Changes in v0.9.4: (savegame compatible with previous version) [2017-03-06]

  Abilities
    - Chilled and Infested debuffs (from the Chill and Carrion auras) now have particle effects.
    - Innate abilities for mastered forms now only apply for free in imp form if you have the mastered form in question equipped.
    - Nausea debuff now has a particle effect.
    - Respiration now has a visual effect when it triggers.
    - Targets below Grim's health threshold of 30% now flicker red and yellow to indicate the critical bonus is active.
    - Vomit is now animated.
    - Vomit now has a range of 1.

  Bug Fixes
    - Ethereal's bubble will no longer appear on monsters which are not visible.
    - Fixed a bug causing status effect particles to disappear for effects that persist after possession such as poison.
    - Fixed a crash that could occur intermittently on rare system configurations during save.

  Options
    - Added queasy safe mode option, this disables gross animations and sounds like the vomit ability.


Changes in v0.9.3: (savegame compatible with previous version) [2017-02-27]

  Abilities
    - Added 6 new abilities total used by Megataur and Wraith monsters.
    - Burn status effect damage per stack has been reduced from 5% to 2%.
    - Gore bonuses reduced to 30% and 35% for large and huge creatures (down from 40% and 50%).
    - Infection and Body Slam abilities now have icons.
    - Rust and Gravelord abilities now have icons.

  Audio
    - Bladed weapons now have separate hit and critical sounds.
    - Chests now play a sound when opened.
    - Magic missiles now make a sound when they miss.

  Bug Fixes
    - After a helpful bug report by Lynith the poison freeze bug has finally been fixed and after 10 thousand years I'm free.
    - Dead creatures should no longer execute on hit or damage procs.
    - Fixed a bug causing custom game experience multipliers not set to auto to be floored to the nearest integer.
    - Fixed a bug causing mobs to not properly path around altars.
    - Fixed a bug where the custom game menu's seed edit box would get 'stuck' and could not be edited after starting a custom game while it was focused.
    - Fixed a bug which caused attacks to never critical.
    - Fixed a bug which could cause mobs to take turns in between another mob dying and the possession window popping up if the cause of death was an AoE attack.
    - Fixed a bug which could in rare circumstances cause graphical glitches in walls while the player was moving.
    - Fixed a bug which was causing armor stands and weapon racks to be trapped far too often on lower floors.
    - Fixed a bug which was causing bone spear to deal regular melee damage, instead of the halved piercing damage it was supposed to.
    - Fixed issues with stats rounding to the nearest even number at the midpoint between integers. For example, 3.5 was rounding to 4, while 4.5 also rounded to 4. Now 3.5 will still round to 4, but 4.5 would round to 5.
    - Fixed some issues with line of sight being unreliable.
    - Mobs should no longer spawn on closed doors.
    - The player will no longer get benefit from any procs that triggered on dying creatures after possessing them.

  Entities
    - Added missing masteries to appropriate monsters. Ghosts now have plate armor mastery, megataurs now have leather armor mastery, and warlocks have ring and staff masteries.
    - Added new Megataur monster.
    - Added new Wraith monster.
    - Reaper and Rot Worm rebalanced to be less powerful.

  Environment
    - Added the pre-boss fixed layout floor on floor 13. It is currently empty because it is unimplemented, and so effectively the end of the game as it blocks progression beyond that point.
    - All destructible objects now play a sound when destroyed and explode into debris similar to how crates did before.
    - Sometimes treasure piles will now spawn as a pile of yarn balls.
    - Treasure piles and crates now have a consistent appearance when replaying the same seed.

  General
    - Added -timecontrols command line argument, when turned on the comma ',' and period '.' keys can be used to slow down or speed up the game speed.
    - Added two new custom game settings which can disable traps, and possession requiring line of sight.
    - Implemented hitstop, this will slow the game down temporarily to give weight to hits, critical hits, and kills.
    - The game now slows down as your corpse flies through the air when you game over, giving you extra time to ponder where you went wrong.
    - The game now tracks turns taken, and a turn counter is displayed in the stats window.
    - The game now tracks various stats, both for the current game and globally (total and best-in-game). Custom games will not increase global stats. Global stats are kept in the files "stats_total.dat" and "stats_bestgame.dat". Deleting these files (and any files called "stats_total_old.dat" or  "stats_bestgame_old.dat") will reset your global stats.
    - Updated stealth tooltip with more description.
    - You can now possess creatures that die even if you didn't kill them.

  Graphics
    - Added weapon trails and hit sparks to attacks, this should make combat look and feel more satisfying. There are 3 type of trails (stabbing/jabbing, slashing, and overhead) and 2 type of sparks (bladed and blunt).
    - Blink ability is now animated.
    - Camera now centers on target creature when prompting if the player wants to possess.
    - Effects that restore mana now show a blue text particle on screen.
    - Explosion ability is now animated.
    - Health and damage particles no longer overlap each other.
    - Inferno ability is now animated.
    - Mid now vanishes from the imp's tail on death.

