9
- Toggling weapon modes will no longer spam other players with a weapon reloaded sound.
- Hitting a zombie with the Riot shield in Repel mode now stuns for the same amount of time even if you graze the target or get a perfect center hit.
- The Browning Citori, Benelli, AA12, SPAS12, and Armsel Striker now deal damage based on how far away a target was when it was hit.  These shotguns deal most of their damage at close range, with their damage lowering with distance.  Their maximum effective ranges have all been reduced.  It may take a little while to get used to the changes, but I'm hoping it will give them a more unique feel and will allow them to be better used in specific circumstances.
- The AA12 now holds 32 shotgun shells.  THe gun's default mode is now scatter shot, with it's alternate mode being a burst mode that fires 4 shells in rapid succession.
- The M40 sniper rifle can now fire through upto 30 zombies, if they all lined up perfectly.  The old system would fire through at most 3.  It's a change that will probably never be noticed by players, but I'm mentioning it.
- The "reload spam" bug has been fixed, where players would toggle their weapon mode constantly to annoy others.
- Disconnecting from a mission due to internet loss, should no longer be considered a death.  If people start to abuse this again (it was a problem in the past) then I'll add this back in.
- Players can no longer unload weapons during a CTF match.  This will definitely change up the strategies players are used to, but the goal here is to prevent people from having near unlimited ammo for high demand weapons (like a sniper rifle after unloading a vulcan).
- The SMG weapons now save up a sort of kill streak combo as you continue killing zombies without changing to any other weapon (including melee).  Changing maps resets the combo and using a field kit lowers it but does not completely reset it.  As a salute to action movie heroes of all sorts, as you slaughter enemy after enemy with your SMGs you will begin to reload faster and faster.  Eventually you're essentially flipping new magazines into the air, flicking the old ones out with a twist of the wrist, and catching the new one with the receiver itself.  Total Matrix stuff.  As your inner action hero continues to shine and more kills are racked up on the combo, your movement speed will slowly increase and eventually there is even an increase to your armor rating.  By the time you've accumulated 100 total kills using nothing but SMGs, you will reload near-instantly, have a speed increase similar to wearing both running shoes and running shorts, and gain armor as if you were wearing a second Apronic belt.
- Missed shots with a SMG will slowly reduce your kill streak combo.  It isn't much, but if a player misses often as they kill zombies, it will take them longer to reach all of the benefits the combo awards.
- The flamethrower no longer deals it's usual ungodly levels of damage to upto 3 enemies at a time.  The new flamethrower deals relatively low damage but is able to hit everything within range even if a group of 30 zombies was infront of you.  These zombies will then be lit on fire and rapidly drop in health.  They will also be slowed to half their normal movement speed, making it easier to back away from them.  This new flamethrower better suited for crowd control at choke points, letting you literally light hundreds of zombies on fire with a few bursts.  Because the burning zombies do not instantly die, players will need to plan ahead.
- The flamethrower's range has been doubled, and has a slight cone of attack.
- Many new sounds have been added or adjusted.  CTF has been given many new sounds.
- Added 2 new keys to the keyconfig.ini file.  By default, holding shift and pressing [ and ] will jump you to the first reviewed message and the last reviewed message.  If you are already using a keyconfig file, these 2 new keys will be missing.  If a new keyconfig.ini file is generated, these 2 new keys will be at the end of the file (yes they can be pasted into an existing keyconfig.ini file).
- The cars on the CTF map have been given different sounds to help players navigate through them.
- XP rewards for killing zombies on the main maps has been increased.
- The SMG bonus reload times and armor protection have been adjusted.
- The number of default sound buffers Swamp uses has been increased, and all settings now have a higher overall number of buffers.
- The flamethrower now bypasses all player armor, since the burning fuel gets into and under just about everything.  As with zombies, enemy players who you light on fire will probably not die until they've burned for a bit.  You'd better have a plan to defend yourself or they might just introduce you to their shotgun before they die.
- Hopefully fixed the delay in crates spawning.  Even if the crate hasn't immediately respawned, it should be refreshed after a maximum of 30 seconds.
- Fixed a long standing bug that was doubling many items as players picked them up.
- The pistols, browning, and longbow have had their reload times reduced slightly.
- The innocense skill was not correctly adjusting zombie damage, so that has been fixed.
- Zombie strength no longer scales with your level during missions where everyone is set to the same level (such as LMS and Defender).
- Burning from a flamethrower should no longer follow someone as they move between maps or missions.
- Lowered the XP reward on the map 5 raiders, to limit players who were using their confined spawn area and quick respawn to rain insane amounts of XP and Rep.
- I've added in a new set of stats to be tracked over time.  As players participate in CTF matches containing at least 6 players (bots count), statistics will be recorded for everyone to see similar to how warehouse stats are recorded.  The command is /CTF <name>, to view someone's CTF stats.  Leaving the name blank will display your own stats.
- The Longbow and Crossbow's reload mechanic has been changed.  While I'm still tinkering with the longbow (and the shortbow will be handled later), the new mechanic no longer has you pressing R (or your set key) to reload it.  Holding attack and dragging the mouse back/down toward you will load the next arrow.  On the longbow, as soon as you let go of the attack button you will release the arrow and fire.  For the crossbow you are free to release the button and fire when ready like any other weapon, since crossbows lock and are fired with a trigger.  Zombies hit with arrows will have the arrow stuck in them, thus giving it back to the player who lands the kill shot.  Multiple arrows fired into the same zombie will only return 1 arrow, but in general this means a stealthy player can use very few arrows to kill many zombies.  The new reload mechanic also means the physical ability of the player determines how quickly the next arrow is primed to fire.  Pull back on your mouse fast and you can fire faster.
- Armor damaged during a CMM should no longer damage real armor you have on your character.
- When in the mouse sensitivity menu, you can once again click mouse buttons to see their values for the keyconfig.  I'm not sure why this was disabled, but it's been put back in.
- During CTF missions, picking up a longbow, crossbow, or M40 should give you extra ammo to go with the weapon.
- In what I'm sure will eventually be named something like "the longbow trick", or something along those lines, if you pull back an arrow while in the Safe zone it will be held and not fire even after you let go of the mouse.  I was originally going to have it automatically unload the bow, but this solution was less complicated.
- I've adjusted the mouse "pulling" distances for the longbow's different draw modes.
- Various types of armor will no longer spawn in CTF matches.  Items like a Doctor's coat or Raider uniform don't have much of a use during a capature the flag game, and were more of an annoyance than a help.  In total, 15 types of armor were removed from the CTF spawn list.
- The shortbow has been removed from the game.  Lets all pretend it said something overly critical and I've made an example of it so that none of the game's other weapons will speak to me in such a tone.  Haha, lets just stick to that story because it's kinda funny to me.
- A new sniper rifle has been added as a title weapon on map 4.  The WA2000 now joins the previously lonely M40 in the sniper class.
- Typing the command /TITLE will open a menu allowing you to select from any titles you have previously unlocked.  My plan is to use this to allow additional types of titles, beyond those earned through normal progression.
- Firing a field kit near a wall should no longer play strange sounds in the game.
- A good amount of code has been changed with how weapon damage is calculated.  It is very Very similar to what it used to be, but there were a few tweaks and adjustments made along the way.  In the simplest terms, the weapon damages are less random.  They are still random ranges, but the bell curve of damage has been tightened up.  When pressing Z to hear information about your equipped weapon, you will also hear how much average damage it has been dealing.  This information will probably be enjoyed by players.
- The Vulcan minigun has been disabled in this version, while I consider officially removing it.  The weapon was originally added as a "final ultimate weapon" way back when Swamp only had a few weapons and weapon balance was not a concern.  People have argued to keep the weapon in the game for all of these years, despite it being overpowered and laggy, so my compromise has been to slowly lower it's damage update after update.  It's now been lowered enough that most players avoid using it (which was the plan), and now it may finally be possible to remove the weapon without upsetting hundreds of players who depend on it daily.
- To replace the Vulcan's weapon key, I've finished coding a very old feature I must have started on years ago but never got around to finishing.  When you select a pistol, you can now press the old Vulcan key to move it to your off-hand.  Now select another pistol and you can dual wield them!  Reloading while duel wielding will reload both pistols one after the other.  While being dual wielded, both pistols benefit from 25% shorter cooldowns between shots and reloading.
- For now I've disabled the slowing effect of being injured on fort maps and in CTF.  I want to see if this improves the PVP experience.
- From chat you can now type /DRAW <weapon> to draw the weapon of your choice.  You can also use a slash to indicate dual wielded pistols /DRAW Glock 19/Glock 17.  You must get your spelling correct.  While the 2 favorite weapon keys allow you to quickly set and change your weapons at any time, you can now use any of your script keys to switch to specific weapons.
- If your weapon breaks while dual wielding pistols, your second pistol will continue to be used instead of your automatically switching to the axe.
- The guards have been given more powerful vulcans so they aren't firing as many shots from their posts at the safe zones.
- The typed command /TRACK <player> should select a specific player without needing to cycle through names to find them.  You do not type the player's title when using this command.  As with any typed commands, this can be assigned to a script key.
- 12 additional script keys have been added to Swamp.  By default they are control + the top keyboard row.
- There may be times when a player will want to change their keyconfig.ini file while they are still in Swamp.  Normally you would have to exit and restart the game for any changes to take effect, but now you can type /KEYS to cause the game to reload the keyconfig.ini file.
- The command /SCRIPTS will reload the scriptkeys.ini file without needing to shut down Swamp.
- It's a bit more advanced, but players can now choose to listen to upto 3 chat channels at the same time.  Typing /CHANNEL2 # or /CHANNEL3 # will tell your client to begin playing messages from those channels as well as the one you're on.  To send messages to a channel you're not on, type /# before your messages with the channel number you want.  I imagine this will be rather confusing to most players, so it's being hidden here as a feature for those willing to spend the time to get used to using it.
- The command /LANGUAGE will reload the language.txt file to help translators work on their translations without endlessly needing to restart the game.
- I've corrected a bug that was preventing the longbow and crossbow from loading properly when firing was assigned to anything other than MOUSE1.
- The 6 pieces of XP armor now benefit from the Graffiti skill.
- The "Vulcan extended" skill has been removed.
- The new skill "Impracticality" has been added.  This skill increases the firing speed and shortens the reload times when using dual pistols.
- When the flamethrower is fired, the intense spray of flames can cause persuing zombies to stop dead in their tracks and be momentarilly stunned.  The "Combustion mastery" skill increases the brilliance of the blast and makes zombies more likely to be distracted by it.
- The Steyr TMP and MAC-10 automatic pistols have been added to the game.  They can only be found by players with at least the "Specialist" title.
- I've reduced the pausing effect that happens when you use the field kit.
- The command /BEACON x,y <beacon name> will replace your currently selected beacon with a customized one.  For example, if you don't feel that you need the beacon to the auto mart, you could select it and then create a new beacon to perhaps the fort you intend to visit.  Beacons will reset back to default once you leave the map and return.
- When depositing items into a fort, you can now filter your inventory just like when selling items to a safe zone!
- When playing in single player, you can now open the chat dialog to enter any of the supported slash commands.
- When selecting custom game options, you can now choose to start with skill points.  I'm thinking I'll expand on this a bit later, but for now I'm sure people will enjoy the addition.
- The command /SKILLS has been added to bring up the skills menu during single player games.
- When in a single player custom map, the skills menu includes an option to reset your skill points.
- When viewing a fort menu (at a fort), players now have an option to buy a skill reset using loot points.  The price is currently set to 500 loot points.
- Both the short and long bayonet have had their damages increased.
- For all of Swamp's history, hitting a zombie in the center would cause more damage than grazing the zombie.  I have changed the boundaries which separated center shot, body shot, and a grazing shot.  It is still just as easy to miss a zombie because their body size was not changed.  The most significant difference from this will be felt as players use title-weapons (which have higher damage rewards and reductions from center and grazing shots).
- A training buddy option has been added to custom games, when you set zombies equal to zero.  This metal target lets you practice your aim with ranged weapons (sorry no flamethrower, grenades, or melee).  There are 3 distinct metal clanging sounds made as bullets impact.  The highest pitch means it was a center shot, the medium pitch was a body shot, and the lowest pitch was a grazing shot.  An old radio with recordings of zombie grows sits just below the metal target, to help you know where to aim.
- Fixed the messages when your armor is broken by zombies, so it no longer contains # symbols.
- The truck menu in warehouse missions now allows you to press esacape to close it quickly.
- If all goes as planned, I've fixed an exploit players were using to turn in the same crates multiple times by slowing their internet connection (or just living where it was slow already).
- While on the main server, players are now able to find weapons and accessories that they already have.  In the past any duplicates would be automatically turned into ammo.

Changes from version 3.8d to 3.8e

- Fixed a long standing bug with armor protection in CTF matches, and perhaps some user created campaigns.  The bug was causing armor protection to stack as new armor was being picked up.
- In Capture the Flag matches, picking up Speed and Health upgrades will no longer make you faster or stronger after the fifth pickup of each.  This is meant to prevent players from becoming unkillable after picking up dozens of upgrades.  Each time the player dies this resets, allowing them to once again benefit from these upgrades.
- If you were in a fort map when you entered a mission, leaving the mission will return you to the safe zone of the main map the fort is on.  There were problems caused by players being sent directly back to fort maps after missions had ended.
- Crates should no longer spawn inside of windows or bay doors during warehouse missions.  This was a problem and kept players from being able to pick up the crate.
- Six new pieces of armor have been added to the game, which offer absolutely no protection from damage and do not slow you down.  What they do is boost the XP you receive from zombie kills by 50%.  The benefit stacks upon itself so a person wearing the complete set would gain around 11 and a half times as much XP per kill.
- From time to time I've had players report that their warehouse mission had no crate, and they were forced to abandon the mission.  I still can't find any reason this would happen, but I have extended the code which checks active missions and makes sure a crate is present.  I have also added in some code to help me check for this problem, so if it is captured I will be better able to solve it in a future patch.  It is entirely possible players were experiencing the bug of a crate spawning inside of a window, and only believed there was no crate (especially if the window was muffling or entirely muting the crate's sound).  So there is a chance this was never truly it's own unique bug, and it may already be solved now that I've worked on the window thing.
- When connecting to the server with an outdated client, in recent versions most players were no longer being told they needed an update before being disconnected by the server.  After looking into the issue I found the problem to be partially caused by client code.  For future versions the players should receive the update message, but sadly because it is client code most people will not be told about this version (3.8e) when they try to connect using 3.8d and are kept out.  At least this Should be the last time people are blocked from entering the server without being properly told they need to update their client.
- Channel 18 is now officially referred to as "CTF chat".  This channel will be used for automated announcements, on something I'm still working on but don't believe I'll finish in time for this update.
- I have made some changes to the graphics code which should eliminate the lag players were experiencing around the map borders.  This bug has been around for ages, and it wound up being caused by some math rounding itself to an invalid value and bogging down the game with error codes.  I'm just glad it's finally fixed.
- The new armor pieces now correctly show up when sorting your inventory for armor-only.
- The new armor pieces were not playing the correct armor pickup sound, but now they should.
- Damaged versions of all armor should now correctly show up when sorting your inventory for armor-only.
- Steel toed boots were slightly slowing player movement more than they were supposed to.
- Fixed a variety of new bugs related to how armor seemed to unequip itself, or not be included in the description of what your character is wearing.

Changes from version 3.8c to 3.8d

- The Melee Mastery skill now increases damage by 2% instead of 5%.  The skill also adds 2 points to your maximum stamina for each point you have assigned.
- Low level players will have a boost to their stamina that slowly decreases until they reach level 200.  This boost puts level 1 players at 300 maximum stamina, eventually dropping down to the normal maximum of 100 once they've reached level 200.
- The stamina system has been adjusted so all stamina drain is approximately half of what it used to be.  This means players can swing their weapons for twice as long before seeing the swing speed slow from exhaustion.
- In an effort to solve the annoying crate drop bug, the server now acknowledges the drop off before the crate items are removed from your inventory.  This should prevent anyone from losing crates when they drop them off.

Changes from version 3.8b to 3.8c

- The blocking rates for the various melee weapons have been adjusted.  Some now block more often than they used to (so long as your stamina is high).
- The ballistic shield no longer has the ability to hit and stun enemies.  As a result the blocking chance has been increased, as well as the movement speed while using it.
- The Machete's 3 modes are now more distinct.  Defensive mode has a fairly high block chance, but does very little damage compared to the other other modes.  Offensive has almost no block chance, but deals the most damage per swing.  Counter is roughtly in the middle on both attack damage and blocking chance.
- Stamina drain has been adjusted for the melee weapons, and shields.
- Stunning with the riot shield has been sped up, because it was slower than it was meant to be.
- Running shoes and shorts were not giving the appropriate speed boost, so those have been adjusted.
- From the very earliest days of multiplayer Swamp, people have wondered why zombies are not synced very well between clients.  With players all of the world, and vastly different internet speeds, I took a lot of steps in an effort to keep everyone's playing experience as similar as possible.  After all this time, I have overhauled the syncing code so players can finally team up in ways I had always wanted.  There are going to be a few glitches where zombies jump several tiles as they sync, but when testing this didn't seem to be very noticeable.  We can finally go into combat as actual teams, helping and supporting each other against the undead horde!  Huzzah!

Changes from version 3.8 to 3.8b

- The Machete has had a long standing bug that is now fixed.  When struck by an enemy, a Machete in counter mode can be instantly swung to strike back.  The cooldown before swinging again is basically reset when you get attacked.  In the past, a bug caused all 3 Machete modes to do this.
- I've added in a hearing loss mode to the main menu, which plays all of Swamp's sounds as pitch changes rather than panning them.  With some practice, hopefully this mode will allow players to succeed even if they are not able to hear sounds panning due to hearing loss in one ear.
- For players with hearing loss who prefer to use panning on their good ear, 2 additional sound modes cause the pitch/panning to only affect one ear or the other.
- Depending on your headphones, panning in Swamp may not have sounded as good as it could.  In the main menu you can now tweak the maximum panning settings for each ear.  This won't affect most players, but I've used headphones where sounds 100% on my left sounded somewhat centered as compared to sounds at 100% to my right.  This allowed me to adjust the panning so they matched.
- I've worked on adding a handful of new quests, which require zombie kills on a specific map.  I know they aren't the most creative quests I could have added, but they were easy enough to do with the free time I had at the time.
- Fixed the zombie respawn bug, that was preventing some zombies from showing up after another player had killed them.
- A bug has been fixed that was causing zombies not to growl as often as they were supposed to.
- The guard should now speak correctly.  A bug was preventing him from chatting if you'd been moving around the map for a while, or had recently come from another map.
- The evasion chance for various zombies has been adjusted.
- Melee weapons are now affected by stamina (I'll pause to give everyone time to grieve).  The days of just locking the attack key to swing endlessly are behind us, or at least they won't be nearly as effective.  If you run into some zombies and swing several times, you aren't going to be affected by this at all.  If you keep on swinging without taking a break, your swings will get slower and weaker.  The more tired you become, the longer it takes to fully rest once you stop swinging, but generally it will only take a few seconds.  This change is intended to dissuade players from using only melee weapons, but it is especially intended to stop players from auto swinging so they can walk away and know they are safe for hours.
- Blocking attacks with a shield (or melee weapons) temporarily lowers your stamina, and lowered stamina lowers your percent chance to block attacks.  What this means is that when you find yourself being smashed on by a group of zombies, you will start to tire and will block fewer and fewer of the attacks.  Getting away will be more important than ignoring the zombies and letting your shield protect you forever.
- When using the Riot shield or the Ballistic shield your movement speed will be lowered, similar to carrying other weapons such as the M60 or MG4.
- The movement speed when carrying the Sledgehammer has been adjusted slightly.  I doubt anyone would ever notice but it makes some numbers nicer this way.
- The default cost to invade a fort has been lowered from 100 food, to 50 food.
- Each HC Padlock now increases the fort invasion cost by 10, instead of 15.
- The cost to attack a fort will no longer go above 350.  If you deposit more HC Padlocks they will simply sit in the fort and not be absorbed (so they are not wasted).
- The maximum number of locker upgrades has been reduced to 10.  This will not affect any players, because nobody had actually gotten up to 10 upgrades yet, haha.
- Kai has added sounds to differentiate between normal chats, whispers, friend whispers, and clan whispers.
- Kai has changed and added a few other sounds, but I'm too lazy and/or forgetful to list them all.  I'm sure you'll notice them as you play.
- When using the key to announce only your health, a weird bug could cause it to display a bunch of decimal numbers.  That has been corrected.
- The Vulcan Minigun has had it's damage reduced.  Instead of being the most deadly overpowered weapon in Swamp, it is now probably still the most deadly overpowered weapon in Swamp, but with less insanity.
- Heartbeat sounds now play when your health is low.  It was requested, so here it is.
- The ally and hostile pings are hopefully fixed.
- When leaving a clan, or being kicked out of one, there is now a delay before you are allowed to join another clan.  It is exactly like the way stat points get reset, so you must either level up or wait until the next day before you can join a clan again.  This is meant to stop players from quickly jumping between different clans (which happens a lot).
- Rotate to face backwards, has been added to the keyconfig.  Some people already had this option (I think), but now it should show up for everyone.
- Thanks to a certain holiday event, many players gained so many collection items that they became very laggy to view or flat out stopped working completely!  I have recoded collections so they should be able to handle the larger sizes now.
- Collections are now sorted in alphabetical order.
- A bug allowed players to endlessly abandon a quest, log back in, and get a new one.  The server was only supposed to give out 1 new quest per day.  This has been corrected now.
- Running shoes, running shorts, bunny slippers, and inflatable sheep all break like other armors now.
- The player list menu has been fixed.
- The losers.txt file can now support up to 30 names.  If your file is an old copy it may still only say 20 at the top, but the game will load in upto 30 either way.
- You can now lower zombie steps volume to 10%.  In the past you couldn't go below 80%.
- You can no longer put items into your locker, or take items back out of your locker while in a mission.
- The movement speeds for running shorts and running shoes has been adjusted slightly, mostly changing how it interacts with other movement modifying equipment (like heavy armors or weapons).
- There is a "low food" sound that will play for hardcore players whose food drops to 5 or below.  The sound repeats once per minute, warning you of your situation.
- The transfer points on Brush Creek should be fixed now.  They gave players trouble for a long time.
- The factory door that leads players into HC has been adjusted as well.  It was also giving some players trouble, lining themselves up to it properly.

