QWTA v0.21:
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+ Fixed a stupid mistake that happened when converting QWTA from ETQW 1.2 to 1.4 that prevented player radar invisibility from working properly.
+ In response to player feedback, lowered the default respawn timer and modifiers to x2 instead of x3.

QWTA v0.2:
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+ Removed mine icons.
+ Removed mine detonation warning.
+ Removed APT and BDT lockon warning.
+ Reverted neck location damage modifer to ETQW 1.4 default: 1.
+ Raised ETQW 1.4 head location damage modifier: 1.2 -> 2.2
+ Raised ETQW 1.4 head BOX location damage modifier: 2.5 -> 3.5
+ Hopefully, correctly fixed the linux crashing bugs using Mxyzptlk's compile methods.
+ Updated QWTA to ETQW v1.4. (Save for the Shotgun/Nailgun, who's behaviors were largely reverted to ETQW v1.2 + QWTA's general damage changes.)
+ Changed head/neck damage modifiers from QWTA v0.1 reverted: let's try out ETQW v1.4's hit location modifiers.
+ Spectator cycling code upgraded. Attack=next player, Altattack=previous player, Jump=Freefly spectator.
+ g_showplayerarrows prevented from allowing the display of enemy player arrows.
+ Enemy players no longer appear on radar. (Vehicles and deployables, as well as friendlies, do, however.)
+ 3rd eye camera is now an IR Sensor/Radar. (It behaves the same as in BaseETQW, meaning it CAN pick up players still.)
+ Blood spray effects added to all players and corpses.
+ Hit feedback beep/flash removed.
+ Allowed QWTA clients to detect the gametype of QWTA servers in the server browser.
+ Light vehicles' spawn delay changed to 90 sec. (Husky and Icarus left alone.)
+ Heavy vehicles' spawn delay changed to 300 sec. (Including aircraft. MCP left alone.)
+ Warning messages removed from Hammer and Dark Matter Cannon.

QWTA v0.11:
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+ Linux-only crashing fix.

QWTA v0.1:
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+ Locational damage multiplier for neck raised from 1.5 to 2.0.
+ Locational damage multiplier for head raised from 2.5 to 3.0.
+ Small arms weapon damage x3 against player targets. (Except shotguns, which are only x2. And the Lightning Pistol, which is only x2.) 
* For reference: Assault Rifle in BaseETQW can deal 32.5 damage per headshot. QWTA it deals 130.
+ All small arms weapon damage against heavy vehicles set to 0.
+ All small arms weapon damage against deployables reduced to 1/3.
+ All heavy arms weapon damage x3 against player targets. (Except snipers, which is x2.)
+ All heavy arms weapon damage against light vehicles left alone.
+ All heavy arms weapon damage against heavy vehicles left alone.
+ All heavy arms weapon damage against deployables left alone.
* Small arms are defined as: Assault Rifle, Lacerator, Pistols, Blasters, and Shotguns.
* Heavy arms are defined as: GPMG, Hyperblaster, Railgun, Sniper Rifle
+ All grenades damage x2 against player targets, except for EMP grenades and Stroybombs.
+ Defibrillators damage against vehicles and deployables reduced to 0.
+ Stroyent tool damage against non-players reduced to 0. Player-damage raised to 100%(Instakill.).
+ All explosive weapons' x2 doubled against players. (Vehicle weapons and such.)
+ Base defense turrets' damage x3 against players.
+ Violator/Vampire damages x2 against players.
+ Unscoped accuracies for all player weapons(Except Lightning Pistols, Shotguns, Rocket Launchers, Grenades or Tools.) changed via the following formula:
* QWTA Minimum Spread = BaseETQW Maximum Spread
* QWTA Maximum Spread = BaseETQW Maximum Spread + (BaseETQW Maximum Spread - BaseETQW Minimum Spread).
+ All unscoped jumping accuracies are doubled.
+ Strafejumping speed bonuses eliminated. (<3 Id for leaving proper movement code in even when choosing to use buggy jumping code.)
+ Vehicle respawn times increased x3 across the board.