  GUI
    - The custom game window now tracks whether global stat tracking will be enabled or disabled for your current settings. When using settings which are the same as the default or quick play settings (with the exception of irremovable cursed items, or seed value) global stat tracking will be enabled for the custom game.

  Items
    - Healing potions now show a healing text particle.
    - Multipurpose Jewelry now says it counts as a ring, an earring, and an amulet for item masteries specifically (thanks to redshojin).

  Mystery
    - Preserved interesting glitch for speedrunners.

  Options
    - Added a 'GUI margin' option, to adjust the GUI to be in a TV's title safe area.
    - Added an option to turn hitstop on and off.


Changes in v0.9.2: (savegame compatible with previous version) [2017-01-02]

  Bug Fixes
    - Double clicking an empty equipment slot will no longer crash the game (thanks to Tactless).
    - Equipment tooltips were sometimes showing unidentified min or max damage modifiers as identified even though they weren't. This no longer happens (thanks to Tactless).
    - Equipment which has both cursed and non-cursed damage modifiers should now correctly apply both (thanks to Tactless).
    - Fixed a bug where potions would have their inventory slot reselected after use.
    - Fixed an incorrect loop point in the floor 5-6 background music (thanks to Tactless).
    - Gore's status effect should no longer have increased intensity upon switching equipment (thanks to Tactless). This did not affect Gore's actual gameplay effects.
    - Mid's rarity tutorial message now mentions unique items as well.
    - The status menu's damage and crit values/tooltips, as well as ability tooltips now no longer factor in unidentified damage bonuses or penalties (thanks to Tactless).

  Command Line
    - Added -debugstatics command line option which will be useful to nobody in the history of forever.

  Environment
    - A sound effect now plays when the gods bless you.
    - Devyn now appreciates the virtues of holy water.
    - Sacrificing epic, unique or legendary items to the gods now gives a small bonus to the roll.
    - Shrine outcomes are now less random.
    - The gods' favored items have been updated to include the new unique items.

  Graphics
    - Added borderless windowed fullscreen mode.
    - Better support for resolutions over 1080 pixels high.
    - FNA has been updated to the latest version. This has increased performance and enabled multi monitor support, as well as fixed the vsync option not doing anything.
    - Multiple monitors are now properly supported, the game will remember which monitor the game was last played on between sessions, and should fullscreen on the monitor it is currently on rather than the primary monitor.
    - Static level geometry is now cached in buffers on the GPU. Offloading floors and walls to the GPU in this fashion means rendering speed and framerate are drastically increased.
    - The game window should no longer jump back to the primary monitor when opening or closing the options menu.

  GUI
    - Added an option to enable a high contrast version of the default font.
    - Clicking Mid's reminder speech bubble now falls through to the next message instead of merely closing the current one, which is the same behavior as when you click on his face instead.
    - When changing options which require a restart the game now notifies you of this upon closing the options menu.


Changes in v0.9.1: (savegame compatible with previous version) [2016-12-25]

  Bug Fixes
    - Fixed version number bug causing the game to perpetually indicate a new version was available.


Changes in v0.9.0: (NOT savegame compatible with previous versions) [2016-12-24]

  Abilities
    - Accessory master revamped: accessories now add extra rolls to proc for other item masteries. For example, when weapon mastery and accessory mastery are active and the player is equipped with a dagger and a ring, there are two double attack proc rolls, once at the base 10% and once at 5%. With two daggers and two rings, there would be two rolls at 10% and four rolls at 5%.
    - Added screen shake to possess animation.
    - Armor mastery revamped. Cloth armor gains a 15% proc chance to absorb damage and convert it to mana. Leather armor gains a 15% proc chance to absorb damage and convert it to stamina. Plate armor gains a 15% proc chance to reflect damage back onto the attacker. Heavy boots gain a 10% proc chance to do an extra kick attack when attacking. Light boots gain a 10% proc chance to haste on move.
    - Fireball attacks now also count as fire damage (main damage type is magic).
    - Staff mastery revamped. Wands gain a 20% proc chance to lower mana cost by half on cast. Staves gain a 20% proc chance to increase magical damage by 50%.

  Bug Fixes
    - Fixed a bug causing uncommon and common item drop rates to be reversed in quick play.
    - Fixed a bug where disabling potion discovery caused potions to never show their info, rather than always show it.
    - Fixed a bug where the forms and status windows weren't repositioned properly after changing resolutions.
    - Fixed a bug which was causing rats to always drop loot.