Changes from version 3.7 to 3.8

- The behemoth in single player had trouble getting itself stuck on the rows of abandoned cars.  The map had a few issues that were preventing the behemoth from breaking them correctly.  I have solved that now.
- The dreded fort slot #0 has been fixed.  That was annoying HC players for a while.
- I've made some adjustments to my assortment of server tools.  Now instead of typing an entire line of text, it only requires a simple button press to make sure Buzz is never able to find the specific armor he wants.  It's allaround more convenient.  :D
- Fixed a few small issues I found with the holiday code.
- There is a new system for character descriptions.  These are just a fun way to be a bit more creative, and don't impact the game at all.  Type /SHOW <name> to view the descriptions of players, or user /SETSHOW <description> to set your own.
- I've added in a new set of weapon specific quests.  For now I'm having it hide the weapon you'll use, just so people won't know what to expect before starting the mission.
- The server added a set of computer controlled bots, who simulate human players in CTF matches.  These bots join CTF games that have uneven teams.
- Made a few server tweaks that may result in reduced lag in certain situations.
- Correct a bug on the main menu where the Username spot was missing unless you scrolled back up.
- I've slowed down what are called periodic quest updates, to cut down on lag when several people are doing certain quests at the same time.  When the quest is waiting for you to reach a certain location, there will now be a half second delay before it registers that you have arrived.  I'm thinking I need to revisit this code again in the future when I don't have so many things to fix, because I'm not happy with how inefficient it handles a few of the quests internally.
- I believe I've finally fixed a bug that caused armor to stay on you after you put it into your locker.  This will also affect other places where armor stayed on the player when it was supposed to be removed.
- The lag caused by being in the north-west corner of a map (when graphics were enabled) has been solved.
- I have changed around the radio modes a bit.  Friend radio has been replaced with Friend filtered radio, which allows all radio types to go through like normal, except friend chat is blocked.
- It seems a few specialty key commands were not working correctly, depending on several factors.  I'm not sure how much it was impacting players, but I've worked to resolve that.
- A new key has been added called Hold incoming messages.  When this key is held down, new messages will be muted (you still hear the incoming radio sound) so that you can continue to hear whatever message you are currently reading.  Too often we get interrupted when trying to read a long message, and hopefully this will solve the problem.  There is no default for this key, so you can go into your keyconfig file to set it to something you like.  If your screen reader is set to interrupt, then pressing this key is going to stop the current message from finishing.  To use this feature I'd recommend turning that off.
- When enabling player pings, you now cycle between options to ping all players, only friends, or only enemies.  This will help distinguish friend from foe in PVP and CTF situations.
- When players lose connection, go from multiplayer back to single player, or are kicked from the server by me, the code has been changed so they no longer hear "connection interrupted" endlessly.  They should also be able to connect again without needing to exit and restart the game.  In the past the connection did not correctly reset, so reconnecting often did not work without restarting the entire game.
- Voice settings no longer show up in the main menu until after you have connected to the multiplayer server.  When you set your voice, your local copy of the game will remember what voice settings you use for each character, allowing you to switch without needing to constantly set yourself back to the voice you prefer having associated with each character.
- When choosing a single player map, the menu now contains a spot to set your voice (if you wish to).  There isn't a whole lot of reason to pick a voice in single player, but I put it here for anyone who wants to be able to.
- When in multiplayer, the main menu now allows you to view your collection.  You can still use the server chat commands, but some players will prefer it as a menu.
- When viewing your own collection, or the collections of others, it will be presented as a menu instead of just a long drawn out message.  From your own collection menu, you can press enter to move an item into your normal inventory without needing to use chat commands.
- When in multiplayer, the main menu now allows you to view your locker.  You can still use the server chat commands, but some players will prefer it as a menu.
- When viewing your locker, it will be presented as a menu allowing you to take out items easily.
- From your inventory menu, you can press L to move items into your storage locker without the need to use server chat commands.
- I've done a few small changes to help the CTF bots feel more like actual players.  There is a lot more I can do on this, so I'll add more and more as time goes on.
- Moving between maps should load a little faster than they used to.  I'm using a more streamlined approach for sending item data from the server to client.
- Corrected a bug that could cause loot to randomly vanish on maps.
- You can no longer deposit sprained ankles, broken legs, or bloody clothes into your locker.  :)
- I've corrected some CTF code that was causing players in the respawn area to glitch and show up on the battlefield.
- Hardcore characters no longer need food to move around on CTF, CMM, LMS, Sniper, and Defender missions.
- Using the quick character change feature is still hit and miss.  I've tinkered with it a bit, but some people still have it work fine while others have it disconnect them.  For now I think I'll leave it as it is and collect more data about the bugs when this version is in the public's hands.  This command has always been a messy hack anyway, since the server was never designed for these sorts of character swaps, haha.
- Capture the flag missions no longer require reputation or food to lead.  Like all missions they do still require 1 diesel fuel.
- There was a bug that could cause a fort to say it had 0 of an item in an item slot.  When this bug occured you could not depot a new item into that spot.  This should be fixed both ways now... items of zero amount shouldn't ever show up in fort slots, and even if they somehow do, you can depot new items over top of them.
- I may have solved the bug where multiple crates show up during warehouse missions, but it's hard to know for sure.  I can't get that bug to happen when I want it to, so it may just be that I've been unlucky and it is still around but just hasn't shown up for me in a long while.
- Kills using the sledgehammer now correctly give reputation.
- In Defender missions, each zombie kill gives you experience points equal to the wave you are on.  At first this is a measly 1 XP per kill, but eventually you may be getting 30, 40, 50 XP for each zombie you kill.  If you can survive until the higher waves, you have the potential to rake in considerable XP.  This change may be overpowered, but I'm giving it a test run to see if this provides enough of an incentive so that players enjoy doing Defender missions. 

Changes from version 3.6c to 3.7

- Fixed a long standing bug that caused the M240 to only use up 1 bullet instead of 5.
- Fixed a bug that caused people's account times to be incorrectly listed.  Anyone who had between 10 and 19 remaining months was incorrectly told they were on their last month.
- I've done some work on the way sound buffers are used, and reused, to squeeze a little better performance out of the game in places where a ton of sounds are trying to load at the same time.  Warehouse missions are a great example.  I only got between 4% and 8% improvement (depending on the situation), but I suppose it's better than nothing.
- Sound boost has been removed from the menu.  It's an older approach that never really helped enough to be worth having.  It was originally left in to slowly collect real-world data from players, to see if that approach to sound processing would be better than the default.  Turns out it's not helpful.
- Where Sound boost used to be on the menu, now you can adjust buffer settings.  Lowering the amount is not recommended because it can cause some sounds to cut out during intense moments, but it should improve performance.  Raising the amount can cause an initial lag as the additional buffers are set up and added to the mix, but overall it can improve performance.  So because this seems to be more of a personal preference, or dependent on the situation and computer, I'm allowing players to adjust this up and down to find what works best for them.  If I had found 1 perfect setting myself (I tried), I'd have just made that the new default.  The default is what Swamp already had before this update.
- I've improved accessibility for our miniority playerbase, and by that I mean those silly sighted players.  Graphics were really bogging down the game because honestly they were an after thought.  I went in and improved that code a bit to squeeze some better performance out of the game when graphics are used.  They still slow the game down more than if you play without graphics (any game would), but now it's less of a burden.  :)
- Everyone has asked for it, so I found a way to make it happen.  When playing on multiplayer, I removed "Save your progress" from the main menu.  It was really only about campaigns, so it didn't make any sense to have it show up in the multiplayer menu.
- In addition to removing the "Save your progress" option from the multiplayer menu, I've replaced it with a way to quickly change your character without exiting and logging back in!  Enjoy the convenience.  Let it wash over you like a refreshing river of singing dolphins.  Roll around on the floor and rub your hands all over your face, feeling the endless convenience as it warms your very soul.  These are things you can do.  :D
- When playing single player maps, the "Fully Armed" mode now begins each weapon already loaded, so you don't have to spend time switching to each weapon and loading it yourself.
- Two new starting weapon modes have been added to single player.  You can now choose to go into battle with only bows, or only rifles.
- In single player, if you choose to play on the map named Future, you will have an extra special challenge.  A lone Behemoth roams this combination of maps 1 and 2, years after the Swamp we already know.  Here are a few tips:  You aren't going to outrun that beast in an open field.  It isn't able to make sharp turns, especially when it's moving fast.  It can and will literally smash through buildings, though doing so slows it down, and may give you a chance to escape.  It has a lot of health.

Changes from version 3.6b to 3.6c

- FINALLY got the source code back up to date, from when the most recent backups were lost in a hard drive crash.
- Fixed a bug with a fort slot which was showing up as slot #0, and was not functioning as an actual fort slot.
- Fixed a bug with weapon accuracy.  Weapons that were powerful enough to kill a zombie with a single hit were not being counted correctly toward the average, and were throwing off the numbers.
- Shooting in CMM will no longer affect your accuracy.
- Swinging the riot shield around and using the field kit no longer affect your accuracy.

Changes from version 3.6 to 3.6b

- I have fixed the bug that prevented North East from being spoken when you were rotating yourself counter-clockwise.
- Added a new command /QUESTCREDIT, which will tell you how many credits you have earned from quests.
- Fixed a bug that could cause reviewed chat messages to show that you said something someone else had actually said.
- The radio and chat code has been rewritten to make things a bit easier on players.  The radio now has the following settings:
    + Radio on
    + Filtered radio (whispers, friends, clan, and team)
    + Battle radio (whispers, clan, and team)
    + Friend radio (whispers and friends)
    + Private radio (whispers only)
    + Radio off
- Adjusted SCS code for zombie and item placement which could have caused the game to lock up if a campaign tried to use invalid coordinates.
- Added 2 new SCS commands that let you spawn items onto a primary or secondary map zone, instead of using specific coordinates.  The commands have been added to the campaignguide.txt file.
- Fixed a bug that could allow a player to switch weapons in the middle of the Field kit sacrifice feature.  The side effect of this bug was that the weapon switched to would be broken.
- When using the Field kit sacrifice mode, the cooldown before you can use another weapon has been slightly adjusted to be based on how many med kits you had loaded.  This will barely affect players unless they have a ton of points into the big kit skill.  The new adjusted cooldown is meant to help the cooldown line up with how much longer it takes to sacrifice a large number of med kits.
- When using the /FORTS command, the server will round the food amounts down to get rid of any decimals.  It was making the messages very long and annoying.
- Swamp now supports language.ini files containing up to 12000 lines.  The old limit was 6000, which some people began to reach.
- New sound related code has been added which should improve performance for some players.  It depends a bit on things like sound card and computer speed, so some players probably won't notice any difference while others should.
- XP gained from fort ownership has been adjusted.  The new numbers are very close for clans who own only a handful of forts, but the new gain rate is not nearly as high once the number of forts starts to get higher and higher.
- Script keys can now use volume adjustment lines that you would normally type into your volumes.txt file!  Begin your normal volumes.txt line with "VOL-", so that the game knows you intend for this to be a volume adjustment.  Here is an example for what you would enter into one of your script keys:  VOL-Canine\Attack = 150
- Now you can adjust volumes as you play, even if you did not set up script keys.  In chat just type "VOL-" followed by a normal volumes.txt style entry.  The game will understand it is meant to be a volume adjustment and will follow the instructions.  For example, you could open chat and type: VOL-Attack = 30
- If you need to reset all Swamp sounds back to normal, you can use the command "VOL-RESET".  This will work in a script, or just typed in the chat window.  This is meant to cancel out any sound adjustments from your volumes.txt file, "VOL-" scripts, and "VOL-" chat commands.
- If you want to refresh Swamp to go back to using the sound settings in your volumes.txt file, you can use the command "VOL-REFRESH".  This is meant for people who have raised or lowered a few volumes and can't remember which ones they were to set them back to how they are in the volumes.txt file.
- Fixed a bug that prevented you from being able to use Q to list crate information during a warehouse mission.
- Fixed a bug that prevented players from being properly kicked out of a fort that was just overtaken by an enemy clan.
- When broken items are repaired at forts, the message should now include the fort name.  In the past this only worked on a few items, not all items like it was supposed to.
- Fixed a bug that was giving people a new quest each time they signed on, even if it was on the same day they already received a new quest.
- Fixed a long standing bug that prevented the Chainsaw from using up the proper amount of fuel.  Each rev (attack) uses 5% of a standard fuel tank.
- Fixed a long standing bug that prevented the Flamethrower from using up the proper amount of fuel.  Each blast (attack) uses 10% of a standard fuel tank.
- For smaller game patches, Swamp is now able to download the update for you automatically!  When signing in, if Swamp is able to get an update for you it will ask you permission to do so.
- Fixed the bug that caused CTF missions to hand out reputation and food to everyone who participated.
- The entry fee for CTF has been removed.  They are now free to play for normal and HC players.
- Fixed a bug that would show players on the mission list, who are actually just on a quest.
- In a change that will certainly cause HC players to rethink some of their strategies, each hour a player is only able to recieve 100 food from other players.  As soon as a new hour has gone by, they are once again able to receive up to another 100 food.  This will make it much harder for people to pass around huge stockpiles of food instantly, but still allows players to give each other a helping hand in times where their food is extremely low (which is what the feature was intended for).
- Food can no longer be given to players who are offline.  That feature was being abused right and left, and I didn't realize the server was even allowing people to do that until recently.
- Fixed a bug that could allow computer controlled allies to remain with you after finishing a quest.
- Fixed a bug that could crash the game after donating/recycling an item or sending someone a gift.
- Withdrawing food from forts is once again allowed.  I liked the disabled withdrawls because it forced clans to plan more about their food deposits, but I also want forts to be a place to store food you don't want to lose if you die.  To blend these ideas, withdrawing food from forts counts toward the same hourly limit on receiving food from gifts.  So at most, a player will be able to withdrawl 100 food per hour from a fort.
- When using the new key that spins your character around 180 degrees (shift S by default), a new sound will play.
- Fixed a bug that caused temporary quest items to remain in your character inventory after the quest had been finished.
- Kai has provided new music for Map 5, Sub 1, Sub 2, CTF, Fort, and the Quest maps.
- Fixed a bug that allowed players to shoot through walls during fort battles, if they stood in specific locations.
- The Sledgehammer has had its damage and attack range increased by about 20%.
- The Sledgehammer is now able to impact multiple targets if they are all within range during the swing.  The hammer is pretty heavy so any momentum that is left over after slamming into a zombie skull will continue transfering to the next zombie.
- You can now cycle your weapons in reverse order if you hold the control key and press the number key.  Your keyconfig.ini file will add the new reversed cycle keys so that you may customize them.  You may have to delete your keyconfig.ini file and let Swamp recreate a new one if the new entries do not show up.
- Fixed a long standing but which caused the M16 and AK47 bayonet modes to show strange messages concerning ammo.
- Fixed a bug that was affecting PVP damage in situations where battling players were of drastically different level.
- When beginning CTF and Defender missions, you will begin with a loaded Field kit.  In the past the field kit was not loaded.

Changes from version 3.5 to 3.6

- Loot points can now be spent to instantly gain a title.  Type /LOOTPOINTS (or /LIFETIME) to see how many points you currently have.  Picking up loot on the main maps grants normal players 1 loot point, and HC players 3 points.
- Fixed a bug that could cause you to have a "real" death if another player killed you right as you were leaving a CTF or a fort map.
- During a CTF, being in a tower or up on a roof now gives you an advantage against players on the ground.  If you shoot someone from up high it will deal 33% more damage to your target on the ground.  If they fire up at you, any shots that hit you deal 33% less damage.  The roof and tower edges (and cars) still have a chance to completely block incoming shots (cars are 12.5% and tower/roof edges are 8%).  So while standing behind cars or up in towers always gave players a small defensive advantage, these additions should make up for the player also being a stationary target.
- Swamp now creates a file called volumes.txt, which gives players advanced control over the volume Swamp plays every sound.  Once Swamp runs it creates the file and puts instructions for its use inside.
- Fixed a bug that prevented raiders from shooting at you if you were right up against a wall or impassible tile.
- Fixed a bug that allowed players to shoot into the respawn hallway during CTF maps.
- Fixed a bug that could cause Fort, LMS, and CTF deaths to count as real deaths.
- Bunny Slippers and Running shoes now benefit from the Graffiti skill.
- Running shorts now benefit from the Graffiti skill.
- The number of loot points required to gain titles have been adjusted.  Anyone who has already spent loot points to gain a title will not have their title taken away.
- Added a key (shift S by default) that will spin your character around 180 degrees, to face directly behind it.  This has been requested many times by players.
- Logging in is a bit more stable now.  In the past players could arrow up and down through menus during the delay as they were signing in.  This caused several problems so now the game no longer allows this to happen.
- I've added a /PVP command that has no name at the end.  This is a quicker way to check your own PVP stats.
- When wearing the Doctor's coat, the speed of the field kit has been increased even more than before.  You also gain an additional 10 health points whenever you use a field kit on yourself and you are wearing the coat.  The coat did not previously have any slowing effect on the player, but now has a very small one.
- The Raider uniform now counts as medium armor and benefits from the Task force skill.
- The Field kit has a brand new setting.  You can now enable Sacrifice mode, which pumps every loaded med kit into you at the same time!  This not only provides a huge healing boost, but it also cleans all bloody clothes and fixes both sprained ankles and broken legs!  The down side to using this very powerful setting is that your field kit will break from the strain, and you will have to go find a new one.
- Sale prices for selling Apronic equipment to the safe zone have been adjusted to keep them all the same.
- Fixed a few typos that people have pointed out.
- Fixed a bug that allowed players to use their fort menu to heal themselves, from within the fort map itself.
- Clans can no longer withdrawl food from forts.  Players must now be careful and plan out which forts should hold food, and how much, because it can not be taken back out and switched around.  This also makes it harder for clans to intentionally "give" forts to friends, only to have them given right back.
- When attacking an enemy fort, the drain rate was always 10 food for every 5 seconds you remained inside.  Now, the drain rate for a fort slowly increases over time as it is attacked.  For every 6 hours of accumulated time where a fort has been draining food (an enemy was inside the building), the drain rate will permanently increase by 1.  This is meant as a way to balance the game against super clans who can own a fort practically forever.  The longer someone holds a fort, and the more time people spend attacking it, the higher the drain rate will become.  Eventually a balance will be reached where the clan really must defend against attackers.  Under the old system, some clans had put so many millions of food into forts that they didn't even care if people attacked them.  The days of ignoring attackers should be numbered in this new system.  The drain increase is remembered by the forts themselves, so if you attack one for only an hour and later 5 other people attack it for only 1 hour each, the drain rate for that fort still permanently goes up by 1 point.  If a new clan captures a fort, the drain rate returns to the original 10 food per 5 seconds.
- The food reward for warehouse missions has been greately reduced.  For a long time now, only clans who could complete the hardest missions had any chance of owning forts, because they produced more food than anyone else.  By lowering the rewards, players who rely on finding food should have a slightly better chance competing with the warehouse runners.  For a while people will be upset by the drop in food, but once the reserves burns away it will balance out where everyone is used to the lower numbers. 
- When in your own fort menu, the "History of this fort" now informs you what the current entry fee and drain rate are for the fort.
- The drop rate for Diesel fuel has been lowered by 0.5%.  Don't freak out, it's only half of 1%.  :)
- The drop rate for broken equipment (such as Bent bayonet) has been reduced.
- The drop rate for Dogtags has been reduced.
- The drop rate for food has been increased by a small amount.
- Fixed a bug that caused muted players to become unmuted once they gained a title.
- Fixed a bug that allowed a titled player to find multiple copies of the same title weapon.  Like normal weapons, the server was supposed to prevent you from picking up a second copy by turning it into ammo instead.
- Fixed a bug that caused ammo to be wasted in burst fire guns.
- Fixed a bug that prevented you from hearing when other players' armor becomes damaged or breaks.
- Depositing HC Dogtags into a fort will now create only 1 Raider defender instead of 5.
- A new item, called HC Padlocks, can be deposited into a fort to permanently raise its entry fee by 15 food.  This causes attacking clans to have to pay a higher food price when entering your fort.
- The drop rate for HC Dogtags has been slightly reduced, to make room for the new HC Padlock item.  Their combined drop chance is equal to what used to be the drop rate for HC Dogtags.
- The Raiders who defend forts have been given a brand new AI.  They should patrol around the building in a more intelligent way, making it harder for attacking players to simply hide out for long periods of time without being found.
- Fixed some jumbled lettering that could show up in the "You have killed" message you are given after killing someone in PVP.
- Safe zones will now sometimes sell items that they do not normally sell.  These items could be for a limited time (only a particular day), or there could be a limited number of these items up for sale.  Once the special day ends or the amount is sold, the item will once again not be for sale in that safe zone.
- When a Safe zone is offering a Special limited sale on an item, it means only a certain amount will be sold.  Players can only purchase 1 of these items at a time, and the Safe zone will not tell one to you if you already have one.  During the time the limited sale lasts, normal players are not able to trade or give this particular item to other players.
- Changed the capitals for Bunny slippers, Running shorts, and Running shoes so that the second word is lowercase.  This means nothing to 99% of players, but if you've used these items in custom SCS campaigns, you may want to update them.
- Fixed a long standing bug that prevented the running shoes and running shorts from giving you the proper speed boost.
- Your mission log will now show the Server time, instead of the local time, for when a mission was launched.
- I adjusted the directions you face on a few of the maps.  This applies to returning from forts and missions.
- When damaged items are repaired at a fort, the server will tell you the name of the fort in the message.
- The old quest system has been completely thrown away!  Under this new system each player can hold up to 3 quests they are able to do.  Each day they sign into Swamp, a new quest is given to them as long as they have 1 of their quest slots empty.  If they already have 3 quests, no new quest is added.  Completing quests can earn just about anything, from reputation, to XP, items, or even food.  Each completed quest will grant the player 1 or more "quest credits".  These quest credits will likely have some use in the future, but for now they are just an indication of how many quests a player has completed.
- The hearing range for the computer controlled campaign Allies has been greatly reduced.  They were able to spot and shoot at zombies who were extremely far away, and that isn't really how I want them to function. 
- Fixed a bug that prevented campaign Allies from responding to your voice commands.
- I have rewritten a few sections of the zombie AI code that should improve game performance in certain situations.
- Dying will now return you to map 1 when you respawn.  This might be a bit of an inconvenience to some players, but this solves the problem of players dying on super hard maps and not being able to escape them.

