BACKGROUND
In 2007, a friend and I began to make an online first person shooter for not much more reason than we wanted to. Being a GameMaker game, it was released on YoYoGames and continued to be maintained and updated until late 2009. Then in 2016, years after I lost contact with my friend, I stumbled across the source code for the first person shooter and remembered how much fun it was back when I was in high school.
At first, I ran into the problem that my Windows 8.1 machine could not run the game without crashing, and worked towards fixing the crash. Once I resolved the crashing issue, I noticed other problems with the game and aimed to fix them. The game was, of course, designed to connect to an online server that no longer existed so I worked to make it fully playable without an internet connection. This led me to notice the AI was less intelligent than I knew I could make it, so I completely revamped the AI. Then, since I improved the AI, I wanted to be able to fit 64 bots in a match, which was the original plan back in 2007 that I could not figure out how to do, and began to optimize the game so it would be able to support that many bots. With so many bots doing so many things, I realized the game's core design had major flaws so I re-balanced the entire game from scratch - adding roughly 40 new weapons in the process. While doing all of this, I naturally fixed dozens of bugs and glitches as well.
What started as a small, personal project to get a nostalgic game working on my computer again ended up being a complete overhaul to every aspect of the game. It has become a game I am very proud of, and believe accurately displays my skills, despite being built off my code from 2007 when I did not have nearly as much programming experience or game design experience as I do today.
FEATURES
SPECIFICATIONS
Language: GML
Engine: Game Maker 7
Developed on: Windows Vista 64-bit (Original), Windows 8.1 64-bit (Remaster)
Known to work on: Windows XP, Windows Vista, Windows 7, and Windows 8.1 (with proper launch settings)
Download size: 6.39 MB
DOWNLOAD
Version 1.51 (Remaster) - Here
CHANGES BETWEEN ORIGINAL VERSION TO REMASTERED VERSION
I normally do not do this, but on top of the features listed, there have been so many changes to the game that I have chosen to list all of them below. All of these changes were the result of me modifying code I had not seen in 7 years and no longer recognized as my own.
Weapon Improvements
- All weapon classes have gained access to a fourth attachment
- Weapons now require 250 kills to master instead of 99
- All weapons have been rebalanced to be sidegrades of each other
- All weapons now deal significantly less damage to infantry; increasing the TTK
- Headshot bonus damage reduced from 3x to 2x
- Grenades available for assault rifle grenade launchers reduced from 5 per life to 1 per life
- Bipod aiming accuracy reduced by 50% and sustained fire slowly increases bloom
- Bolt action rifle hipfire is now affected by 100% of the weapon's spread rather than 10%
- Anti-tank rifles now able to penetrate through walls and deal 200% more damage to tanks
- Semiautomatic rifles have had their recoil reduced by 50%
- Non-bipod LMG recoil has been reduced by 20%
- Bolt action rifles and Rockets now have dedicated anti-vehicle options
- Pistols now allow players to move slightly faster than other weapons
- Bullet tracers are now more visible
- Direct rocket damage against vehicles is no longer mitigated by the vehicle's bullet resistance
- Flares now provide a second spawn point at the location where they are fired
- Grenades will now bounce off the ground instead of sticking to it
- AntiTank mines are now less sensitive and the radius of their explosion has been reduced
- Bullets from AntiPersonnel mines now deal 20% less damage
- Teargas grenades disappear far more quickly than before
- Gas from teargas grenades is now slightly darker than smoke from smoke grenades
- Stun grenades incapacitate players for 50% as long as before
- Incendiary grenades now deal 5% as much damage to vehicles as they previously did
- Unique weapons added such as: Slug Shotgun, Grenade Launcher, AntiTank BA, and Autopistol
- The amount of bullets fired by the Officer death animation now depends on how much ammo they hold
- Due to removal of minimap, Recon class rebalanced to identify mines and active ghosts in game world
Map Improvements
- Holiday Circuit and Admins Playground permanently unlocked for everyone
- War Prisoner walls modified to improve AI pathfinding
- Marine School terrain collision rebuilt to improve AI pathfinding
- Abandoned Arena walls modified to improve AI pathfinding
- Northeast building in Industrial Complex modified to improve AI pathfinding
- Bombrunner goals in some maps have been moved to make them easier to attack
- "Bunkers" in maps such as Raging Warhill adjusted to improve AI pathfinding
Game Mode Rebalance
- Base Defenders flags now stay owned by the last team to touch them even if the team leaves
- Base Defenders flags now award a large sum of exp for gaining ownership instead of small exp bonuses over time
- Bombrunners bombs can no longer be defused; reaching the goal is a guaranteed score
- Players will now stay dead for 10 seconds instead of 3 seconds when killed in a Bombrunners match
- Objectives (bombs, vaccines) can no longer be held by corpses
Vehicle Rebalance
- Players can now use friendly vehicles as cover; friendly vehicles do not take damage from teammates
- Vehicles are now piloted in first person view
- Tank's health increased from 600 to 750
- Tank's bullet armor increased; most bullets will now deal 1-2 damage to tanks
- Tanks now take 100% of damage from rockets, up from 3% damage previously.