  Environment
    - Added shrine rooms, in these rooms is an altar which can be used to make a one-time offer to one of the four gods, who may give you blessings (or curses, should they not favor you).
    - Added smithy room type. Comes with forge, anvil, armor stands and weapon racks.
    - Plain rooms, storage rooms, and treasure rooms now have a chance to spawn weapon racks and armor stands.
    - Reduced frequency of corridor type rooms.
    - Tall candlesticks now spawn throughout the dungeon.
    - The rat in the starting room should now no longer be spawned next to the player, which disrupts the flow of tutorials.
    - The room before the first tutorial floor's stairs down is now a smithy.

  General
    - Added cratefish crate. It's like a normal crate, but with extra cratefish.
    - Added cratefish currency which increases with every cratefish particle spawned.
    - Added cratefish king room, the cratefish king will give you rewards for liberating his subjects!
    - Added trapped armor stands and weapon racks which spawn animated armor and animated arsenals respectively.
    - Balls of yarn, the cat merchant's currency, now randomly drop from containers and monsters. Occasionally you will get a lucky drop which will generate more balls of yarn than normal.
    - Custom game modes are now possible. You can customize various settings such as cursed/unidentified item behavior, floor and room sizes, and item drop rates.
    - Implemented the cat merchant, who talks to you on the first floor then shows up on the 2nd floor and every other floor after that with his shop. You can buy or sell items at the shop, as well as identify items and remove curses from items.
    - RNG state is now preserved when quitting and reloading the game.
    - The first floor now has a cutscene introducing the merchant.

  GUI
    - Large item comparison tooltip stacks now should no longer go off the top of the screen.
    - Mid now sticks around the bottom right of the screen and will repeat helpful hints to inattentive players, or those players who don't read the tutorials at all (a special level of hell is reserved for you lot). Disabling hints in the options will also disable these hints.
    - The forms window now shows what creature types a form belongs to.

  Items
    - Accessories are now divided into rings, amulets and earrings.
    - Armor is now divided into plate armor, leather armor and robes.
    - Boots are now divided into heavy boots and light boots.
    - Chests, treasure piles (and rarely mobs) will now drop holy water. Holy water will turn cursed equipment penalties into normal equipment bonuses.
    - Cursed and unidentified items now exist.
    - Epic equipment will now sometimes come with an innate item mastery proc.
    - Implemented 23 unique items: Alchemist's Manual, Blood Axe and Blood Hatchet, Bone Armor, Cold Iron Cleaver, Eye of Eternity, Eye of the Allfather, Flame Aegis, Gore Boots, Gore Fist, Grandmaster Medallion, Multipurpose Jewelry, Poisoner's Satchel, Pork Poker, Rod of Decay, Skin Boots, Smash Fist, Sorceror's Codex, Spiked Shield, Swamp Boots, Templar Longsword, Temporal Ring, and Winged Cape.
    - Legendary items and the new unique items now display a particle effect clearly marking the location of valuable items on the map.
    - Scrolls of identification are dropped from various places, but bookshelves in particular. These scrolls stack and can be used to identify unidentified pieces of equipment.
    - Two-handed legendary weapons no longer get two abilities, instead they merely get one. This is done to bring legendary two-handed weapons more in line with the power of two-handed unique weapons.


Changes in v0.8.2: (savegame compatible with v0.8.1) [2016-10-16]

  Abilities
    - Heart Strike now deals piercing damage and no longer increases the chance of critical hits. It now also does slightly increased maximum damage.

  Bug Fixes
    - Made the save system more robust, hopefully resolving occasional crashes on some systems.
    - Hopefully fixed one-pixel offset on dialogue window triangle from main dialogue box.
    - Cleave should no longer hit targets that are outside of reach, such as targets that are two tiles away.
    - Item masteries were showing up multiple times on item tooltips if the ability was equipped on multiple forms simultaneously. This was purely a cosmetic issue and has now been fixed.
    - A bug was causing status effect damage such as damage done by Poison, Acid Pools or Burn to not apply damage reduction from passive effects such as Rot. This has now been fixed.
    - Fixed a bug which caused the Burn status effect to display in the log even when enemies were affected.

  Environment
    - Mob spawns have been changed in order to guarantee a certain number of mobs that are supposed to be new to a floor. This should help keep game balance more consistent, particularly in Quick Play mode.


Changes in v0.8.1: (savegame compatible with v0.8.0) [2016-10-11]

  Bug Fixes
    - Fixed an attack animation bug that could cause some animations (notable Envenom) to off-center the entity at low framerates.
    - Fixed a bug where acid pool tile sprites were 1 pixel off causing a visible grid between tiles.
    - Fixed a bug which could rarely result in blocking deco on the tutorial floor.
    - Fixed a bug which caused crate and treasure clusters to spread through walls.
    - Fixed a bug where the Carrion ability would fill the combat log with debug messages.
    - Enemies can no longer aggro themselves. This fix also prevents entities from blinking out and back into existence when melee attacking themselves.