Changes from version 3.4c to 3.5

- Fixed a bug that affected player wallet items, if you had more than 1.
- Fixed a bug that caused raider voices to sometimes play extremely loud (as though they were standing right in front of you even when they weren't).
- Raiders are now able to walk around.  In general they will still stand in one place, but ocassionally they will decide to take a short walk to see if they can find a better shooting position.
- I've removed the shot count from the message you receive when you are killed.
- Raider camp has been added as a new warehouse mission setting.  When set to raider camp, you will not face any zombies, but rather a building under control by an enemy raider team.  Prepare to get your butt kicked by these guys!
- Fixed a bug that would repeat parts of messages during the /FORTS command.
- Dog tags once again add 5 raiders to a fort, but their drop rate has been reduced.
- Fixed a bug that could leave you without any weapons after resetting your skill points.
- I have drastically improved the raiders, making them a much more deadly threat.  In the past, a bug caused many of them to simply stand around instead of shooting back.
- Zombie AI has been adjusted to make them a little bit less predictable.  In the past they would always group behind you, single file.  Now they will try to avoid doing that to some small degree.
- Getting hit by a zombie (or bullet in PVP) now has a very short impact in your movement speed.  It is meant to discourage people from just running through huge mobs of zombies, knowing they're so fast they will barely get hurt anyway.
- Epaulettes and Football shoulder pads have very little affect on your movement speed now.  Epaulettes are now going to be a much nicer addition to your character.
- The maximum skill points for Street smarts, Graffiti, One man army, Task force, and Juggernaut have all been reduced by varying amounts.
- Armor that is rated with widely varying protection now provides an extra boost of protection against projectile weapons, from raiders and other players in PVP.
- The Ballistic Shield has been added as a new title-only weapon.  This weapon behaves similar to the riot shield, except it works against incoming projectile weapons (such as raiders and other players during PVP).  The shield does not block bullets when set to lowered mode, but when set to raised mode it does slow down your movement speed a little.  This can only be found on Sub 3.
- Medium and heavy armor have had their slowing effects lowered, so it is not quite as big of an impact on the player.
- For players who are below level 20, the slowing effects of all armor are reduced.  For a level 1, for example, even the heaviest armor will have almost no slowing effect at all.  The slowing effect approaches normal as the player approaches level 20, and from that point forward it remains the same.
- Loot drop rates have been completely redesigned from the ground up.  Some items people are used to finding easily might be difficult now, and items that used to be rare might be more common now.  It's going to take some getting used to, but now every item will drop properly.
- You can no longer exit fort maps from the war room.  You must travel to the map's edge.
- Fixed a bug that allowed people to invade a fort while it was during the 10 minutes protection period.  The food could not be drained before, but now they cannot even enter the map.
- From within your own fort, you can now press enter to open a limited version of the fort menu.
- The Strip mall mission has a few new things to discover.  Enjoy.
- The armor Boots has been renamed Work shoes.  It still works the same way as low foot armor.
- The word "blankets" is now spelled correctly on that mission description.  :)
- Boots have been renamed to Work shoes.  The Work shoes continue to be light armor.
- A new armor item, called Boots, has been added.  Unlike the old boots, this item provides widely varying protection.
- The armor items Ball cap, Winter coat, Tattered vest, and Football helmet have all been removed from the game.
- A new armor item, called Utility belt, has been added.  This item provides high protection.
- A new armor item, called Steel toed boots, has been added.  This item provides high protection.
- A new armor item, called Metal shoulder pads, has been added.  This item provides medium protection.
- Due to issues caused by super huge numbers, the server will now max you out at 1000000 of any particular item.  Your character can hold more than this (no reason you ever need to, but whatever), but when you sign out it will drop back down to 1000000.
- Swamp is better able to diagnose log-in problems, so the error messages are more helpful.
- I believe people's vanishing ammo and items (that were fixed when you logged out and back in) has been solved now.  There was a bug sometimes causing the connection to lag and time out during the transfer.
- Fixed a bug that could cause your client to freeze and crash after giving someone an item.
- Many efforts have been made to cut down on lag and improve game performance.
- I've expanded the bounding box so that floating north from Map 3 will be easier.
- Fixed a bug that would allow Dires and Amorphous to show up on warehouse missions they weren't supposed to spawn on.
- Death sounds now correctly play in Fort maps.
- PVP kill and death stats should now record during Fort battles.
- Added the command /MOTD, which repeats the server's message of the day.
- CTF missions can now be launched with 4 people.  In the past you needed at least 6 players.
- LMS missions can now be launched with 3 people.  In the past you needed at least 4 players.
- Team warehouse missions can now be launched with 4 people.  In the past you needed at least 6 players.
- When players disconnect during CTF, and they have the flag, the server should properly place the flag back on the map.
- Added a new command /TW <message>, which will send the message only to your own team during CTF and Team warehouse missions.
- During CTF missions, health and speed upgrades no longer sound like the flag.
- Fixed a small bug that affected how weapons were picked up.  At times you would not receive ammo in picked up guns, and this should correct that.
- Removed some unwanted messages from the recycle menu, that would refer to items you no longer have.
- I've added a message when traveling up and down the stairs of Sub 1.
- I've added a message when traveling in or out of the towers on Capture the flag.
- I've added a message when respawning back into your base on Capture the flag.
- The delay between weapon switching has been reduced.
- Fixed a bug that was causing quite a few sound errors to show up in the debuglog.
- Fixed the health tracker, which could repeat messages when it was not supposed to.
- Sniper, LMS, Defender, and CTF missions can now be joined by both normal and hardcore characters at the same time!
- Last man standing missions now start all players with their skills set as the same.  Everyone has 25 points in health and 20 points in speed.  This should keep everything fair.
- The gardens now produce 10 times the amount of food they used to produce.
- Last man standing missions now give out XP as the reward.  Each new person raises the reward more than the last person, so the reward grows exponentially.
- The first zombies in an LMS (small map) will spawn around the map's borders.  This will help people survive the first few moments of the mission.
- LMS on the forest map has had its loot increased to 50.
- When killing another player in a fort or on LMS, you will be told their name.  The player you killed will also hear that you were the one who killed them.
- I've added a mission description to CTF.
- Sniper missions now require a minimum of 3 people before they can be launched.
- Sniper missions now give out XP as the reward.  Each new person raises the reward more than the last person, so the reward grows exponentially.
- Sniper mastery has been added as a new skill.  Each point raises the damage of the M40 by 2%, and there is no limit on the number of points you can spend on it.
- When launching a Last man standing mission, I have changed the normal truck sound to a different sound.
- While scrolling through your armor to wear, holding shift will cycle the pieces in the opposite direction.
- When entering fort maps, the direction you start out facing is not standardized instead of random.  If you spawn in the fort, you always face south.  When spawning around the borders, you will face the opposite border.  Spawning at corners should angle you to face the fort.
- The following armor items have been removed from the game:  Football pads, Kevlar vest, Bike helmet, Motorcycle helmet, and Metal shin pads.
- 3 new pieces of Apronic armor have been added to the game, so it is now possible to have a complete set.
- A new wearable item, called the Doctor's coat, has been added.  Wearing this provides no protection, but speeds up how fast you can use your field kit.
- The escalators of the mall (map 5) now lead somewhere.  You might want to think twice before going up there though!
- The items available for purchase in the Safe zones have been changed.
- Hardcore characters, who have titles, can receive now items from other players without having to worry about a minimum level.
- The Tuxedo T-shirt now also speeds up the reload times for sub machineguns.
- The Camo jacket, Camo pants, and Reflective vest still provide no armor by themselves, but now they benefit from the Graffiti (low armor) skill.  This makes the pieces more usable for high level players.
- The Overalls and Quiver still provide no armor by themselves, but now they benefit from the One Man Army (medium armor) skill.  This makes the pieces more usable for high level players.
- The Tuxedo T-shift still provides no armor by itself, but now benefits from the Task force (wide range armor) skill.  This makes the item more usable for high level players.
- The Doctor's coat still provides no armor by itself, but now benefits from the Juggernaut (high armor) skill.  This makes the item more usable for high level players.
- When healing at forts and quickly changing maps, the game should no longer reduce your health back to what it was before you healed.
- When dying during CTF, I have addressed the bug that can spawn you with less than 100 health.  Due to lag it is still possible to have this happen, but it should happen a lot less.
- When entering your own fort, you start out at the map's borders just like invading players do.  This is meant to help people organize themselves when trying to defend their own fort.  In the past you'd spawn inside of the fort, which could easily drop you right in front of attacking players and you'd die before even knowing what hit you.
- When an enemy player enters your fort, and you are in the fort also, you should hear an alarm sound playing.
- Raider footsteps are now raised and lowered as you raise and lower player footstep sounds.
- The Machine gun mastery skill no longer boosts the Vulcan.  That weapon is powerful enough as it is, and I don't like the idea of it always being the super-weapon in any situation.
- Resetting skill points will adjust the ammo in your weapons.  In the past people were keeping their extended magazines, even after resetting their skill points, until they changed weapons.
- Loot no longer spawns in the CTF hallways.

Changes from version 3.4b to version 3.4c

- Fixed a bug that allowed players to gain reputation, XP, and food during CMM missions.
- I've adjusted how the warning system displays messages to players who have official warnings on their account due to violations of the user agreement.
- I've added code for "years" to the part of Swamp that tells you how much time you've spent playing.  Yes, there are players at, or quickly approaching a full year of accumulated play-time!  I'll wait and code "decades" when it's needed, ROFL!  :D
- Retreating from warehouse missions now only give 75% of the reward if you have found at least 20 crates.  Finding less crates lowers your reward percent, and you will recieve no reward at all if you had not personally found any crates.
- The maximum running speed of Death bringer zombies has been slightly increased.
- Players joining CTF missions will now list their team color in the message everyone hears.

Changes from version 3.4 to version 3.4b

- Fixed a bug in CMM missions that could allow people to unfairly gain items.
- Fixed a bug that could cause inventories to show more items than the player is supposed to have.
- Fixed a bug that could still cause deleted items to show up in your inventory, while in the donation/sell menu of the Safe zone or Outpost.
- For players who try to sign into Multiplayer with the wrong version, the game will now tell them the version that they need to have.
- During CTF, all players now spawn with their stat points set to be the same as the other players.  This will make battles more fair.
- Speed upgrade and Health upgrade loot has been added to CTF missions.  Picking these up will boost your Speed and Health skills, giving you an advantage on the battlefield.  These boosts will not raise your speed above the maximum skill level.
- I've added in several new ways for me to help monitor bugs.  I am not sure if this small patch will correct everything that's wrong with version 3.4, but it will help me find the causes for any bugs that were not fixed.

Changes from version 3.3 to version 3.4

- Redesigned zombie and loot placement to be more efficient.
- Really fixed the Amorphous and Raiders in campaigns... this time.  The fix from the last update had its own typo in it.  Whoops!
- Fixed a bug that prevented the Steyr AUG's scoped shots to travel as far as they were supposed to.
- The level requirement for trading has been lowered to 60, for normal players, and 25 for hardcore.
- Cooldowns between weapon switches has been adjusted.  This was mostly done to stop certain players from quickly switching between weapons to earn free heals from the field kit.
- The 7 new title-only weapons have been added to the Defender missions.  The odds of finding them are quite low, but all players can use them if they find them.
- When damaged armor is repaired in forts, it now properly alerts you if you are online.
- Fixed a typo that said Bayonets only get 2% boost from the melee skill, when they actually gain 5%.
- Fixed a bug that could prevent incoming chat from speaking properly right after logging on.
- Fixed a typo in the Melee Mastery skill.  Bayonetts get a 5% bonus instead of 2%.
- Worked more on security.
- I have made a few changes that take a second or 2 longer while logging in, but it will help people who have slower connections.
- The server now handles CMM missions more efficiently.  In the past they were causing a lot of stress on the server whenever any were being played.  Now it is no longer an issue, but expect to have a few moments of lag right as your CMM missions launch.  This is mostly noticeable if you have many zombies and loot on a smaller map.
- Fixed a bug that could toss you out onto sub 1 instead of sub 2, after attacking a fort.
- Changed some of the log-in messages to give more information about failed log-in attempts.
- I think I have fixed the bug that could cause players' locations to get scrambled after Defender missions were completed.
- I have done a lot of work to fix the player tracker, which had been buggy for a very long time.
- When finding title-only weapons, they now begin with ammo in them.
- Fixed a bug that prevented damaged overalls from ever actually breaking the rest of the way.
- Fixed several small bugs regarding weapons and armor breaking.  It would often play a break sound even when no item had actually broken.
- I have removed some duplicate messages that would be read when going up or down the sewer pipe between maps 1 and 2.
- Made map changes more efficient for the server on Defender missions.
- Fixed the sounds for Raiders being shot across the server.
- Shooting over cars and some building edges will now have a chance to be blocked.  This makes it a little harder to shoot zombies on the other side.  This can also help protect you against enemy gunfire.
- Players should now hear as your bullets hit walls.  I didn't even realize that this wasn't working in past versions of Swamp.
- Fixed a bug with the Armsel Striker, which caused many of its sounds not to be heard by other players.
- Creating a custom beacon on the crash map no longer bypasses the "lost" effect.
- Fixed a bug that did not update health after resetting your skill points.  Players would pour all of their points into health, then reset and spend them elsewhere.  They would end up with a ton of health points left over from before their skill reset.
- During warehouse missions, the game now also tells how many crates a player has turned in.  Previously it only showed how many they had found.
- Kicking a player from a mission will remove any crates they had already turned in.
- Adjusted the number of zombies per map.  A bug could prevent the server from spawning all of the zombies on some of the more populated maps.
- Fixed a bug that could jump you to the wrong part of map 1 after converting your character between normal and hardcore, or hardcore to normal.
- Added a way for players to recycle junk from their Hardcore character's inventory at the Safe zones.
- Fixed a bug which prevented titled HC players from trading items, if they were below level 25.
- Fixed a bug that caused the Steyr Aug and M4A1 not to give reputation and XP properly.  This bug was also affecting their accuracy ratings.
- Fixed the Sniper training bug, which granted the extra XP and Rep to all guns instead of just the M40.0
- Shooting over cars and some building edges has been improved so that they can only block bullets that have traveled a certain distance.  This allows you to stand next to a car or wall for defense, without having any of your own bullets be stopped.
- Sabotage and Laying traps have been removed from the fort menus.  These features are no longer part of the game.
- Fixed a bug that could cause you to recieve the "you have been killed" message multiple times in a row.
- The amount of food on Hardcore has been lowered.
- The ability to open gift items or activate quest items has been removed from forts.  HC players will now use the safe zones for those, like the rest of the players.
- Fort warefare (for hardcore players) has been completely redesigned.  Here are the changes:
    + You no longer attack forts by spending food or by defeating the raiders defending their building.
    + Fort battles are no longer launched as missions.
    + From a fort's menu, you now have the option to travel directly to that fort's map.  The fort map is a completely separate map with a large fort in the center.
    + If you own the current fort, you will gain XP every 5 seconds as you stand inside of the main building (in the fort map, not the game's main maps).  The amount of XP you gain every 5 seconds is increased if your clan owns multiple forts.  The more forts you own, the larger the amount!
    + Your clan mates can also stand in the building to gain XP at the same time as you.  Leveling in hardcore mode used to be very difficult and time consuming.  Owning a fort will make it much easier to level up now, because you can gain free XP just by spending time in your fort.
    + If you do not own the current fort, there will be a food fee to enter its fort map.  That fee is deposited into the fort's reserves.  Being in the fort map is how you will attack, and attempt to capture forts owned by other clans.
    + To attack an enemy fort, go into its fort map and walk into the fort building at the center of the map.  Please note that things will probably be shooting at you, haha!  When you are standing in the main building, every 5 seconds food is being drained (and destroyed) from that fort's reserves.  If you drain the fort to zero, it will be captured and become owned by your clan.
    + Having a few clan mates help you attack an enemy fort will drain their food much faster.  Each person in the fort building will be draining food at the same speed as you, so for heavily defended forts you may need your whole team with you.
    + PVP is enabled on fort maps!  You cannot hurt your own clan members, but feel free to shoot any invading players who are trying to attack your fort!  Killing a player will not cause them to lose their inventory, but you may break a few of their items in the process of killing them.  They will respawn on the main maps, and will have to run back to the fort if they wish to continue fighting.
    + In addition to personally defending your forts, you can accumulate computer controlled soldiers that will help.  These soldiers aren't super smart, but they will do what they can to stop invaders.  When killed, these soldiers will respawn after a few minutes.
    + You can leave a fort map by pressing Enter at the map's border, or from the War room located at the center of the fort.
    + When a fort is captured by an invading clan, all computer controlled soldiers are cleared.  It will be the responsibility of the new fort owners to build up its own army of defenders.
- When HC players find "HC Dogtags", and deposit them into a fort, that fort will permanently gain a computer controlled soldier to help defend that fort from attacks.  The maximum number of these soldiers per fort is 40.  When killed, the soldiers respawn after a short time.
- When players are invading the fort map you are on, an alarm can be heard (similar to the one that is played by the factory during Dire attacks).
- While on a fort map, you are not able to leave your clan using the /leave command.
- If you remove a person from your clan (using the /remove command), and they are currently on a fort map, they will be moved back to the main maps automatically.
- Added the command /FRIENDS LIST CLEAR, which clears your friends list.
- Zombies will now vary in pitch a little bit, to help give more variety to how the game sounds when you are battling the undead.
- Added the ability to raise and lower the background music volume.  There are no keys assigned by default, but you can set them in your keyconfig file if you wish.
- Added new code that will help me with special events.
- Warehouse missions have been changed.  Players leading missions are now able to set how many crates they wish to find, how many zombies they will battle, and how difficult those zombies will be.  The final reward will be mathematically determined based on those values, as well as a separate map balance value (which I will explain on another line).
- Gaining "Balls of Steel" in a warehouse mission is only possible if the number of crates is at least 70, number of zombies is set to at least 100, and they are set to the Blood thirsty setting.
- A new method called map balance has been added.  As people play the different warehouse maps, statistics are tracked to determine which map is being played the most.  If a particular map has been played more often than the others, rewards for that mission type will be lowered accordingly.  If a map is played less often, its rewards are raised.  The most a warehouse's rewards will be raised or lowered are by 50% of the total amount.  Because this system will gradually make adjustments by a few percent at a time, the server should be able to keep all maps worth playing, as it automatically hands out more points for the more difficult maps, and less points for ones the players are clearly having an easier time with.
- Players are now able to retreat from warehouse missions early (not team warehouse though).  Pressing Enter on the truck will open a menu allowing you to escape early.  Leaving the mission in this way will reward you only for the crates you had personally turned in, and with a 25% lower reward.  Any team mates left in the mission will lose the crates that you had turned in, forcing them to replace them before the mission can end in victory.  This feature has been added to help players who are unexpectantly called away from their game, so that they will not be killed while their character is left to sit idle.
- Damage from raiders and other players (during PVP) will now follow the same increasing damage pattern that normal zombie attacks use.
- The rewards for Hardcore warehouse missions are 25% higher than regular warehouse missions.
- Removed some ancient code that, after code crashes, had been known to give players the old "save your friend in the shack" types quests that were present in the first versions of Swamp.
- Fixed the sounds for giving bunny slippers, running shorts, and running shoes to another player.
- Warehouse missions now have a death bringer setting, which increases the health and speed of the zombies.  The rewards are increased even more than when using the blood thirsty setting.  When using this setting while tryin to get the "balls of steel", you get a 100% chance instead of a 20% chance.
- Performance of PVP fighting has been greatly improved with some lag control measures.
- Crawling up out of the sewer pipe on map 2 has been adjusted so that players arrive on map 1 more centered in the pipe.  Previously players spawned up against the wall of the pipe.
- Fixed a bug that could say you had no archery weapons, when you actually did.
- The code for traveling between maps has been changed, which should stop zombies from being bugged and following you to the new map.
- Much of the inventory code has been redesigned to be more stable.  We should no longer have ammo vanishing or players suddenly finding themselves without armor when they first log in.
- Fixed the reload times for the Longbow.
- Fixed a bug that caused the wrong AA12, SPAS12, and Armsel Striker reloading sounds to be heard for other players.
- The sound muffling effect, for objects on the other side of walls, has been cut in half.
- The chat code that allows me to talk to everyone from the server, has been completely rewritten to make several things easier on me.
- Whenever a version changes in Swamp, players will once again be required to agree to the user agreement, on the main menu.
- Players who have warnings on their accounts will no longer hear it read out loud each time they sign into Swamp.  When I hand out warnings, it will be set to display the message a certain number of times before it automatically stops.  I want to make sure people are fully aware of receiving their warning, and what the exact warning was for, but I also don't feel the need to have it read the message each time they log in until the end of time.  Haha!  For people who already had warnings before this update, it should already have silenced the message for you.
- Sound loading is now more efficient, so it helps the game run faster.
- Fixed a bug that caused zombies growls and cries not to pan properly with the zombie.  This was affecting a little more than half of the zombies, so it was a big problem.
- Fixed a bug that caused certain game sounds (zombies and loot) to continue playing after they were supposed to stop.  This has been a long-standing bug, so I'm glad it's gone.  As it turns out, typing a 4 instead of 9 can be a big deal, ROFL!
- Some players, with very old inventories, could have Balls of Steel that could not be worn.  I have converted them into the newer version that can.
- Fixed a bug that caused opening gift items to sometimes remove more than 1 gift.
- I've added support for unique weapons, which might show up for special events.  Unique items cannot be traded or deposited into forts.  Unique items vanish when you sign out of the game, so they have a limited lifespan.
- Improved data transfer so logging in is faster as well as traveling between maps.  Massive inventories should no longer have any loading problems like they did in the past.
- Player voices can now have their pitch changed to help players tell each other apart.  At the voice selection menu, pressing + and - will adjust the pitch.
- Pressing Control and L will now auto-walk you in the direction of the player you are tracking.  This will not automatically walk you around walls and obstacles.  It is meant to help players lead each other out of tricky buildings or sewers, or to be a pretty dangerous way for a friend to walk you across a map while you run to the bathroom.  ROFL!
- Auto-walk to tracked target: has been added to the keyconfig.ini file.
- When using the player tracker's single or looping ping, pressing the key again will now turn off the ping.
- Players will not longer find "Deleted item" listings in their inventory.
- Zombie footsteps now share the same pitch adjustments that their growls have, so that zombies who sound larger or smaller will having matching steps.
- In PVP settings, enemy players will have deeper sounding footsteps, to help you identify who is friend and who is foe.
- Fixed a bug that would give you 2 copies of a title weapon each time you found one.  The first you'd get right away, and the second would show up once you signed out and back in.
- Fixed a bug that could prevent zombies from respawning during missions.
- The mission list has been redesigned to be faster and more efficient.  The old list loved to pause for a few seconds before you could do anything, and that was annoying.
- Fixed a bug that prevented HC and Normal players from joining the same CMM mission together.
- Fixed a crazy bug that could let players buy, sell, and even launch missions from inside of a CMM mission.
- Fixed a bug that could cause the guard to show up on the wrong map.
- Last man standing missions now contain elements of PVP!  After a few minutes all players are given a 30 second warning, and then PVP enables.  This lets players help take down their competition so that they will be left as the last man standing!
- The Auto-walk tracker can not be used on enemies during PVP situations.
- Added a new command /LIFETIME.  This command tells you the number of loot items you have picked up.  If your character was created before this feature was added, then it will only be able to tell you how many items you've found since then.
- Voice commands can once again be heard by nearby zombies.
- Fixed a bug that could cause old missions to be listed, even though they had already been canceled by their creator.
- Added a new mission type, Capture the flag.  Not everyone is familiar with this type of game, so here are the basics:
    + Each team has their own base and flag inside.  The goal is to protect your own flag and steal the flag of the enemy team.
    + To steal the enemy flag, just step on it like any normal loot.  You will be carrying the flag and must return to your own base without being killed.
    + While carrying the enemy flag (which is a baby), you will hear it crying.  This helps the enemy team find you to kill you, and also reminds you that you are holding the flag.  The person holding the flag deals less damage and is protected by armor less, so you may need to depend on your teammates for help getting back alive.
    + If you are killed on the way back to your base, the enemy flag will drop on the ground where you died.  Someone else on your team can pick it up and continue the trip back to your base.
    + If an enemy player reaches their flag, it is instantly transported back to their base.
    + If you reach your own base while still carrying the enemy flag, your team scores a point.  Your own flag must still be in your base in order to score a point however!
    + If your flag was stollen by enemies, you must hunt them down and get your flag back before you will be able to score a point.
    + After either team scores a point, the flags are teleported back to their proper bases so the game can continue.  First team to reach 7 points is the winner.
    + If you are killed during a CTF you will respawn in a waiting area.  To exit the waiting area, run north or south until the game tells you to press Enter.  It is best if you have zones set to be spoken, so you will know when you've reached the correct spot.  The waiting area serves as a way to delay dead players for a few seconds, before they are able to jump back into the battle.
- When carrying the enemy "flag" in CTF, your weapon will do less damage, reloads will take longer, your armor protection drops to 25% of normal, and enemy attacks deal more damage!  Yikes!  You are now allowed to use your weapons though.
- The low health settings now work based on your percentage of health, and not a specific value.  For example, if the alert is set to 25 it now means 25% instead of 25 health points.
- The server was supposed to automatically fix anyone who had gotten trapped inside of a wall or trees.  In the past this did not work very often, but now it should work every time.
- I have reworked the math for calculating the sounds around your player, in an attempt to reduce the lag.  It seems to be working pretty well.
- Adjusted the firing rate for the ACR when being suppressed.  It was slower than firing without a suppressor.
- Increasing and Decreasing background music volume is now set to the K, and Shift K keys.
- When viewing your character's inventory, pressing the Left and Right arrows will organize your inventory into specific categories.  This is intended to help people look through their inventory quicker.
- When selling items at the Safe zone, pressing the Left and Right arrows will organize your inventory into specific categories.
- The following note was added to the User Agreement:  During special game events (holidays for example), Swamp may download additional files from the server.  Some of these downloads may be optional, but others will be mandatory and automatic.  Attempts will always be made by Aprone to keep these file downloads to a minimum so that it does not negatively affect players who are on limited bandwidth connections.
- Fixed a bug that would sometimes fail to add a new character's name to your character list.
- When at your character list where the game asks you to choose your character, you are now also told how much time is remaining on your Kaldobsky Gamer account.
- When players have unregistered drivers and do not run Checkup.exe before launching Swamp, the game should now display a message specifically telling them to run the Checkup.exe program.  This should cut down on the confusion for many new players.
- If Log in fails while signing into Swamp, the game will diagnose the reason and let you know.  There have been situations in the past where someone's internet was not working, Swamp was blocked by a firewall, or the Kaldobsky website was temporarly offline, but each time people were told only to check their username and password.  The messages now will be more specific so people know what is going on.
- When deleting characters from your character list, the name now vanishes immediately instead of waiting until the next time you run Swamp.
- When at the Mouse Sensitivity menu, you can now press any mouse key to have Swamp tell you which button code it is.  This is meant to help players who have gaming mice with extra buttons.
- Fixed a bug that was affecting the volume and position of bullet sounds as they hit walls near the player.
- Raider's aim has been improved to make them a bit more difficult to fight.
- Fixed a bug that caused Raiders to often shoot at you over and over, even though you were around a corner or behind a wall.
- Fixed a few commands that have been in the game for a while, but were not working correctly:
    + /NO ME will mute your own footsteps.
    + /YES ME will unmute your own footsteps and return them back to the volume you originally had.
    + /NO Z will mute all zombie footsteps.
    + /YES Z will unmute zombie footsteps and return them back to the volume you originally had.
    + /NO H will mute all human footsteps (besides your own).
    + /YES H will unmute human footsteps and return them back to the volume you originally had.
- Fixed a bug that was causing shooting accuracy to be saved incorrectly.  This is why some people had very bizarre shot accuracy or were hearing that they had fired no shots after dying.
- Reset everyone's shots and hits values, because they were all incorrect due to an old bug.
- Fixed a bug that was causing the Strip mall map to get all crazy and messed up after a certain amount of time.
- With more going on, lag was becoming more and more of a problem in this version of Swamp.  New math is being used to cut down on the lag, but some players may wish to continue using the game's old math for handling sound volume and panning.  To switch between the new and old style, type /MATH.  I do not believe there would be any real benefit to using the old math, but this option exists for those who wish to use it.

