Version 0.9.13:
  * Breaking changes:
    * Starting conditions defined by plugins no longer automatically override the game's default start. (@FranchuFranchu, @tehhowch)
  * Big changes:
    * Added over 30 new spaceport missions to Coalition space. (@Arachi-Lover)
    * Added over 25 new missions to Remnant space, as well as a new region of the Ember Waste. (@Zitchas)
    * Added 15 new archaeology missions with Albert Foster to investigate the Sheragi ruins, including the discovery of ancient Sheragi technology. (@Karirawri)
    * The Ember Waste has become a more hostile place with the introduction of system hazards. Be prepared the next time you visit. (@Zitchas)
    * Outfits can now be stored on planets by pressing U or R on installed or in-cargo outfits in the outfitter. (@petervdmeer)
    * Completely redid and improved the graphics for most human outfit images. (@beccabunny)
    * Added a "New Pilot" scenario picker, allowing players to choose between game and plugin starts. (@FranchuFranchu, @tehhowch)
  * Bug fixes:
    * Content bugs:
      * Typo fixes. (@Amazinite, @Anarchist2, @Arachi-Lover, @arkhne, @beccabunny, @Darcman99, @FixItYondu, @Galaucus, @infinitewarp, @MCOfficer, @michel-slm, @pega3, @Rakete1111, @roadrunner56, @tatami4, @tehhowch, @Terin, @thebigh2014, @Thunderforge, @tux2603, @W1zrad, @waterhouse, @Zitchas)
      * The Subsidurial person ship can now appear in uninhabited systems as intended. (@Zitchas, @Terin)
      * "Deep Mystery Cube [3]" no longer offers on stations. (@Anarchist2)
      * Corrected the hull mass of the Faes'mar. (@Amazinite)
      * Tinker's tribute is now properly restored after the main plot. (@Zitchas)
      * "FW Pug 3" now requires that the previous mission be completed before offering. (@Amazinite)
      * "There Might Be Riots part 3A" no longer offers on pirate worlds. (@Amazinite)
      * The event "fw reconciliation break" now properly triggers when the related mission is completed instead of offered. (@Amazinite)
      * The dimensions of the large Pug explosion 3 and 4 sprites now match the other large explosion sprites. (@Amazinite)
      * The Stack Core side plot mission now fails after the Pug invasion starts if the player still has it active. (@Anarchist2)
      * Fixed conversation branch conditions in Remnant missions. (@Ornok)
      * Cleaned up the edges of UI and haze images. (@Terin)
      * The EMP ammo storage outfit will now sell any excess ammo when uninstalled. (@Anarchist2)
      * Destroying the asteroid during Terraforming Rand now causes the mission to fail. (@Anarchist2)
      * Large Coalition engine flares are now better centered in the image. (@Arachi-Lover)
      * The FW epilogue missions are no longer marked as minor. (@Anarchist2)
      * The Core Blockade mission now gives clearance to land on the pirate planet destination. (@Amazinite)
      * The Remembrance Day jobs now properly have a deadline. (@Amazinite)
      * Shortened the descriptions of some jobs as to not overflow the UI. (@Amazinite)
      * Added missing "variant" keyword to NPC fleets in several Wanderer missions. (@tehhowch)
      * Remnant "tech retrieval" missions have more appropriate destinations. (@jerith)
    * Engine bugs:
      * Missions with illegal cargo that fail when scanned can no longer be scanned again before landing. (@Amazinite)
      * The outfitter will no longer allow purchasing licensed outfits under certain circumstances where the player didn't have a license. (@Rakete1111)
      * Planets without a spaceport but with a jobs board will no longer skip generating jobs. (@Amazinite)
      * Ships will no longer attempt to route through undefined systems. (@Elorram)
      * Infinitely nested submunitions will no longer crash the game. (@Rakete1111)
      * Fixed a potential divide-by-zero error. (@tehhowch)
      * Escorts will now properly obey the hold command when they are already moving to hold position. (@petervdmeer)
      * Fixed a potential null pointer exception. (@petervdmeer)
      * News with no message will no longer be chosen. (@tehhowch)
      * Fixed a potential floating point exception related to mortgages created through save editing. (@tehhowch)
      * Fixed a segfault that involved the player rapidly cycling through ships in the info panel while moving the mouse. (@tehhowch)
      * Unvisited systems that are selected on the map in the outfitter/shipyard key no longer display whether they have an outfitter/shipyard. (@tehhowch)
      * Prevented factions that didn't share a language with the player from sending hails. (@Amazinite)
