0.10.0 ====== Fixes ------ * When you improve the strength of all your armors, any Weakened armors will only have their current health improved if their maximum was actually increased. (Prevents armors from temporarily being over-max, which produced a weird visual effect.) * The "Menaces with Spikes" upgrade was not working! This has been fixed. * The "prevents new enemies from spawning for 10 seconds" effect was not preventing the whale boss from spawning enemies when he was attacked. This effect has been rewritten to fix this, and other potential future enemy-spawning effects. * The number of crates found in Folded Space in Endless mode was increasing to ridiculous levels. This has been fixed. * In rare occasions, the edge of a mining shaft building would behave as if it were spiky (damaging you on contact), even though it did not appear to be spiky. This has been fixed. * The description for the Risky Ras Algethi ship failed to describe how its starting weapon is different from that of other ships. This has been fixed. (Spoiler: it deals twice as much damage, but has half the fire rate. (I don't remember when I made this change to this ship, but it was a long time ago!)) * When you polymorph into a ship which requires more fuel than the ship you were before, you now gain an equivalent amount of fuel. This will prevent anyone from getting stuck in a system after polymorphing! (Thanks to clenfle for reporting this one!) * Fixed a bug where buying an item in a shop while equipped with a blessed Courier Pod would cause the game to crash! (The game was trying to zap nearby things on the level with lightning, but there is no level when you're in a shop, so it got confused and died...) Thanks to norner for reporting this! Player Ships ------------ * A new ship has been added to the game: Scrapping Syrma * Alien Alwaid now has an additional ability: all planets it encounters contain an additional alien obelisk. (Whether this is a good or bad thing, I have no idea.) Ship Upgrades ------------- * Menaces with Spikes now gives +1 collision damage, instead of +50% (there was nothing in the game that would boost your base damage above 3, anyway), and it now mentions that normal collision damage is 2. * New upgrade: Scrapping II Subroutines ----------- * The Tunneling Taurus subroutine now mentions that normal collision damage is 2. * Aiming Altair subroutine now gives -15% movement speed, but only while firing weapons. * Cloaking Cor Caroli subroutine now reveals all pickups on the minimap, but prevents you from ever becoming invulnerable. Weapons ------- * RNG blasters now have their own graphic (though it's not a very GOOD one >_>) * Cursed bomber weapons no longer deal 3 damage per bullet fired. This was left over from the old (by now: VERY old) damage system. They now deal 1 damage per round of bullets, instead. Shields ------- * Angry Shields now have two modes; the new mode adds to collision damage. Armors ------ * Angry Armors now have two modes; the new mode adds to collision damage. Accessories ----------- * Courier Pods now have two modes; the new mode hastes the player when they collect Fuel or Fuel Shards. Enemies ------- * Bees can no longer survive in outer space (just like real life). Credits ------- * Added more entries to the credits, including the handles of people who have reported bugs, and the names of sites that have featured Mysterious Space in some way: Roguelike Radio, 7DRL, Indie Gala, and Groupees. * The health of the credit entries is now related to their length. * Changed the timing of some of the credits. UI -- * Added instructions to the bottoms of more title screen sub-menus. For example: did you know that you can delete a save game by pressing "Y"? It's been true for a long time, but there was never anything that told you it was possible... UNTIL NOW. * When a player ship becomes invulnerable, it now gains a circular indicator which shows how long the invulnerability will last. Internationalization -------------------- * Moved more text out of the code and into XML, so it can be translated.