Changes from version 3.2b to version 3.3

- The chat log now appends instead of overwriting.  This means that each time you play Swamp it will add new chat to the log instead of completely replacing it with a new log.
- Work has been done to improve See Munkey detection.  Previously, any devices connected to COM port 17 or above were not being detected by Swamp.  I believe I have solved that problem now.
- For a couple of players, their local Sapi settings were causing errors in Swamp.  I have added in new code to prevent such crashes from happening.
- When setting your skills, the number of remaining points is spoken at the end of each description to help you keep track of how many you have left.
- The skills have been reworked to solve a few issues brought up by the players.  The gun mastery skills have been raised, and the damage boost skills for individual guns have been removed.  This saves players from having to specialize in specific weapons as they level up.
- Each gun now has a skill to extend the magazine size, allowing you to hold more ammo in that gun.  This is similar to how "Big kit" has worked on the field kit.
- Fixed a bug that was affecting the damages for the M16 and the AK47.  The melee bayonet damages for both guns was being incorrectly raised, while the ranged damage was being incorrectly lowered.
- The burst fire mode for all weapons has been increased by 15% damage.
- Sub map 1 (the second floor to the hospital) has been given a level requirement of 12.  Previously this map had a map requirement of 8.
- The XP and Reputation given by killing zombies has been reworked.  As you progress through the maps, zombies give more XP and reputation.  As a general rule... the higher the level requirement is for a map, the higher the rewards will be for killing zombies.
- The boost to zombie health and damage (based on player level) have been lowered to 50% of the original amount.  This means zombies do not grow as strong, as fast as they did in previous versions.
- As you progress through the maps, zombies have more health and deal more damage.  This now gives a clearer distinction between the lower and higher maps.
- A lot of work has been done on improving the server's anti-cheating measures.
- Warehouses have been reworked so that the lower level ones should be easier to complete.  The zombies will have a much harder time breaking down the windows, doors, and fences, thus giving the players smaller swarms to deal with.
- I have changed a lot of code surrounding foreign character support.  It may be a bit bumpy at first as the old system tries to mesh with this latest one, but in the end is will make things smoother for players trying to use foreign letters in their character names.
- A new skill has been added.  Quick learner increases the amount of XP you get from killing zombies.
- A new skill has been added.  Legendary increases the amount of reputation you get from killing zombies.
- Melee weapons can now do critical strikes, which deal additional bonus damage based on luck.  Two new skills (Brawler and Melee critical) have been added to take advantage of this new ability.  Brawler gives you a chance to inflict critical damage, while Melee critical raises the amount of damage that will be.
- Archery weapons can now do critical strikes, which deal additional bonus damage based on luck.  Two new skills (Hood and Archery critical) have been added to take advantage of this new ability.  Hood gives you a chance to inflict critical damage, while Archery critical raises the amount of damage that will be.
- The skill Sniper training has been changed.  Instead of raising the damage of the M40, the skill now provides bonus XP and reputation for each kill made with this weapon.
- The Grenade launcher skill has been replaced.  The new skill, Trash diver, gives a chance to grant additional food whenever you find food as a hardcore player.
- 2 new pistols have been added to the game.  The Detonics Combat Master, and the MK23.  These guns can only be found by players with at least the title of Private (Detonics Combat Master is on map 1 while MK23 is on map 2).  These pistols reward extremely accurate shots with a significant damage boost.
- The drop rate for Diesel fuel has been doubled.  Recent changes had unintentionally lowered the drop rate.
- The odds of getting a sprained ankle or broken leg on the sub maps has been increased.  These had also been unintentionally lowered.
- 2 new shotguns have been added to the game.  The SPAS12, and the Armsel Striker.  These guns can only be found by players with at least the title of Private (SPAS12 is on sub 1 while Armsel Striker is on map 3).  These shotguns reward extremely accurate shots with a significant damage boost.
- The skill "19 extended" now also helps the new Detonics Combat Master pistol, in addition to helping the Glock 19.
- The skill "17 extended" now also helps the new MK23 pistol, in addition to helping the Glock 17.
- The skill "Browning extended" now also helps the new SPAS12 shotgun, in addition to helping the Browning citori.
- The skill "Benelli extended" now also helps the new Armsel Striker shotgun, in addition to helping the Benelli.
- The Maverick Suppressor and Magpul Suppressor now play the appropriate sounds when picked up.
- The Sniper mission should give the proper rewards now.
- 2 new machine guns have been added to the game.  The HK23E, and the MG4.  These guns can only be found by players with at least the title of Private (HK23E is on sub 3 while MG4 is on map 5).  These machine guns reward extremely accurate shots with a significant damage boost.
- The skill "M60 extended" now also helps the new HK23E machine gun, in addition to helping the M60.
- The skill "M240 extended" now also helps the new MG4 machine gun, in addition to helping the M240.
- The M240 has had its ammo capacity increased from 100 to 150.
- Fixed a bug that would incorrectly tell you that you had no guns for a category, while cycling through your weapons.  This bug would only pop up every once in a while for people.
- When using highest contrast, inverted graphics, your character is now drawn in white in the center of the screen.  This was requested.
- There is a new feature for map makers and (SCS) campaign writers, that is designed to make multi-level structures easier to make, plus bringing this functionality to custom maps!  Previously you needed to be running a campaign script to pull this off.  At the beginning of a primary zone name, type "<x,y>", where x and y are the destination.  For example, a zone could be named "<43,117>Hole in the floor".  The game automatically adjusts the coordinate system so that the move feels more like going up or down instead of being teleported to a new area.  To prevent this new feature from being abused on the main server, I have already taken steps to ensure the server will detect map tampering that includes these new auto-jumps.
- Amorphous zombies should now work in SCS campaigns.
- The SCS variable [total.zombies.amorphous] should work now.
- The "Shootout zone" feature has been removed.  My apologies to anyone who had wanted to use it in SCS campaigns.
- The Raiders of map 5 have had a huge update.  Instead of being these phantom foes that you couldn't fight, now they are actual game entities.  This means you can shoot back to defend yourself now!  Be very careful though, because they still deal out a ton of damage if they hit you.
- For SCS campaigns, Raiders can now be added to maps.
- The SCS variable [total.zombies.raider] has been added.
- When someone adds you to their friend list, you will be automatically told.  Muting a player will disable friend notifications from them, to prevent someone from using it to spam you.
- A friend whispering chat command has been added.  If you have people on your friends list, typing /fw before your message will whisper it only to people who are on it.  If they are offline, they won't hear your message.
- The new title-specific weapons can only be traded to other players who have titles.
- A new type of mission has been added!  The CMM (Custom multiplayer map) is an online version of doing custom maps.  Many players have used CAE Jones' map editor to build their own unique Swamp maps, and now finally they can invite people to battle on them together.  This feature is something I am testing to see if it will be popular.  You will only be able to join someone's mission if you have the same map file.  It may be a bit inconvenient but players must fend for themselves when it comes to sharing maps...  I recommend using dropbox.  If this mission type becomes popular enough, I will consider ways to automatically handle map sharing so people won't have to worry about it.
- Fixed a bug that could cause new characters to absorb some of the variables from a past delete character.  In the past this had caused some new characters to suddenly find themselves as part of a clan they had never joined.
- I have adjusted the drop rate for some types of armor, including Composite armor.
- Corrected some old messages about hardcore missions.  They were listing the incorrect prizes.
- Fixed a bug that prevented Sledgehammer kills from awarding reputation.
- The new CMM mission type should work even between normal and hardcore characters, meaning both types of players can join and participate in the same mission.
- Fixed a bug that could allow players to keep their equipment after dying on a team warehouse mission.
- Fixed a bug that incorrectly tracked player disconnects when it came to team warehouse missions.
- Attacking forts has been completely redesigned.  Attacking a fort now leads a special kind of Siege mission, which only your clanmates can see and join.  In this all-or-nothing assault, your team must battle a fort defended by computer controlled defenders (Raiders).  Each 100 food that was being used to defend the fort becomes another defender you must fight.  There are a maximum of 50 defenders on the map at a time, and they will continue to respawn until the appropriate number of defenders has been used.  Each defender killed will lower the fort's food supply by 100, and killing every defender will capture the fort.  Being killed, or exiting, during a Siege mission will result in your equipment being lost.  This is the same as warehouse missions, so do not attack someone unless you know you and your clan mates are ready for a battle.
- Players who are leading a mission should now be able to change maps without their mission being canceled.
- Mission leaders can launch their siege missions from the fort they are attacking.  Their clan members will still have to join the mission through a safe zone menu.
- When playing custom maps, you can now set the number of zombies and loot by typing a value rather than just the pre-set multiples of 50.
- The amount of loot in hardcore has been increased.
- If 2 clans attempt to Siege the same fort, only the first to launch will be able to.  The other clan's siege mission will be automatically canceled.  After an attack, forts are not able to be attacked for 5 minutes, which allows the owner a chance to stock it with more food.
- There is a new fort on Sub 1.  Have fun finding it.
- I have made some adjustments to how the server hands out different items, which makes everything more stable and gives me a few extra options.  Basically this is just to make things easier on me, but I'll mention it because it does help with inventory stability.
- The chance for armor to become damaged has been lowered by 20%.
- Damaged armor now provides protection much closer to armor that is not damaged.  There is still a difference, but having armor get damaged no longer makes it worthless.
- Fixed a bug that prevented some damaged armor from providing the proper low-level protection boost.
- When placed in a fort, damaged armor will be repaired after approximately 90 minutes.
- For normal characters, donating damaged armor will give you less than a 3% chance of having that armor magically repair itself.  Never count on the repair, because the odds are very low.  (The actual percentage is 0, but it's more fun to list it this way)
- I have made a few changes that should load data faster when changing maps.  There was always a chance that the player would notice themself jumping to a random spot on a map before the new one would show up.  This was the small delay while the new map data was being loaded.  Hopefully this will happen fast enough now that no one will ever notice.
- The new title-specific weapons can not be taken out of forts by players who have no title.
- I've changed the messages for the Shortbow and the Longbow, so that it clearly tells you if you have an arrow loaded.
- The Shortbow and Longbow have had their reload times increased a bit.
- Fixed a bug that allowed HC players to gain free diesel fuel from sabotaging other clans, or setting traps.
- Wind ambience sounds have been changed so that they randomly pick which file to play.
- The Crossbow and Crossbow magazine have been added to the game.  These items can only be found by players with at least the title of Private (Crossbow is on map 5 while Crossbow magazine is on sub 2).  This archery weapon rewards extremely accurate shots with a significant damage boost.  The Crossbow magazine allows your crossbow to carry 6 arrows at a time, which can be fired in rapid succession.
- Fixed a bug that was causing Dires to show up on lower level warehouse missions.
- The amount of loot on map 4 has been reduced by 20%.  This will probably be an unpopular change, but players were easily able to rack up hundreds of items in a short time on that map because of how open it is.
- Fixed a typo that caused the keyconfig file to display an odd symbol whenever you used mouse buttons besides the first 2.
- Raiders' bullets have a chance to be blocked by cars and other objects you can normally shoot over.  This is especially useful during Sieges, when you can hide behind the car barricades to get some extra protection.

Changes from version 3.2 to version 3.2b

- Fixed a bug that forced players to enter an account username, even if they were only playing Custom maps or Campaigns.
- I've once again tried to solve the "mission has been canceled" bug.  I'll keep my fingers crossed that this time I actually got it.
- I may have solved the mission rewards problem that was ocassionally awarding the wrong mission's rewards.  This would also affect people getting the wrong exit message after missions had ended.
- Skill points can be reset once a player levels, but now every 24 hours the server allows everyone to reset again if they wish.  You can not save up more than 1 skill reset at a time.
- I've fixed the bug that prevented forts from working properly.
- The sounds of Raiders shooting (on map 5) have been repaired.  I had mistakenly left out the sounds from the main zip.
- The odds of finding various items has been adjusted, to hopefully provide better balance.
- Fixed a bug that caused the game to give players multiple Quivers and Tuxedo shirts at a time.
- Items can now be traded among players, as long as they are on the same map, the same character type (normal/hardcore), and both are at (or above) level 80 for normal and 30 for hardcore.  The level requirement does not apply to normal players who have titles.  From the inventory menu, select the desired item and press Shift + Enter.  You will be asked to enter an amount to send, and the name you are sending it to.  You can not trade items inside of LMS, Sniper, or Defender missions.
- Fixed the requirements to lead Defender.  It now correctly requires level 8 and 1000 reputation to lead.
- When donating items to the safe zone, it now displays the correct message for armor you are wearing.
- When donating guns to the safe zone, they now automatically unload so you don't accidentally sell your valuable ammo!
- When giving guns to another player, they automatically unload before the weapon is sent.  Guns and ammo must be sent separately.
- Added 2 new chat commands /TRADE ON, and /TRADE OFF.  Turning off trade will stop anyone from sending you items.  If you don't want help, or are annoyed by the messages, this gives you control over the situation.
- Fixed the coordinates for the map 2 sewer pipe.  If people stood in the wrong spot it would not let them climb up or down.  That should be solved now.  It was also possible for people to climb down the sewer pipe without actually going inside of it.  I have corrected that bug as well.
- Corrected several small bugs on a few of the maps, which could allow players to cross brush creek without the Inflatable sheep.
- When walking from Sub 3 to Map 4, you now arrive facing North instead of East.
- When leading a mission, you can now travel between maps.  In the past it would tell you that you could not change maps while leading a mission.
- If you find yourself floating down Brush Creek with an Inflatable sheep, you might just float yourself right onto another map.  :)
- Fixed a bug in the Defender map, which caused one of the barricades to break in an odd way.
- Diesel fuel now makes the correct sound.  In some situations it was not playing the sound when you gained new fuel.
- You can only carry 1 puzzle item (like Jennifer's letter and Billy's keys) now.  This change was made because it is much easier to complete the puzzles now.
- Corrected some typos in armor descriptions.
- Fixed a bug that prevented you from selling armor if you were already wearing the same type of armor.
- Fixed a bug preventing the safe zone menu from working properly during single player (custom maps and campaigns).
- Zombies who die in the middle of Brush Creek now play the proper body fall sound.
- Signing out and back in to Swamp will spawn you at the Safe zone, if you logged out while in the deep portions of Brush Creek.
- Fixed a bug in single player, that affected the experience message.