      * The motion blur effect no longer persists if the player's flagship is destroyed while in motion. (@bobrobbow)
      * Ships will now save various non-numerical attributes that they previously did not. (@Amazinite)
      * Destroyed ships can no longer be selected after the player has died. (@bobrobbow)
      * Disabling your own escorts no longer increases your combat rating. (@tehhowch)
      * Disabled ships will now experience the effects of ionization. (@Amazinite)
      * Ships will no longer attempt to land on planets without a sprite. (@bobrobbow)
      * Missions now ensure that the defer action can be done before offering. (@Amazinite)
      * Player conditions are now properly updated when failing or aborting a mission when the fail action can not be done. (@Amazinite)
      * Ships will now check if they are overheated after taking damage, preventing overheated ships from healing for a frame after taking damage. (@Amazinite)
      * The gather escort command will now work if all escorts are out of the player's system. (@petervdmeer)
      * Ships with reverse thrusters no longer struggle to land. (@Terin, @Vitalchip)
      * The planet panel will no longer become blank when departure requires confirmation. (@tatami4)
      * Planets are now written to the save file using their true name instead of their display name. (@tehhowch)
      * An error is now produced when improperly granting a ship in a start condition. (@tehhowch)
      * The "battery only" warning in the outfitter now takes fuel energy into account. (@Amazinite)
      * All flagship commands and the hailing command are now ignored while in the process of landing or departing from a planet. (@tatami4)
      * Ships no longer preserve inaccessible jump targets when loading the game. (@tehhowch)
      * Reduced likelihood of integer overflow when selling commodities. (@tehhowch)
      * Fixed a divide-by-zero error when a fleet contains no variant definitions. (@tehhowch)
  * Game content:
    * New content: 
      * New missions:
        * New missions offered by the Quarg. (@Arachi-Lover)
        * Created two short spaceport missions in human space. (@Naminson)
        * Created a difficult combat mission only available to early pilots. (@Anarchist2)
        * The player will now be warned when their combat rating is high enough that Marauder Hunted fleets will start showing up. (@Amazinite)
        * Created jobs and missions available on Kor Efreti worlds. (@W1zrad)
        * Created new bounty hunting jobs to track down disguised ships. (@Anarchist2)
        * Added a new string of missions during the start of the Wanderer campaign that leads to a sideplot to help the Hai build a new ship. (@Amazinite, @Arachi-Lover, @beccabunny, @LocalGod79, @Zitchas)
        * Created an epilogue mission for Barmy Edward. (@beccabunny, @Darcman99)
        * Created a mission where you can inform the Remnant about the research that the Deep are doing on the Ember Waste. (@Amazinite, @Zitchas)
        * The player will now be warned the first time their pirate attraction is greater than 50%. (@Amazinite)
        * Added a boarding mission about a secret slave ship (@Pointedstick, @oo13)
      * New outfits and ships:
        * Created an ammo storage outfit for Finisher torpedoes. (@Arachi-Lover)
        * Ka'het ships now have power generation and storage outfits. (@beccabunny)
        * The Navy now has a unique logistics vessel, the Auxiliary, along with a new fighter, the Dropship. (@Brick63)
        * Added a new Remnant ship, the Peregrine. (@beccabunny, @Zitchas)
        * Created an ammo storage outfit for EMP torpedoes. (@Anarchist2)
        * Ka'het ships now have engine outfits. (@beccabunny, @Karirawri, @TheronEpic)
        * Created six new Heliarch ships. (@Arachi-Lover)
        * Added a new Ka'het ship with a unique superweapon and other new outfits. (@beccabunny, @Karirawri)
        * Added a new Korath Exiles ship, the Dredger, intended to replace the World-Ship in combat missions that need a stronger Korath ship. (@beccabunny, @NomadicVolcano, @Zitchas)
      * Other new content:
        * The Penguin now uses the new engine flare mechanics. (@Zitchas)
        * Added new civilian hails. (@Anarchist2, @Naminson, @petervdmeer)
        * New logs for various characters, factions, and plot points. (@MasterOfGrey, @pega3)
        * Added a new Builder station to the Graveyard. (@beccabunny)
        * Wrote more news messages for human space and beyond. (@Amazinite, @Anarchist2, @Arachi-Lover, @Galaucus, @NRK4, @petervdmeer, @Plip-Plop, @Pointedstick, Swiren#8879, @W1zrad, @WarlordMike, @Zitchas)
