=04/09/2011=
- finished Construct Corps
- fixed AI for some custom movesets
- misc bugfixes/tweaks
- added missing CLSN2s to several moves
- fixed a bug with the desperation quote when superjumping with low health

=04/07/2011=
- aaaaaaalmost finished Construct Corps! (there's a weird bug with the 1006 dcvm particle sparks that "stick" to P2 after he's been hit)

=04/06/2011=
- fixed broken command for the custom air specials for orange / blue modes
- fixed Emerald Swordsman sword color for black mode
- fixed broken command for blue mode's air ion storm
- tweaked yellow mode's Golden Dragons hyper (dragon hitdef timings)
- fixed dash lines for black mode
- added taunt (but not lantern charge) for orange and black modes

=04/05/2011=
- tweaked Piercing Strike to have a little fwd momentum
- finished adapting Seth-tweaked Emerald Swordsman special

=04/03/2011=
- fixed: something strange happens if you beat the opponent using selfish grab

=04/01/2011=
- fixed: Smackdown sprites move faster than the gloves (changed trigger for custom hyper from Soldier of Oa to Smackdown, so we sidestep the issue altogether <_<)

=3/31/2011=
- fixed "clone" bug in Nekron Rising
- tweaked Nekron timing, effects, etc

=3/30/2011=
- finished Nekron Rising

=3/29/2011=
- worked on Nekron Rising

=3/24/2011=
- finished Blue Lantern ring-distraction quirk

=3/22/2011=
- added push back on crouch LK (to prevent infinite in corner)
- tweaked push back on all other standing/crouching basic attacks
- fixed: Soldier of Oa sometimes can jump too much off screen
- wontfix: Ion Force hyper can be spammed at least three times (it doesn't hit enemies when they're down, so spamming doesn't really matter that much in this case)
- implement lantern power-cutting bonus [Orange Lantern]

=3/21/2011=
- fixed: plasma sphere in corner needs better alignment with p2 as goes off screen
- wontfix: hal will not jump near p2 when they are knocked back from knockout special if stage near wall

=3/17/2011=
- fixed: air jet rush at the edge of the screen lasts longer than any other time the move is used

=3/16/2011=
- implemented the "ID Theft" aspect of the Orange Lantern winpose

=3/12/2011=
- changed YL Sinister Sabers: LP creates 1, MP creates 2, and only HP creates 3
- fixed: Sinister Sabers has infinite juggle 

=3/11/2011=
- fixed: AI can trigger IL teleport in midair
- fixed: P2 can sense teleport my destination before I appear
- Indigo Hal now taunts/charges his ring with his staff instead of a lantern
- fixed: when in a corner, the IL Enforced Empathy hyper now backs away from the wall, since he sometimes went off the screen before

=3/8/2011=
- finished Blue winpose coding
- revamped Indigo construct palette

=3/7/2011=
- finished sprite work for Blue winpose

=3/6/2011=
- fixed: damage is too high on standing HP and HK
- fixed: [Red Lantern] Flames of Rage scream doesn't last long enough
- fixed: [Blue Lantern] Ion Wave hyper is missing sound effects
- worked on custom winpose for Blue Lantern (finished 2 out of 7 sprites)

2/5
- made Cruel Grip (finally)
- tons of work on custom mode AIs
- tweaked Red Lantern quirk: now for every lost health via the heartbeat, he gains a chunk of ring power

2/3
- polished Golden Dragons qute a bit
- yellow lantern AI

2/2
- finished (?) red lantern AI

1/31
- tons of tweaks to the AI

1/29
- fixed bug lantern explod hang around if you get hit out of the taunt
- added a little flourish to the end of the taunt, which is triggered when you hit full power (or taunt while at full power, i.e. in Training mode)
- fixed bug: galloping sound not removed if hit out of Emerald Knight
- changed the power drain of plasma vomit (now depends on the strength of the attack)
- fixed bug: construct stays a few ticks too long when jet rush ends
- fixed bug: blood constructs hang around if you get hit out of the attack
- added a special version of plasma vomit for the AI to use (goes directly to the anti-air version)
- added sound to the Blue/Green custom mode intro
- added chip damage to Emerald Knight, Charging Ram
- fixed bug: weak ring strike didn't use the right hitspark
- changed the power drain of ring strike (now depends on the strength of the attack)
- massive changes to the Readme

1/27
- changed "go!" sound to "go_away!"
- added damage dampener
- started tweaking AI for custom modes
- added vox & sfx to blue intro

1/26
- added CLSN2s to Smackdown

1/24
- red quirk (slow life drain, heartbeat)
- added yellow win voice (laugh)
- fixed ring spark on air Deadly Embrace
- revamped skull behavior in Deadly Embrace (I like it a lot more now)
- finalized Blue custom hyper   
- replaced Black winpose sprite (looks more evil)
- added collision boxes to Smackdown, and caused the glove construct to dissipate if player is hit while executing it

1/24 
- beta testing begins! (will run through 1/28)

1/22
- black winpose
- fixed all black construct anims
- black passive #1 (full health regen after standing still for 50 ticks)
- fixed alignment of taunt/lantern charge effects
- customized Indigo charge effect to use the staff instead of the lantern

1/20
- orange intro voice
- finished orange winpose
- revamped red / black intros

1/13
- finished replacing all smart-paletted sprites (whew!)
- replaced the old plasma vomit sprite with the new, skinnier one
- fixed alignment of Blue special

1/12
- Added black construct effects for all specials & hypers (and it looks pretty awesome)
- Better sounds for swordsman, black drill special, soldier of oa hyper