Changes from version 3.1 to version 3.2

- Fixed a small bug involving how the long bow and the short bow were tracked by the server.
- I think I've fixed the bug that could delete all of your ammo after ending a sniper mission or LMS mission.
- Fixed a bug in the armor which prevented it from cycling properly between your choices.
- Team warehouse missions have been changed.  The number of zombies has been reduced.  As long as they survive until the end, the losing team does not lose their equipment once the match ends.  It is treated the same as losing in a Sniper or LMS mission, so you get to keep your equipment, you just don't get the mission rewards.  This was the original plan, but the mission type treated loosing as a death because I had had several people request it to be that way.  It was worth giving it a try, but people seem unwilling to even play the Team warehouse missions because they fear the harsh consequences of losing.  Hopefully this change breathes new life into the mission.
- The skill Streaker has been replaced with the new skill Innocence.  Each point spent on Innocence subtracts 1 from your character's level, when increasing the strength and damage of zombies.  This skill also lowers the odds of getting bloody clothes in the same way.
- Killing zombies with the Winchester, Marlin, and Remington now give you more XP and 5 times more reputation than they did before.  This makes them excellent weapons for getting experience and reputation fast.
- Added a new armor type called Quiver, which is worn on the shoulders.  It provides no armor, but wearing it will make you feel more like Robin Hood, lowering the reload time for the Short bow and the Long bow.
- Added a new armor type called Tuxedo T-shirt, which is worn on the chest.  It provides no armor, but wearing it will make you feel more like James Bond, lowering the reload times for the Glock 19 and Glock 17 pistols.
- Added a new armor type called Reflective vest, which is worn on the shoulders.  It provides no armor, but wearing it will make you feel more like a hunter, lowering the reload time for the Winchester, Marlin, and Remington rifles, and also the Browning Citori.
- Added a new armor type called Camo pants, which is worn on the legs.  It provides no armor, but wearing it will make you feel more like a hunter, lowering the reload time for the Winchester, Marlin, and Remington rifles.
- Added a new armor type called Camo jacket, which is worn on the chest.  It provides no armor, but wearing it will make you feel more like a redneck hunter, lowering the reload time for the Winchester, Marlin, Remington, and the Browning Citori.
- Added a new armor type called Overalls, which is worn on the legs.  It provides no armor, but wearing it will make you feel more like a redneck, lowering the reload time for the Browning Citori.
- Corrected a typo in the Health skill.  Each point adds 2 health instead of 1.
- The items have been rearranged on the maps, to hopefully bring better balance to the game.
    + The main maps all contain Diesel fuel and the assorted broken items.
    + The sub maps all contain Arrows, Grenades, and a chance of either Sprained ankles or Broken legs.
    + The main maps will generally contain more armor and accessory items.
    + The sub maps will generally contain more weapons.
    + The special items in Map 1 are:  SWAT vest, Metal shin pads, Overalls, Machete, and Marlin.
    + The special items in Map 2 are:  Plate armor, Military helmet, Reflective vest, Remington, Glock 17, and Maverick Suppressor.
    + The special items in Sub map 1 are:  Ceramic leggings, Riot Shield, Uzi, and Longbow.
    + The special items in Sub map 2 are:  Epaulettes, Vector, Shortbow, and UMP45.
    + The special items in Map 3 are:  Ceramic armor, Riot face guard, Camo pants, AA12, M240, M16, Long bayonet, Leather Bracer, and Jennifer's Letter.
    + The special items in Sub map 3 are:  Epaulettes, Shortbow, Steyr AUG, M4A1, and Flamethrower.
    + The special items in Map 4 are:  Ceramic armor, Tuxedo T-shirt, Quiver, M-1928, ACR, SCAR-H, Short bayonet, Magpul Suppressor, and Billy's keys.
    + The special items in Map 5 are:  Riot face guard, Combat boots, Camo jacket, AK47, Sledgehammer, M79, Combat Scope, Large Suppressor, Zomco Insurance, and Adult diaper (yes that is a thing).
- The reputation rewards for Warehouse missions have been increased by 50%.
- The reputation rewards for Team warehouse missions have been doubled.
- Fixed a bug which caused zombie evading sounds not to always play properly across the server.  This was the reason to many people found evade sound errors in their debug log.
- A message will alert you when your health is low (drops below 25 points), and when your health is very low (drops below 10).  You can change the point values in your progress.ini file, if you do not like these defaults.  Setting the values to 0 will disable them completely.
- A new friends list feature has been added.  When enabled, any time a friend logs in or out of Swamp it will send you a message.  This saves people the trouble of using the where command constantly, to see when a friend comes online.
- Special note:  You will only receive online/offline alerts about a friend, if that friend has also added you to their friends list.  This prevents unwanted people from being able to track each time you sign on or off.
- To turn your friends list alerts on or off, use /FRIENDS ON, and /FRIENDS OFF.
- To add a friend to your friends list, type /FRIEND <player name>.  All of this person's other characters will be added to your friend list automatically.  This feature was requested to save time and stop confusion for when friends make new characters.
- To remove a friend to your friends list, type /UNFRIEND <player name>.
- To list the names in your friends list, type /FRIENDS LIST.
- To list the names of your friends who are currently online, type /FRIENDS ONLINE.  This command will only show friends who have also added you to their friends list.
- You can list the locations of your friends by typing, /FRIENDS WHERE.  This command will only show friends who have also added you to their friends list.
- Added in a few new ways to spot people who are cheating.  
- Added additional graphics options.  Instead of only graphics on or off, pressing enter at the menu cycles through various zoom settings and super high contrast colors.  This has been added due to requests from people who can see a little, but not enough to take advantage of Swamp's current graphics.
- Added a new mission type, called Defender.  Assemble your team to defend a school that is being assaulted by a swarm of zombies.  The entrances and hallways are blocked with special barricades which humans can climb over but stop zombies in their tracks.  Work with your team to find guns and ammo in the school while defending the barricades, which slowly break down as zombies slash at them.  As barricades break, it becomes increasingly difficult to hunt for loot, and your mission ends if they destroy the "Last stand" location in the center of the school.  Every 50 zombie kills advances you to the next wave, increasing the reputation prize and XP prize each time.  Dying on a Defender mission is like dying in a Last man standing, so you will not lose your equipment.  The barrier strength scales based on how many players are left in the game.
- Fixed a long standing bug that prevented the Flame thrower and Chainsaw from starting back up once they were turned off.
- Added in support for a new feature in (SCS) campaign development.  By naming a zone (either zone 1 or 2) NOSPAWN, in all caps, it tells the game not to spawn zombies or loot in that area.
- Fixed a bug that could cause loot not to respawn properly in LMS missions.
- Added a new command in (SCS) campaign development.  Area lure.  Details have been added into the CampaignGuide.txt file.
- Fixed a bug that sometimes prevented guns from unloading.
- Added a new custom AI for the zombies in the Defender missions.
- Added a chat command to change the graphics settings.  Type /Graphics # (the number is 0 through 8).  This was added so that players can quickly change their settings when needed.  Remember that any chat command can be assigned to a script key.
- Fixed a bug that could cause the (SCS) command "Lure" to not work, especially across longer distances.
- Pressing Shift + Q during a Defender mission reads off the strength of the barricades.
- Removed the Vulcan minigun from the Safe zone stores.  You can now only find this weapon.
- The keyconfig file contains a new key option, which brings up the armor menu so you can change your armor while away from the Safe zone and Forts.
- Added background music for the new Defender mission.  Thanks to Drew for supplying the original music, and to Kai for remixing it to be long enough so the looping won't be as noticeable.
- Fixed a bug where items breaking during a LMS, Sniper, or Defender mission could break items (of the same name) that you have in your real inventory.
- Fixed a bug that allowed on of the 70 crate warehouse missions to refund your Diesel fuel after the mission began.
- Fixed a bug that could cause you to graphically appear to be facing the wrong way, or be described as facing the wrong way, when first spawning on a new map.
- Added direct See Munkey support to Swamp!  Swamp is not designed with full 3D environments, so only left and right panning is used.
    + From the main menu, select See Munkey (after plugging it in) and your device will be connected.
    + Looking left and right will not steer your character, it only turns your character's head and where it is aiming.  The See Munkey is not intended to replace the mouse or trackpad for steering.
    + For best results, continue playing the game as if you are not wearing the See Munkey.  It will give the game a more immersive feel.  When players spent too much effort trying to rely only on head turns to aim, they will miss out on the true purpose of the device.
    + The See Munkey will sometimes filter out unnaturally slow head movements as background noise.  Some people will feel the need to pan their head side to side extremely slowly, which would not be how a person turns their head in real life, and the results will not sound as good as they are meant to.  The key is to behave as naturally as possible.
    + During the game you can press Alt + Space to bring up the See Munkey calibration menu.  This lets you use all of the normal keys (C, U , D, L, R, 7, 9, and S) to calibrate your device.
    + During the game you can press Control + Space to quickly re-center yourself.  This is sometimes necessary to counteract drift that accumulates over time.  I personally changed mine so that Spacebar (without control) centers myself, this way it is much easier and faster to do.
    + The keyconfig file allows you to customize the keys for the Calibration menu and Quick center.
- The Quiver has an increased effect on the reload speed for the Longbow using Heavy pull (Requires leather bracer).
- During Sniper missions, pressing Shift + Q will tell you who is currently in first place, and will tell you your kills.
- If you get the following error, then you may need to register this file using the normal steps outlined in the readme.  Component 'MSCOMM32.OCX' or one of its dependencies not correctly registered: a file is missing or invalid
- When at the Safe zone, bloody clothes are cleaned 50% faster.
- The Med kits of other players now clean between 3 and 6 bloody clothes.
- The Sneak skill now lowers your odds of getting bloody clothes.
- The maximum amount of bloody clothes a person can have at one time, has been lowered to 50.
- You can now sell Bunny slippers, Running shoes, and Running shorts at the safe zone.  A bug had prevented this from working.
- The Team Warehouse mission has been fixed so that teams are assigned evenly, and zombies correctly spawn on the other team's side once you kill them.  Players also spawn facing the correct direction.
- Team Warehouse missions require at least 6 people before the mission can be launched.
- Last Man Standing missions now require at least 4 people before the mission can be launched.  Too many people were using the LMS to transfer reputation to other players, but joining with just 2 people and the first would intentionally die right away.  This will help solve that problem.
- Fixed a bug that caused the Marlin and Remington not to work properly using the Favorite keys.
- When your radio is set to Whisper mode, you will no longer hear the radio received sound unless the message is a whisper.
- The old radio sending sound has returned to Swamp.
- Once you join a mission, pressing Shift Slash will now give you details about your team, just like the mission leader receives.
- I think I've solved that odd error which would sometimes say that the mission you were signed up for had been canceled, even when you had not joined any mission.
- Fixed a bug allowing players with Broken legs and Sprained ankles to run faster while equipping certain guns.
- Fixed a bug where ending a Sniper mission required you to log out and back in, in order to get your inventory back.
- Your weapons no longer start out unloaded when you sign back in to the server!  Yay!
- Added a new radio setting called Quiet standby.  It is like normal Standby, but with no sound played for incoming messages.
- Canines are now able to howl like Dires, but with a much smaller radius of effect.  They are also less likely to howl than Dires.
- Fixed a bug that could cause some weapons to report having zero total rounds of ammo, even though you have extra ammo of that type.
- Fixed a bug that sometimes prevented the game from realizing you had joined a mission.
- Fixed the Northern border of map 2, so that the sound is a border and not a wall.
- When an enemy clan captures your fort, you will receieve a notification.
- Fixed a bug that allowed Sprained ankles, broken legs, and even bloody clothes to be deposited into Forts.
- The low and very low health notifications have been replaced with sounds provided by Kai.
- Swamp has been changed over to using Kaldobsky Gamer accounts for multiplayer access.  Swamp custom games and campaigns will continue to be free for anyone to use, but online play is now being restricted to people who have an account.  This is a huge change that I was not looking forward to making, but I was left with no choice.  Cheaters and hackers have caused me to waste too much time on security over the past few years, and as a result I have produced very few games and products that I have been wanting to work on.  With paid accounts, people who hack and cheat will be losing real money, which should discourage them.  I know this is going to be a very unpopular change, but the result will be more games in the future, and fewer problems with cheaters and hackers.
- The /PWCHANGE command has been removed.
- The /RESTORE ME command has been removed.
- Added the command /Import <name> <password>, which allows you to import the data from an old character.  When the new Kaldobsky gamer account system went into effect, players must use this command to bring their old characters over into this new system.  This also allows everyone a 1-time opportunity to rename their old characters, since the imported character data will still use the new name you have chosen.  Imported characters will retain their hardcore status, but will no longer be in a clan if they were before.  Each legacy character can only be imported once.
- Added a new chat command to create a custom beacon.  Type /Beacon x,y where X and Y are map coordinates.  It is highly recommended that you use script keys with this new command, to make it fast and easy to use.
- The sound for friends coming online and going offline have been replaced with new sounds provided by Kai.
- Fixed a bug that caused multiple Axes to show up in someone's inventory.
- The game no longer tells you that you are gaining more Bloody clothes, even after you have reached the maximum amount (50).
- Fixed a bug that allowed you to switch to one of your "favorite" weapons, while another gun was reloading.
- Fixed a bug which prevented the "play voices" setting from working.
- Fixed a bug which caused disabling incoming scripts, to affect hearing voice messages.
- Fixed a bug which caused the Riot shield to swing even when in normal mode.
- The Riot shield's odds of blocking have been lowered, for when in repel mode.
- The Riot shield in repel mode now does a better job of stunning zombies.
- Fixed a bug which caused the Riot shield repel swing, not to cause zombies to yell out once hit.
- Fixed a bug which caused the odds of gaining Bloody clothes to be calculated wrong at random times.
- Fixed a bug which allowed players to move too quickly with the Vulcan and the M60.
- Fixed the "ghost car" bug on Sub 3, which allowed players to walk through the cars as if they were not there.
- Fixed a bug that would give you 510 med kits instead of 50 med kits, when turning in Medical supplies.
- The original 4 warehouse missions have been revamped.  They now have more breakable points, and break randomly each time.
- The odds of gaining bloody clothes has been reduced again.
- Fixed a bug that caused the donation menu to close, after you donated specialty items.
- The /where command now let you know if the player is a hardcore character or not.
- I think I've solved the extremely odd bug, that would give you an incurable broken leg, sprained ankle, and all of the best armor suddenly out of nowhere.
- If you donate your current weapon, the Z key now correctly tells you that you have no weapon equipped.
- When using the bayonet-equipped AK47, you should no longer hear the out of ammo sound.
- A new system of titles has been added.  As an additional way for players to advance in the game, titles can now be earned by completing a cycle of the game.  A cycle is taking your character through both normal and hardcore, up to a certain level.  For example, if you reach level 80 with your character you can convert it into a hardcore character.  Once you become a level 80 hardcore character, you can convert back to a normal character, thus completing one full cycle.  Each time you complete a cycle, you obtain the next title.  Titles show up whenever a player types in chat.
- The following titles are in the game (listed from highest to lowest):
    + Lord
    + General
    + Brigadier
    + Colonel
    + Major
    + Captain
    + Lieutenant
    + Officer
    + Sergeant
    + Corporal
    + Specialist
    + Private
- The user agreement has been updated with a new rule about character names.  You may not use any name that attempts to include one of the game's ranks.  For example, the name GeneralBob would not be allowed, because it can confuse other players.  The following ranks may not be included in your character name:  Private, Specialist, Corporal, Sergeant, Officer, Lieutenant, Captain, Major, Colonel, Brigadier, General, and Lord.
- The /Hardcore command has been removed.  When you wish to convert your character, you must visit the factory on map 1 and go to the door on the main floor.  This door is how players will become hardcore, and how players will accept new titles.
- Corrected a few bugs that had to do with muting incoming player voices.  There were times when the feature would stop working for some people.
- Muting incoming player voices now also mutes the safe zone guards.
- Adjusted the SCS custom store.  The Open store command now removes unnecessary options from the menu, such as accepting a quest or joining missions.
- Added a new SCS command.  Safezone menu, now opens a modified version of the safe zone menu that is missing unnecessary options.  This command essentially does the same thing as the open store command.
- When buying items (especially ammo) from a campaign store, you will get the correct amount now.
- For normal warehouse missions, the join price for each player is now added to the final prize.
- Additional security has been added to ensure that anyone trying to create fake items, will be recorded and later banned.
- I think I've solved a bug that allowed normal players to interact with forts, as though they were hardcore players.
- The join costs, fuel requirements, and prizes have been adjusted for all of the main warehouse missions.  The changes reflect recommendations made by the players, to help match the rewards with how difficult each mission actually is.
- Because Defender missions do not risk your character's equipment, the rewards for these missions are lower than warehouse missions.  Each completed wave raises the reputation/food prize, and each wave after 24 will also begin raising the XP prize.  The prizes do have a maximum size, which is the equivalent of completing 100 waves.  When a player dies during the mission, they take their percent share of the current prize.
- Defender now requires level 40 to lead, and either 1000 reputation or 250 food to join.
- The Safe zone shops have been slightly adjusted.  A few items have been moved around, and a few items are now available on multiple maps, when they were only offered on 1 before.
- The skills Street smarts, Graffiti, One man army, Task force, and Juggernaut all now have a limit of 200 points.
- When assigning skill points, you are now able to type in the amount you wish to assign.  For high level players with hundreds of points to spend, this will speed up the process.  Be warned though, accidentally typing the wrong number cannot be undone until the next time you reset your skill points.
- Corrected a few typos in armor description messages.
- I may have solved the bug that can cause people to get a runtime error 52 message when trying to start Swamp.  In the past, deleting progress.ini was the way to solve this problem.
- Corrected code that caused armor to never break if the Axe was equipped.
- When armor or a weapon breaks for another player, you can now hear it too.  This helps players know when to point and laugh at a fellow player... when they are clearly very screwed.  ROFL!
- All armor has been rebalanced, and the new system should make more sense to players.  Each armor type protects for a certain percentage of damage, in a range.  Here are the default protection values:
    + Very low armor protects between 20-25% in the armor category it is worn on.  Points in the 'Street smarts' skill raise that to a maximum of 115%.
    + Low armor protects between 35-40% in the armor category it is worn on.  Points in the 'Graffiti' skill raise that to a maximum of 130%.
    + Medium armor protects between 50-55% in the armor category it is worn on.  Points in the 'One man army' skill raise that to a maximum of 145%.
    + Wide defense armor protects between 20-70% in the armor category it is worn on.  Points in the 'Task force' skill raise that to a maximum of 160%.
    + High armor protects between 65-70% in the armor category it is worn on.  Points in the 'Juggernaut' skill raise that to a maximum of 160%.
- Take note that a piece of very low armor with many points in 'Street smarts', will outperform high armor with no points in 'Juggernaut'.  Armor will be more of a personal preference than it used to be.  In the past everyone seemed to only want to wear the highest armor, but now skill points will allow people to build characters in other ways while ending up with similar protection.
- Each armor category has its own effect upon your overall damage protection.  For example, even if you wear a helmet that protects 100%, it will only provide 15% of actual protection against zombie attacks.  This is because head armor is only worth 15% of your overall self.  Here are the location protection percentages:
    + Head armor: 15%
    + Shoulder armor: 16%
    + Chest armor: 25%
    + Waist armor: 12%
    + Leg armor: 20%
    + Foot armor: 12%
- When it comes to armor location, it now makes more sense to have your best armor on areas that have the greatest effect on your character.  Having high armor on the chest will have a more noticeable impact than high armor placed on the head.
- The Balls of Steel item has been changed.  It is now an equippable piece of waist armor, providing medium protection.  Anyone who already has the balls of steel item, will end up with only a decorative item that can be sold for reputation.  It will not be the new wearable item which has the same name.
- Armor can now become damaged in battle, even if your health has not dropped below 75%.  When you are struck by a zombie, you have a 0.1% chance (that's 1 in a thousand) that a piece of your armor will be damaged.  Damaged armor can still be worn, but it provides less protection.  If a damaged piece of armor is damaged a second time, it breaks and is gone.  When skilled high level players collect the best armor for themselves, they can usually hold on to it forever because they never die or let their health drop low enough to risk armor breaking.  With this new system of damaged armor, it should keep even the best players on their toes.
- Added additional security to monitor possible memory hacks using memory editors.
- Voice commands should once again work on Allies, in SCS campaigns.
- When listing your health and armor, if you have been attacked by zombies since logging in, you will be told the average amount of protection your armor has been providing against damage.
- Corrected an error that caused special SCS related zones to be read as your location on the map.
- Adjusted the AK47 bayonet swing to match the speed of the M16 bayonet.
- Food prizes for the Team warehouse missions have been increased.
- Running shoes and running shorts now increase your speed more than they used to.  Damaged versions of these items do not increase your speed as much as non-damaged versions.
- I may have solved the bug that would randomly tell people that their mission had been canceled, even though they were not signed up for a mission.
- Corrected the northern wall of map 2.  It was playing a wall impact sound instead of a border impact sound.
- The sound for aborted missions, and the friend online and offline sounds have had their volumes lowered.
- Fixed a bug that caused some items not to drop on the maps like they were supposed to.  This includes the Athletic cup, which people were not able to find.
- Added a new piece of waist armor, the Inflatable sheep.  This armor provides no protection, but it allows you to wade through the deep water of Brush Creek, just like the zombies!  Now you can gently drift across, instead of walking out of your way to find a bridge.
- Added a new piece of waist armor, the Adult diaper.  This armor provides wildly varying protection which Depends on luck.  Even though the diaper makes a little noise, many soldiers Luvs it because it Hugs them tight.  (It seems like there are typos in this descriptions, but they were made on purpose)
- The Combat scope, Long bayonet, and Short bayonet should all make the proper pickup sounds now.  In some situations these would remain silent.
- Corrected a few bugs with the Fort menus.
- Warehouse and Team warehouse missions will affect your kill streak.  Sniper, Last man standing, and Defender missions will not.  Your kill streak will be frozen while you are in those missions.
- When you check your current experience, it now tells you how many more points you need to level, instead of just telling you what number you have to reach.  This saves people the trouble of doing the math.
- You can now permanently delete characters.  From the character list, select the name you want and press Shift Delete.  You will then be required to type the word YES into a box, to confirm that you really want to delete the character.  Once deleted, characters are gone.
- Two keys in the keyconfig were conflicting with each other.  "Toggle voice messages" and "Toggle voices" have been combined, into the "Toggle voices" key.  The old "Toggle voice messages" key is no longer being used for anything.
- Corrected the inventory menu, so it will now properly group similar items together.
- Corrected a zone typo in Sub 3.
- The sounds for a few of the menus were very loud, while other menus were quieter.  I've adjusted them all to match. 
- Body dropping sounds for zombies now works properly on map 5, and mission maps.  A bug caused the same generic body fall sound to play for every terrain type on those maps.
- I believe I have fixed a bug causing a ticking sound to play for other players, whenever a bayonet was being swung.
- I have removed the "sponsored by" message from the server.  A special thanks goes out to all of the people who had donated over the years, to keep the server running.  Now that people will think of Swamp as being a paid game (technically the account is a separate thing), most people feel the sponsor message should be gone.
- Due to popular request I have increased the speed of the AK47 bayonet.  It is not as fast as the old bugged version from 3.1, but it is faster than the M16's bayonet now.
- Fixed a bug that prevented weapons from breaking.  The Riot Shield has had its odd of breaking lowered to put it on par with the Chainsaw.
- After word got out that the sponsor messages were going away, I've received far more requests to keep it in.  So I've once again enabled the sponsor messages to honor those that got the game through the first few years!
- Fixed a bug that could cause certain players to show up as "not found" when mission leaders tried to use the /KICK command on them.
- To help the very low level players, who can not yet spend skill points on armor, a bonus protection has been added to armor.  Each piece of armor worn will take 0.5 points away from the final damage you will receive from an attack.  These points are taken away after armor protection has already reduced the damage, and these are straight points, not a percentage.  Damaged armor only takes 0.25 points away.  This tiny bonus will mean basically nothing to players that have leveled up, but it will make a bit of a difference to new players who are still trying to get used to the game.  Even armor pieces that offer no protection (such as overalls) will still give this tiny defense bonus.
- Criticview has put together a more effecient way to register the Swamp files, and if all goes as planned, Swamp will automatically register the files when it detects that it is necessary.
- Corrected a typo that would read off an incorrect amount after you purchased gas.
- When new players need to register files for Swamp, it has always been a huge pain.  Now all they have to do is run the program Checkup.exe (found in the Swamp directory) and it will register the files automatically!  Special thanks to Criticview for providing this.  :)

Changes from version 3.0c to version 3.1

- Fixed a bug which allowed players to circumvent sprained ankles and broken legs by holding certain weapons.
- Fixed a bug which caused zombies in Sniper missions to stand perfectly still, making them nearly impossible to shoot.
- Made some adjustments to the zombie AI to help them in certain situations when they might otherwise get stuck.
- When playing on Last man standing missions, your level will no longer increase the strength of zombies.
- Fixed a bug which affected how zombie strength scaled under certain circumstances.  Very high level players may notice a difference, but it is doubtful that anyone else will.
- Recoded the sections that handled zombie damage during LMS missions, to make extra sure that they are not dealing more damage to higher level players than they do to lower level ones.
- Adjusted game security.
- Recoded the server's inventory code to prevent players from losing items when they log out.  This also stops the bugs which duplicated or deleted items as they were added or removed from forts.
- Hopefully fixed the bug which allowed players to load non-ammo items into their weapons.
- Adjusted how items are stored on the client to help reduce the number of "deleted item" listings in the inventory screen (which seemed to upset a lot of people).
- Gaining bloody clothes now maxes out at 100, so that high level players don't end up with hundreds or even thousands of them building up.
- Improved the AI for zombies in missions.  There was a small bug that could sometimes cause them to head away from noises instead of toward them.  I'm not sure if people will notice a difference in the difficulty.
- Fixed a bug that could reset your kill streak (and other stats) after playing in a sniper mission, in very very rare cases.
- Amorphous zombies have been added to the suicidal missions.  A bug prevented them from spawning.
- A new warehouse mission, called the team warehouse, has been added.  Playering joining will be assigned to either the RED team or the BLUE team by the server.  Each team has an identical half of a warehouse, with their own crates to find.  Killing zombies causes them to respawn on the other team's side.  The first team to find their crates wins, and the losing team is killed.
- The mission costs and rewards have all been changed.  Safe zone restrictions have also been removed, meaning that any mission can be launched from any safe zone.
- The Crash1 map has been given a starting location, for players who want to use it for custom games.
- Adjusted some ambient sounds on a few of the maps, to fix small problems.
- Do you remember a million years ago when Hatred was working on a mall-themed map for Swamp?  Well I finally broke down, finished the map he had started, and tossed it in!  It doesn't add in raiders as a new enemy (I'm sad to say), but it is at least someplace new to explore.  I highly suggest that when you go to this new map, you read the Safe zone's stories right away.  They give you a few good tips on staying alive in this new challenge.
- Adjusted the reputation and XP gain for different maps.
- Created specific music names for each map.  Some of the maps shared the same file name as another map, meaning no one could customize them.
- I'm too lazy to add in a bunch of quests for maps 3, 4, or 5.  Unfortunately I needed to at least have that option, even if the items you're searching for aren't very interesting, or hidden in places that go along with the quest.  So basically I've added in the minimum code so that quests DO work on maps 4 and 5 now.  They already worked on 3, but just had no real variety.
- Using the /r return whisper command should now work even if the person has a space in their name.
- Fixed the /where command, which would not always list the map the player was on.
- Fixed a bug which could cause the game to say your Axe broke, when in fact it was your gun that broke.
- Fixed a bug that could crash the game during custom maps if you loaded it with a high number of loot items.
- Fixed the bug that would take your armor off of your person after signing out and then back in.
- Fixed a bug which could cause the game to crash in single player (custom maps), if you choose a large amount of loots.
- Fixed the bug that sometimes caused you to regain the diesel fuel you spent on a mission.
- Fixed the bug that prevented running shorts, bunny slippers, and running shoes from showing up in the list of armor you are wearing.
- Picking up, or buying, grenades now plays the proper sound.
- The required level to become hardcore has been increased to 150.

Changes from version 3.0b to version 3.0c

- Added new security.

Changes from version 3.0 to version 3.0b

- Added new security.

Changes from version 3.0 Testing 1c to version 3.0

- Fixed a bug which caused the guards to no longer show up on the map while graphics are enabled.
- Double checked the common claim that burst mode for the assault weapons does less damage than single shots.  As far as I can tell by looking at the code, the damage is working as it should.  If the bug really does exist, then it is not easy to spot.

Changes from version 3.0 Testing 1 to 3.0 Testing 1c

- When switching away from a loaded Longbow or Shortbow, you should get your arrow back.
- Added a new hotkey in the keyconfig.ini file, which dumps your current inventory into the file inventory.txt.
- When using an outdated version of the keyconfig.ini file, Swamp should now automatically populate it with any new key options it did not contain.

Changes from version 2.9e to 3.0 Testing 1

- Assorted inventory fixes.

Changes from version 2.9d to 2.9e

- I believe I've fixed the Subscript out of range error some players were experiencing.
- The performance enhancement, known as "Sound boost", has been added to Swamp under the main menu.  This has been used on the mini-game Swamp Tide for a few versions and seems to be working quite well.  I highly recommend enabling this feature.  If some sounds stop playing after enabling this feature, check to make sure your computer isn't blocking the file swr.exe.  For some people this feature will not change much of anything, but for others it will be an invaluable addition to the game.
- The inventory system has been completely overhauled to make it more stable.  I hope this will finally destroy the inventory bug that has plagued us all for quite some time.
- When graphics are enabled, chat messages now stay visible along the top of the screen.  This will help our few visually-unchallenged players.  :)
- Fixed the /STUCK command, so it will now unstick a player as it was supposed to.
- Added a new, very cool feature called scriptkeys.  Swamp will generate a file called scriptkeys.txt in your Swamp directory (if you don't already have it).  In the file you can set up to 12 script messages which are assigned to the keys you currently use for your field kit and weapons.  When you enable voice mode (F by default), press the weapon number key and it will launch that script.  These can be simple text messages to save you time in multiplayer, or also any of the slash commands.  You can even use several included variables.
- Added a chat command which mutes all incoming messages sent by script keys.  Type /SCRIPTS ON, or /SCRIPTS OFF.
- When reading off your current coordinates, Swamp now removes the dash (or minus sign) that was separating the X and Y coordinates.  This was requested to help speed up the message and make it flow smoother.
- To help track down the instant death bug, after you die your debuglog.txt file will include information about the last 20 things that hurt your character.  Players who receive the bug will be asked for this information.
- The keyconfig.ini file now includes the 12 Script keys, so you can map them to a new key if you wish.  You will still need to activate the voice prompt before pressing the new key.
- The following tip has been provided by Badger, for JAWS users who are now getting messages read twice.  Go to user settings in the settings center and turn off echo highlighted text.  If you do not wish to alter the JAWS echo setting, you will need to make a new settings file that runs when the game launches.  There is a provided jaws config file in the Swamp directory, for anyone who wishes to use it.
- We are using an updated Readme.txt file, provided by Mehgcap.
- Fixed the bug which prevented players from donating .45 ACP ammo.
- If the Swamp server is full, or offline, the game now tells you instead of just sitting forever at the connecting screen.
- When Sound boost is enabled, I believe I've fixed a bug where minimizing Swamp disabled certain sounds.
- The Chainsaw is now able to hit multiple targets in the same swipe.  This should make it an even more deadly weapon in the heat of battle.
- The Hunting rifle skills have received a huge boost!  These were the least used weapons in the game, so this overhaul might balance them out better.
    + Sport mastery was changed from 1% to 3%.
    + Deer hunter increased from 3% to 6%.
    + Rifleman increased from 5% to 10%.
    + Big game increased from 5% to 10%.
- "Toggle voice messages:" has been added to the Keyconfig.ini file.  If it doesn't show up for you, you may need to delete your file and have Swamp create a new one for you.  This new key allows you to quickly mute, or unmute, voice chatter sent by other players.
- Added 2 new chat commands that essentially do the same thing as the new voice toggle key.  Type /Voices ON or type /Voices OFF.
- The AI for the 4-tower warehouse was bugged, which may have been contributing to the Subscript out of range error.  I have corrected that.  As a result, the mission will also be more difficult because the zombie AI had been somewhat broken.
- Each of the 4 warehouse missions has gained a new difficulty level!  Two of these new missions are classified as "Suicidal" and can only be launched from map 4.  Be warned, these are not for the faint of heart.
- Fixed a bug that would cause the down arrow to function as the "Toggle voice messages" key if it wasn't specifically assigned to something in the keyconfig.ini file.
- The instant death bug has finally been solved.  The armor system has been adjusted a bit as a result, so higher level players will actually benefit more from wearing armor than they did in previous versions.
- The map file checker has been adjusted slightly, to try to reduce false alarms.
- Winning either of the 2 new Suicide-difficulty missions could award you with an item called "Balls of Steel".  Having that item in your inventory will grant you a tiny armor bonus, but it's mostly just to be funny.  Having more than 1 will not stack to give you a larger armor bonus.  Having 3 means you should see a doctor or something.  :D
- Fixed a bug that listed the wrong location after I used the server to teleport a player to a new spot on the map.
- Added a new LMS mission that can be launched from map 4.  This one will take place on the forest map (Crash1), and requires a higher entry fee.
- The game contains many "broken" items that are normally meant for hardcore players.  Until now, normal players could sell them for a little reputation but that was all.  When donating one of these items, there is now a 7% chance that you will be given a repaired version of that item.
- Fixed the rewards for the 4 new missions.  The client was saying the wrong amounts for the prizes.
- Adjusted the zombie AI for all of the warehouse missions.
- After several tests with people across Skype, it looks like the inventory loss bug is dead.  If it still exists, then for some reason it has decided to hide really really well during the tests.
- Adjusted the sensitivity of the client, so that it is not so quick to tell you that the server could not be contacted.  It was giving  alot of false alarms.
- Fixed a typo in the debug log.
- I believe I've fixed the starting coordinates for the new LMS mission, as well as the Shift+Q key to read off the time while in it.
- During LMS (Last man Standing) missions, everyone will be treated as a level 1 player.  This makes it fair for everyone.
- Adjusted the Swamp.jcf file, provided by Badger.

Changes from version 2.9c to 2.9d

- Added Russian chat channel on channel 17.
- The skills and armor menus can now be closed properly in SCS campaigns.
- Worked on the M79 some more.  I think people should be able to hear the shells explode now.
- I've worked to eliminate the multi-item bug which would sometimes give dozens of items to a player when they picked up a single loot.

Changes from version 2.9b to 2.9c

- Added Mongolian chat channel on channel 16.
- Fixed the bug which would delete the Large Suppressor if you logged out, or it would convert it into a Small Suppressor.
- Fixed a bug that stopped periods from being accepted into any typed messages, names, or passwords.
- Adjusted a few more security features.
- Fixed a few small inventory bugs that showed up in the inventory list of some players.
- Player footsteps now reflect how quickly you are moving.
- I hope I've finally solved that annoying crate bug for warehouse missions.
- Fixed the bug that still caused bloody clothes in LMS missions.