Changes in v0.8.0: (NOT savegame compatible with older versions) [2016-10-07]

  Abilities
    - Fireball:
        - Is now an AoE attack ability.
        - Minimum damage lowered significantly.
        - Mana cost is reduced to 15.
        - Now has a 10% accuracy penalty and a 30% chance to inflict the Burn debuff for 6 turns. Burn deals 5% of maximum HP damage per stack per turn.
    - Rot now halves poison damage (up from 25%).
    - Wicked critical bonus increased to +10.
    - Magic missile now does piercing damage.
    - Gore now gives +25% physical damage (+40% for Large and +50% for Huge creatures) for each hand not equipped with a weapon.
    - Weapon Mastery changed to the item mastery system, see 'Item Mastery' section for more information.
    - Paralytic turn delay increased to 10% (was 5%).
    - Ethereal damage converted to mana increased to 50% (was 30%).
  
  Audio
    - Two brand new floor themes (4 new tracks) by yuzuki (http://twitter.com/yuzukimasu) were added.
    - The third floor theme has now been pushed back to floors 10-12 and one of the new themes has taken its place.
    - Various sounds now vary slightly in pitch when played.
    - Various new sounds were added, see 'Combat Graphics Overhaul' section for more information.
  
  Bug Fixes
    - You can no longer possess things if they die outside of your line of sight.
    - Fixed a bug where enemies could be scared to death using Fear. Enemies 'killed' in this way never registered as dead, gave no exp or loot, could not be possessed, and remained visible as ghosts the player could walk through until the level or game was reloaded.
    - Fixed a bug causing Retaliation to not apply to magical attacks.
    - Fixed a bug which caused the wrong damage values to be displayed in the combat log if damage reduction from buffs was applied to an attack.
    - Fixed a several year old bug where the value indicating whether or not a tile obscures other tiles was not being cached, causing this value to be recalculated for every tile rendered, every frame, always. Oops.
    - Fixed a bug that could theoretically block off a corridor when merging doors, potentially blocking a level.
    - Fixed a bug where if pixel perfect rotations were disabled and the player had a non-default form color, rotations would produce color artifacts along the sprite's edges.
    - Fixed a bug with charge where charges would fail when they shouldn't.

  Combat Graphics Overhaul
    - This patch is the first in a range of patches that features many graphical changes to enhance the look and feel of combat in MidBoss. Many animations, sounds and graphical effects have been added.
    - Added screen shake to some abilities. Screen shake amount can be customized or disabled in the options menu.
    - Added poison particle effect.
    - Added life leech animation.
    - Added dive attack animation and sounds.
    - Added body slam animation and sounds.
    - Added gravelord buff effect.
    - Added reanimate animation.
    - Added fear animation, sound, and debuff effect.
    - Added ethereal buff effect animation.
    - Added charge animation.
    - Added magic missile animation.
    - Added fireball animation and sounds.

  Early Game Enhancements
    - Several changes were made in order to facilitate a pleasant early game experience for new as well as returning players.
    - The first floor is now a tutorial floor with a semi-fixed layout.
    - The second floor (formerly the first floor) has been reduced in size.
    - Rat and bat form experience required to level reduced in order to speed up the early game. Rat now requires 3 experience per form level (was 5), and bat requires 8 (was 10).
    
  Entities
    - AI logic range increased.
    - Destructible objects now have a 100% penalty to evasion.
    - Monsters now belong to one or more of various types: Magical, Undead, Beast and Humanoid.
    - Creatures now receive a damage bonus or penalty depending on size. Large creatures get +10% damage, Huge creatures +20%, and Small and Tiny creatures get -10% damage.
    
  Environment
    - Libraries now come with cozy ratty carpets.
    - Added storage rooms and treasure rooms. Treasure rooms contain gold piles which function like crates with slightly better loot.
    - The royal chest is now placed in a dead end room where possible in order to encourage exploration.
    - The room the royal chest is found in now has a decent chance of being a treasure room.
    - Stairs now have small signs indicating their direction.
    - Rooms have an increased chance of spawning higher level enemies, and will spawn slightly fewer lower level enemies.
    
  Game Modes
    - Added Quick Play mode. In this mode levels are much smaller, better loot drops more frequently, and an experience boost is applied for a more compressed gameplay experience.
    - In order to add Quick Play mode, structural changes to the game were made which in the future will be used to create a fully customizable gameplay experience with various mutators the player can change to their liking.
        
