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-changelog V6:
I kinda lost track of alot of the changes I made here, so here's what I can remember:

--general:
--'lot' more giants overall in the mission, alot of other bots have been made into minigiants
--'Crowd Buster' has a fixed name,
-heater heavies have less burn damage (50% VS 150% from before) but slighty increased burn turn (75% VS 50%). Damage penality reduced to 75% from 85%.
--'cleaved' the cleaver scouts from the mission
-added sniper missions!
--buster demos move faster and charge more often (with less charge time)
--the basic scouts are smaller and have less HP, but move alot faster
--short stop scouts now use crit-a-cola and have a bit more health to make up for mark for death
--Vac medics have a MUCH stronger passive and active buff now, and have been buffed into minigiants (quite weak ones but they can take more of a hit now)
--Quickfix medics heal 3X faster but can no longer uber at all
--Loch demos have more HP and some resists (25% bullet, 50% blast. He's wearing a frag proof fragger and body armor and is obviously based off a PD bulldozer, so I feel it's fitting)
--Shield medics deploy their shield for longer (they still have super short ubers thou)
--the chip scouts have been changed into overdose medics so they can spam needles and pose more a threat.
--All chip bots are now limited support

--wave 1-Giant soldier has 2 Quickfix medics with him
--wave 2-miniboss is now a don heavy and has a giant medic with him, tomislav heavies have quickfix medics, there's now a tank
--wave 3-miniboss has 2 giant medics and should have alot more push power as the last enemy (spawns later by 10 seconds). Fixed icons. Added giant heavy shotguns
--wave 4-wave starts off with deflector pyros and small barrage soldiers, pistol scouts can crit again but have hard skill (VS expert), support pistols have expert AI now, added engie bots to the wave to replace about half the snipers,Tanks HP buffed to 35000 (from 25000)
--wave 5-new subwave that has 2 giant shotgun soldiers with giant medics to start instead of later, added smallbot deflector heavies with buffed damage, added giant heavy shotguns, lowered vacmedic squads and made them spawn faster, added small barrage soldiers as support, removed some other supports, removed demodozers from the 2nd subwave, added boss
--wave 6-completely resigned the entire wave (alot of crit medics and stronger combos), the 2 supporting bosses have a few extra additions to their force to give them more punch; this is the final wave after all. Removed random support crit medics. Added ambushing Blackbox soldiers and sticky demos. Wave ends with 3 sets of Giant backup soldiers with giant krits and heal medics. Nugdged a lose "brick" back into place.

//-changelog V7:

--general:
--fixed medic chip bots missing their hat with unusual effects and lowered their skill to easy
--chief Sheriff uses the heavy_shotgun_burst icon to seperate him from other giant shotties, changed a few other icons to better and more fitting ones
--shield medics are now quickfix medics with very little healing, making them shield only (and inturn, using a different icon)
--reverted babyface scouts to a previous version
--slowed medics movement speed, buffed the Quickfix medics to have strong overheal
--reduced caber demo shield charge and increased shield delay times
--changed pistol engies to rangers with near instant reload

--wave 1-reduced final subwave soldier squads to 15 from 25
--wave 2-pruned a subwave, and made the final sub wave have more robots
--wave 3-toned down support spawn times and skill
--wave 4-made first subwave crit scouts easy skill, replaced the caber-busters on the first subwave of wave 4 with a tri of giant soldiers-my logic being that potatos will just explode them all at the front and this should allow the robots to push before the tank spawns
--wave 5-changed the way scottish demos work and made them only appear on this wave (they're far stronger), and replaced some enemies with them
--wave 6-buffed medic boss, swapped out half the heater heavies with sticky demos, replaced heavy medics with Quickfix ones

-changelog V8:

--general:
--shotgun pyros do a bit more damage
--Normal Sticky Demos do 50% more damage
--thanks to Dexc34 I have managed to get the overdose medics to properly ignore robots and attack players, thx man!

