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.