  General
    - Added an intro scene with dialogue. This can be skipped with the escape key, you terrible person you.
    - Six new monsters have been added; hell rat, aether bat, ghoul, reaper and rot worm (which spawns rot maggots, the 6th new mob).
    - These six new monsters come with 15 new abilities; 5 targeted abilities and 10 passive abilities.
    - These abilities use brand new systems for piercing damage, (point blank) AoE attacks, counter attacks, procs, persistent ground targeted effects, auras and more.
    - Added piercing attacks, these ignore half of the target's defense (toughness or resistance).
    - The way actions are processed has changed to a more robust queue based system. This should hopefully resolve various miscellaneous bugs and finally fix the poison game freezing bug. This was required to make many of the new abilities function properly.
    - All attributes now have sane minimums. Most attributes cannot be reduced below 1. Only Accuracy, Evasion and Stealth attributes can be negative now.

  GUI
    - Attribute breakdowns now show percentage bonuses before flat rate bonuses.
    - The status window now shows a tooltip with breakdown for the 'Damage' entry, including any multipliers from status effects.
    - Status effects are now sorted between beneficial and detrimental.
    - Debuffs now display with a bright red background.
    - Added floating damage (and healing) numbers. These can be disabled in the options menu.
    
  Items
    - Tomes no longer have an activation cost and don't drain any stamina or mana when used.
    
  Item Mastery
    - A new item mastery system has been implemented, in order to make the Mastery series of abilities more interesting than a simple attribute bonus to all your gear.
    - Different types of equipment gain different mastery procs when using the relevant Mastery ability.
    - These procs make the choice whether or not to use a Mastery ability, and if so which gear to use much more interesting to the player and encourage creativity in combining procs with other abilities.
    - Currently, only the Weapon Mastery ability is affected and gives the following procs:
        - One-handed swords have a 10% chance to counter attack when hit.
        - One-handed axes have a 10% on hit chance to deal piercing damage.
        - Two-handed swords have a 50% on hit to cleave and deal damage to entities in adjacent tiles.
        - Two-handed axes have a 20% on hit chance to stun the enemy for one round.
        - Daggers have a 10% chance on hit to double attack.
        - Shields have a 15% chance when hit to guard, nullifying incoming damage entirely.
    - Additionally monsters with visible gear who have mastery abilities now benefit from those masteries, this means skeletons and ghosts gain the one-handed sword counter attack proc.
    - The Armor Mastery, Staff Mastery and Accessory Mastery abilities will be changed to use this system in future updates.

  Options
    - Camera tracking during attacks can now be disabled in the options menu, in which case the camera does not move while attacking.
    - Added an option to disable the new floating damage values.
    - Removed the ability to disable animations.
    - Added customization option for the new screen shake effect.
    
  Save System
    - Save files are now in zip format containing several xml files (one header and one per floor) instead of one massive file.
    - Game should no longer slow down due to saving when advancing in number of floors.
    - Improved save performance by parallelizing xml serialization. This feature can be disabled with the '-nothreadsave' command line argument.
    - Save files are now more compressed (smaller filesize).


Changes in v0.7.2: (savegame compatible with v0.7.1) [2016-04-01]

  Abilities
    - Ability icons added for: Fear, Fireball, Heart Strike, Life Leech, Magic Missile, Scurry, Dive Attack. 

  Audio
    - Added all new music by @yuzukimasu (again). Includes three new stage themes, and remastered versions of Imp's Lament (title screen) and new game over music.
    - Ambient music (when no mobs are around) is now much more low-key.

  Bug Fixes
    - Fixed a bug where game debug logging could theoretically crash the game on startup.
    - Poison related soft locks fixed, hopefully?
    - "You have failed to envenom <name>" log message now displays in detrimental color, was beneficial.
    - "<Name> resisted fear from <name>" no longer displays in the wrong log color.
    - Mobs no longer rapidly cycle through turns when game should be paused during some circumstances when the player dies and is between forms.
    - Mobs standing on closed doors on load no longer trigger both the door close and open sounds when loading a game.
    - Command line option -nomusic no longer causes a crash on load.
    - Fixed a bug that could cause progressive framerate loss over time in certain circumstances.
    - Fixed an audio bug that could cause intermittent crashes when exiting the game.

  Controls & Interface
    - Now shows a control style picker dialog on startup, for those who can't be bothered looking at the options menu to rebind their movement keys. This can be shown again by checking "Show control orientation picker" in the Gameplay tab of the Options menu and restarting the game.
    - Game notifications should no longer overlap menus.
    - Zoning should no longer occasionally discard your next mouse click.
  
  Graphics
    - The imp's tail flame is now animated.
    - When in non-imp form, the imp's tail flame floats overhead, marking the player entity.

  Items
    - Item comparisons in tooltips added.
    - Added a rare chance of finding odd looking potions. I wonder what those do?
    - Ability tome colors improved to be less samey.
    