- Tank explosive armor increased; mitigates 50% of damage instead of 0%
- Tank fire armor increased; mitigates 95% of damage instead of 0%
- Tank's main cannon now fires a visible projectile
- Tank's main cannon reload speed reduced to 60% of its original speed
- Tank's main cannon projectile is now affected by gravity at extreme distances
- Tank's coaxial gun now deals 50% more damage
- Tank's coaxial gun is now half as accurate
- Jet's health increased from 100 to 350
- Jet's primary attack has been changed to armor piercing nose gun
- Jet's nose gun now fires a volley of 6 AP rounds that deal 125 damage each
- Jet's cluster bomb has been changed to HE homing missiles
- Jet's HE homing missiles automatically target up to 5 ground enemies
- Jet's bomb cam has been removed
- Jets can now land without taking damage as long as they are parallel to the ground
- Jets now take collision damage based on their speed rather than instantly blowing up
- Jets now roll depending on which direction they are travelling
- Jets now respawn at their starting location after being destroyed to avoid getting stuck
Added League Mode
- New characters must choose to belong to the red, yellow, green, or blue team upon creation
- Selected team becomes the character's permanent team when playing League matches
- In League Mode, each team starts a season with 100 points
- Teams attack each other in a variety of game modes. The winners steal points from the losing team.
- Teams that reach 0 points at any point during the season will be eliminated for the rest of the season.
- The first team to reach 400 points wins the season. The next season will begin shortly.
- Teams are ranked based on their placement in the current season (1st, 2nd, 3rd, and 4th)
- Teams also ranked based on total season wins (Gold, Silver, Bronze)
- Modes available for League: Team Elimination, Base Defenders, Bombrunners, Vaccination
- Each League match is either: 6v6, 12v12, 18v18, 24v24, or 30v30
AI Improvements
- Team Elimination: AI now has 50/50 chance of organized combat (new) or lone wolf-style play (classic)
- Base Defenders: AI on each team will now split up into 3 subteams to attack and defend each flag
- Bombrunners: AI now runs bomb towards their team's goal and defends bomb runner
- Vaccination: AI now retreats towards their spawn after successfully grabbing the vaccine
- Attack & Defend: AI on the attacking team now attacks bunkers when not under pressure
- AI with anti-tank options will switch weapons appropriately for infantry and vehicle targets
- All AI of the Assault class now carry a rocket launcher
- Pilot and Gunner AI will now always enter nearby empty vehicles as long as the vehicle is repaired
- Medic AI will now always drop medkits if they spot a wounded teammate nearby
- Engineer AI will now always move to repair vehicles if they spot a destroyed vehicle nearby
- Ghost AI will now enter and leave its invisible state appropriately
- All AI can spot and attack ghosts if the ghost is firing or moving erratically, but will not see "silent" ghosts
- AI that is interacting with a game mode's objective will now focus on objective and ignore threats
- AI will attempt to find a new target if their current target runs behind cover
- Alternatively, AI may attempt to flank their old target to continue the attack
- When in combat, AI may now decide to strafe to evade attacks
- When shooting a target, AI now aim for the head
- AI in tanks now attempt to move around any obstacles they encounter
- AI in jets are now less likely to "glue" themselves to a location and become easy targets
- AI can now aim up or down appropriately depending on the location of their target
- When multiple targets are available, AI now chooses the best target for their weapon's range
- AI will now attempt to find a new target when their current target is killed
- AI now attempts to lead shots, especially when their target is not engaged in combat
- AI is now less likely to get stuck on low walls or break when walking on top of a wall
New Features
- Windows 8+ compatibility mode added. Prevents audio from playing to avoid crashing.