        * Wrote friendly and hostile hails for the Remnant. (@temtemy)
        * The Archon now has a ship description. (@Zitchas)
        * Added three new person ships. (@beccabunny, @Brick63, @MCOfficer, @Zitchas)
        * Quarg outfits now have placeholder descriptions. (@Amazinite)
        * Planets in the Graveyard region now gain expanded descriptions after you learn more about the region. (@beccabunny)
        * Added system attributes to various system for use in missions. (@Galaucus)
        * Expanded the list of potential Heliarch ship names. (@Arachi-Lover)
        * Scouts will now actually spawn in merchant fleets. (@ScruffyKitty)
        * Added various new help messages describing hidden features. (@Terin)
        * The supermassive black hole in Sagittarius A* now pulls in ships that get too close. (@Zitchas)
        * Wrote a description for the vanilla start of the game for the new start scenario picker. (@Amazinite)
    * Mission changes:
      * "FW Hope Recon 1C" now refers to the proper number of crew on a Gunboat. (@beccabunny)
      * Rewrote some of the conversation for "Wanderers: Defend Vara Ke'sok Hint". (@Anarchist2)
      * If the player has forgotten, the Remnant outfitter asking for Hai keystones will now explain how to purchase outfits into cargo. (@Zitchas)
      * Corrected the on visit dialog for some missions that had multiple objectives to now refer to all possible missing objectives. (@W1zrad)
      * Planets that are being actively evacuated during the Wanderer campaign will no longer have jobs as their source or destination. (@Amazinite)
      * Log entries for Chilia now come in a fixed order. (@Zitchas)
      * The first contact missions for the Hai and Unfettered now change depending on the order in which they are done. (@Amazinite, @arkhne)
      * Reworded the Sestor search hint conversation to make more sense if offered on Farpoint. (@Amazinite)
      * The Kestrel mission now shows the ship's thumbnail during the conversation instead of its sprite. (@Anarchist2)
      * Updated various missions to make use of the new "on abort" behavior. (@petervdmeer)
      * The Marauder Hunted mission has been changed to now scale with the player's fleet strength. (@Amazinite)
      * During the "Deep: Remnant" mission string, it is now optional whether you reveal the existence of the Remnant to the Deep. (@Amazinite, @Zitchas)
      * The player now saves the cultural data from Alexandria, allowing missions to be skipped that need it instead of having the player fly to Alexandria again. (@Amazinite)
      * The mystery cube jobs will now hint that you are being followed by bounty hunters when you accept it. (@jmathes)
    * Balance:
      * Buffed the Heliarch reactors and Coalition engines. (@Arachi-Lover)
      * Buffed the Drak Draining Field and Antimatter Cannon. (@Zitchas)
      * Gave the Kestrel two fighter bays. (@Zitchas)
      * Increased the heat dissipation on the Kestrel (More Shields) to strengthen it against heat damage. (@finite-galaxy)
      * The Ka'het Annihilator Turret now fires two projectiles at once instead of one projectile that deals double damage. (@Amazinite)
      * Heliarch ships now ignore a small percentage of incoming ion damage. (@Arachi-Lover)
      * Increased the crew strength of the Alpha government. (@Zitchas)
      * Slightly buffed the cooling ability of Thermoelectric Coolers. (@Zitchas)
      * Changed the outfits on the stock Aphid as to nearly cut its cost in half. (@Terin)
      * Some Remnant outfits now come with ion resistance to help against the Ember Waste's new ion storms. (@Zitchas)
      * Gave Remnant thrusters built-in reverse thrust and slight slowing resistance on all their engines to make them stick out more. (@Zitchas)
      * Reduced the number of missile-equipped ships in one of the small pirate fleet variants. (@Terin)
      * The Puffin's Quantum Key Stone is now integrated into the hull to prevent access to stone before the player has a license for them. (@Zitchas)
      * Human missiles were updated to reflect changes to missile tracking behavior. (@Pointedstick)
    * Graphics:
      * "Mouthparts?" now has a sprite. (@beccabunny)
      * Added a scene image to the on enter conversation in the Graveyard. (@beccabunny)
      * Created a black hole scene image used in a new Remnant mission. (@wrzlprnft)
      * Created a new jump drive sound and visual effect to be used at a later date. (@Kryes-Omega)
      * The background haze now changes in intensity according to where you are in the galaxy. (@ravenshining)