Changes from version 2.9 to 2.9b

- Altered some security features that were outdated and no longer being used by Swamp.  These were causing a few players not to be able to connect, based on their computer's settings.
- Made sure the dx7vb.dll file was actually IN the zip this time!  Haha, oops.
- Made sure the zip now contains the correct versions of the game maps.  In 2.9 I accidentally sent out super old versions.
- I've updated the sounds folder because in 2.9 I forgot to zip up the newer copies Kai had provided.  (Thanks again Kai, you rock!)
- The user agreement has been updated, so please be sure to read through it.
- I may have spotted, and fixed, the bug which randomly deleted people's items when they signed out and back in.  We'll see if it worked.
- I quickly tossed in some code to stop people from cheating and taking crates from one mission into another.  People should consider themselves lucky I didn't ban each and every one of them for doing that.  It was a clear violation of the "loopholes" portion of the User agreement.
- Added in some new code that will help me detect players who alter the game using speed hacks.
- Added in some new code that will help me track people who try to guess the passwords of other players.
- Added a Lithuanian chat channel on channel 14.
- Added an Italian chat channel on channel 15.
- I fixed the "zones spoken" command.
- The odds of getting bloody clothes has been cut in half.  This is due to many many requests from players ever since 2.9 went live.
- Players no longer get bloody clothes on LMS missions when they get hit.
- I did a little work to hopefully improve the M79 sounds across the server.  I'm sure it isn't going to be working perfectly, but hopefully it at least plays more of the sounds it is supposed to play.
- Adjusted a few parts in code that may have been causing "subscript out of range" errors for a few people.
- I believe I've fixed a bug which allowed players to open their inventory menu and be invulerable to zombies.  People who were using this trick are lucky I didn't ban them all, because it was in clear violation of the "loopholes" portion of the User agreement.
- I've added the SCS command, skills menu, to open the skills menu.
- I've added the SCS command, armor menu, to open the armor menu.
- Killing with the sledgehammer now properly gives rep and xp.
- I've fixed the Clan notifications, so they aren't stuck to ON.

Changes from version 2.8 to 2.9
---------------------------------

- May have finally solved the phantom player bug.
- May have eliminated the bug which could pull zombies from one map to another as players traveled between them.
- I've adjusted the fire on the warehouse mission so hopefully it will not drown out the crate sounds anymore.
- The main menu now has an option to change Swamp's output sound device.  This was requested and should help people who make recordings.
- When the server does restart, the positions of zombies and items will be saved.  In the past, server restarts randomized everything and it caused a few annoying issues.
- To scale the game's difficulty along with the experience of the players, zombies are now stronger when battling higher level players.  If you are level 10 or below there is no change.  If you are level 11 or above, zombie health is boosted by 1% for each level you are above level 10.  For example, if you are a level 65 character, all zombies you face will have 55% more health.  I believe a game should off a greater and greater challenge as you advance, but even with the harder maps and zombies, the game was not scaling up as I had hoped.  Perhaps this will get things closer to what I had in mind.
- Bloody clothes have been changed to make them a more important aspect to the game.  Originally bloody clothes were a rare item, or trap, you could pick up and it required another player to remove it with a field kit.  Bloody clothes are now something that can happen any time you are injured by a zombie.  Each time you use a field kit on yourself, 1 bloody clothes will be removed.  If other players use field kits on you it will randomly remove between 1 and 3 bloody clothes.  Your level represents the percent chance that being hurt will result in bloody clothes, so a level 2 character will only have a 1% chance while a level 90 player will have a 45% chance.
- Receiving an item from the server will no longer read off your reputation.
- Reviewing your health will also list any bloody clothes that you have.
- The server sponsor message has been completely redesigned.  Originally each dollar donated by someone would give them a single day, which makes a lot of sense.  I have felt bad that some sponsors will have to wait months or even as much as a year before their name will come up as the server's sponsor!  To solve this problem the server now picks a new name each day from a weighted list of all sponsors.  By weighted list it means that the money donated determins how likely they are to show up.  For example, a person who donated $10 will be half as likely as someone who gave $20, which seems fair to me.  This should give all sponsors a better chance of hearing their name announced on the server.  Let me take this moment to once again thank all those who have helped support Swamp financially!
- Recoded many parts of the server to improve performance.
- Armor has been rearranged in the Safe zones.  The bike helmet and leather jacket can be purchased are on map 1.  The football helmet, football pads, arm guards, and shin pads are on map 2.  The military helmet, kevlar vest, metal arm guards, and metal shin pads are on map 3.
- There is now a different sound played when the actual server is speaking.  This should make it harder for people to impersonate the server.
- The bug should be fixed that was causing you to hear message sent sounds on the wrong map, when the speaking player happened to be at the same coordinates.
- The command /level <playername> has been added, and displays the player's level.
- Moving between maps should no longer restore you to full health.
- I've added these 2 suggestions to the readme.txt file:
    + Try disabling graphics if you have them enabled.  This tends to help a lot.
    + Go into your computer's power settings and set it to run at high performance.  This makes a big difference for many people.
- Corrected a missing sound in one of the warehouses.
- Health is no longer restored when you log out and log back into the game.
- Being in the safe zone will automatically begin healing your character so that you don't need to use med kits.
- Using the commands /Zones on and /Zones off, you can choose whether or not the game will read off the different zones as you walk through them.
- Players who get kicked from missions will no longer be disconnected from the server.
- The sniper mission now correctly explains that you need 50 kills to win, when previously a typo caused it to say 30.
- Fixed a bug that listed health as a very long decimal.
- Fixed a bug that kept the menu open when launching LMS missions.
- Fixed a bug that allowed LMS hosts to purchase weapons from inside of the mission.
- Fixed a bug that repeated the message listing your reputation and experience.
- Fixed a bug where your location wouldn't update if you had zones turned off.
- Bloody clothes are now cleaned in the safe zone once you have reached full health.
- The server has been expanded to support more player characters.  The previous limit was 2000, but I was constantly having to clean out old characters that were not used anymore.  This should cut down on the clean up a little.
- Fixed a bug that kept shots and hit statistics from displaying properly.
- Fixed a bug that caused zombies to become weaker on certain maps.
- Hopefully fixed the player tracker.
- Removed the new "special" sound for when server messages arrive.  It was just plain annoying.  The lack of sound still helps distinguish real server messages from people trying to impersonate the server.
- Added new server features which allow me to move players to specific locations if I need to.  This is especially helpful to get players unstuck.
- Added a new server feature giving me more control over zombies and how they spawn.
- I think I fixed the bug where the main menu continued to show options as though you were leading a mission, even though your mission had already been canceled or completed.
- The keyconfig file now gives you the option to assign a key to enable and disable the speaking of zones.
- The automatic healing rate has been slowed down at the safe zone, due to many requests to have this done.
- The rate at which bloody clothes are cleaned in the safe zone has been lowered a bit.
- When at the safe zone, once your health is full and your clothes are cleaned, sprained ankles and broken legs will slowly heal.  This helps players who make it back to the safe zone because no one else was around to heal them.
- Checking your total shots, hits, and kills will now request the information from the server to avoid syncing issues that were annoying before.
- Added the command /deaths <player name>.  This list the number of times a player has died.
- Using the Riot shield should no longer count as a shot fired on your statistics.
- Fixed a bug that stopped players from being trackable until they signed out and then back into the game.
- Fixed a bug where maps didn't finish loading.  I hope it's fixed anyway, LOL!
- Fixed a bug that destroyed all duplicates of a weapon if that weapon was broken by zombies.
- I'm changed the game over to a new system that saves equipment even when you don't exit in the safe zone.  I'm not sure if this is a good or bad decission, so we'll wait and see how it works out.
- I've reinstated the special server sound.  Yes, I know, I keep changing my mind about this.  The special sound is now something I can enable or disable on the fly from the server, so it will only play for certain types of messages, including anything important where people need to know it is not an impersonator.
- I've adjusted a few things on the server that help me keep better logs as things happen in the game.
- Fixed a bug where your health started at 42 after being killed and signing back in.
- Adjusted the multiplayer connecting message so that there isn't the ocassional pause some people have been experiencing.
- Adjusted code for spawning zombies in custom maps to make it more stable.
- Assigning stat points will now work in offline mode.
- Matriarchs now have a cry that works similar to the Dire howl, except it has a shorter range to attract other zombies.
- Campaigns have been added.  Players can create custom campaign scripts that will add an extra level of customization to new maps or even the existing ones.
- Fixed a bug that caused campaign items not to stack properly when added with scripts.
- Added several new scripting features to the campaign mode.
- Fixed a bug that caused campaign items to reassign amounts based on the standard amounts they are usually found in.  This affected ammunition for guns more than anything else.
- I've increased the maximum number of tiles types and zones that custom maps can use.  This will give map makers, and campaign creators, more freedom to build.
- Fixed a bug causing you to receive 2 messages when certain items were picked up.
- Fixed an SCS bug involving sending allies sound files to play from their position.
- Fixed an SCS bug involving string variables when used to place ambient sounds or assign weapons to allies.
- Fixed an SCS bug that caused an "object required" error when allies were placed.
- The speed of all zombies has been increased by 25%.
- SCS no longer requires a map to be set in campaign scripts.
- The player tracker tended to show players even after they had signed out.  This has been greatly improved.
- Added the /hardcore command for players to convert themselves into hardcore characters.  The format is /HARDCORE <your password>.  The password is required to make sure you never accidentally turn yourself into a hardcore character.  You must be at least level 80 to convert yourself over.  Converting to a hardcore character is a permanent change and you will go back to level 1 with no equipment.
- Added the /give command for hardcore players to exchange food.  The format is /GIVE <player> <amount>.  The amount must be at least 5.
- Fixed the connection interrupted bug that occured when you pressed escape.
- Typing slash commands no longer has the client speak it as though it is a chat message.
- Fixed a few places where the chat log would record dialog boxes and other game messages that it was not supposed to record.
- Fixed the emote bug.
- Doubled the odds of finding food on the map.  The actual amount of food you gain when you find food has been greatly increased also.
- Doubled the amount of loot found in Hardcore maps.  Originally it was 10% of the normal game, but now it is 20%.
- Food no longer runs down while you're in the Safe zone.
- Fixed the graphics issue where allies' dots did not show up so only their names appeared.
- Added a new command.  Type /Clan followed by the clan name, to list all of its members.
- Added a new command.  Type /Create clan followed by the name you want to call it.  The price is 50 food for the clan to be created.
- Added a new command.  Type /Leave clan, and you will leave whatever clan you were in.
- Added a new command.  Type /Invite followed by a player's name, and they will be invited to your clan.  Clan invitations are set up a little strange in order to make things easier with how Swamp does things.  When you invite someone, the clan is basically waiting for that person to join.  If you then invite a second person, the new name is the one the clan is waiting to accept.  This means you will need to wait for the person to join before you invite the next person.  If you invite someone and they are busy or go offline, you can invite someone new and come back to invite the first person later.  I hope this makes sense, LOL!
- Added a new command.  Type /Join followed by the clan name, and you will be added to that clan.  You can only join clans that are currently waiting to accept you in.  Someone from inside the clan my have already used the /Invite command to invite you, otherwise the /Join command will not let you in.
- Fixed a few typos in game messages.
- Fixed a bug causing the Field kit to fire rapidly.
- Hardcore players no longer hear regular players picking up loot.  This is to solve the issue where HC players hear loot being picked up that doesn't even exist for them.  This change is going to have some negative side effects, so for now it is in place until I can do something better.
- Added in a security feature within chat.  Some of the new commands require your password, and accidentally leaving off the slash will speak your password to everyone in chat.  Now your client will automatically delete your password if you say it in chat outside of a slash command.  To prevent it from messing up legitimate words, it will only do this if your password has a space in front of it, which is how all of the chat commands require it anyway.
- Added an invitation message from the server, for when someone invites you to their clan.
- Fixed several places where Sapi users were not hearing dialog input boxes being read.
- I think I've fixed a problem where loot wasn't showing up properly for some players.
- Forts should now allow players to buy them, stock them with food, withdrawl food, deposit and withdrawl items, and attack ones owned by other clans.
- I think I've fixed the chat history bug that showed emotes and whispers as regular spoken messages.
- You no longer use up food while standing in a fort.  I was going to make it only work for forts you owned, but for now this is much easier to code.
- Fixed a bug that caused some zombies to walk up to you, stop, and not attack you unless you took a step closer to them.
- You can now heal at any fort, even if you do not own it, for a cost of 2 food.  If the fort is currently owned, the 2 food you spent is added to their supplies.
- Inviting someone to your clan should now properly send them a message to inform them.
- You can now take a portion of the items from a Fort slot without taking everything.  You still cannot add to a slot that already has items in it, but this should still be a convenient addition to the game.
- I've adjusted the footstep speed of the zombies a little, and I've also removed one of the newer random speeds they can move at, because it seems to be causing issues.
- Finding food has been made a little more fun through the addition of random messasges.
- The menu for your own fort now includes the character viewing menu, so you can use it to assign your skill points.
- Missions led by normal players can no longer be joined by hardcore players, and missions led by hardcore players can no longer be joined by normal players.
- Added a new system of rare fort specific items.  For normal players these can just be sold for reputation at safe zones, but for hardcore players these perform special functions when stored inside forts.  Place the item into an available fort storage slot and wait.  It's that simple.  Different items require different amounts of time to complete, but when it is ready it will send a server message to any of your clan members that are online.
- I think I've fixed the bug affecting footstep speeds for various zombie types.
- I think I fixed an issue where Jaws was reading messages twice for some people.  We'll see if it helps or not.
- A clan whispering chat command has been added.  If you are hardcore, and if you are in a clan, typing /cw before your message will whisper it only to people who are in your clan.  If they are offline, they won't hear your message.
- Fort gardens have been changed because they were over powered.  Originally they would grow, be harvested, and turn back into seeds.  Now the garden will spend 12 hours as a small garden, producing a little food every 2 hours, then 12 hours at medium, and it will remain as a large forever.  Because the seeds originally multiplied after the harvest, it was too easy for clans to fill up a fort within only a day.  Gardens are intended to be a help, not a replacement for looting, so I think this change will get things back on track.
- Gaining bloody clothes from zombie attacks can now only occur after you have reached level 10.
- When visiting players heal at your fort, it now says their name instead of the generic "a player has healed at your fort" message.
- Fixed an issue where the mute command would sometimes not mute players with spaces in their names, if their names were first muted by replacing spaces with underscores.
- When your fort is being attacked, the server message is much more informative now.
- Removed the Rock/Paper/Scissors mini game.  It was being abused as a way to send reputation between characters.
- When creating new characters, underscore characters are no longer allowed in player names.  It causes too many issues because of how underscores are used to denote spaces in many of the slash commands.
- Passwords can no longer contain spaces.  This has caused issues when people tried to change their password, and basically I don't want to have to step in and manually change passwords for people anymore.  If your character already uses a space in the password, the game should still allow it, but it would be a good idea to change it next time you get the chance.
- The /roll gambling option now works for hardcore players.  Instead of risking reputation, hardcore players risk their food.  How lucky are you?  Like any form of gambling, only risk what you can afford to lose!  Haha!
- I've added more random food messages.
- I've increased the starting food for hardcore players from 60 to 100, to help them figure things out before running out.
- When a hardcore player dies, they no longer start out with ammo or med kits.  I forgot to change this sooner so we had a lot of people deposit all their ammo into their fort, die on purpose, and repeat the process.  When you first convert to hardcore you do still start with the same gear as normal.
- Map level requirements have been removed for hardcore players.  This means that even as a level 1, hardcore players can travel to any map they wish.  This will help players spread out to find food and to claim forts.
- To further encourage hardcore players to get forts, after you reach level 5 you will lose 25% of the food you are carrying if you die.  At level 10 the amount goes up to 50%, and for level 15 and over, your food loss is at 75%.  Especially as players level up, it will be even more beneficial to have a fort to store food in.  Food in your fort is not lost when you die, so it is a way to protect it.
- For hardcore players, outposts no longer list items as though they are for sale.
- Gardens have been changed once again.  Seeds can not be stacked, so you can not put multiple seeds into a single fort slot anymore.  Once in a fort slot, seeds will eventually grow into a small garden.  If left in the fort, the garden will continue to grow through medium and large garden stages.  These gardens will not produce food constantly as they did before.  I loved that idea but it was too over powered and led to many balancing issues.  At any time the garden can be taken back out of the fort to be harvested, which will destroy the item but will provide you with a good amount of food.  A small garden will give the least but you won't have to wait as long to harvest it.  If you wait for a garden to become large before harvesting it, you get the maximum amount of food for the investment.
- Fixed an issue where 2 of the forts on map 2 were showing up as the same fort.  It was a bounding box error, and really just prevented anyone from owning the other fort.
- Clans now keep track of who the original creator was.  This individual is referred to as the clan owner, and their only difference is their ability to remove other players from the clan with the /Remove <player> command.
- Added the /Owner <player> command which allows clan owners to give their ownership title to someone else in the clan.  If a clan owner leaves the clan without giving ownership to another player, ownership no longer applies and any member of the clan can remove unwanted players.  When in this ownerless state, any member may use the /Owner <name> command to appoint someone (besides themself) to be the new owner, with exclusive remove powers.
- Finally found a spot where some of the SCS code was conflicting with zombie AI.  This should stop them from standing still, looking depressed, and generally giving up on un-death.
- I've reworked the code that handles saving player locations after they log out.  In certain situations you would sign back in and be in the safe zone of the last main map you visited.  Now you should be exactly where you left off, regardless of the map.  So be careful where you sign out so you don't get attacked when you sign back in!
- Clans are now able to have 8 members, due to requests from the community.
- Visiting an enemy fort now gives you the option to sabotage them for the cost of 2 diesel fuel and 100 food.  All online players who own the fort will be affected, by being thrown into a separate map with the story that your clan ran their truck off the road while scouting.  The affected players will be randomly scattered in a zombie filled area, hopelessly lost and unable to use beacons or coordinates to guide them.  If they find their way back to their truck, which they had abandoned when zombies charged in toward the scene of the crash, they can escape and return to the rest of the game.  This is a way for clans to try and get their rivals killed, thus using up their equipment and food.
- Map 1 has a new fort.
- The /clan command has been fixed.  It wasn't showing clan member names like it was supposed to.
- Fixed a few bugs related to mission event sounds.
- When hardcore players die and food is taken away, you will no longer go below 10 food.  This is due to player requests so that you can still head back out to find more.
- Zombies killed by guards now have the proper body fall sound.
- I've removed a voice error associated with the guards.
- Corrected a few server sided errors associated with players as they sign out.
- Fixed the bug that allowed hardcore players to access the safe zone menu through the character viewing menu.
- I think I fixed a bug that would prevent you from leaving the map after you led an LMS mission.
- The map load bug may still affect zombies to some degree, but tests look like it will no longer affect loot.  Yay!
- Fixed a bug that treated LMS and Sniper mission deaths as actual deaths, for hardcore players.
- Fixed a bug that said you needed to unload your weapon before depositing it into a fort, even though the item was not a weapon.
- Added the new armor system to the game!  In the new system you must equip your armor in either the safe zone, or a fort you own.  Each piece of armor has a protection rating but might also slow you down.  You will have the option to choose the armor you wear to fit your own personal style of playing.
- Fixed a bug that prevented the /owner command from working.
- Fixed a bug that allowed players to load up campaigns while still connected to the server.
- I think I've fixed the bug that caused some items to be lost when you logged out and back in.
- The sledgehammer has been added.  This melee weapon lacks the ability to block zombie attacks, but it deals out more damage than the axe.  In tight grip mode the swings are faster but do less damage and stun less.  In brute force mode the weapon swings slow but both stuns and produces a very powerful hit.
- The machete has been added.  This melee weapon blocks like an axe, but does a little extra damage.  In addition to offensive and defensive modes, the machete has a counter setting.  Counter has less damage and blocking power, but if a zombie hits you, the knife becomes instantly ready to strike again.  When being slashed by several zombies, counter mode will allow you to swing your machete at an incredibly high rate of speed.
- Adjusted the refresh rate of a few things.  Hopefully this will lower lag a little bit.
- Further adjusted zombie footsteps so that they match the proper speed that the zombie is moving.
- I have fixed a huge bug that caused player tracker lag, both visually and with audio.
- I have fixed the bug that stopped you from hearing the footsteps of other players.
- Fixed a bug that prevented mission sounds from playing.
- Fixed a bug that stopped certain sounds from playing when they were supposed to.
- The ability to sabotage other clans has been enabled.
- I think I've fixed a chat bug that caused many Chinese messages to error and fail when being passed through the server.  This disrupted chat for others in their channel.
- Fixed a bug that deleted the ammo out of some weapons while you were depositing items into a fort.
- The M40 was given more piercing power, which is the ability for the bullet to pass through a weaker enemy and still cause damage to another zombie behind it.
- Fixed a few small bugs related sledgehammer and machete sounds, with selling them to the safe zone, and with the reputation they award from kills.
- Fixed a bug where you could press a number to cycle between weapons in that weapon class, and it would incorrectly say you had none.
- I think I fixed a bug where one or more of your inventory items could remain with you after dying.
- The Marlin sport rifle has been added.  This weapon is simliar to the Winchester but holds 6 rounds and does a little more damage.  It can be used with a Nikon scope, which has only slightly less range than the Yukon scope.
- The Remington sport rifle has been added.  This weapon is simliar to the Winchester but holds 6 rounds and does more damage.  It can be used with a Nikon scope, which has only slightly less range than the Yukon scope.
- The Tyrant is now more agile than it used to be.  When firing at it with certain weapons, the Tyrant has a chance to dodge the incoming bullet.
- Fixed a bug where leaving the character menu could return you to a fort menu instead of the safe zone.
- The .45 ACP ammo type has been added.
- The Large suppressor has been added.
- The UMP45 Sub machine gun has been added.  It holds 25 rounds of .45 ACP ammo and can use the Large suppressor.
- The Vector Sub machine gun has been added.  It holds 25 rounds of .45 ACP ammo and can use the Large suppressor.
- The M-1928 Sub machine gun has been added.  It holds 50 rounds of .45 ACP ammo.
- The percentage of food to loot has been increased in hardcore.  The amount has been raised from 20% to 30%.  This does not mean there is more loot to find, it only affects the odds that finding loot will be food or equipment.
- I've fixed a long standing bug where the sounds of other players were not muffled when behind a wall.
- I've fixed a few more bugs related to Chinese chat.
- Fixed a bug that allowed 2 people to grab the same crate or loot item at the same time, to both get a copy.
- When forts are attacked, they cannot be attacked again for 15 minutes.  The hope is that this will encourage clans to make more organized attacks against each other.
- The Flamethrower has been added.  It deals out tremendous amounts of damage to just about anything in range.  This can bring down the strongest of zombies, or turn a huge mob into a pile of charred bones in seconds.
- Fixed a spelling error in the reloading sound of the flamethrower.  This prevented the sound from playing.
- Fixed a typo that lowered the food rate to 3% instead of the intended 30%.
- Fixed a bug which prevented zombies from moving in campaigns.
- Warehouse missions have been too easy for too long.  I've just coded in some new AI for the warehouse missions, so they should do a better job of getting into the warehouse so you're forced to fight or hide from them.
- Fixed a bug that stopped Dires from howling and Matriarchs from crying.
- Fixed a bug that caused the Marlin to vanish after logging out.
- Mission announcements are now only sent to the appropriate people.  Before this, hardcore players were told about normal missions being created.
- LMS and Sniper missions should now be using food as prizes for hardcore players.
- I've added the new weapons to the custom map single player mode.
- Fixed a bug that stopped players from moving when they were carrying a sledgehammer.
- I think I've fixed a bug where zombies wouldn't move after being loaded from a saved campaign.
- Fixed a bug which caused LMS players to start out with a random number of med kits in their field kit.
- Due to a huge typo, the football shoulder pads were being spawned with the same name as the normal football pad chest armor.  I've fixed that now.
- I think I've fixed the bug that allowed hardcore players to join LMS and Sniper missions, even when they did not have enough food to do so.
- In LMS missions, you now begin with 4 kits loaded into your field kit, plus 2 additional med kits.
- I've raised the drop rate of .45 ACP ammo to match the other ammunition types.  A typo made it more rare than it was supposed to be.
- The Remington has been adjusted so that it does more damage, and is louder when fired.
- The Flamethrower has had its range increased by 20%.  Many people complained about the original range even though it was more than triple the range of the chainsaw.  I have no plans to increase the range any further than this, so remember we are talking about a glorified squirt gun and not an actual gun, hahaha!
- Sub map 3 has been added.  If you look around, you'll find it.
- The Sledgehammer and Machete have been adjusted so that they are far less likely to break while fighting zombies.
- The Field kit has been adjusted so that it is less likely to break while fighting zombies.
- The Sledgehammer and Machete have been added to the custom maps mode.
- Once you pass level 10, each additional level increased zombie health by 1%.  I have reduced this to 0.5%, but now zombie damage also increases by 0.5% for each level you are above level 10.  This solves some of the complaints about zombies taking too many shots to kill, keeps them increasing in difficulty as you play, and adds in an aspect of extra damage that I've been wanting to add for a while now.
- I think I've fixed the bug that caused items to respawn in the same location they were picked up from.
- Voice commands can once again be heard by zombies.  Most are attract zombies equally but there are a few exceptions.  "Greetings" has a smaller effect than average.  "Follow" is above average.  "Beckon" and "Warning" are twice as potent as average.  "Taunt" has the highest effect of all.
- The radio now has a new, whispers only, option.  This works like standby mode but allows whispers and clan whispers to come through.
- The chance to receive bloody clothes from a zombie attack has been lowered by 34%.
- Food no longer drains during LMS or Sniper missions.
- Added the /R command.  Use this to quickly whisper a reply to the last person who whispered you.  Clan whispers are not the same thing.  Type /r (message)
- Normal players should now be able to open a fort's menu to read the story.
- Fixed the bug that allowed you to load up a campaign and still be linked to the server.
- In addition to sabotage, clans now have the option to battle another clan by laying traps.  Any members of the clan you attack will either have their ankle sprained or their leg broken, no matter where they are.  This even affects them during missions or while they are on the sabotage map, so this will be a new way to try to get your enemies killed!
- I've lowered the number of Dires on sub 3, and increased the number of Matriarchs.
- Map 4 has been added.  The level requirement for the map is 50.  Brave the Swamp and face the horrors that dwell therein!
- The Amorphous zombie type has been added.
- Fixed a bug preventing hardcore characters from interacting with the Outpost menu to access the stories.
- The new voices have been added!  Thanks to Kai for all of his work, and also thanks to the many voice volunteers!  There are 3 versions of each message now, and they are picked randomly.
- The sounds for picking up loot have been changed.  Once more, thanks go out to Kai for his work.
- The Canine, Stalker, Reaper, and Lamprey zombies also now have a chance to dodge or defelect an incoming bullet.  The odds of this happening for all zombie types has been reduced.
- The new Amorphous zombie has been added to the campaign guide.
- Being attacked now uses your own custom voice!  Thanks to Kai for remixing the zombie attack sounds so this could be possible.
- The Crash map has 50% more zombies now.
- The "single beep follow-tracker" has been changed to the L key instead of the I key.  The "auto follow-tracker" has been changed to Shift+L instead of Shift+I.
- The "I" key now brings up an inventory menu so you can view all of the items you are carrying.
- Pressing Alt+L reads off the distance and direction to the player you are tracking.  This is similar to how the "B" key works with beacons.
- The game will announce when clan members come online.  This can be toggled on or off with a new key option in your keyconfig file.
- In your keyconfig file you can now use a key that reads off only how many bloody clothes you have.  This is similar to the key that reads only your health.
- In your keyconfig file you can now set 2 keys which set a primary and secondary favorite weapon.  Equip the weapon and press the key to have it memorized.  The memorized weapon will even be remembered when you sign out and back in!
- In your keyconfig file you can now set 2 keys which quickly switch to your primary or secondary favorite weapon!  No more fumbling for your favorite weapon when things turn deadly.
- Kai has provided new music for map 4, sub 2, and sub 3.
- To hear which of your clan members are currently online, you can type /Clan, or you can set it as a key in your keyconfig file.  By default this is Alt+/.
- I have fixed a few bugs that prevented player pain sounds from coming across the server properly.
- I have fixed a bug that prevented sounds from playing properly when you walked with a sprained ankle or broken leg.
- I've updated a ton of weapon code that was keeping the various firing modes from playing properly across the server.  This should make a big difference in how the game sounds.
- The odds of a zombie evading a bullet has been raised a bit.
- The M16 Assault rifle has been added.  If you have a Long bayonet you can toggle this to serve as a melee weapon with limited blocking ability.
- The Steyr AUG Assault rifle has been added.  It can be used with the new Combat Scope.
- The M4A1 Assault rifle has been added.  It can be used with the Maverick Suppressor.
- The SCAR-H Assault rifle has been added.  It uses 7.62mm ammo to inflict more damage than the 5.56mm assault rifles.
- The ACR Assault rifle has been added.  It uses 7.62mm ammo to inflict more damage than the 5.56mm assault rifles.  It can be used with the Magpul Suppressor.
- The AK47 Assault rifle has been added.  It uses 7.62mm ammo to inflict more damage than the 5.56mm assault rifles.  If you have a Short bayonet you can toggle this to serve as a melee weapon with limited blocking ability.
- Fixed several bugs with the Outpost store.  The price of arrows has been increased.  Grenades for the M79 have been added to the outposts.
- Fixed a few bugs that prevented blocking sounds from being sent across the server.
- The M79 grenade launcher has been added!  The grenades are hurled at set distances so this weapon takes a bit of getting used to.  Shells will explode if they colide with a wall, but they will fly over zombies until they land at the appropriate range.
- Running shorts and Running shoes increase your speed more than they used to.
- Fixed a bug that could cause non hardcore players to find food, which basically wasted the item since they can't use food.
- I've adjusted the way damage and armor protection is calculated.  This mostly just affects how things are rounded, so people won't notice much of a change, if any.
- The new skill system is implemented!  Be sure to check out all 55 skills.
- Assigning stat points should now work in offline mode, so that it can be used properly in campaigns.
- I've added in some new server side tools for catching errors.
- Fixed the bug that took food away from hardcore players when they joined warehouse missions.
- Turning in a crate during a hardcore warehouse mission now gives you 5 food.
- A new command has been added to help when bugs cause players to become trapped inside of a wall or off the edge of a map.  Type /Stuck and the game will automatically move you to the closest piece of land to unstick you.
- Fixed a bug that caused allies being attacked to also play your own hurt sound.
- Updated the allies to be able to use all 56 voices.
- Fixed a bug that caused ally footsteps not to play.
- With only a few exceptions, the allies should now be able to use the new Swamp weapons.
- Fixed a bug which caused some zombies not to give experience when killed.
- The special loot on the maps has been rearranged a little bit.
- A new Swamp language file has been posted for version 2.9.  The download link is www.kaldobsky.com/audiogames/Swamplanguagefile.zip
- Fixed a bug that caused both the M16 and AK47 to use up ammo as you used their bayonet modes.
- The key for listing online clan members has been changed to Ctrl + /.  I did not remember that Alt + / was already being used.