- New map, "Proving Grounds", created! It works with all game modes
- Veteran class removed completely
- Berserker class added. Offers high health, health regeneration, and improved speed, but cannot equip guns
- Ghost class added. Can turn invisible at will. However, while invisible, health is reduced to 5%
- Variety of Equipment Layout presets added based on new weapon balance
- Death cam now tracks and follows the player that killed you
- The player stats page now includes a skill rating based on your stats. Are you good enough for Rank S+++?
- Spawning from an active flare will place you in the sky
- "Tier" system added. After rank 99, your level resets and you gain 1 tier. Tiers do not re-lock weapons or loadouts.
- Weapons that have been fully mastered will now display a tiered icon in the lower right corner of their icon
- A preview of the current map is now displayed when selecting your class
- A variety of events are now available on local servers and they update every week!
Quality of Life / Bug fixes
- HUD remade to emphasize team score
- Personal health bar now displays vehicle health when piloting a vehicle; unique vehicle health bar removed
- HUD now warns user when their vehicle is reloading
- HUD now tells user how much ammunition is available in their other weapon
- When leaving aiming mode with a weapon, the camera now slowly zooms out rather than snap out
- Hitmarkers added. A short pulse indicates a normal hit; a long, solid mark indicates a headshot
- The four default classes have been improved to offer new players a variety of roles from the start
- You will now be notified when you unlock a new camouflage for your weapon
- Variety of optimizations, especially in regards to the Artificial Intelligence
- Field of View slider added to options
- Mouse Sensitivity slider added to options
- Player character's shoulders now render in first person mode
- Bullets now only create holes in walls if they can penetrate through the wall
- Pseudo-bloom glow effect added to certain bright objects like tracers and explosions
- Bullets and rockets are now colored to match the color of the team that fired them
- There can now be up to 64 players in every game mode; up from 16 - 32 depending on game mode
- Friendly explosions, fires, and stuns no longer damage teammates when friendly fire is disabled
- Fixed bug where pressing the Special Ability key always kicked bots out of their vehicles
- Teams will no longer continue scoring once the match ends
- Marksman kills will continue past 250 for record-keeping, but give no further reward
- Medics are no longer able to revive players, but the higher TTK offers more opportunities to heal players
- Exp for kills is now awarded the moment an enemy dies, as opposed to when/if the enemy respawns
- The explosion from destroying a vehicle will now inherit the properties of the last person to attack vehicle
- Splash damage from explosions no longer pushes you away from the explosion
- Bots are now given proper names as opposed to gibberish
- Players can no longer be killed while piloting an armored vehicle that is not destroyed by the same attack
- Kills made by shooting enemy equipment now awards the correct player with the kill
- Crosshairs now reflect the weapon's current spread rather than the weapon's potential max spread
- Crosshairs now adjust in size depending on how zoomed in the weapon is
- Speculative fix for statistics not properly recording kills made with vehicles
- All fall damage has been completely removed
- Players are no longer able to go prone
- Item Shop now unlocks one new gun every time player ascends to a new Tier
- Item Shop now allows players to preview all guns, including ones not available at their level
- Each individual pistol now has a different amount of recoil when fired
- Rank-dependent clothing now no longer provides additional health/armor; it is just a status symbol
- Player's health/armor now depends on their primary weapon; short range guns offer more health than long range
- Knife attack hitboxes are now invisible; the attack animation and effectiveness, however, is unchanged
- Changed debriefing ribbons so it is possible, though unlikely, to achieve all ribbons in a single match
- Fix for statistics milestones not awarding exp correctly
- Statistic milestones increased to 10 sets from 5 sets
- To avoid confusion about security, local player accounts can no longer set a password
- You can now have fun!
In 2007, a friend and I began to make an online first person shooter for not much more reason than we wanted to. Being a GameMaker game, it was released on YoYoGames and continued to be maintained and updated until late 2009. Then in 2016, years after I lost contact with my friend, I stumbled across the source code for the first person shooter and remembered how much fun it was back when I was in high school.