      * Created graphics for hot Jupiter planet sprites. (@beccabunny)
      * Reworked the graphics of some Remnant ship thumbnails to better match the ship sprite. (@beccabunny)
      * Reworked the graphics of Tarazed ships. (@Anarchist2)
      * Reworked the graphics of Ka'het ships. (@beccabunny)
      * Reworked the graphics of Syndicated Shipyards ships. (@beccabunny)
      * Reworked the graphics of the Korath Raider. (@ravenshining, @Red-57)
      * Reworked the graphics of some Korath outfit images. (@beccabunny)
      * Replaced the 2D assets of the void sprite images with 3D models, and update associated images. (@beccabunny)
    * Other:
      * Renamed the Gascraft to the Puffin so that all Remnant ships are named after birds. (@Zitchas)
      * Removed the Quarg ringworld from the Graveyard. (@Arachi-Lover)
      * The phrase "plural nouns" now includes the contents of "gender-neutral titles" for ship names. (@SubstandardZeal)
      * Added system attributes to the Ember Waste and related systems to be used by jobs. (@Zitchas)
      * Updated the description of the Militia License to better match the decsription of other licenses. (@Anarchist2)
      * News portraits have been removed in response to feedback. (@Amazinite)
      * All Remnant ships now come equipped with key stones. (@Zitchas)
      * Updated the description of the Pilot's License to reflect current lore and updated the silhouette of the Argosy to use the newer model. (@Anarchist2)
      * Renamed the Membulem system to Meblumem to match the name of the inhabited planet within it. (@arkne)
      * Local God's gridfires will no longer accidentally kill him. (@ravenshining)
      * Coalition space now sells fuel pods and bunk rooms. (@Terin)
      * Prevented various governments from being able to fine or be bribed by the player. (@petervdmeer)
      * Standardized capitalization of certain terms. (@Amazinite)
      * Replaced some remaining imperial measurements with metric ones. (@prophile)
      * The starting frame of a void sprite is now randomized. (@Zitchas)
  * Game mechanics:
    * New weapon and outfit attributes:
      * Weapon attributes to override the range and velocity values used by the AI to determine where to aim and when to fire. (@Amazinite)
      * Multiplier attributes for various shield and hull-related attributes. (@Amazinite)
      * "Protection" attributes that reduce the effect of incoming damage types. (@Amazinite)
      * A resistance attribute for piercing that subtracts from the piercing of incoming projectiles. (@Amazinite)
      * The sound and visual effects of hyperdrives and jump drives can now be customized. (@Amazinite)
      * A "parallel" keyword for gun hardpoints and weapons that changes aiming behavior. (@petervdmeer)
      * Attributes that can alter the point at which a ship becomes disabled. (@Amazinite)
      * Attributes that allow a projectile to lose (or gain) damage over range. (@Amazinite)
      * An attribute that allows the customization of how far a jump drive can travel. (@Amazinite)
      * Energy, fuel, and heat attributes for disruption, ion, and slowing resitance. (@Amazinite)
      * Attributes that allow for shield and hull repair to be delayed after taking damage. (@Amazinite)
      * A "gravitational" weapon tag that causes all hit force to deal the same push regardless of the mass of the impacted ship. (@Amazinite)
      * "Relative" damage types that deal damage as some percentage of the target's stats. (@Amazinite)
    * New ship mechanics:
      * Ships can have engine flares for reverse and steering engines. (@Amazinite)
      * Engine flares on ships can now be given arbitrary facing angles. (@Amazinite)
      * Fighter and drone bays on ships can now be given arbitrary facing angles. (@petervdmeer)
      * Gun ports on ships can now be given arbitrary facing angles. (@petervdmeer)
    * New mission mechanics:
      * Mission NPCs can now be spawned or despawned based on the player's conditions. (@Amazinite, @tehhowch)
      * Missions are now capable of gifting ships to the player. (@Fzzr, @Gods-Righthand, @NomadicVolcano)
      * Aborting and failing a mission are now separate mission actions. (@Amazinite)
      * Two new NPC mission objectives to capture or provoke an NPC. (@Amazinite)
      * Created a mission action that can be triggered after all waypoints are visited. (@Amazinite)
    * Other new mechanics:
      * Effects can now have a random lifetime. (@Amazinite)
      * Spaceport news can now be triggered based on the player's conditions. (@Amazinite)
      * Systems are now able to generate hazards, "space weather" that can affect any ships in the system. (@Amazinite)
