Less changes than week 1, since I've had engineering assignments to catch up on Changes: Civilian sharp I and fire I upgrades changed to something else since they were far too unbalanced. If you already owned these upgrades, you can do /kit ? Civlian to see what they were changed to Added /kit ? <name>, to see the list and descriptions of upgrades for kits you have already bought Fixed total xp, added system to fix it via a single command if it ever breaks again S top performance massively increased; now loads in under a second Added Max kill streak and Objectives completed stat types. Ion no longer works in nexus area Some odd bug vanishing players permanently. Dunno what caused it, but it's fixed now. Added emerald shop signs to Essix Dam Removed op axe from Essix Dam Removed the buggy village that spawns below Sarum Scorpio multi-hook bug fixed Achievements re-unlocking when joining fixed Scout knockback bug / troll fixed Assassin leap occasionally failing fixed Special thanks to aXed for fixing most players xp after the x100000 booster hacking incident. Most of the kits and abilities purchased using that xp have been removed. To-Do list: Implement and trial 100% random team joining on a single lobby - will only be added permanently if the community likes it. Kit loadout editor Clan chat using @{message}, like talking in global except '@' instead of '!' A better automated kit, stat and xp backup system in case xph decides to hack into the console and run a x100000 booster again Fix a bug where certain names appear unformatted in chat e.g. <jonodonozym> instead of (Red) jonodonozym [A] [Clan] Landmines can explode multiple times and drop themselves as items when triggered Spy's last upgrade becomes permanent when changing kits (abuse of this is bannable btw, using the ability again should fix the issue)