At first, I ran into the problem that my Windows 8.1 machine could not run the game without crashing, and worked towards fixing the crash. Once I resolved the crashing issue, I noticed other problems with the game and aimed to fix them. The game was, of course, designed to connect to an online server that no longer existed so I worked to make it fully playable without an internet connection. This led me to notice the AI was less intelligent than I knew I could make it, so I completely revamped the AI. Then, since I improved the AI, I wanted to be able to fit 64 bots in a match, which was the original plan back in 2007 that I could not figure out how to do, and began to optimize the game so it would be able to support that many bots. With so many bots doing so many things, I realized the game's core design had major flaws so I re-balanced the entire game from scratch - adding roughly 40 new weapons in the process. While doing all of this, I naturally fixed dozens of bugs and glitches as well.
What started as a small, personal project to get a nostalgic game working on my computer again ended up being a complete overhaul to every aspect of the game. It has become a game I am very proud of, and believe accurately displays my skills, despite being built off my code from 2007 when I did not have nearly as much programming experience or game design experience as I do today.
FEATURES
- Supports up to 64 AI bots in a single match with smooth frame rates on modern computers
- Over a dozen unique maps and 10 completely different game modes are available; the AI can play on every combination of map and mode
- AI bots will target enemies which are appropriate for their weapon (bots with rockets will prioritize vehicles, bots with shotguns will prioritize their nearest targets, bots with sniper rifles will prioritize distant high value targets, etc.)
- AI bots will perform a variety of roles depending on their equipment, including but not limited to: controlling vehicles, healing teammates, repairing vehicles, flanking the enemy team, infiltrating the enemy team, guarding areas, and choosing spawn locations for their team.
- The game records a variety of statistics after every match and uses them to evaluate the players' skill level over time
- The game offers over 40 unique and balanced infantry weapons (which can be leveled up to unlock cosmetic features), 10 consumable items (which can be used to change the flow of battle), and 4 vehicle-exclusive weapons
- Includes an optional play mode where players fight a variety of smaller, automatically generated matches and the outcome of each battle eventually determines the winner of a 4 team war
SPECIFICATIONS
Language: GML
Engine: Game Maker 7
Developed on: Windows Vista 64-bit (Original), Windows 8.1 64-bit (Remaster)
Known to work on: Windows XP, Windows Vista, Windows 7, and Windows 8.1 (with proper launch settings)
Download size: 6.39 MB
DOWNLOAD
Version 1.51 (Remaster) - Here
CHANGES BETWEEN ORIGINAL VERSION TO REMASTERED VERSION
I normally do not do this, but on top of the features listed, there have been so many changes to the game that I have chosen to list all of them below. All of these changes were the result of me modifying code I had not seen in 7 years and no longer recognized as my own.
Weapon Improvements
- All weapon classes have gained access to a fourth attachment
- Weapons now require 250 kills to master instead of 99
- All weapons have been rebalanced to be sidegrades of each other
- All weapons now deal significantly less damage to infantry; increasing the TTK
- Headshot bonus damage reduced from 3x to 2x
- Grenades available for assault rifle grenade launchers reduced from 5 per life to 1 per life
- Bipod aiming accuracy reduced by 50% and sustained fire slowly increases bloom
- Bolt action rifle hipfire is now affected by 100% of the weapon's spread rather than 10%
- Anti-tank rifles now able to penetrate through walls and deal 200% more damage to tanks
- Semiautomatic rifles have had their recoil reduced by 50%
- Non-bipod LMG recoil has been reduced by 20%
- Bolt action rifles and Rockets now have dedicated anti-vehicle options
- Pistols now allow players to move slightly faster than other weapons
- Bullet tracers are now more visible
- Direct rocket damage against vehicles is no longer mitigated by the vehicle's bullet resistance
- Flares now provide a second spawn point at the location where they are fired
- Grenades will now bounce off the ground instead of sticking to it
- AntiTank mines are now less sensitive and the radius of their explosion has been reduced
- Bullets from AntiPersonnel mines now deal 20% less damage
- Teargas grenades disappear far more quickly than before
- Gas from teargas grenades is now slightly darker than smoke from smoke grenades
- Stun grenades incapacitate players for 50% as long as before
- Incendiary grenades now deal 5% as much damage to vehicles as they previously did
- Unique weapons added such as: Slug Shotgun, Grenade Launcher, AntiTank BA, and Autopistol
- The amount of bullets fired by the Officer death animation now depends on how much ammo they hold
- Due to removal of minimap, Recon class rebalanced to identify mines and active ghosts in game world
Map Improvements
- Holiday Circuit and Admins Playground permanently unlocked for everyone
- War Prisoner walls modified to improve AI pathfinding