      * Escorts can now be commanded to move to other systems by using the galaxy map. This must be opted into via the "System map sends move orders" preference. (@tehhowch)
      * Systems can change the range at which ships enter the system, with potentially different ranges for hyperdrive and jump drive travel. (@petervdmeer)
      * Playtime is now tracked for each pilot save. (@Terin)
      * Systems can now be hidden from view unless they are linked to a visited system. (@Amazinite)
    * Changed mechanics:
      * Certain attributes are now capable of being made negative in the outfitter. For example, shield energy is now allowed to be negative, resulting in shield generation also creating energy. (@Amazinite)
      * Fines for illegal mission cargo are now added together instead of only the worst being applied. (@Amazinite)
      * Escorts of a person ship can now have names that do not match the person ship. (@tehhowch)
      * Fighters and drones can now be deployed and recalled individually. (@petervdmeer)
      * Missions can now randomly pick uninhabited planets for stopovers, as well as randomly pick uninhabited planets for destinations if explicitly provided in a list of planet names. (@tehhowch)
      * Hardpoint sprites are now drawn on the player's flagship when cloaked. (@tehhowch)
      * The player's ship will no longer auto-fire on previously boarded ships. (@petervdmeer)
      * Improved the AI's usage of afterburners and reverse thrusters. (@Rakete1111)
      * The visited planets map key now includes uninhabited systems with landable planets. (@Amazinite)
      * The player is now capable of piloting fighters and drones. (@Amazinite)
      * The player's cargo space is now ignored in the outfitter when uninstalling outfits. (@Sandwichs-del)
      * Ships with a low amount of cargo no longer count as repulsive toward pirate raids. (@wjbotham)
      * Heat can now be used as a resource for shield and hull repairs. (@Amazinite)
      * Escorts will now follow their parent to landing instead of racing ahead of it. (@petervdmeer)
      * Pirate deterrence takes relative shield and hull damage into account by scaling relative to the ship with the weapons. (@Terin)
      * Ships with both the disables and plunders personalities will no longer destroy ships that have been plundered. (@tatami4)
      * Ships with the plunders personality will now always aim to destroy ships they plundered. (@tatami4)
      * Greatly increased the lifetime of flotsam by at least 10x and added drag so they slow down over time. (@Amazinite)
      * Modify missile tracking calculations to improve usefulness of radar jammers and heat reduction. (@Pointedstick)
  * User interface:
    * The outfitter help now explains how to buy outfits into cargo. (@Zitchas)
    * Fast-forward will now be turned off if the player is not in flight, such as when landing or boarding a ship. (@petervdmeer)
    * The fast-forward interrupt can be turned off in preferences. (@Amazinite)
    * Added a preference to change the graphics of the player's ship outlines in the shipyard/outfitter. (@Amazinite)
    * Simply clicking on a player ship in the player info planel or shop panel doesn't create an overlay for the ship's name or sprite/outline. (@tehhowch)
    * Holding Control when clicking a system on the map now doesn't set a travel plan. (@Terin)
    * Renaming a ship or save file will now prefill the UI with the existing name instead of starting blank. (@jostephd)
    * Added a confirmation when overwriting a save snapshot. (@tehhowch)
    * Information for a selected outfit or ship in the shop panel now appears in a separate details column instead of being drawn under the selected item. (@ThrosturX)
    * Pressing D at the end of a conversation now ends it. (@Terin)
    * Disabled ships are now colored orange in the player info panel instead of disabled and destroyed ships both being red. (@Terin)
    * Added a "Find" button to the map. (@Terin)
    * The min and max zoom levels on the map can now be customized in the interface file. (@thebigh2014)
    * The vsync setting can now be changed in the preferences. (@tehhowch)
    * Text truncating is now used more widely for shortening long text. (@oo13, @tehhowch)
    * A warning dialog will appear when attempting to change the vsync setting fails. (@tatami4)
    * The main view, map, hiring, and trading panels are now capable of using the numpad + and - keys for zooming in/out, hiring/firing crew, or buying/selling goods. (@tatami4)
