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CHANGE LOG
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Elitemod 1.0.1 (includes prior beta changes)
11-6-08
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* Compiled with earlier version of linux for compatibility with servers
* Added improved weapons card (gpg44)
* Added gpg44 selection icons
* Added vchat sounds for special ops
* Adjusted mark 3 sten and gpg44 firing rates slightly
* Removed pliers from Special Ops, this was deemed too much of an advantage
* Reduced MARK 3 sten firing rate to adjust for less heat restriction
* Changed tripping line of AP mine to yellow
* Made AP mines disarm-able, and added a charge-time and environment mods
* Updated the weapon stats to not display Garand/K43 when a GPG44 is fired
* Added the GPG44/M to engineer, and special ops class
* Minor mod changes to chopper, mp43 and gpg44
* Included the default uniform pack inside the main client file

FIXES
• Fixed missing 3rd person Banzer shader
• Bug when picking up GPG44 from ground


Elitemod Beta 3 Changes (includes prior beta changes)
10-05-08
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* Added the following cvars:
 g_dmgTMine
 g_dmgChopper
 g_dmgMP43
 g_dmgGPG44
 g_dmgGPG44m
* updated default server.cfg for optional use, if not used the above cvars must be added
* the axis and allied SMG and GP44s have their own cvars for fine tweaking
* added new default axis special ops uniform pack (downloadable separately)
* changed name of boony-trap to "light anti-personnel mine" and made tripping line semi-transparent
* added new weapon, mp43
* added new weapon, GPG44
* modded thompson (now chopper), modded panzerfaust (now banzer)
* Rearranged weapons: gave most weapons to soldier, sten is now soldier's default, removed sten from cvops but gets smg as replacement, engineer gets flame thrower to help defend objectives
* new default spawn weapons: soldier= mark 3 sten, specialops= fg42, and cvops= sniper rifle
* replaced all special ops icons, and class selector icons in limbo menu with larger versions
* added common killing spree sounds to default location listed in etpub's "settings.cfg" file for easy server setup
* removed health regeneration for medics.  its does not exist in elitemod

FIXES
* fixed level 4 light weapons, akimbo pistols not working at all for special ops
* class selection icons not highlighting 

Known Bugs
* The progress bar does not appear when the special ops performs engineering tasks, however the text does display.  

Elitemod Beta 2 Changes (includes beta 1 changes)
09-20-08
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Compatible with 2.55/2.60b under win32/Linux 
•Changed the signals skill to "specops skill" , and use of tripmines, thrown knives, mortar, and airstrikes contribute to this skill
•I separated the specops uniform mod, so server owners can use what ever mod they want, or just use default uniforms
•Real-world (unsuppressed) Sten Mark 3 sound


Planned for Elitemod Final/ Version 1

•Soldier Class: will attempt to add the BAR rifle.  If that don’t work out, a grenade rifle and mark 3 sten will be added to soldier’s selection.  The mark 3 is no longer a suppressed smg, hence the better heat tolerance and louder firing sound.  
•Medic Class: Should medics have only light weapons and same HP?  Forums decide.  
•Will add a selection of separate uniform packs of specialops for server owners to choose.  In WWII there was no one-particular special ops uniform and it depended on the mission
•TRIPMINES:  I am going a slightly different direction with the mines.  I am going to make them smaller, with lower profile tripping line, significantly less damage and must be used at close range.  The goal is to have people use them strategically instead of all over map.  They will be called “light mines” and give skill points to both light weapons and specialops skill.  These will be suitable for defending objectives and map exploits such as the back door on seawall battery map.  At that point I will give the soldier a couple.  

At the conclusion of this beta, the Soldier and Specialops will reign superior in close combat while the “support classes” mainly provide medical, engineering and sniper cover support…as it should be.
  

Elitemod Beta 1 Changes
08-15-08
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Soldier (beefed up a bit)
• Added smoke canisters to assist engineers and others with objectives
• More ammo on the MG-42 and reduced the recoil so if they get caught carrying the MG they have a slightly better chance at killing them at close range
• More grenades
• Can pick up some non-spawn weapons laying in the field (in-progress)

Special Ops (formerly field ops)
• New spawn weapons consist of: default rifle, sniper rifle, and mark 3 sten
• New uniforms, including tool bags
• Can pick up some non-spawn weapons laying in the field (in-progress)
• Tools now include
o Airstrike marker
o Ammo packs
o Satchel charge
o Booby-traps (formerly trip-mines), Qty. (3)
o Medic syringe
o Pliers

Engineer
• Added ammo packs to help supply players, and not put this responsibility completely on special ops

Weapons Changes
• MARK 3 sten fires slightly faster, doesn’t overheat until the end of the clip now, and has a faster reload, and new look
• MG-42 has been modified so that when firing while standing, the screen does not get blurry (although the bullets still fire wild and the aim is difficult)
• Booby-traps (trip-mines) are reintroduced, however the models, texture, damage, radius, spawn amount and tripping mechanism have been modded. A sound has been added when planting these traps but it is buggy at the moment. 

Other Changes
• Increased health by 10%
• A few miscellaneous icons and graphics changes
• True-to-form, the rank is hidden on the special ops class
• Minor grenade changes