- Marine School terrain collision rebuilt to improve AI pathfinding
- Abandoned Arena walls modified to improve AI pathfinding
- Northeast building in Industrial Complex modified to improve AI pathfinding
- Bombrunner goals in some maps have been moved to make them easier to attack
- "Bunkers" in maps such as Raging Warhill adjusted to improve AI pathfinding
Game Mode Rebalance
- Base Defenders flags now stay owned by the last team to touch them even if the team leaves
- Base Defenders flags now award a large sum of exp for gaining ownership instead of small exp bonuses over time
- Bombrunners bombs can no longer be defused; reaching the goal is a guaranteed score
- Players will now stay dead for 10 seconds instead of 3 seconds when killed in a Bombrunners match
- Objectives (bombs, vaccines) can no longer be held by corpses
Vehicle Rebalance
- Players can now use friendly vehicles as cover; friendly vehicles do not take damage from teammates
- Vehicles are now piloted in first person view
- Tank's health increased from 600 to 750
- Tank's bullet armor increased; most bullets will now deal 1-2 damage to tanks
- Tanks now take 100% of damage from rockets, up from 3% damage previously.
- Tank explosive armor increased; mitigates 50% of damage instead of 0%
- Tank fire armor increased; mitigates 95% of damage instead of 0%
- Tank's main cannon now fires a visible projectile
- Tank's main cannon reload speed reduced to 60% of its original speed
- Tank's main cannon projectile is now affected by gravity at extreme distances
- Tank's coaxial gun now deals 50% more damage
- Tank's coaxial gun is now half as accurate
- Jet's health increased from 100 to 350
- Jet's primary attack has been changed to armor piercing nose gun
- Jet's nose gun now fires a volley of 6 AP rounds that deal 125 damage each
- Jet's cluster bomb has been changed to HE homing missiles
- Jet's HE homing missiles automatically target up to 5 ground enemies
- Jet's bomb cam has been removed
- Jets can now land without taking damage as long as they are parallel to the ground
- Jets now take collision damage based on their speed rather than instantly blowing up
- Jets now roll depending on which direction they are travelling
- Jets now respawn at their starting location after being destroyed to avoid getting stuck
Added League Mode
- New characters must choose to belong to the red, yellow, green, or blue team upon creation
- Selected team becomes the character's permanent team when playing League matches
- In League Mode, each team starts a season with 100 points
- Teams attack each other in a variety of game modes. The winners steal points from the losing team.
- Teams that reach 0 points at any point during the season will be eliminated for the rest of the season.
- The first team to reach 400 points wins the season. The next season will begin shortly.
- Teams are ranked based on their placement in the current season (1st, 2nd, 3rd, and 4th)
- Teams also ranked based on total season wins (Gold, Silver, Bronze)
- Modes available for League: Team Elimination, Base Defenders, Bombrunners, Vaccination
- Each League match is either: 6v6, 12v12, 18v18, 24v24, or 30v30
AI Improvements
- Team Elimination: AI now has 50/50 chance of organized combat (new) or lone wolf-style play (classic)
- Base Defenders: AI on each team will now split up into 3 subteams to attack and defend each flag
- Bombrunners: AI now runs bomb towards their team's goal and defends bomb runner
- Vaccination: AI now retreats towards their spawn after successfully grabbing the vaccine
- Attack & Defend: AI on the attacking team now attacks bunkers when not under pressure
- AI with anti-tank options will switch weapons appropriately for infantry and vehicle targets
- All AI of the Assault class now carry a rocket launcher
- Pilot and Gunner AI will now always enter nearby empty vehicles as long as the vehicle is repaired
- Medic AI will now always drop medkits if they spot a wounded teammate nearby
- Engineer AI will now always move to repair vehicles if they spot a destroyed vehicle nearby
- Ghost AI will now enter and leave its invisible state appropriately
- All AI can spot and attack ghosts if the ghost is firing or moving erratically, but will not see "silent" ghosts
- AI that is interacting with a game mode's objective will now focus on objective and ignore threats
- AI will attempt to find a new target if their current target runs behind cover
- Alternatively, AI may attempt to flank their old target to continue the attack
- When in combat, AI may now decide to strafe to evade attacks
- When shooting a target, AI now aim for the head
- AI in tanks now attempt to move around any obstacles they encounter
- AI in jets are now less likely to "glue" themselves to a location and become easy targets
- AI can now aim up or down appropriately depending on the location of their target
- When multiple targets are available, AI now chooses the best target for their weapon's range
- AI will now attempt to find a new target when their current target is killed
- AI now attempts to lead shots, especially when their target is not engaged in combat
- AI is now less likely to get stuck on low walls or break when walking on top of a wall
New Features
- Windows 8+ compatibility mode added. Prevents audio from playing to avoid crashing.
