Triumph v2.1 7/29/2004
Additions:
Excellent Bot AI thanks to P!nkP?nther and laggalot. The bots are probably some of the best 
in any mod anywhere. They will use a large number of the mod weapons now, they will also bomb
and tail gun, and they are viciously accurate. Too many changes with the AI to list, just start
a server or visit P!nks' server and check em out.

Changes:
Tacical nuke now has an underwater explosion, Grenade launcher has a little different underwater explosion
Most of the UW explosions will appear closer to the surface. These are totally imapactless changes, but
I just didnt like the seeing regular explosions when the thing was in the water :P.
Players are now protected when mounted in vehicles, I thought having them vulnerable would add
a fun wrinkle to the gameplay but IMO its a failed experiment. The bots are just too accurate and kill you
before you know what happened, the turrets were also very adept at picking you right out of your seat. 
Larger active jam radius for SJP.

Thats it, this update was mainly just to add in P!nkP?nthers' excellent work with the bots. 
-REDmosquito

Triumph V2.0a 7/20/2004 (Final?)
Additions:
none

Changes:
Bunkers limited to 1 per team, and much easier to destroy.
Spike and clamp turrets have been seriously toned down. They were just too powerful.
Forcefields are far easier to destroy.
Team pass walls are easier to destroy.
All armors have a bit more speed horizontally.
Added an explosion to destroyed forcefields, bunkers, and team pass walls.
sensor jammer now jams passively, taken from classic.

This is a small update I just thought these changes were sorely needed, and 
would help to keep the game flowing, and less frustrating.-REDmosquito
  

Triumph mod v2.0 12/11/03

Additions:
Boost Grenade,
Simple hand grenade that boosts the player, no concussive effects.
To be used in propelling warriors across the map faster than can be 
achieved with jets and skiing.

Green Lantern,
Leaves a hovering ultra high powered ball of death when fired.
For Assault armor, big blast radius and should be a good tool
used when taking down the sometimes crippling defense. Any kills obtained
by use of this weapon will be purely accidental, due to its long arm
time and visibility. But being able to deploy the projectile above 
enemy defenses should be an advantage when you need to destroy clusters
of things that may be out of the line of sight for a ground based
explosion. Dont use this when standing still, it will detonate when it
touches your armor:)

Changes:
This update contains a lot of changes to the armors.
I felt the mod needed a bit more speed, the armors were feeling a bit sluggish.
All armors have a hefty increase in horizontal max speed and up max speed,
they also have far better skiing abilities due to the friction being removed
when skiing. The mod is going to feel quite a bit different due to these changes, 
hopefully it will be more fun, and its definately faster.

Due to the change in speed the majority of the projectiles have been sped up, from the cg
bullets to the disc they are all somewhat faster. You probably wont notice this much
it isnt an extreme difference but they have almost all been tweaked.

The light saber is now a better gun, it has been lengthened in range,
and the damage is twice what it was. Its still not gonna replace the widow maker;)
in pure killing power but it will definately not be a weapon to be laughed at any longer.

Main turrets have a slightly higher range in detection, I did this primarily
because of the increase in speed to all the armors.

Grenade launcher now has a faster projectile and should feel like the classic version,
but with a somewhat shorter arm time. Same goes for the heavy grenade launcher.

Head hunter has been fixed, although it worked fine before the code was quite the
hack job and something i wasnt very proud of. Originally the gun just had an insanely high
head multiplier and very little direct damage. That was sorta of cheesy even though it 
worked. It now has a modified onCollision function so that any hit below the head registers
no damage whatsoever. This wont make much difference in play, but it is far more efficient
code.

Solar charge now works underwater instead of it blowing up in your face. LOL

Dumbfire missles no longer deflect off of water, that was stupid I apologize.

Shrikes are gonna be a bit more fun to use. They are a bit tougher, the ammo is now based on
splash damage so it should be a little easier to strafe ground targets.

There are probably a few more subtle changes not worth mentioning.

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Thanks for playing Triumph!

REDmosquito