--wave 3-reduced max active sticky demos squads for both wavespawns to 2 (from 4) and set max spawns to 6, increased total shotgun pyros to 12 for both wavespawns. Swapped curcuit engies into the main wave and made the ranger engies support
--wave 6-the final sub wave has crit flare and deflector pyros, I don't remember when I made this change, but I'm listing it here so it's noted. Final subwave is now giant medic and giant backup soldiers however!
-changelog V7:

--general:
--fixed medic chip bots missing their hat with unusual effects and lowered their skill to easy
--Chief Sheriff uses the heavy_shotgun_burst icon to seperate him from other giant shotties, changed a few other icons to better and more fitting ones
--Shield medics are now quickfix medics with very little healing, making them shield only
--reverted babyface scouts to a previous version
--slowed medics, buffed the Quickfix medics to have strong overheal
--reduced caber demo shield charge and increased shield delay times
--changed pistol engies to rangers with near instant reload

--wave 1-reduced final subwave soldier squads to 15 from 25
--wave 2-pruned a subwave, and made the final sub wave have more robots
--wave 3-toned down support spawn times and skill
--wave 4-made first subwave crit scouts easy skill, replaced the busters on the first subwave of wave 4 with a tri of giant soldiers-my logic being that potatos will just explode them all at spawn and this should allow the robots to push before the tank spawns
--wave 5-changed the way scottish demos work and made them only appear on this wave, and replaced some enemies with them
--wave 6-buffed medic boss, swapped out half the heater heavies with sticky demos, replaced heavy medics with Quickfix ones
-changelog V6:
I kinda lost track of alot of the changes I made here, so here's what I can remember:

--general:
--'lot' more giants overall in the mission, alot of other bots have been made into minigiants
--'Crowd Buster' has a fixed name,
-heater heavies have less burn damage (50% VS 150% from before) but slighty increased burn turn (75% VS 50%). Damage penality reduced to 75% from 85%.
--'cleaved' the cleaver scouts from the mission
-added sniper missions!
--buster demos move faster and charge more often (with less charge time)
--the basic scouts are smaller and have less HP, but move alot faster
--short stop scouts now use crit-a-cola and have a bit more health to make up for mark for death
--Vac medics have a MUCH stronger passive and active buff now, and have been buffed into minigiants (quite weak ones but they can take more of a hit now)
--Quickfix medics heal 3X faster but can no longer uber at all
--Loch demos have more HP and some resists (25% bullet, 50% blast. He's wearing a frag proof fragger and body armor and is obviously based off a PD bulldozer, so I feel it's fitting)
--Shield medics deploy their shield for longer (they still have super short ubers thou)
--the chip scouts have been changed into overdose medics so they can spam needles and pose more a threat.
--All chip bots are now limited support

--wave 1-Giant soldier has 2 Quickfix medics with him
--wave 2-miniboss is now a don heavy and has a giant medic with him, tomislav heavies have quickfix medics, there's now a tank
--wave 3-miniboss has 2 giant medics and should have alot more push power as the last enemy (spawns later by 10 seconds). Fixed icons. Added giant heavy shotguns
--wave 4-wave starts off with deflector pyros and small barrage soldiers, pistol scouts can crit again but have hard skill (VS expert), support pistols have expert AI now, added engie bots to the wave to replace about half the snipers
--wave 5-new subwave that has 2 giant shotgun soldiers with giant medics to start instead of later, added smallbot deflector heavies with buffed damage, added giant heavy shotguns, lowered vacmedic squads and made them spawn faster, added small barrage soldiers as support, removed some other supports, Tanks HP buffed to 35000 (from 25000), removed demodozers from the 2nd subwave, added boss
--wave 6-completely resigned the entire wave (alot of crit medics and stronger combos), the 2 supporting bosses have a few extra additions to their force to give them more punch; this is the final wave after all. Removed random support crit medics. Added ambushing Blackbox soldiers and sticky demos. Wave ends with 3 sets of Giant backup soldiers with giant krits and heal medics. Nugdged a lose "brick" back into place.
-changelog V5:

--general:
--fixed using wrong icon for shotgun soldiers
--added a new icon for burn-damage shotguns

--wave 2-Cut down the number robots during the 2nd and 3rd subwaves, giants spawn faster and 2 can be out at once
--wave 3-Cut down a few on the shotguns, toned down supports and buffed the endwave a bit, added fire-based damage to the wave to balance out the damage sources mostly being bullet. Made smg&cleaner snipers limited support so they stop spawning after you kill enough of them (but you'd have to be killing them very often or the wave takes too long for that to happen)
--wave 4-Pocket scouts don't deal crits anymore, but have a much higher skill level, swapped out half the first subwave soldiers with the fire-shotgun pyros
--wave 6-Added a few heater heavies into the mix, reduced stun scouts
-changelog V4.5 hotfix:

--general:
--medics use a more modern Krits icon (leaderboard_class_medic_kritz), shield medics ignore RED players
--AI on basic scouts has been altered to make them more powerful, such as the baby face blasters getting faster when they take damage.