- New map, "Proving Grounds", created! It works with all game modes
- Veteran class removed completely
- Berserker class added. Offers high health, health regeneration, and improved speed, but cannot equip guns
- Ghost class added. Can turn invisible at will. However, while invisible, health is reduced to 5%
- Variety of Equipment Layout presets added based on new weapon balance
- Death cam now tracks and follows the player that killed you
- The player stats page now includes a skill rating based on your stats. Are you good enough for Rank S+++?
- Spawning from an active flare will place you in the sky
- "Tier" system added. After rank 99, your level resets and you gain 1 tier. Tiers do not re-lock weapons or loadouts.
- Weapons that have been fully mastered will now display a tiered icon in the lower right corner of their icon
- A preview of the current map is now displayed when selecting your class
- A variety of events are now available on local servers and they update every week!
Quality of Life / Bug fixes
- HUD remade to emphasize team score
- Personal health bar now displays vehicle health when piloting a vehicle; unique vehicle health bar removed
- HUD now warns user when their vehicle is reloading
- HUD now tells user how much ammunition is available in their other weapon
- When leaving aiming mode with a weapon, the camera now slowly zooms out rather than snap out
- Hitmarkers added. A short pulse indicates a normal hit; a long, solid mark indicates a headshot
- The four default classes have been improved to offer new players a variety of roles from the start
- You will now be notified when you unlock a new camouflage for your weapon
- Variety of optimizations, especially in regards to the Artificial Intelligence
- Field of View slider added to options
- Mouse Sensitivity slider added to options
- Player character's shoulders now render in first person mode
- Bullets now only create holes in walls if they can penetrate through the wall
- Pseudo-bloom glow effect added to certain bright objects like tracers and explosions
- Bullets and rockets are now colored to match the color of the team that fired them
- There can now be up to 64 players in every game mode; up from 16 - 32 depending on game mode
- Friendly explosions, fires, and stuns no longer damage teammates when friendly fire is disabled
- Fixed bug where pressing the Special Ability key always kicked bots out of their vehicles
- Teams will no longer continue scoring once the match ends
- Marksman kills will continue past 250 for record-keeping, but give no further reward
- Medics are no longer able to revive players, but the higher TTK offers more opportunities to heal players
- Exp for kills is now awarded the moment an enemy dies, as opposed to when/if the enemy respawns
- The explosion from destroying a vehicle will now inherit the properties of the last person to attack vehicle
- Splash damage from explosions no longer pushes you away from the explosion
- Bots are now given proper names as opposed to gibberish
- Players can no longer be killed while piloting an armored vehicle that is not destroyed by the same attack
- Kills made by shooting enemy equipment now awards the correct player with the kill
- Crosshairs now reflect the weapon's current spread rather than the weapon's potential max spread
- Crosshairs now adjust in size depending on how zoomed in the weapon is
- Speculative fix for statistics not properly recording kills made with vehicles
- All fall damage has been completely removed
- Players are no longer able to go prone
- Item Shop now unlocks one new gun every time player ascends to a new Tier
- Item Shop now allows players to preview all guns, including ones not available at their level
- Each individual pistol now has a different amount of recoil when fired
- Rank-dependent clothing now no longer provides additional health/armor; it is just a status symbol
- Player's health/armor now depends on their primary weapon; short range guns offer more health than long range
- Knife attack hitboxes are now invisible; the attack animation and effectiveness, however, is unchanged
- Changed debriefing ribbons so it is possible, though unlikely, to achieve all ribbons in a single match
- Fix for statistics milestones not awarding exp correctly
- Statistic milestones increased to 10 sets from 5 sets
- To avoid confusion about security, local player accounts can no longer set a password
- You can now have fun!