0.10.x

0.10.5
======

Fixes
-----

* Swarming Sirrah no longer spawn in Folded Space.
* Swarming Sirrah no longer spawn, like, ALL THE TIME.
* Fixed a bug in the enemy-spawning logic which confused X and Y coordinates
  in some parts of its math. This fixes some instances where Swarming Sirrah
  and Beehives would spawn in the middle of your view.
* The Courier Pod now correctly grants additional carrying space ONLY when
  that bonus is selected.
* There is some code for enforcing max planet dimensions, but Crystal planets
  were accidentally overriding those. This has been fixed.

Planets
-------

* When it's snowing on Ice worlds, there's now a layer of snow on the ground.

Accessories
-----------

* Tweaked Emergency Backup Systems, to hopefully make them a little more
  interesting.
* Stasis Field Generator now has Weakened, Static, and Entropic effects.

UI
--

* Loading a save game is now done asynchronously. The game no longer "stops
  responding" while loading a very large savegame, and you can cancel the
  loading process.

Misc
----

* Made a change which may significantly reduce the filesize of savegames,
  especially in endless mode!

0.10.4
======

Fixes
-----

* Game should no longer lag in fullscreen mode on certain devices. Let me know
  if you continue to experience problems, however!
* Fixed a bug which would sometimes cause Weapon Boosters to have
  ridiculously-huge modifiers.
* Minor fix to one of the color randomizer methods, which prevented the full
  range of possible colors from being expressed. This bug affected things
  like forcefield & Dashing Deneb colors, although the bug is so minor that
  probably no one will notice this fix :P
* When changing the mode of a Courier Pod, your new maximum cargo space is now
  immediately reflected in the UI.
* Also: can no longer change mode of a Courier Pod if doing so would make you
  overburdened.
* Fixed a bug which would cause enemies to sometimes spawn super-close to you
  in split-screen co-op. 

UI
--

* Can now play with up to 8 players simultaneously! 4 ships, each with an
  orbital! (In theory, I can actually detect up to 16 controllers now! No idea
  what I'd do with so many, but it is interesting to think about...)
* If a controller is removed, loses power, etc, during gameplay, you will now
  be taken to the "assign controllers" screen. This has not been implemented
  for ALL game states, bcause adding it to some states is unfortunately
  complicated, but I did get it added to most of the major game states. I'll
  try to improve this feature in a future update.
* A wider range of controllers are now supported (previously, only XBox
  360-compatible controllers were supported). For example, I plugged in an
  N64-style USB controller, and that worked. I wouldn't RECOMMEND that
  controller for Mysterious Space, but technically it works! :P
* When playing with multiple players in fullscreen, the game uses new logic to
  try and find the best fit for all of the players' viewports, using the
  largest scaling possible. If the individual viewports do not fully fill the
  screen, padding will be placed between them. If the game is fullscreen, but
  the viewports cannot fit, then the game becomes windowed. This logic should
  help ensure that the game scales well to different screen resolutions and
  orientations. (It's also worth noting that the game plays using a "fake" 2x
  scale, which prevents all of the true scaling possibilies we might like. I
  MAY fix this in a later update, but it would be a large undertaking...)
* In keybinding settings, directional keys can now be configured. Keybindings
  saved in previous versions of the game will be lost & reset.
* The mouse is now usable in some areas of the game (such as the title menu).
  It still doesn't work in several places, however, and it's impossible to
  play the game using the mouse... FOR NOW! *gasp*
* When changing the mode of an equipment, a success sound is played if the
  switch was successful; an error sound is played if it failed.
* When previwing a planet on the sector map, planets with civilzations on them
  now show an image of a city skyline.

Planets
-------

* There is a new type of planet: Crystal planets!
* There are a few new decorative elements which can appear on planets.

Weapons
-------

* Spiral guns are now less common, and always have faster firing speeds. (Slow
  spiral guns are boring and dumb.)

Outposts
--------

* Outposts might now sometimes ask for Advanced Technology.
* Added three new outpost graphics. (DOOBLE TIMES THE GRAEFIX!)

Misc
----

* Updated to the latest version of MonoGame; switched to OpenGL build (from
  DirectX). This allows Mysterious Space to support a wider range of gamepads,
  and is a step closer to a cross-platform release (although that's not
  something I'm looking heavily into at this time).
* Dropped support for 32-bit Windows
* Updated to .NET Framework 4.7
* Updated to the latest version of CrashReporter.NET
* Now using Steamworks.NET to handle Steam integration
* Music files have been switched to Ogg format, reducing the size of the game
  DRAMATICALLY.

Internationalization
--------------------

* Increased the number of strings which CAN be translated.
* Improved French translation a little.