    * The list of pilot snapshots now resets to the top when switching between pilots. (@Terin)
    * Clicking on empty space now deselects the player's current ship or asteroid target. (@ChamEV, @tatami4)
    * Conflicting keybinds are no longer reset when loading the game, allowing for one key to be bound to multiple controls. (@tatami4, @yobbo2020)
    * Fix a small misalignment of list items in the Pilot & New Pilot pickers. (@oo13)
  * Under the hood:
    * Carried ships are now identified by their category instead of a boolean. (@petervdmeer)
    * The game will now report more errors in conversations, including incorrect indentation. (@NomadicVolcano)
    * The `--ships` command-line option now outputs the number of guns and turrets on a ship. (@fcfort)
    * The `--weapons` command-line option now outputs the firing force and hit force of weapons. (@petervdmeer)
    * The systems that were defined in the Pug file have been moved to the map file. (@Zitchas)
    * Fixed a memory leak related to recreating the errors.txt log file. (@tehhowch)
    * A single bind + unbind is used when drawing mission system rings instead of one for each ring. (@tehhowch)
    * Commands can now be created from datafile text. (@petervdmeer)
    * Various sections of a save file, including the outfits on a ship and visited systems and planets, are now saved in alphabetical order instead of the save order being random. (@petervdmeer, @tehhowch)
    * Data files encoded by UTF-8 are now supported. (@flaviojs, @oo13)
    * Fixed a potential compiler error for older compilers. (@thebigh2014)
    * Added nullptr checks where they were missing. (@tehhowch)
    * Updated the copyright file with a "catch-all" line for contributors. (@oo13)
    * Pre/post-fix operators now function as expected on dates. (@tehhowch)
    * Added a missing virtual destructor for ItemInfoDisplay. (@tehhowch)
    * Prevented a race condition scenario when loading audio. (@Rakete1111)
    * The game will use shaders for swizzling if the player's hardware does not have the swizzle extension. (@janisozaur, @thomasballinger)
    * References to undefined data are now preserved in the save file, preventing crashes or lost data caused by removing plugins. (@tehhowch)
    * The game will now warn about having a low monitor frame rate, which causes the game to run at a reduced frame rate. (@tehhowch)
    * Improved performance of certain repeated effect generation steps. (@tehhowch)
  * CI/CD and development environment
    * Make (test-)executables available (for Linux, MacOS and Windows) for every in-progress PR. (@MCOfficer)
    * Update CI/CD environment to the latest GitHub actions and Linux runtime environments. (@MCOfficer)
    * A number of smaller CI/CD updates. (@MCOfficer, @petervdmeer, @tehhowch)
    * Added CLion IDE files to the gitignore. (@Ririshi)
    * The Code::Blocks project file now uses default MinGW paths. (@Terin)
    * Created a unit-testing framework. (@tehhowch)
    * Converted the Windows makefile build to use Scons, to match linux development. (@tehhowch)
    * Added an initial framework for integration testing. (@petervdmeer, @tehhowch)

Version 0.9.12:
  * Bug fixes:
    * Typo fixes. (@Amazinite, @Anarchist2, @Arachi-Lover, @MCOfficer, Mr. Doom, @Naminson, @NomadicVolcano, @petervdmeer, @oo13, @Proont, @tehhowch, @TheMarksman-ES, @waterhouse, @Zitchas)
    * The Penguin now requires a Remnant license to purchase. (@Zitchas)
    * Out-of-system ships can no longer be selected in the outfitter and shipyard. (@tehhowch)
    * Pressing D to depart will no longer also immediately deploy fighters on launch. (@petervdmeer)
    * Fixed various instances of missing or unnecessary minor tags on missions. (@Amazinite, @Anarchist2)
    * Governments now have the same attitude toward the " Hai " government as they do the "Hai" government. (@NomadicVolcano)
    * No longer able to ask the Remnant about the Ka'het before having passed the blood test. (@beccabunny)
    * Max depreciation age now accounts for the 7-day grace period. (@Amazinite)
    * The Wanderer outfit license is now granted when you return to Wanderer space instead of while in Hai space. (@Amazinite)
    * The number of drone and fighter bays is now properly displayed in the ship info when in flight. (@tehhowch)
    * The pop-up dialog when launching with ships that can not leave the system will now always refer to the correct number of ships. (@tehhowch)
    * Fixed various cases where the map would improperly display whether a mission's objectives were satisfied. (@tehhowch)
    * Afterburner and other visual effects are no longer drawn "shifted" by their velocity. (@tehhowch)