  Tutorials
    - All tutorials have been replaced with conversations with Mid (the imp's tail flame).
    - Tutorial system greatly enhanced.


Changes in v0.7.1: (savegame compatible with v0.7.0) [2015-09-03]

  Input:
    - Mouse input bug where input would not register under certain circumstances fixed.


Changes in v0.7.0: (NOT savegame compatible with older versions) [2015-08-28]
    
  Abilities
    - Fireball minimum damage decreased.
    
  Audio
    - Added all new music by @yuzukimasu. Includes three new stage themes, a new version of Imp's Lament (title screen), and new game over music.
    - Reimplemented dynamic music system which dynamically switches between two tracks depending on whether monsters are around.
    - Upgraded to the latest version of FNA, this should hopefully fix an intermittent audio cut-out bug that happened on some systems.
  
  Bug Fixes
    - Fixed crashing bug when switching main/off-hand slots under certain circumstances. (credit to GreyFalcon, @perfumednight, Michael Bolton)
    - Fixed crashing bug on some systems when switching from windowed to full resolution fullscreen. (credit to @ZenithTheOne)
    - Form points are no longer shown as earned in the log when a form is mastered.
    - Minimap no longer wraps around in the X direction when collapsed.
    - Fixed a freezing bug that could occur when the player died without other mobs around.
    - Fixed bug where double clicking a selected item in the equipment window would deselect and reselect instead of use the item.

  Command Line
    - Added -nomusic command line argument to disable music entirely.
    - Added command line arguments section to readme.txt.

  Controls & Interface
    - Mouse movement going up and down stairs improved. (no more rapid switching between levels)
    - Ability combo boxes in the forms window now show tooltips for the currently selected ability.

  Environment
    - Levels now spawn clusters of crates. These crates can be smashed and sometimes contain loot.
    - Levels now spawn chests. Chests always contain some equipment, and come in three varieties: plain (copper), ornate (silver) and royal (gold).
    - Every level spawns a single royal chest, find the chest to get some of the best loot in the game!
    - Some rooms are spawned as libraries. These rooms have bookshelves in them, one of which contains an ability tome. Attack bookshelves to search them.
    - Levels now spawn doors between rooms. Move into a door tile to open it. Doors cannot (currently) be closed.
    
  Graphics
    - Added pixel perfect rotation option, enabled by default. Disable this to gain FPS, but get blurry rotated sprites.
    - Walls will no longer show edges for rooms which have not yet been explored by the player.
    - Revamped title screen.

  Items
    - Added ability tomes. These books drop from library rooms and rarely as loot and have a number of charges. Double click tomes to use the ability.
    - Item rarity rebalanced completely. Uncommon and common items are now much more common, rare items are actually rare, and epic and legendary items are very rare. The royal chest is now the best chance of finding epic or legendary equipment.
    - Equippable item tooltips now show rarity along with item slot.
    - Added item rarity tutorial message.

  Mobs
    - All mobs rebalanced for greater availability of loot, stats increased. (significantly in some cases)
    - Warlock attribute multipliers rebalanced; Force, Power and Spirit multipliers reduced.


Changes in v0.6.0: (NOT savegame compatible with older versions) [2015-02-28]

  Items & Equipment
    - Added item system, mobs now drop randomized loot belonging to one of the following 5 rarities: Common (no color), Uncommon (blue), Rare (yellow), Epic (orange), and Legendary (purple)
    - Some legendary equipment will give the player access to abilities while equipped
    - To easily pick up or inspect items on the ground press control to toggle, or hold alt to display item labels (rebindable in the options menu)
    - Added sword, two-handed sword, axe, two-handed axe, dagger, wand, staff, armor, shield, boots and accessory equipment types
    - Added potions, these have one of 16 effects, some negative, some positive
    - Potion tooltips will not state what a potion does until it has been used once (can be turned off in options)
    - Which potion type has which effect is randomized every game (can be turned off in options)
    - Items can be dropped by selecting them in the equipment window, then clicking outside the window
  
  Core
    - Switching equipped forms now inflicts stacks of Soul Fatigue debuff, which inflicts a 5% penalty to all core attributes for every stack after the first, up to a maximum of 20 stacks of 95% penalty
    - Meta attributes can now be decreased as well as increased while the player stays inside the game's menus. Upon leaving menus the points become committed and cannot be decreased
    - Maximum mana is now always at least 5 to ensure players can always possess new creatures
    - The first ability of a new form is now free
    - Experience required for level 2 increased slightly
    - Changing equipped abilities on equipped forms now counts as a move and may end the player's turn
    - Involuntary depossession (getting killed while not in imp form) now leaves the player with 15% of the imp's maximum HP, Mana, and Stamina (used to be 1 HP and a percentage of Mana and Stamina equal to what the player had before death)
  