Changes from version 2.7 to 2.8
---------------------------------

- Corrected a typo in both the Windows32bit.bat and Windows64bit.bat files that prevented them from working.
- Added a /Time command because it was requested.
- Added /Crates command.
- Added the /Report commmand.
- Added the /Roll command for gambling a little reputation if you have more than you know what to do with.
- Fixed a small bug in the sound panning code.  It should be more precise now.
- Fixed a bug which would cut the end off of long messages that were still within the maximum message length.
- Added an official French chat channel.
- Added the new muted list.  A file called Muted.txt will appear in your Swamp folder where you can list the names of any players you wish to ignore.  If present in that list, any chat or whisper messages from that person will not show up.
- Added the /Mute and /Unmute commands.  In addition to adding names manually to your muted.txt file, these commands, followed by the player's name, will mute or unmute players instantly.
- I think I've fixed the bug where crate sounds were covered up by the fire in warehouse 4.  I've lowered the fire sound's priority level so that should make a difference.
- If graphics are enabled when the game loads, it will now announce that to you.  Many players enable them by accident and don't understand why their games runs slower.  This will remind people that they are on.
- Fixed a bug that would destroy all of your armor if you had more than 1 of the same item.
- I've further adjusted the map checking code, which makes sure people have not altered their map files.
- Fixed some code with the person tracker, though it still needs work that I don't have time for yet.
- Added a new player list menu.  While playing, the multiplayer option on the main menu becomes replaced with the player list.  Selecting a player from that list copies their name to your clipboard so that you can easily use whisper, mute, or unmute commands on them.  The list will only show you players who are in the same map as you.
- Added new code that will eventually alter missions a little bit, as well as go into future missions.
- Added a new negative character effect called Bloody clothes.  This is in the same family as broken legs and sprained ankles.
- I've changed around some code in hopes of strengthening the connections between the server and some players who regularly get disconnected.  I have no idea if this will help or make things worse, but it's worth trying I suppose.
- Added the /Rock /Paper /Scissors commands, which can be shortened to /R /P or /S.  You play against the last person who used the command. 


Changes from version 2.6b to 2.7
---------------------------------

- Accounts that have not been played in 2 months are subject to deletion, to make room for new players.  I've been deleting old accounts that were 5 or 6 months old, but we are running out of those so I'm raising the bar.  As of 7/1/2012 at 6:00pm we appear to have 1269 unique players and 1921 characters!
- The where command has been added.  Type /where followed by a player's name and the game will tell you where they are.
- The pwchange command has been added.  If you currently hate your password, type /pwchange followed by your current password and then the new password you want to have.  Don't forget your new password since I still didn't put in a way to retrieve lost passwords.
- The pwchange command was adjusted to prevent people from assigning password that are too long to enter from the main log-in menu.
- Tired of wondering if a new mission is being led?  The commands /Alert ON and /Alert Off have been added.  Turning alerts on will notify you whenever someone is leading a new mission.  Turn the alerts back off if the messages begin to annoy you, haha.
- The types of zombies that you encounter on map 3 has been adjusted.  Some types will show up more often now, and others will show up less.
- The typo that broke the /channel command has been fixed.
- An official Japanese channel has been added, after being requested by our growing number of Japanese players.
- Added in new code for handling inventory and character transfer between the server and client.  I think this will help solve the issues where some higher level players must try to connect over and over before it finally lets them in.
- Wind sounds have been added to the multi1, multi2, and sub2 maps.
- Fire that was already present in the maps, has now been updated to cause burn damage like how it does in the new warehouse.
- Forts have been added in preparation for the new content that will hopefully be added soon.
- Fixed several small bugs.
- Rearranged the message which lists the players currently online.  Before listing the names, it will list the number of players on the current map and in "other areas".
- Adjusted the border of the outpost in map 3.  It was giving some players some trouble entering the outpost menu.
- The AA12 and M240 guns have been added.  They can only be found on map 3.


Changes from version 2.6 to 2.6b
---------------------------------

- Fixed the music for the new maps.
- Cleaned up the Last man standing code.  I think the timer is fixed now and also you shouldn't lose your current kill streak if you're killed while inside it.
- Adjusted the new warehouse map so that zombies can enter from 2 of the towers.
- Fixed a bug that was affecting health in the new warehouse mission.


Changes from version 2.5 to 2.6
---------------------------------

- Corrected the Zombie growl and Guard speech bugs.
- The custom map list now correctly shows the first map in the list.
- Tyrants now do slightly more damage when they hit you.  It is about 5-10% more damage then they did previously.
- Map 3 has been added and can be reached by heading East along Wilson road.  Ranger park is home to a new threat you have not faced before.  You must be level 40 to enter this map.
- The Dire zombie has been added.  As zombie age they grow and mutate.  You have already encountered stages of human zombies becoming larger and stronger, and now you will meet the Tyrant version of the Canine zombies.
- Typing /Channel followed by a number between 1 and 99 will instantly take you to that chat channel.  This saves people from having to scroll up and down through them 1 at a time.
- The building helper will now work in the new sewer sections of Map 2.
- The location beacons in the Wilson bridge map have been adjusted.
- I've corrected a small glitch with the leather bracer.
- The loot system for the Wilson bridge map has finally been fixed.  I thought it was fixed earlier but there was still a typo in the code that was keeping the new items from showing up as often as they were supposed to.
- Sniper and Last man Standing missions have been changed.  They no longer require diesel fuel to lead, they no longer award experience points to the winner, and they now require 1000 reputation to lead.  Very few people were willing to spend diesel fuel on these types of missions so this should encourage more people to play them as something fun to do that does not risk their equipment.
- Corrected a bug with the Vulcan Minigun where it would stop working and display as simply a Vulcan in the Safe zone donation list.
- Corrected a bug that was affecting some players moving between maps.
- Fixed a bug that should make stat points more stable.  Every so often someone would have their stat points vanish for no reason and I hope this will stop that from happening.
- Exiting the game in either of the sub maps will no longer start you out in the safe zone of map 2.
- I've included a weapon guide written by John.
- A new warehouse mission has been added which can be led from the safe zone of map 3.
- The new warehouse mission introduces fire that will hurt you if you stand in it.


Changes from version 2.4 to 2.5
---------------------------------

- In the last update I had accidentally caused many of the zombies to move very slowly even though their footstep sounds stayed normal.  This was done during testing as I worked on new features and I forgot to change it back before posting the official file.  It is fixed now.
- The chatlog file now includes messages that you typed yourself.
- I've added an official User Agreement which can be found in the file User agreement.txt.
- I've made adjustments to the second map and also added in the ground work for what will become the next few maps.
- More security measures have been added.
- A new sub map has been added which will bridge the second and third main maps.  This sentence is funnier once you've been there.  You must be atleast level 20 to enter this new map and you get there by heading East on Wilson road.


Changes from version 2.3 to 2.4
---------------------------------

- I've added in a new section of code that should automatically kill off any bugged zombies that end up in the Safe zone.  This is a backup plan since I'm still working to fix the bugs that cause zombies to get in there in the first place.
- I've once again changed code to keep people from using the wrong voices.  A typo in this code from the last version kept it from stopping people like it was supposed to.
- Added an official chat channel for the Czech language.
- Added an official chat channel for the Danish language.
- Being healed by another player will only speak the message if you were not already at 100% health.
- It turns out that after I fixed the pipe opening beacon on map 2, I forgot to put it into the 2.3 zip file!  Whoops!  The beacon should be fixed now.
- When playing offline practice mode, you are now able to fire weapons within the safe zone.  This was something some people were having problems with and wanted changed.
- A few unnecessary testing files have been removed.
- More security has been put in place.
- Some people have been using custom programs to inject their own client messages to the server to help them heal quicker, shoot faster, or even spam reload sounds.  This is considered hacking and very soon I will begin permanently banning these individuals.  If you are one of these people, this is your one and only chance to stop.


Changes from version 2.2 to 2.3
---------------------------------

- Fixed a bug with zombie footstep sounds that was affecting some people.
- Fixed the invisible zombies that had started showing up in missions and in the safe zone.  This was a bug with some new code added in 2.1.
- Fixed a bug affecting the sounds for players with sprained ankles or broken legs.
- Corrected the broken beacon which marked the "Opening through the floor" in map 2.  The location of the beacon was in the wrong place.
- The voice command requesting a medic no longer needs Shift to be held down.
- The voice command stating "mission complete" no longer needs shift to be held down.
- Correct a file name mistake that was causing the Shortbow's reload sound not to play.
- Adjusted some of the weapon firing code to improve performance on slower computers.
- Picking up .30 calibur ammo now gives a more descriptive message.
- Fixed a bug which affected the sound of the M40 bullet impacting a zombie.
- Removed the ability for people to alter their progress.ini file to use invalid voices.
- While in a last man standing mission you can press shift + Q to hear how much time you have remaining.
- Playing offline practice maps now correctly start you out with .30 calibur ammo.
- Fixed the pesky reputation bug that popped up in version 2.1.
- Fixed the bug which stopped some people from passing between maps.
- We are now back to using the correct sounds.  For the past 2 versions I was using outdated sounds because my main folder had been overwritten and I hadn't noticed.
- Weaponspecs.txt file added (written by Kai).  This gives detailed stats on the various weapons.


Changes from version 2.1 to 2.2
---------------------------------

- Fixed the bug where pressing Q on the hospital second floor listed crates instead of diesel fuel.
- Fixed the bug with the longbow sound, which would be heard by everyone as though they had fired it themselves.
- Fixed the bug with the silencer.
- Fixed the bug with the quests.
- Replaced many sounds with the correct versions.  I had accidentally grabbed an old copy when I uploaded version 2.1.
- Changed the health messages since I said I did in 2.1 but forgot to make sure it worked.  lol
- Fixed a few little bugs in the new security code.
- Zombie step volume can now only be lowered to 80 at the minium.
- Added a limit to how soon you can jump between maps.  I forgot that I originally split entrances and exits up so that people couldn't sit in 1 spot and press enter over and over to slow down the server.  Can you guess what some people have been doing lately?
- Fixed the outpost ammo bug which gave you different ammo than you actually asked for.
- Added Arrows to the outposts.
- On both floors of the hospital, the elevator doors are marked with an ocassional chiming noise to help people find them.
- Typing emotes using "/e" or "/me" now sounds better from your own point of view.
- I've adjusted the stealth skills a little bit more.  They are a little better than they were in version 2.1.
- I've removed a few testing features that I had accidentally left in when I posted version 2.1.
- Added a voice chat spam filter.  If people spam voice chats too much it will stop transfering them to other players for about 15 seconds.


Changes from version 2.0 to 2.1
---------------------------------

- Fixed a long standing bug that wouldn't let people travel between maps or drop off crates if they were using a custom language file.
- The new voices have been added.
- New music has been added.  There is now a separate piece of music for each map, including missions.
- Fixed the bug where secondary armor did not show up when viewing health and armor together.
- Sniper impact sounds have been adjusted.
- Player pain sounds have been adjusted.
- Some additional measures have been taken to improve game performance on slower machines.
- The exposed sewer pipe that connects Map 1 and Map 2 has been changed.  Instead of 2 pipes for entering and exiting there is now just 1 pipe.
- The Hospital on map 2 has had a small change to add in an elevator.  If you go inside the elevator, and press Enter, you will get to explore the hospital's second floor!
- Server and Client code has been significantly altered to improve game performance during heavy weapon's fire.
- Fixed a small ammunition issue on the Last man standing map where attempting to unload or reload ammo when the mission started could destroy the ammo.
- Several new security measures have been put in place.  People who use memory hackers to cheat during multiplayer will be permanently banned from Swamp, so consider yourself warned.  In addition to new ways to track hackers, new methods have also been added to help identify banned players who attempt to return.
- The server is able to spot truck sitters more easily, and report them to me for further inspection.
- Arming the field kit now tells you how many med kits you still have in reserve.  This more closely matches how the guns work.
- Fixed the bug where dead player names could be seen on some zombies while graphics were on.
- Fixed the phantom player bug that would affect missions.
- When your radio is on standby or turned off, chat messages will still show up in your chat log now.
- Using brackets to review game messages will no longer include player chat.
- A dedicated Arabic channel has been added.
- Whispering and sending chat emotes should display properly now.
- Fixed the bug where zombies could be pulled into missions along with players.
- Finding 9mm and 5.56mm ammo now gives you 30 rounds instead of 40.
- The way that loot and zombies spawn has been adjusted to give a more even spread.  The random number generator had started producing predictable patterns and I believe this new method will give a more even spread.
- The whisper command has been expanded to work when players have spaces in their names.  Use an underscore (_) where the name normally has a space, and the whisper should work as normal.  For example if the player's name is "John Doe" then to whisper him you would type /w john_doe hello.
- The Winchester rifle now uses .30 calibur ammo instead of 5.56mm ammo.
- Weapon keys have been adjusted.  Instead of selecting individual guns, pressing the number keys now select weapon categories instead.  Pressing the same key again will cycle through all weapons that you have for that category.
- Added a way to keep truck sitters out of your missions.  The file losers.txt allows you to list up to 20 players who will be unable to join the missions you lead.  This allows leaders to prevent known trouble makers from tagging along to ruin the fun.
- New weapon, the Riot Shield.  The Riot shield is a purely defensive tool that has a very high block rate.  When set to Repel mode the shield can be swung to stun zombies for a few moments to give you time to run away.  This weapon is in the Melee class so it will be listed along with the Axe.
- New weapon, the Glock 17.  The Glock 17 is similar to the Glock 19 everyone is already familiar with.  The gun comes with a slightly larger clip size and is still able to benefit from the silencer used on the Glock 19.  This weapon is in the Pistol class so it will be listed along with the Glock 19.
- The Benelli has been moved from its previous place on the number row.  This weapon is in the Shotgun class so it can be accessed by pressing 2, or by pressing 2 a second time if you already have a Browning Citori.
- The Suppressor has been renamed to Small Suppressor.
- The Silencer has been renamed to  Small Silencer.
- The Scope has been renamed to Yukon Scope. 
- New weapon, the Uzi.  Similar to the MP5 in performance but benefits from a larger magazine size.  The Uzi can be operated in single, burst, or even suppressed mode if you have a small suppressor.  This gun is in the SMG class so it will be listed along with the MP5.
- You can once again access the main menu during missions.  The old method was causing more problems than it was worth.  The new method opens the menu but will not pause the game.
- I believe I've fixed the but which caused small amounts of reputation to drain away when you returned to the safe zone.  This was a disagreement about the correct amount of reputation between the client and server.
- You can now use J and shift + J to adjust the volume of zombie footsteps.
- A new tracker, called the Follow-tracker, has been added.  Use O and P to cycle through players and use I to either chime their location once, or press Shift + I to continue to chime them.
- Fixed a bug that caused people to become essentially invisible if they had stealth and elusive maxed and also still had the infamous bunny slippers from when I gave some out.
- Fixed several small bugs that could cause zombies to show up on the wrong map.
- Zombies killed in the sewer now play the correct sound when their bodies fall.
- Health now shows as points instead of a percentage.  The percentages made more sense but confused a lot of people.  This will hopefully stop the false bug reports that I get constantly about the health, lol!
- Fixed the bug that started people out with only 100 points of health when people had health upgraded.
- I've recoded the missions list so that it should now be more responsive and also not crash like it used to.
- I think I've removed the bug which would announce that a mission had been canceled even though you weren't in the mission that got canceled.


Changes from version 1.9b to 2.0
---------------------------------

- Added the date to the mission log.
- Added several security features that will make it easier for me to spot people trying to cheat.  For anyone who is thinking about trying it, remember that if I catch you then you'll be permanently banned.
- Removed the map testing feature.
- Added a custom map option which allows players to practice on maps offline and even play custom maps created by other Swamp fans.
- Added a new system of secondary armor.
- Added personal injuries to the game which can be healed by another player using a med kit on you.
- When suffering from a Sprained ankle your movement speed is greatly reduced and health will drain from you if you continue to walk on the foot.  You cannot actually die from the ankle pain.
- When suffering from a Broken leg your movement speed is greatly reduced and health will drain from you if you continue to walk on the leg.  You cannot actually die from the leg pain.
- Added in a few new specialty items.
- Adjusted how loot groups in map 2 so that it more closely resembles the way it groups in map 1.  People didn't seem to like the differences between the maps in that regard.
- Performance should be a bit better now.  I've torn out and recoded some of the core engine code that wasn't running very efficiently.
- For players using the high contrast graphics, names have been added to make it easier to identify people.  I would have done this sooner but I didn't want to add it until I had an equivalent feature in audio.  Oh well, I'm still working on the audio version.
- You can now donate Diesel fuel in the safe zone if you wish to do so.
- Fuel for the chainsaw has been renamed Gas to cut down on the confusion between Fuel and Diesel fuel.
- I've repaired a few stability issues and improved how the server tracks player activity.
- I believe I've fixed the bug where you could lose an item or two when your mission starts.


