Some of you have already played the demo on OWS, so here's the scenario's changelog.
Bond
* Old radar glitches related to the Golden Gun are fixed. (New radar glitches have been seen but only while using cheatcodes.)
* Only one Golden Gun should appear, even if it is part of the loadout.
Samedi
* Baron now spawns with partial-armor and has the normal AP limit. This makes the Baron easier to kill with lead.
* Baron now levels eight times before gaining damage buffs.
* Baron now has a buff limit of +2000% at Level 35. This makes all attacks lethal except Klobb to leg against an armored, full-health target.
* Baron has a HUD element to indicate !voodoo power at all times. Color is gold normally, red when exhausted, and powder-blue when maximized.
* Baron gains a new mechanic, Bloodlust. Using his machete (implemented as Knife for the time being), Baron Samedi can draw blood from his victims to perform more voodoo rites. Fully exploited, Baron may have four !voodoo charges at a time, and can recover once when exhausted by successfully attacking with machete. This feature is controlled by lald_bloodlust 1, and may be toggled at any time.
* Baron has a custom radar pip and lols when using voodoo or and under flawless victory states for Baron (Baron was never hit by AuG) and Bond (No Bonds died to Baron).
* Baron motion speed is relative to the number of players. When there are many players, Baron moves more slowly. When players are few, Baron moves faster. This makes Baron more difficult to defeat in a showdown, and easier to escape at the beginning of the round.
* Baron no longer suicides when using Voodoo (we need custom particle effects for this) and cannot cast the spell again for four seconds. (No spamming.)
General
* Radar remains active at all times when enabled.
* Conclusion type is now displayed prominently.
* Costume control should properly ensure that only the correct player appears as Samedi. In case of failure, costumes are verified on player spawn, so glitches should be self-correcting.