  Controls
    - Fixed a bug which made it impossible to attack around corners with the mouse
  
  Graphics
    - Added monster death and despawn animations
    - Added idle animations
    - Fixed a renderer bug which could rarely cause rendering glitches
    - Entities can now be recolored via palette
    - Player's sprite now changes color depending on optional equipped forms. When multiple forms are equipped the colors are mixed
    - Particles are always fully bright
  
  Mobs
    - Monsters should no longer attack or cast through walls
    - Enemies no longer aggro from offscreen
    - Enemies now pop up an exclamation mark when they detect a target and turn aggro
    - Enemy aggro behavior improved to be more sensible and consistent
    - Enemies now have a chance to switch targets when taking damage
    - AI now should be smarter about when to self-cast buffs
    - Zombie minions created using the Infection skill now have a different imp-orange color to distinguish them from regular zombies
    - Zombie, Skeleton, Mortipede, Ghost, Minitaur and Warlock rebalanced for the new item system
    - Mortipede, Ghost, Minitaur and Warlock ability order changed
    - Mobs should no longer act while dead when killed during their own turn
  
  Abilities
    - Equip Accessory renamed Accessory Master. Now increases accessory attribute bonuses by 30%
    - Equip Melee renamed Weapon Master. Now increases weapon attribute bonuses by 30%
    - Equip Staff renamed Staff Master. Now increases staff and wand attribute bonuses by 30%
    - Equip Armor renamed Armor Master. Now increases armor and boots attribute bonuses by 30%
    - Gore now increases damage by 50% while unarmed
    - Swordplay now adds +3 Evasion for every equipped weapon, +5 Evasion for every equipped shield
    - Charge fixed so it no longer visually moves the user back to their pre-charge location
    - Charge bug which caused messages to appear in the combat log if an NPC failed to use it fixed
    - Depossess now restores 30% HP, Mana and Stamina (up from 10%)
    - Reanimate now has a 20% chance to revive on death (up from 10%)
    - Haste buff (Scurry ability) now allows for one extra item swap/use per turn, or one extra equipped ability swap per turn
    - Regeneration ability has been renamed to Bloodlust. Now gives a Regeneration buff for 8 turns when damage is taken
    - Fixed typo in Fireball description
    - Poison no longer shows messages for non-player entities
    - Added possession/depossession animations and sounds
  
  Interface & Accessibility
    - Tutorials overhauled completely
    - Added swoop in/out notifications for level-ups, unlocked forms and learned abilities
    - Replaced titlescreen's Credits menu option with a Greenlight voting option.
    - Added onscreen healthbars, (can be disabled in options) display ?? until an enemy of that type has been possessed
    - Forms window now shows next ability for forms, as well as progress towards that ability
    - Newly learned abilities are automatically equipped if there are empty ability slots on the form
    - Minions now have "minion" appended to their name in the combat log
    - Added brightness option
    - Added color blind modes for deuteranopia, protanopia and tritanopia
    - Various GUI elements can now be clicked through
    - Tooltip flicker bug fixed
    - Tooltips are now consistently opaque, and colored slightly different to distinguish them from menus
    - Percentage based attribute modifiers no longer appear in tooltips when their net effect is zero
    - In-game font stroke color darkened
  
  Options
    - Onscreen key binds option moved from Gameplay category to Graphics
    - Added onscreen healthbars option
    - Added onscreen player healthbar option
  
  Miscellaneous
    - Switched underlying library from MonoGame to FNA
    - Music is now streamed instead of preloaded, significantly reducing memory requirements
    - Reduced xml clutter in saves
    - Titlescreen now shows current version in the top-right corner
    - Fixed a bug which caused screenshots to crash the game on native resolutions


Changes in v0.5.3: (savegame compatible with v0.5.2) [2014-06-15]

  Controls:
    - Added multi key diagonals, this is an option in the options menu and enabled by default. Press two cardinal direction buttons to move diagonally, or two diagonal direction buttons to move straight.
    - Added mouse movement. Paths can be previewed using the "Path (hold)" and "Path (toggle)" keybinds.
    - Added keyboard targeting using the movement keys.
    - Pressing an ability's hotkey after activating it will target the currently selected target, if it is a valid target for the ability.
    - Down movement is now bound to S by default (was X).
    - Rest and pass are now also bound to numpad + and numpad 5 by default.
    - Possession window can now be cancelled with escape.
    - Rest can now be cancelled with escape.
    - Added a Confirm keybind, this confirms targets as well as the possession window.
    - Added a ConfirmTarget keybind, this only confirms targets when targeting an ability.
    - Added key repeat. You can now hold down keys or mouse buttons to keep moving.
    - Added CancelTarget keybind.
    - Can no longer bind functions to left or right mouse button, these buttons are reserved.
    
