🌟 Multiverse v4b2 🌟 

New Additions/Major Changes
-- New Ghoul: Sepulchre! He is able to throw bouncing rocks that knock him back as his primary, with his altfire being able to switch 
places with a human on hit
-- Most map reworks from Voidant Reaper have returned, as well as few of his original maps, such as Mortem Post and Sarge's Souls
-- Fleshjudge rejoins the roster with a rework, more details below!
-- Gloomwatcher and Gwen have been retired from the roster, as the way they currently function is very hard to balance and doesn't work for
MV. The peril decay was needed, but ultimately made them frustrating to play
-- Draw coop info is back as an option! It has also been added to the Multiverse Options menu for quick access
-- Weapon slots have returned to the structured style (1 = pistol/melee, 2 = shotgun, 3 = automatic etc.)
-- A skin menu has been added! You can now select what skin you want from the Multiverse Options menu and it will select it for you, even 
when playing Random! Your character portrait reflects your currently equipped skin as well

Humanity's Vanguard
Aria
-- No longer heals with fired green notes
-- Speed of healing with music aura heavily decreased (about 2 HP per second)
-- Healing note cost increased (30 -> 65)

Caroline
-- Healing on heart pickup removed
-- Ammo on heart pickup increased
-- Now regens ammo while weapon is idle (can run around to gain ammo, just can't attack)
-- Shotgun pellet amount decreased (reduces the width of the attack to require greater precision)

Lumiona
-- Pillar health decreased (red/blue 500 -> 400, green/yellow 400 -> 300)

Mel
-- Crossbow no longer requires ammo, but will fire rusty bolts that do less damage and reload slower when out of ammo

Revy
-- Movement speed decreased (1.2 -> 1.0)
-- Grenade launcher explosion AOE damage decreased (50 -> 40)
-- Grenade launcher explosion radius decreased (228 -> 200)

Shosanna 
-- Offensive staff cooldown between shots decreased
-- Offensive staff AOE damage increased (20 -> 26)
-- Offensive staff AOE radius increased (164 -> 184)
-- Wallhack ability no longer always active, instead activates when using either Goddess ability and deactivates when the attack finishes

Skarlet
-- Katana swing speed decreased

Stiglitz
-- Kar98k damage is no longer randomized
-- Kar98k unscoped damage increased (20 -> 40)
-- Kar98k scoped damage increased (30 -> 60)

Taradino Cassatt
-- Returning from Dog Mode no longer fully heals you, instead setting your HP to 10
-- Dog movement speed increased (1.3 -> 1.4)

Ghoul Legion
Ampershock
-- Melee swing speed increased
-- Melee damage decreased
-- Rail damage decreased
-- Rail range increased (750 mu -> 1450 mu)
-- Lightning ring now spins and holds its place after a second
-- Lightning ring noclips and deals ripping damage instead
-- Lightning ring range increased
-- Lightning ring damage decreased (no longer scales on distance)
-- Lightning ring cooldown decreased (20 -> 15 sec)
-- Shield now costs ammo and regenerates while idle. Requires at least 40/100 ammo to activate the shield

Bastet
-- Reworked to Loona's kit with some changes. Primary is projectile claws, altfire is red inferno, inventory item is Loona's damage buff 
aura, reload is Loona's heal fragments
-- Movement speed boost on low health decreased per stage of HP

Choke
-- Movement speed increased (1.5 -> 1.6 forward, 1.2 -> 1.4 strafe)
-- Health on melee kill increased (15 -> 25)
-- Now gains bloodball ammo when dealing damage and killing humans with melee
-- Bloodball barrages are no longer random, instead moved to item key costing 60 ammo to use
-- Bloodball barrages show a quicker animation on Choke so Humans can tell the difference
-- Homing bloodball moved to reload key
-- Can now hold on to a regular bloodball by holding M2
-- Vomiting now reduces bloodball ammo by 20, can still vomit without ammo
-- A sound and screen flash will play when at max bloodball ammo

Clowny
-- Manual unstealth delay decreased (72 -> 24 tics)

Creeper
-- No longer transparent/easier to see

Fleshjudge
-- Rework: Primary grants blood on hit with a human to use for your blood powers. Press reload to cycle between these powers. Tentacles 
no longer stun humans but collect blood on hit, exploding into blood pickups when killed that give you more blood. There are six powers 
total detailed below:
-- Blood Bolt: A basic projectile that acts like a mortar, damage and size of the projectile scales with distance
-- Sickle Cell: Fires boomerang style projectiles that rip through humans and return to you after some time
-- Sanguine Curse: On hit with a human, corrupt them for 30 seconds, which turns healing into damage and disables their weapon on-hit 
health effects
-- Coagulate: Heal 25 HP and give yourself 1 tentacle
-- Blood Sense: Reveal the entire Human team to you and your allies for 8 seconds
-- Crimson Renewal: Perform a short charge up to heal the entire Ghoul team, including yourself, 50 HP, which pushes over the max health 
cap

Gauna
-- Movement speed increased (0.4 -> 1.0)
-- Health decreased (300 -> 150)
-- Offensive crystals charge in half the time, but with half duration
-- Water cost decreased (100 -> 80)
-- Reload key function added: When at 10 or more ammo, press reload to empower your next offensive gem shot, throwing 3 of them in a 
spread pattern
-- Gem ammo gain on hit increased (2 -> 3)
-- Incantation dialogue when spawning a gem only plays 1/3 of the time now

Iodsa
-- Heart pickup radius increased
-- Hearts are now full brightness
-- Bone walls and humans explode into bone shrapnel when hit with a nuke, dealing damage to humans as they step on them, lingering for a 
set duration
-- Skulls bounce one extra time (3 -> 4 total bounces)
-- Super skulls are now spread apart to cover more area
-- More super skulls and spiders are thrown when used

Narake
-- Wallhack ability now no longer always active, it only activates when at 30 HP or less

Tenebra
-- No longer generates ammo when firing primary, now only on hit (15 ammo per hit)
-- Health per primary hit increased (4 -> 5)
-- Laser charging sound can now be heard from much further away

Yurei
-- Movement speed increased (1.1 -> 1.9)
-- Invisibility duration decreased (120 -> 70 tics)
-- Premonitions weapon removed, heal ball moved to inventory item (activatable only during heartbeat still)
-- Heal ball cost increased (3 -> 4)
-- New reload key function: Spawns a decoy that stays active for a time. You can attack with either primary or alt to make the decoy do a 
fake attack, press reload to make it idle, or let the timer expire to have the decoy choose randomly. You are invisible while the decoy is 
up and make no breathing noise (only a laugh you/other ghouls can hear), and after the decoy activates, your next heartbeat is silenced. 
You move much faster in this state as well

Quality of Life
-- Timers have been added to various things, such as Dog Mode, Cyberdemon morph, Gaster curse, and Fleshjudge's blood sense and sanguine 
curse
-- Both Gaster and FJ's abilities now show an icon indicating which effect you are suffering from next to the timer
-- Classes that utilize the power switching (Stiglitz, Gauna, Lumiona etc.), power switching speed increased significantly

Map Changes
-- Visual updates to GVH48: Psinertech
-- GVH55: Distant Rig removed from the map rotation
-- Several missing maps were added back into the map rotation

Bug Fixes
-- Ampershock step height fixed (no longer scales walls like a floorhugger)
-- Aria classic HUD no longer obstruct's the player's view with giant notes
-- Ampershock shield sound no longer clips and stops playing when you jump
-- Hunter no longer sees Clowny balloons on the automap when Clowny is stealthed
-- Knight suicide now damages ghouls again
-- Obliterator no longer dies to Stellaris's cross