Changes from version 1.8b to 1.9b
---------------------------------

- 7.62mm ammo now plays the correct sound when purchased from the safe zone.
- Fixed the bug where you will continue to walk even after letting go of the key.
- If you are already in the multiplayer game, choosing it again from the menu won't cause you to lose your equipment.
- You now begin with 20 extra rounds of 45 acp ammo after you've been killed.
- The proper menu closed sound now plays when you return from the safe zone menu.
- Your location now shows up instantly when you enter the map.  You used to have to move around before it would properly update.
- Zombie AI has been improved a bit.  They are now better at functioning when multiple food sources are around.  YOU are a food source, hehe.
- Stabilized a few sections of code that could have caused problems.
- Added new features to the server that should help me track bugs.
- Fixed a horribly frusterating bug that kept quest items from behaving properly.
- To help people who get stuck in the Safe zone, I've added carpet rugs that lead from the front door in to each of the 2 rooms.  If you get lost, just stay on the rug.
- I've adjusted some little details with the normal map.  The factory no longer leads into a sewer, and there is a small amount of new land north of the factory.  Originally the building sat right up against the northern border of the map, but the border was pushed back to allow people to walk around the northern side of the building if they wish.
- Swamp now supports the use of a language file.  By modifying the language.txt file and putting it into your game directory, you can translate Swamp into other languages.  The original language file can be downloaded here: www.kaldobsky.com/audiogames/Swamplanguagefile.zip  (Please note that this will only work for ANSI based languages!)
- Hopefully I've fixed the vanishing axe bug.  It was a quick fix, so I will look deeper in to the source of the problem later.
- The server now tells you everyone's level when you request the list of all online players.
- I believe I've finally fixed the issues where other players didn't show up in the correct places.  I hate how days and days of going through every line of code to solve this ends up as just a tiny little line in this change log, haha!  Oh well.
- The MP5 burst mode, Assault rifle burst mode, M60, and Vulcan minigun have all undergone some improvements.  The individual bullets now calculate properly so you will have far more killing power while using them.
- The M60 now fires 5 bullets at a time instead of 3.
- The Vulcan does more damage per bullet than it used to.  The overall killing power of the Vulcan has been increased considerably.
- The Shotgun's normal shot is now capable of hitting 2 zombies.  If the shot kills the zombie and has enough power left, it will continue moving through to potentially hit something else behind it.  Scatter shot mode has been completely recoded to make it more useful.  The spread is calculated differently so that the spread and power appropriately changes based on distance, and you are able to hit a handful of zombies at once.
- Scatter shot on the Benelli has been updated, but it does not spread as wide as the regular Shotgun.
- I think I've fixed the problem of corpses filling the sound buffers and blocking out the footsteps, weapons, and zombie sounds.
- I've added support for a handful of specialized mouse buttons, for those who are using some of the fancier mice.  These are buttons MOUSE4 through MOUSE9.
- Due to requests, the 45acp ammo has been replaced with 9mm ammo.  While this is only a cosmetic change it now fits with the proper ammo type used for the MP5, plus it is still an ammo type used by pistols.
- The Chainsaw is now incredibly resistant to breaking.  The number 1 reason people weren't using it was due to how fast it could be broken by zombies, so hopefully this will make it useful again.  As an extra bonus, the chainsaw now has the chance to block incoming attacks just like the axe!
- The Pistol and MP5 have both had their damage slightly lowered to reflect the change to the smaller 9mm rounds.
- The pistol now holds 15 rounds instead of 8.
- I believe I have fixed the bug which could cause players to lose their axe.  This was a problem caused when weapons were switched and reloaded faster than the variables were resetting themselves.  I've rearranged the code for how guns switch so that it is more stable.
- To share in the celebrating, and to give people a chance to congradulate one another, the sound of someone leveling up can now be heard by other people who are near by.
- A handful of version ago I added code to track how much time people spent playing Swamp.  I never ended up displaying the results anywhere so I have finally gone ahead and done that.  Toward the bottom of the main menu you can hear how much time you've spent running through mud and blasting the undead to pieces!  I think some people will be quite surprised by how many hours they've spent on the game so far.
- Body fall sounds have finally been added.  Once again, thanks goes out to Kai for all of his hard work on these sounds!
- I've laid the ground work for a player stats system that will hopefully be added in the near future.  I wasn't willing to wait even longer on this update, so I decided not to try to finish that up for this version.
- I've tweaked the drop rate for the Vulcan Minigun to make it a little easier to find.
- Game menus and dialog now display visually when graphics are enabled.  This is meant to help the handful of sighted players who are also enjoying Swamp.
- To help track other players, you can now enabled the human tracking radar with Shift + Enter.  This will ping through all human players within range.
- Page up and Page down now adjusts the Sapi speaking rate.
- Corrected a few typos in different areas, including a mistake that said the shotgun shell's price was more than it actually was.
- The price of 9mm ammo has been decreased.
- Due to requests made by players, the Safe zone door for the beginning map has been widened.  This will help new players enter and exit the building without getting stuck.  The rest of the buildings will continue to have normal sized doorways.
- Kai has worked his magic on many of the game's sounds once again.  Even though I haven't listed everything he has done for this update, there is no doubt that the game sounds amazing!
- Fixed a bug which caused the silenced pistol to do just as much damage as the regular pistol.
- I've gone ahead and finished up the new stats system!  From either safe zone you can now view your character stats and spend points to customize yourself using points.  Each time you level up you will receive 1 point to spend in this way, and once you spend a point there is no way to get it back.  Make your choices carefully and keep in mind that none of the abilities are designed to drastically alter your character.  The idea is that small changes build up as you level, thus giving you a small overall change.  Swamp is not actually an RPG so I won't be fulfilling any suggestions to make the skills more powerful.  Above all, this game must continue to boil down to a player's ability to judge a situation, navigate the map, and kill enemies based on their actual abilities.
- The silencer on the pistol now makes a little bit more noise than it used to.
- Zombies that you shoot now know where you are even if they didn't hear the gun shot.  This is a little less realistic, I know, but without this change the silencer lets people rack up kills with almost no danger of being discovered.
- A 13th Beacon slot has been added which is shift and the plus key by default.  This will allow me to mark the area used to move between the 2 maps.
- I've added in some brand new Zombie AI for the instance missions.  This should make them much more focused and deadly!
- Using G or shift + G you can adjust the volume of other players' foot steps.
- Weapons and armor will now only break if your current health has fallen below 75%.  As Kai pointed out, when you are still nearly at full strength it makes more sense that you'd be able to hold on better to defend your weapon.
- The way weapons and armor breaks has been adjusted.  If you're wearing armor it has a 50% chance of breaking instead of your weapon, if your weapon was going to break.  I realize that armor can be more expensive to replace than some guns, but by saving your gun it just may save your life in that critical situation.
- Mini missions have been added.  These are retrieval missions that the Safe zone will send you on.  In most cases you will be given some idea of where to look, but because every store was looted during the panic of the undead arriving, you won't know where in the store it might be.  Things are a mess and all mixed up.  Also, sometimes another store would carry the same item and you will have to check there instead.
- Pistol has been renamed Glock 19.
- Shotgun has been renamed Browning Citori.
- Hunting rifle has been renamed Winchester.
- Sniper rifle has been renamed M40, and it no longer scopes unless you are crouching with the weapon.
- The MP5 only holds 30 rounds at a time now.
- Assault rifle has been renamed AR15, and it now holds only 30 rounds at a time.
- As people chat in Swamp, the messages are copied into a file called chatlog.txt.  Each time Swamp restarts that file is cleared.
- During missions, a file called missionlog.txt will populate with information about players who turn in crates, or get killed.
- Killing zombies in missions does not grant you reputation or experience points.
- Killing zombies in the second map gives you a little more reputation and experience than killing zombies in the first map.
- To go on missions you must find cans of Diesel fuel as you loot.  Leaders of missions use that fuel to run the truck that takes your team to the various locations.
- Because it was being abused to avoid death, you can no longer press escape to hide in the game's menu when zombies are about to attack you.  If any zombies are actively chasing you, you will be required to wait before the menu opens.
- Using voice commands no longer attract zombies.  This is less realistic but it was causing people not to use the feature for fear of being attacked.
- Pressing spacebar a second time will turn back on whichever radar you last used.  This now lets you easily toggle your favorite radar on and off.
- Fixed the bug where zombie deaths weren't playing the sound from the correct location.
- Fixed the bug which blended your helmet and vest armor together when it announced what you are wearing.
- The Chainsaw fuel tank is now set to hold 100 units of fuel and the bug has been fixed that was incorrectly reporting how much was left inside.  Leaving your Chainsaw idling will slowly use up fuel.
- When you cancel a mission it will now properly close down the menu that you're in.
- By request, here are the weapon ranges even though they have not been changed.
Weapon ranges:
Field kit=10
Axe=2
Glock 19=45
Browning Citori=35
Winchester=60
Winchester with scope=90
MP5=60
AR15=60
Benelli=45
Chainsaw=3
M40=120
M60=70
Vulcan Minigun=60
- Last man Standing missions have been added.
- A whisper command has been added.  Type /w followed the the person's name, and then your message.  For example: /w aprone Hey there Aprone!


Changes from version 1.7b to 1.8b
---------------------------------

- Fixed the chat bug.


Changes from version 1.6b to 1.7b
---------------------------------

- Fixed a bug that prevented single items from being donated in the Safe zone.  There was new code that was meant to clean out items once they reached zero quantity, and there was a bug in it.
- The Field kit can now hold 4 med kits at a time.  This means you can use it more before stopping to reload it.
- Fixed the radio mode bug.  Turns out there was a typo messing up any key setting that included holding down ALT.
- Fixed the mix up between mouse 1 and mouse 2 in the controls.  If you are someone who has modified their keyconfig.ini file, you will notice that the moving forward and shooting lines have been switched.  For those who didn't know, MOUSE4 is when you click down the mouse wheel.
- The radio is now separated into different channels to keep conversations from mixing and getting out of hand.  Hold shift and press < or > to cycles through channels.  Only people in the same channel will be able to hear when you type a message.
- The custom key config file now supports the number pad keys.  The commands must begin with the # symbol, and include these 14 keys.  #0 through #9, #/, #*, #-, #+, and #. .
- Fixed a bug that could cause the game to gradually slow down.
- Fixed a menu sound effect that I had wrong.
- You can now unload your guns using Shift + R.  This allows you to move ammo out of one gun and into another that shares the same ammo type.
- I have fixed the bug causing ambient sounds to get stuck and continue to play even after you had walked away.
- I believe I've fixed a similar bug that was affecting zombie growls.
- You can now review all in-game chat by using [ and ].  Following each message will be a number letting you know how many messages into the past you are listening to.
- The building helper has been added.  Press Shift + Spacebar to toggle it on and off.  When in a building, the building helper plays a sound letting you know that you're moving deeper into a building, or moving closer to an exit.
- Buying ammo now plays the proper sound.
- Fixed a bug that unfairly credited you with kills that the Safe zone guard actually made.
- Removed single player from the menu list because the latest code changes were finally enough to make it completely unplayable.  When I get around to working on single player I will add it back in.
- Kai has adjusted a few more of the game's sounds, plus added a few.
- Menu music has been added, which was provided by Che.
- For players using game's graphics, the color of cement floors in buildings has been changed.


Changes from version 1.5b to 1.6b
---------------------------------

- Put the code back in that prevents guns from being fired in the safe zone.
- Finally went through and recoded the graphics.  They no longer bog down the slower computer systems.
- I've done some optimization to various parts of the code to speed up zombie calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly faster than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't always being properly cleared if another player grabbed the loot or killed the zombie.
- The server has been adjusted to better handle player positioning.  This should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic which was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then still use it.
- I've added a few new features to the server that help me monitor the players.  This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their controls.  If you ever mess up the file, just delete it and the game will create a new one next time you play.  Because this config file would allow some to play using only the keyboard, please respect that the game is meant to be played with the mouse.  What I mean by this is that if you are playing the game with only a keyboard, don't post suggestions or comments about the game being too difficult.  I have absolutely no intention of lowering the difficulty of the game to accomodate the restricted movement and aiming of the keyboard.  My apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was transmitted.
- I think I've fixed a bug that would cause people to have enough xp but not level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3 modes to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while ago but I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer chat message.  It was quite long.


Changes from version 1.4b to 1.5b
---------------------------------

- Found and fixed a message leak in the transfer between the client and server.  This was causing them both to ocassionally miss entire messages and therefore caused bugs ranging from the 0,0 spawning bug, all of the way to the reputation bug!


Changes from version 1.3b to 1.4b
---------------------------------

- Chopped out and recoded half of the server.  We'll have to see, but I hope this has solved the reputation bugs
- Fixed the bullet impact sounds.
- I think I've fixed the panning bug.
- The guard no longer growls like a zombie, lol.
- Made a few small changes to make the server more stable.
- A little more client optimization was done, to hopefully improve performance.


Changes from version 1.2b to 1.3b
---------------------------------

- Fixed a bug that wouldn't allow me to send global messages to the players from the server.
- Corrected a bug on the server that allowed the guard to die and for zombies to enter the safe zone.
- Zombies should no longer group between the bridge and safe zone.  A bug was keeping them from spreading properly.
- When you exit the server you will begin next time in the same location.  I want to see if this is more fun than random spawning.
- I've done work on the reputation system.  Hopefully it is fixed now.
- The server/client connection should be a bit more secure now.
- Armor and weapons are less likely to break, by 30%.
- I've turned down the volume of your own footsteps.
- The ranges on the guns have been fixed.
- Reputation and experience should no longer reset if you are killed.
- Bullet impact sounds have been made louder.
- Defensive mode with the axe is better at blocking attacks.  It was 20% and now it is 30% to block.
- Defensive mode with the axe deals less damage now.
- The Safe Zone menu has been rearranged based on suggestions.
- The Pistol is far less likely to break than any other weapon.
- If a weapon breaks, you will automatically switch to the axe now.
- New ammo that's picked up should properly show up in your weapons.
- Bullet impact sounds were playing from the center of the zombie, but now they play from wherever the bullet actually hit.
- The range of the Field kit has been increased by 25%.
- The volume of Menu sounds have been lowered.
- Fixed several server issues that were causing bugs in the game.
- Beacon messages now include the distance.
- Did a little bit of optimization to help the game run faster during multiplayer.


Changes from version 1.1b to 1.2b
---------------------------------

- Dogs movement speed has been increased a little.
- Zombies should no longer be able to get into the safe zone.
- Zombies have some updated sounds.
- Pressing Shift + ? will announce who else is on the server.
- 3 new voices have been added.
- Cycling through screen reader options now uses sound files instead of synth speech.
- The server used to contain 50 zombies at all times, it now holds 150, with the foundation for me to add more if needed.
- Sounds heard through walls have been adjusted to reflect the thickness of the wall.
- Zombie AI is improved to help them find you in complex environments.  They are less likely to get stuck and stand around waiting for you to come back within slashing distance.
- Zombie AI is more likely to give up persuing a target in order to chase down someone else.  In the past a zombie chasing you would almost never stop to chase another person even if that person was making more noise and was closer.
- The multiplayer map has had some changes.  The entire eastern border has been expanded to reveal a lot of new land!
- Sounds for the radar modes and beacons have been changed.
- Window eyes should be fixed finally.
- Guards don't yell out phrases as often because it sometimes became irritating.
- Guards have their own separate phrases so they aren't as easily confused for other players.
- Med kits have been replaced by the Field kit.  The Field kit is used more like the weapons, and has an area of effect to heal nearby friends as well.
- Field kits heal for 20 health on each use.
- Kai has adjusted many of the weapon, zombie, and radar sounds.
- Fixed a few bugs that were causing random game crashing.
- Voices can now be heard by zombies.
- Most of the weapons now have an alternative mode that is accessed by pressing T.
- The axe can be set to defensive mode, which deals less damage but has a 20% chance to block a zombie attack.
- T toggles the silencer for your pistol, assuming you've found a silencer already.
- The Shotgun and Benelli can both be switched to scatter mode.  In scatter mode you do less damage but the spread is more likely to hit zombies.
- T toggles the scope on the hunting rifle, assuming you've found a scope already.
- The MP5 and Assault rifle can be switched in to burst mode.  Ammo is used up 3 times faster, and they make significantly more noise.
- The Chainsaw has been added.  It uses fuel as ammo, has range a little longer than the axe, and deals significantly more damage than most guns.
- The Sniper rifle has been added.  It uses 7.62mm ammo and deals more damage than any other gun.  You must use T to crouch into the Sniper's position before you are able to fire.
- The M60 machine gun has been added.  It holds 100 rounds and uses T to brace the weapon against yourself.  When braced, your movement speed is greatly reduced, but when not braced the gun is less accurate.
- The Vulcan minigun has been added.  It holds 1000 rounds of 7.62mm ammo and uses T to brace the weapon against yourself.  Your speed is drastically slowed while holding the weapon, but you must brace to fire which will not let you move at all.
- Players sending text messages will have a radio chirp mark their location around you.
- You can no longer switch weapons while your current weapon is still in recoil or being reloaded.
- A few sounds have been added to the menu.
- There is a stereo sound test on the main menu.  This tests to see if you have your headphones in the correct ears.
- Tyrant zombies have 33% more health than before.
- Matriarch zombies have more health now.  They have as much as Tyrants used to have.
- The Lamprey zombie type has been added.
- The amount of loot to find on the server has been reduced by 20%.
- There is no only 1 guard out in front of the Safe Zone, but he is better armed to deal with any zombies who try to get in.
- Footsteps used to mute on one side if you were walking along a wall, this has been fixed.
- Ambient sounds have been added around the map, to help add atmosphere but also to help navigate within buildings.
- Abandoned cars have been added to the map in several places.  No, these are not drivable.  I could hear the question forming in your brain!
- The high contrast graphics are a little less stressful on the processor now.  I will be improving this more later.
- Zombies can cross the river but players can't.
- Guns stored in the safe zone should no longer lose the ammo that was loaded in them before logging out.
- While not really developed into anything yet, there is a leveling system now.
- Reputation is the currency used in the game.  At this point in the zombie outbreak, people are more concerned with survival than money.  Even though there is no actual money, your group of survivors is not going to hand over a valuable Assault Rifle to some new guy who just arrived.  By contributing and helping out, you will earn the respect of your fellow survivors and that is spent like money on equipment.
- Killing zombies earns both experience points and a little bit of reputation.
- Weapon ranges have been set.  Here is each weapon along with its maximum range.
    + Axe, 2
    + Chainsaw, 3
    + Field kit, 8 area of effect
    + Shotgun, 35
    + Pistol, 45
    + Benelli, 45
    + Hunting Rifle, 60 (or 90 with scope)
    + MP5, 60
    + Assault Rifle, 60
    + Vulcan Minigun, 60
    + M60, 70
    + Sniper Rifle, 120
- Positional sound has been put back in.  In the very first version, the sound of zombie hits and deaths was positioned around you in 2D space.  For a while that was removed to solve a buffer issue, but now it is back.
- Zombies no longer get stuck south of the Safe zone.
- The lining up of zombies among different clients has been greatly improved.  What will this mean to most people?  Nothing.  :)
- The bug has been fixed that could allow the guards to be killed.
- I believe the bug is fixed that respawned zombies in exactly the same spot, allowing people to rack up many kills easily.
- The server is now set to monitor several new things to catch cheaters.  Up until now I have no reason to believe anyone has been cheating, but if I find that someone is they will be permanently banned from my server, which is used for Castaways, Swamp, and future games planned.  I think the permanent ban is something everyone will want to avoid.  Also if you think changing IPs will get around my bans, I wouldn't bet on that.  :)
- Pressing C still tells you your health, and now Shift + C tells you about reputation, experience, and level.
- A few changes to how some of the stat keys display their messages.
- Being killed will cause you to lose any equipment you were carrying around with you.  This makes things more frightening, and also encourages you to donate items to the Safe Zone.  Reputation, kills, accuracy, and experience are not lost when you die.
- If you are attacked, there is a chance that the zombies will yank the weapon from your hands or break it.  If this happens the weapon is lost and you will need to find another one.  The only weapon that can not be lost is the trusty axe.
- Armor had been added.  There are a few different grades of armor for each category.  Armor helps protect you from damage when zombies attack you, but it is also possible for armor to be broken in the process.  The protection of armor in different categories will combine, but if you own a few pieces in the same category only the best item will count.  For example, if you own a Military helmet and a Football helmet, the Military helmet is the only one that is protecting you.
- When you want to play multiplayer, you will be asked to type in a password as well as a name.  If the name hasn't been used yet, it will create the character and assign it the password you used.  This will prevent others from controlling your character if they happen to try using the exact same character name.  Don't lose your passwords though, since I don't have any way to send them to you if you forget them!
- If you are killed and restart with only an axe, you will start out already inside of the Safe Zone.  This gives you a chance to get a new gun before venturing out in to the town.
- Fixed the bug that allowed people to shoot or axe eachother.
- Main menu has been rearranged a bit.


Changes from version 1.0b to 1.1b
---------------------------------

- Stalkers no longer growl until they are chasing you.  This makes them a bit stealthier.
- Dogs have faster footsteps to simulate the extra feet.
- Fixed a small issue with the safe zone guards.
- The backslash (\) key now does the same thing as the Pause/break key for pausing the background music.
- The pistol silencer has been added.  If you find a silencer, pressing 2 again will attach the silencer to your pistol.  The gun is very quiet but also does a little less damage than the unsilenced pistol.
- Fixed the problem where the current location would show up blank at times.
- Fixed the bug that would get people trapped in the main menu if they pressed escape during a game.
- You now can not attack while in the safe zone.
- Fixed a reverb issue with the guards outside of the Safe zone.
- Pressing Shift + V announces your coordinates on the map, so that others can find you easier.  Coordinate 1,1 is located the very North-West corner of the map.
- I've made a few changes that I hope will stop the game from crashing if you leave it sitting for a long time.
- Voice messages are now available.  Press F followed by another key to speak a phrase to the other players online.
   + Right mouse button asks someone to follow you.
   + Left mouse button is a warning message.
   + The A key is some form of yes.
   + The D key is some form of no.
   + The S key says follow you.
   + The W key is a greeting.
   + The Z key asks them to cover you.
   + The X key says you will cover them. 
   + The C key says to stay here. 
   + The R key says you need ammo.
- The Single player is still basically left unchanged, but I did fix the footsteps.


Changes from version 0.9b to 1.0b
---------------------------------

- Once again tweaked the growl rate back of zombies.
- Page up and Page down now perform the same action as < and > for reviewing online chat messages.
- The B key repeats the direction you must go to reach your selected beacon.
- Fixed a few typos in the map locations.
- The way the server handles loot has been changed.
- Zombie AI has been tweaked in an attempt to solve the bug where you spawn in the middle of a huge group of zombies.
- Zombies are better at navigating so they don't get stuck to walls like they used to.
- Sounds for the guns have been tweaked to make it easier to locate the position of friends who are shooting.
- Benelli repeating shotgun added.
- I have put single player back in, though it has not been expanded upon at all yet.
- Fixed the gun bug that was muting the sounds at random.
- Three new zombie types have been added.  The Stalker, Matriarch, and Reaper.
- The Safe zone has been added to the multiplayer map.  Two guards stand watch outside to keep you safe while you're in there.
- I fixed the typo that would sometimes spawn players into the middle of zombie swarms, or spawn zombies near players.


Changes from version 0.8b to 0.9b
---------------------------------

- Repaired some major errors in multiplayer which were causing crashes.
- Fixed the spawn point problem that sometimes placed people into impossible to escape places.
- Increased how much damage the Assault Rifle and Axe do.


Changes from version 0.7b to 0.8b
---------------------------------

- The item system has been removed for now, and now weapons have been moved up to the number keys.
- To use the beacons, you now hold Shift while pressing the number keys.
- Ammo is stored in each individual weapon, so if you loaded your pistol before switching to a shotgun then it will still be loaded when you switch back to it.
- Loot carrying corpses can be heard from twice as far away now, so it is easier to find them.
- When selecting a beacon, you will be told what direction you need to travel in.
- Using the Shift A and D keys is finally fixed, so that it takes your mouse rotation into consideration.
- Additional sounds have been added to multiplayer, including players being injured or killed.
- The Assault Rifle has been added to the game.
- Picking up a new gun will start it out loaded with 1 full clip.
- If you normally would have found a second gun that you already have, it will be converted into extra ammo instead.
- Pausing the Music should be remembered between games now.
- Zombies are more likely to growl while chasing you.
- The bug has been fixed that made gun shots go quiet at times.
- I've fixed a few bugs that were crashing the game for people.
- I've removed the announcements for when people join or leave the server.


Changes from version 0.6b to 0.7b
---------------------------------

- This update was specifically meant to test multiplayer aspects of the game.
- The old map has been removed and replaced with a large multiplayer map.
- Sounds have pretty much all been replaced by new ones from Kai.
- There are 5 working weapons now.  Axe, Pistol, Hunting Rifle, Shotgun, and MP5.
- Items can be found by listening for the sound of flies on a dead body.  Walk over it to pick up the item.
- Use F and G to scroll through items you've collected, and press Enter to use them.
- When playing multiplayer, shooting your friends currently does nothing.
- Game music can be paused by pressing the pause/break key.
- By default you are now set to run when the game begins.  Changing running speed now requires W + Shift.
- W now serves as a directional navigation helper.
- There are now 4 types of zombies.  Normal, Dog zombies, Tyrants, and Giant zombies.  Each has its own sounds and attributes.


Changes from version 0.5b to 0.6b
---------------------------------

- The map has been updated with more descriptives zones and the markers now mark the actual doorways for the North and South shacks.
- Zombie noises have been fixed so that you will not continue to hear them after they are killed.
- Basic high contrast graphics have been added and can be toggled from the main menu.
- An item system has been added but is still being worked on.
- Toggling steering and aiming has been removed in favor of a new control setup.  The new controls are now very close to mainstream standard for FPS games.  Steering is always enabled and movement only occurs when the appropriate keys are held down.
- The Z key now lists the amount of total ammunition you have for your current weapon.
- Ammunition is now limited.  When you reload your gun it deducts from your total reserve ammo, so you don't actually waste any bullets when changing out clips that were not completly empty.