  Graphics:
    - Added movement animations.
    - Added attack animations.
    - Added casting particle effects.
    - Damage shake effect should no longer blur sprites.
  
  Mobs:
    - Minions should now no longer attack other minions.
    - When mobs can't find a path to the player they should now bunch up instead of idling.
    
  Abilities:
    - Fear duration increased from 5 to 8 turns.
    - Shambler passive now properly removes its buffs when the ability becomes unequipped.
    - Zombie minions (created by Infection) buffed slightly.
    - Magic missile now no longer attacks multiple times when a target is already dead.
    - Ability tooltips now take into account damage multipliers from buffs.
    - Gravelord tooltip description now makes it clear it only applies to physical damage.
    - Fixed a bug where casting a buff a second time on the same target while the first application was still active would cause the buff to never expire.
    - Abilities in the forms window now accurately reflect damage for current form in their tooltips.

  Interface:
    - Fixed a bug in the tutorial system which caused tutorial messages to always appear in some timezones, even if the player had seen them already.
    - First tutorial message now points out mouse movement and key rebinding in options menu.
    - Tweaked text on the following tutorial messages: possession, low mana.
    - Game log now defaults to unlocked, right click and select lock to lock the log, you will no longer be able to resize it.
    - TurnDisplay now fades out for moves further in the future.

  Options:
    - Options menu now split up into categories.
    - Added "Move duration" option, sets how long the animation for moving between two tiles takes, or in the case of no animations how fast you move while keeping movement keys pressed.
    - Animations can now be turned on or off in the options menu. Choice between movement animations and other animatons.
    - Added option to enable or disable mouse movement.
    - Added option for multi key diagonals.
    - Added max particles and particle sort quality options.
    - Added master volume option.
    
  Miscellaneous:
    - Crashing during zoning can now no longer corrupt saves or cause entity ID conflicts.
    - Taking damage while resting (from say poison) now interrupts rest.


Changes in v0.5.2: (savegame compatible with v0.5.1) [2014-05-22]

  Abilities:
    - Life Leech damage is now capped at the target's maximum HP, this also caps the resulting heal which prevents overhealing.
    - Reanimate now accurately displays which creature it affects in the combat log upon proc.

  Mobs:
    - Ghost, mortipede meta attributes slightly decreased.

  Environment:
    - Floor cell size reduced from 8 to 7 (24% reduction in overall area).
    - Number of corridors reduced by 15%.
    
  Interface:
    General:
      - Added rest button. Activating the rest function will pass your turn until your mana or stamina have fully regenerated or an aggressive mob comes on-screen.
      - Activating an ability twice (by clicking or using the hotkey) targets self for abilities which can do so.
      - Core attributes are now colored to resemble their linked meta attribute in status window, forms window, and possession window.
      - Added icons for all status effects.
      - Added a low health tutorial message which explains how to regain health.
      - Options menu scroll buttons now scroll further for those without mousewheels.

    Game log:
      - Now much less verbose.
      - Messages are now colored depending on context for clarity.
      - Can now be scrolled with the mousewheel.
    
    Status window:
      - Switched the position for relentlessness and adamancy.
      - Attributes which are temporarily increased above base level are now green.
      - Attributes which are decreased below their usual level are now red.
      
    Forms window:
      - Form images are now clickable to look at that form.
      - Now has attribute tooltips, these display function and the base value of the attribute in that form.

    Possession window:
      - Colors now indicate whether an attribute would go up, down, or stay the same after possessing.
      - Now has attribute tooltips.
    
    Tooltips:
      - Ability tooltips now have colored text to indicate mana or stamina cost, and colored text to indicate physical or magical damage types.
      - Passive abilities no longer show "Target self" in tooltip text.
      - HP and MP casing inconsistency in tooltips resolved.

  Bug fixes:
    - Fixed rare music related crashing bug
    - Fixed a bug that prevented saving after zoning on some systems.
    - Improved save error handling to prevent crashes during saving. 

  Miscellaneous:
    - Added "-noupdate" command line option which skips the version checking.
    - Corrupt save files no longer crash the game when loaded but instead return to the title screen and display an error message.


Changes in v0.5.1: [2014-04-15]
  - Intermittent file IO crash fixed.
  - When saving fails and there is no 'save.xml' file but there is a 'save_new.xml' file the game will continue using that file.
  - Tutorial system added which displays tutorial messages organically while playing the game. Delete 'tutorial.xml' to reset all messages.
  - Added a new 'Enable hints' option to the options menu, disable this to disable the tutorial messages entirely.
  - A 'crash.log' file will be created when the game crashes, which means the game can safely be restarted without losing the crash report.
  - Added this file to document changes between versions.
  
  
v0.5.0 [2014-04-11]