"v1.2"
- rather than scaling up by a steady "15% of current scale" every time you get a kill, scaling is now:
-- ScaleStealPerKill * ( Enemy's scale - default scale ), plus
-- FlatScalePerKill, plus
-- ScaleMultiplierPerKill * Current Scale
- Healing now adds on a bonus depending on the enemy's scale; actually, right now, the 'based on your own scale' healing is disabled, but it's a variable flip if we want to turn it back on. This results in much less healing if you're a titan who is just killing 60% size people, almost giving them a chance at fighting back
- After a certain size (currently 140%) you become a "small giant"; currently, this means that:
--  your outer collision cylinder stops colliding with other actors. This can cause a little oddness when fighting other players, some clipping through static meshes, etc., but it greatly improves your ability to move around when huge
-- your weapons stop colliding with the world (they'll stick make the thwacking noise, but won't bounce off), in order to make it a bit easier to hit minis
- at 2.0 you become a "large giant", which does nothing
- you cannot flinch people who are 3.0 times larger than you
- you cannot parry or be parried by someone who is 3.0 times larger or smaller than you
- weapon damage and momentum (knockback/kick force) scales up with scale, but only by 1/2 the scaling amount. This is vs. the person you're hitting, which ends up making no sense since your health is also scaling. It _should_ be vs. your size relative to normal, not vs. the other person you're hitting (or at least damage should be, momentum can be what it is right now).
- if you land on a player who is less than 1/3 your size, they're crushed instantly
- new message informing you about who you killed and how that'll affect your scale
- FFA welcome message separated for clarity
- new welcome message with the current scaling rules

(Note to self: commit more often)