    * Fixed a possible crash on startup caused by unsupported VSync settings. (@tehhowch)
    * Restored the visual alert for fatal errors that occur during startup. (@tehhowch)
  * Game content:
    * New content:
      * New variant of the mystery deliver jobs that has unique dialog for station destinations. (@Anarchist2)
      * Remnant ships now have unique leak effects. (@Zitchas)
      * New missions in Hai space where the player helps a Hai captain who has just bought her first ship. (@Arachi-Lover, @Janaszar)
      * Added a new person ship. (@Zitchas, @beccabunny)
      * Added a new, extremely rare and valuable minable asteroid. (@Arachi-Lover, @beccabunny)
      * There are now more large passenger jobs in human space to balance out with the abundance of large cargo jobs. (@MasterOfGrey)
      * Added new Remnant outfits, an afterburner and a turret, to be used in future missions. (@Zitchas, @beccabunny)
      * Added a new Heliarch turret, the Ion Hail Turret. (@Arachi-Lover, @beccabunny)
      * More Ka'het ship names and hails. (@beccabunny)
      * Added a new star/planet type, the brown dwarf. (@ravenshining)
      * Added spaceport news stories for Hai space. (@NomadicVolcano)
    * Balance:
      * Slightly increased the hull and ion damage of the Ion Rain Gun. (@Arachi-Lover)
      * Reduced the outfit space requirement of solar panels to make them more attractive to use. (@Zitchas, @Amazinite)
      * Reduced the number of gun ports on the Kestrel (More Weapons) from 18 to 12. (@Naminson)
    * Other:
      * Kor Mereti will now use Wanderer hails after becoming friendly. (@Amazinite)
      * The Pug in Pug Iyik are now a separate government from the Pug in Deneb. (@Amazinite)
      * Hai space is now patrolled by Hai ships with scanners. (@NomadicVolcano)
      * Added a blue flame to the base of the Fire-Lance projectile sprite to give it a blow-torch effect. (@Amazinite)
      * Solar panels are now used by various human ships. (@Amazinite)
      * Tweaked the description of the Ka'het Primary Cooling. (@beccabunny)
      * Renamed the Carrier and Cruiser licenses to the Navy Carrier and Navy Cruiser licenses. (@Zitchas)
      * The Pug Arfecta will now defend the Wanderers if the player attacks them. (@Amazinite)
      * The Hauler VI missions now mention why Southbound Shipyards skipped over the Hauler IV and V. (@Anarchist2)
  * Game mechanics:
    * Added a "solar heat" attribute that generates heat based on the type of and distance to the system star(s). (@Amazinite)
    * Automatic conditions are now updated daily instead of only on landing. (@petervdmeer)
    * The flagship's system and planet are now automatic condition variables. (@petervdmeer)
    * Negative shield/hull energy and shield/hull fuel will no longer block the ability to repair. (@Amazinite)
  * Under the hood:
    * Organized the game data into subfolders based off of factions and species. (@Amazinite)
    * Generate downloadable continuous builds upon commit. (@MCOfficer)
    * Make AppImage releases compatible with systems older than Ubuntu 18.04. (@MCOfficer)
    * Expanded the credits to acknowledge everyone who has contributed to the game on GitHub. (@Zitchas)
    * The game's build systems now support placing code files in subdirectories. (@tehhowch)
    * Various improvements to the GitHub build pipeline. (@MCOfficer, @petervdmeer, @tehhowch)
    * Release note updates for the Appstream XML file. (@corecontingency)

Version 0.9.11:
  * Big changes:
    * Added the Graveyard, a region near the Ember Waste, and its inhabitants. (@beccabunny)
  * Bug fixes:
    * Typo fixes. (@alextd, @Amazinite, @Anarchist2, @Arachi-lover, @Darcman99, @Gods-Righthand, @Jozephi-Krakowskije, @Mageking17, @MCOfficer, @oo13, @otsohelos, @perey, @petervdmeer, @tehhowch, @Waffleship, @wjp, @Zitchas)
    * The Quicksilver (Mark II) variant no longer has the exact same outfits as the base variant. (@Amazinite)
    * The Shuttle and Behemoth no longer contact the image border. (@beccabunny) 
    * Terraforming 7 will no longer offer on every planet. (@Bladewood)
    * Explicitly stated the source of various missions so that they don't accidentally offer where they shouldn't. (@Amazinite)
    * Pact Recon missions no longer offer on pirate planets. (@Amazinite)
    * The " Drak " government now has the correct swizzle. (@Zitchas)
    * Added a tooltip for "movement:" that was missing. (@oo13)
    * Fighters and drones that are able to jump will now correctly follow the player if left behind by the player. (@tehhowch)
