Thank you for the constructive feedback. C4 and Nades to cade is being worked on atm. We are rewriting how nails take damage to allow this to be efficiently added to the game mode. Chipper is a starter weapon with lots of ammo but if in general it needs a small buff then so be it. Toxic zombie (270HP) has more health than a normal zombie (240HP) but with less damage and lower speed. So it more for breaking down cades. The attack hit sound issue with Behemoth has been found and solved. It was an accident by my part while I was debugging something a while ago. The hit sounds for Toxic zombie is a thing but its a quiet sound. So its a big hard to here under gun fire. I expect it will be replaced in time. Etherials do need one, but tbh its had to find something which isn't already used or was used. We need something unique and new. The blow torch issue is being looked at, proberly something minor I have missed. The GM itself is going well. We just had to find what the issues and bugs where. Then what direction we should take it. This has been discussed thoroughly and we are going towards it now. But due to my College course and at present Christmas and Ywa being busy its being delayed a little. But here are the official targets for the GM at present so everyone is on the same page. -Balance between Cading and Running, so either one can be done without the other being too OP. -More simple dynamic gameplay, so more Z classes and special tools for humans to utilise. 'Still in development.' -Final Boss spawning at four minutes left depending on the amount of humans alive. (Three special bosses which have different strengths for the infliction catagory they are being placed in, one of three will be selected.) *Cue to music!*