-wave 1-fixed using wrong smg snipers
-changelog V4:

--general:
--fixed robot titles; I'm embarrassed at my typoes
--Nightterror scouts are now called MamasBaby Scouts, they now have the bfb and according icon
--'No Fly Zone' scouts now have 90% reduced damage, to further enforce their role as backdrop support during smaller subwaves (funfact, they used to blast you into the air as well, AND cause bleeding damage, keeping you stun locked, let me tell you: THAT wasn't fun)
--Shield medics now use the uber-shield icon
--'The Don' fires 30% slower than he did before
--Fixed the wave bar being partially chewed and nibbled on waves 4&6

--wave 1-removed sentryguns from the tank (IE normal tank), health buffed to 30K, added cleaner snipers back to the wave
--wave 2-"Come on boys! Send the Mafia!" is now slower
--wave 3-made "call the chief" slower, about average giant speed
--wave 4-removed last 2 giant shotgun soldiers, set giant buff soldiers to 3 and gave them each a quickfix & krits medic and reduced start up delay. All other enemies that appeared with the soldiers are now limited support. The pocket scouts spawn in groups VS single in the first subwave. Added some limited support ones to before when the giants arrive. Soldiers spawn faster 1st subwave
--wave 5-altered vac medics during first sub wave to include fire, jumping cleaver scouts are now called Misfits and are always crit
--wave 6-removed overdose medics, support krits medics respawn faster and can have max of 2 at once. The Support bosses have more HP (10K each) and use WaitBetweenSpawnsAfterDeath instead of WaitBetweenSpawns. Restructured most of the wave by removing most of the scouts and adding krit medics to groups
--wave 4 through 6-Chip bots drop 3 chips
-changelog V3.5:
--added krits icon for krits medics
--wave 1-overdose medic as support on wave 1 replaces half the support scouts
--wave 2-Removed Knuckle Subwave and added tomislav and knuckle heavies+Quick-fix medics to start, removed Quickfix medics off later subwave tomislaves. Replaced overdose medics with knuckle heavies
--wave 4-reduced MaxActive on the support krits medics and increased spawn times
--wave 5-reduced spawn times and robot numbers, especial max-actives
--wave 6-greatly cut down robot counts, added more overdose medic supports, halved boss respawn times and medic counts
--updated medics: quickfix uses normal icon
--Almost forgot: wave 1 tank has 15K HP again, but remains slower than before
-changelog V3:
--money reduced to 500 (from 1000)
--now uses ironmann bomb mode for all waves; should help balance the mission some
--some robots have more cosmetic variety
--vac medics are now resistant in 50% passive and 80% deplayed (VS 100% on both)
--wave 1-tank has less hp and lowered speed a bit, nuked smg snipers completely from the wave, cleavers spawn properly, supports spawn faster
--wave 2-Thanos'd a good count of the bots, sped up spawning, and increased payouts, added krits medics to groups
--wave 3-Buster demos with shield medics come out at the start
--wave 4-Pocket scouts always crit
--wave 5-Sniper Box Soldiers don't count towards the next subwave, should make the wave faster and more intense. Replaced Scout supports with soldiers
--wave 4-6-reduced some bots, sped up most, added more krits medics
Changelog:
Renamed mission with adv_ prefix to not break demos.

Fixed IDG_TFBot_CasinoSniperSMGCop and lowered firerate to 0.75 (from 0.50)
Removed IDG_TFBot_CasinoDemomanBuster ItemAttributes as this bot is always crit anyways
Fixed IDG_TFBot_DemomanScottish and added hat to IDG_TFBot_SoldierBBoxLongRange
Greatly lowered payouts on all bots.
--fixed a EoF bug I made in the last version
--added Basher icon for Boston Basher Scouts