Unit Tests
----------

* Removed the, like, 3 unit tests I had, and the associated code for running
  them. They were woefully out of date, and I'm not really interested in
  maintaining them. (Sorry: I'm secretly a bad programmer :P)

0.10.3
======

Fixes
-----

* Effects that trigger when picking up items not dropped by other players are
  no longer triggered when picking up items dropped by other players >_>
* You can no longer enter a planet RIGHT ON TOP of a miniboss. A minimum
  distance is now enforced.
* Copyright date in executable metadata now includes the year 2017.

Planets
-------

* A few Ocean worlds may now be very deep, but less wide.

Folded Space
------------

* Folded Space was STILL ending up with way too many crates in Endless mode.
  I've simplified the math to something which is way more straight-forward,
  and which should not yield bajillions of crates :P

Enemies
-------

* New enemy: Wezen Web-Walker, and Wezen Web-Walker 2.
* Dashing Deneb now drop less loot.

Armors
------

* Basic Armor's blessing has changed from protecting against Weakning once, to
  simply protecting against Weakening. PERIOD.

Shields
-------

* Changed Malleable Shield's blessing: when you receive collision damage, you
  no longer gain invulnerability; instead, you fire a bolt of chain lightning.

Accessories
-----------

* New accessory: Stasis Field Generator.
* Weapon Booster's bonus now grows more slowly at higher levels, to prevent
  the weapon speed bonus (and potential movement speed penalty) from exceeding
  100%.

Subroutines
-----------

* Two new subroutines: Wezen Web-Walker, and Wezen Web-Walker 2.
* Tunneling Taurus 2 Subroutine now fires twice as many bullets.

Internationalization
--------------------

* Fixed planet type strings (ex: "Forest", "Desert", etc) in non-English
  language files.
* Yo, dawg! We heard you like string replacements, so we put string
  replacements inside your string replacements! Now you can replace strings
  while you replace strings! (Thanks, fedprod, for suggesting this!)

UI
--

* When you back out of a shop menu (buy/sell), your cursor starts on the item
  representing the menu you just backed out of. (I feel like there should have
  been a clearer way to say that... oh well >_>)

0.10.2
======

Fixes
-----

* Firesticks will no longer be placed on forcefields! (That was weird, and
  no one liked it!)
* Warding off a high score table bug before it starts!

Achievements
------------

* new: Slowing Scorpii Special Ending

0.10.1
======

Fixes
-----

* Fixed a weird crash that seems to have been related to enemy bullets
  colliding with crates! No idea how long it's been in there, but it's now
  fixed!
* Ice Worlds were getting crazy-huge in Endless Mode. This has been fixed.
* Phase Shields and Stream Interrupts can no longer have effect durations
  longer than their cooldowns.
* MAY have fixed a bug where the background music stops playing after you blow
  up every on-screen enemy.

Tutorials
---------

* Remade the intro tutorial. It now involves exploring a planet - just like
  you do in the actual game! - and contains a guaranteed ship blueprint.
* As you approach the end of the game, Blaer now tells you more about how to
  win. (If that sounds vague, it's because I'm trying to avoid spoilers :P)

Endless Mode
------------

* Endless Mode must now be unlocked! (Unlock it by meeting any alien
  civilization.)

Planets
-------

* New environmental hazard found on many worlds: Firesticks (a la Mario).
* Added a new color scheme for mining worlds.
* Mining worlds now have more pipes.

Enemies
-------

* Each Tunneling Taurus segment (of both the little ones and the big ones) is
  now a slightly different color. Just to make things a little less monotonous.
* New enemy: Tunneling Taurus II.
* Slightly tweaked the difficulty levels at which some enemies begin to appear.
* Dashing Deneb now occasionally come in larger, but slower, swarms.

Fuel & Coins
------------

* Added particle effects when collecting Fuel, Fuel Shards, and Coins.

Advanced Technologies
---------------------

* You'll no longer be transformed into a Scrapping Syrma, unless you have the
  Scrapping upgrade.

Subroutines
-----------

* New subroutine: Tunneling Taurus II

Weapons
-------

* Basic blasters now have four differet possible blessing effects. (It was
  getting pretty boring seeing "quadrupled damage while weakened" all the
  time.)
* Basic blasters now have a small chance of being "Weird".

Accessories
-----------

* The Engine Booster curse was almost guaranteed to murder you. It's been
  scaled way back. (Curses shouldn't be so bad that using the equipment is
  ALWAYS the wrong choice; there should be many cases where you look at a curse
  and think "well, that kind of sucks, but I can work with that.")

UI
--

* The inventory is now automatically opened when you beat a level and return to
  the sector map, regardless of whether or not you found any new ship parts.
* You can now skip one of the cutscenes by pressing ESC/start, but only after
  you've seen it at least once.
* The highscore table now shows whether or not you discovered the mysterious
  source.
* The highscore table now shows what ship you used, but only for new high score
  entries.

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.