    * The "scram drive" attribute now displays with the same scale as the "jump speed" attribute. (@Amazinite)
    * The Marauder Firebird's shield/hull ratio now matches the Firebird's. (@Arachi-Lover)
    * Fixed a missing null check. (@NomadicVolcano)
    * Fixed a potential divide by zero error in the shipyard/outfitter. (@tehhowch)
    * Fixed a crash that occurred if a mission's carried ship was picked up by a regular NPC. (@tehhowch)
    * Missions will now properly indicate on the map if they have been completed. (@NomadicVolcano)
    * "Mystery Cube" jobs no longer have stations as destinations. (@Anarchist2)
    * "FW Southern Break" now offers after "FW Southern Prisoners - Released" is done, not after "FW Southern Prisoners - Release". (@Amazinite)
  * Game content:
    * New content:
      * Various new Remnant missions, ships, and outfits. (@Zitchas, @Amazinite, images from @beccabunny)
      * Various new spaceport missions in human space. (@petervdmeer)
      * Added new hails to alien governments where they were missing some under certain conditions. (@Amazinite)
      * Added new Pug and Heliarch hand to hand weapons. (@Brick63)
      * Added new, larger Coalition shield and hull repair modules used only by the Heliarchs. (@Arachi-Lover, images from @beccabunny)
      * Tribute can now be demanded from the Remnant. (@Zitchas)
      * Added a new Wanderer transport ship that has been retroactively added to the Wanderer campaign. (@Brick63)
      * Added hints to the Free Worlds campaign as to where to go to steal an electron beam, and removed large Navy fleets from Wei as to make it less punishing on average to fly through the system. (@Amazinite)
      * Improved the graphics for various station images and added new ones so that every station in human space is unique. (@beccabunny)
      * Added three stations to Coalition space. (@beccabunny)
      * Added a new person ship. (@LocalGod79)
      * Added variant Archon images so that not all Archons look the same. (@beccabunny)
      * New line of mission in Hai space dealing with human pirate raids. (@Amazinite)
      * Added a new set of friendly civilian hails. (@PaulBlay)
      * Added a new boarding mission for smaller merchant and Syndicate ships. (@beccabunny)
      * Added a new cargo mission in Wanderer space that leads the player to starting the storyline instead of requiring the player to randomly stumble upon it. (@Anarchist2)
    * Missions:
      * The mission Courier 2 now randomly generates its offer dialog as a showcase of this mechanic. (@Naminson)
      * Updated the intro missions from James to include new and updated information about game mechanics. (@Amazinite)
      * Made various minor changes to the Free Worlds campaign, such as the Stack Core and Flamethrower now becoming available to the player regardless of if they helped transport or test them. (@Amazinite)
      * If the player has a jump drive and a hyperdrive installed when going to the Syndicate for a jump drive, they will no longer give you an extra jump drive. (@Amazinite)
      * Should the player have their own jump drive during Free Worlds Reconciliation, the Navy will now provide an extra escort for the unused jump drive. (@AlbertNewton)
      * Removed the Hunted by State missions, as they made playing as a pirate too punishing. (@Amazinite)
      * The "Remnant: Broken Jump Drive" missions can be done in lieu of the "Remnant: Key Stones" missions in order to obtain a Remnant license. (@Zitchas)
    * Balance:
      * Heliarch and Coalition crew now have altered base crew attack and defense stats. (@Tadrix)
      * Gave the Pelican more engine space to better fit its description of being a fast ship. (@Zitchas)
      * Increased the fuel capacity, engine capacity, and speed of the Arrow and Star Queen so that they better compete with other transport ships. (@Zitchas)
      * The Frigate (Mark II) now has atomic engines just like all other Mark II Navy ships. (@Hyugat)
      * Tweak the stats of the Bastion, Mule, and Osprey to better differentiate the roles that each ship plays and make the Mule less powerful. (@Amazinite)
    * Other:
      * Added more variety for hails and pirate ship names. (@Thunderforge)
      * Increased the variety of ships in pirate fleets. (@ZBok)
      * Increased the variety of ships sold on pirate worlds. (@Zitchas)
      * Some Remnant ships now come with a Scram Drive installed instead of a standard Hyperdrive. (@Zitchas)
      * Improved the descriptions of the Marauder ships. (@MageKing17)
      * Gave the laser rifle and security station improved graphics. (@Brick63 and @beccabunny respectively)
      * