Bug Fixes:
-The Manliness Box would stack in Style Guy's inventory.
-The alfire shots on Freerunner's Super Chaingun had different spreads. This has been rectified.
General Changes:
-Added in a more hi-res Console Back image.
-Added in help screens and enabled the "Read This" option on the menu. They somewhat erroneously tell you to check the manual for further info, despite it's lack of existence. They still give a decent overview and are a vast improvement over the whole lotta nothin' that was there before.
-Re-termed the Add-ons as Modules, since that's more accurate and all.
Necrosuit:
-No changes.
Super Chicken:
-No changes. Still waiting on Xuta to finish the Chaos Condenser so I can get Super Chicken in proper, balanced shape. Things like this are why Doomvengers will be considered Beta for a loooong time. 
 Style Guy:
Style Guy:
As a class with INFINITE AMMO, balancing this fella can get iffy. So I've done pleeeenty of playing through a number of map sets with him and I think I've got a pretty good set of changes here. He should have a more solidified play style, and the resource management should be require finesse, but give enough of a reward when Style Attacks are used.
-Style Shades now spawn at Rocket Launcher spawn points.
-Manliness boxes now last 45 seconds, up from 30.
-The Manliness box no longer spawns at Rocket Launcher spawn points.
-Gave the pistol a small chance to generate a Style Point upon hitting a bleeding actor. If I let it do it to non-bleeding actors, you could farm by shooting a decoration, so lolno, although you can technically farm Lost Souls from Pain Elementals. And in case you're wondering, it's because Pistols are cool.
-Raised the pistol's Style Attack cost from 2 to 3, as it was originally.
-Increased the Neutron Disruptor's spread from 2,2 to 5,4, and its Style Attack spread from 5,5 to 7,5 to better facilitate a role as a mobile crowd-control weapon, rather than overlapping so much with the Techlaser.
-Decreased the Triple shotgun's horizontal spread from 12 to 10, and its horizontal Style attack spread from 20 to 18 to make it more of a large monster-hunting gun than a classic videogame spread-weapon.
-The Overkill Cannon now only generates blood sprites on half of its bullets to prevent game slow-down.
Increased the Style Point reward for some enemies. These numbers represent the max Style Point drop from an enemy, since it's usually two parts which each have a chance of dropping.
-HK, from 5 to 6
-Cacodemon, from 4 to 5
-Mancubus, from 5 to 6
-Increased the style point drop chance for Arachnotrons
-Baron, from 10 to 12
Freerunner:
Freerunner has pretty clear delineation between his weapon's roles, so I'm working those into being balanced with each other. The Pistol (and Akimbo Pistols) have a use now for cleaning up without spending Shotgun ammo, and make ideal high-speed snap-shot weapons when a lot of vertical dancing is required.
-Changed Freerunner over to named scripts because Titan was giving me grief. I'll probably do this with the other classes eventually.
-Raised single pistol damage from 5 to 6 to match the Akimbo Pistols' damage.
-Akimbo pistols now give 12 bullets on pickup, for you 100% item people.
-Raised Rocket Launcher direct-hit damage from 18 to 20, matching the original Rocket Launcher, and re-solidifying its place as a high-strength target killer.
-Reduced the Rocket Launcher's flamethrower attack projectile size from 0.4 original sprite scale, to 0.3 so they don't obscure the screen as badly.
-The Cyber Launcher and Super Chaingun now share slot 8. I won't lie, this is so it will fit on the help screen.
-Changed the Super Chaingun's ammo-give from 20 to 30.
-Added one more bullet per shot of the Super Chaingun, raising the count from 7 to 8.
-Super Chaingun alt-fire spread has been lowered from 12,8 to 10,6.
Possesso:
-No changes.
Zharkov:
-The decorative bullet puffs from the Demonsphere'd Uzi no longer create blood sprites, to reduce game slow-down.
Note that the following I CAN SEE FOREVER hilarity only works on the Hardware Renderer with versions of GZDoom from past, what, the 24th? Anyway, just grab the latest svn and it'll work. Works fine with the software renderer in GZDoom in earlier versions, or ZDoom period. I'm working on adding bits and pieces of things to some of the Villains that only Zharkov sees, mostly useless silliness. If I could find a way to make him hear alternate sounds, I TOTALLY WOULD
-Only Zharkov can now see the Zharkov Goes to the Store blood sprites, so the handsplosion makes even less sense to onlookers. ONLY ZHARKOV KNOWS
-Chaingunners and Shotgunners now drop fake clip and shell items which only Zharkov can see. They fade out within a few seconds.
Module: Legions of Noobs 0.7:
-Monster spawners no longer add vertical velocity, so as to reduce instances of popping a monster up onto some decoration and trapping it.
-Monster spawners now wait to spawn their monsters until either they can see you, or they are within 1500 units. What this means in a practical sense is that if a map had so many monsters with Legions of Noobs that it lags, you will now only experience those same levels of lag while actually moving along and causing monsters to spawn, much like when you are generating chunks in Minecraft. This causes fights in singular areas to become much more playable and should hopefully make other maps comfortable with Legions of Noobs.
-Added two alternate deaths for both the Zombieman and Shotgun Guy, so a pile of 200 corpses isn't so monotonous. Further alt-deaths will be added in the future, I just want to see if people care for this feature, or if they feel it takes away from the straight-shooting arcadey dakka experience somehow.
-Zombeiman corpses are now solid (after they're out of your way) and can pile on top of each other. You can splat them to get them out of the way, but Archviles can still resurrect them for an absurd cycle of resurrection/corpse-splatting (unless you properly gib the monster, or give it an Ice death). I don't want to impact the Archvile's effect on the game, so deal with it. Ideally, you should be able to stand on mounds of corpses like a piece of 40k art, or clog hallways with the bodies of your enemies like the cool person you are.
	But not really, because then allied monsters will just sit around stabbing corpses. The code remains, but is on hold until such a legendary time as a flag like NOTARGET that actually does what it sounds like it does instead of the nebulous, purposeless thing it is now.
Bug Fixes:
-No fixes.
Doomvengers Compatibility Patches:
Beyond Reality, version 0.3
-Altered to coincide with Legions of Noobs changes.
-Minor changes to coincide with internal testing changes for Villains of Great Villainy.
UAC Ultra, Version 0.2
-Altered to coincide with Legions of Noobs changes.
Module: Villains of Great Villainy:
-BUG: Only exists on my hard drive, and is incomplete. It's getting really sweet though, not gonna lie. Ideas for all bosses are ready, I just have to finish them, and then continue testing the add-on to death. Incomplete or uncoded monsters have an *.
     Intended Cyberdemon Replacement Roster: CyberSquaredemon (he's a total square, man), Magnasoul*, Dog Pope, Jitterskull, The Jerk, Metal Sonic*, Gardener Cacodemon, The Setetianegateben, 1337man, 1 Secret Boss*
     Intended Spider Mastermind Replacement Roster: CyberMastermind, Flembomination, Spider Derpmolisher, Lost UAC Machine*, Teenage Mutant Ninja Imps, Dr. Gate O. Perdition*, King Bloatous, The Spider Emperor*, Portal to the Spider Dimension*, 1 Secret Boss
     That's 10 Villains for each slot, for a total of 20 of these dudes.
Module: Tools of the Trade:
-BUG: Only exists on my hard drive, and is WOEFULLY incomplete. It's slated for work after Villains anyway, so you'll live.
Module: Realms of Rock:
-BUG: Only exists as an .odt file saying what it will be. Comes after Tools of the Trade.
OTHER: MANUAL (Unreleased)
-The in-progress Manual so far covers the 'story' of how the Doomvengers came to be, some flattering write-ups on featured authors, Necrosuit, Possesso, Style Guy, Zharkov, Legions of Noobs, and the currently coded Villains of Great Villainy bosses.
-BUG: Only partially exists. Progress is going better as I pick up steam on Villains.
KNOWN BUGS WHICH PROBABLY CAN'T BE HELPED:
-Possesso can't use switches and such when taking the form of a large monster. Not really a way around that.
-The thing in the console about defining BloodTrail twice? Can't do anything about that without modifying the source wads.
-With Legions of Noobs, monsters who should be Dormant will, uh... not be Dormant. I'm told there's no way to check for that in ACS, so that sucks.
KNOWN BUGS WHICH I NEED HELP WITH:
-The image used for the top of Necrosuit's Normal HUD seems to be lowered by 1 pixel, despite it being the precise same offsets and dimensions as the original. Indeed, the numbers are even lined up properly.
-One of Possesso's HUDs is not operating.
-Everybody is making a jumping sound. Only Freerunner is supposed to make a jumping sound. Someone figure that out, cuz I'm confuzzled.
-The muzzle flashes for Freerunner's Shotgun are misaligned and I don't know why or how.
-Super Chicken's Normal HUD does not appear, despite being the exact same thing as the fullscreen HUD.
TASKS I NEED HELP WITH:
-Someone to re-write Zharkov's Rockslinger, or tell me how to do it so that it does not use A_SpawnDebris, but works riiight about exactly the same. This will keep it from harming allies.
-A simple script to make Possesso have 3 seconds of invulnerability when unmorphed. Previous attempts have run into a problem: It seems that if invincible while morphing (during this 3 second period), the character does not morph. Instead, Possesso gains the morph actor's weapon, and will die as normal while unmorphed if killed. idk mang
-Someone to just re-do all of the scripts for Possess Me, because they're reverse engineered in the first place, and are mega confusing. I'd like to be able to add things for Compatibility patches and the current state of affairs will not allow that.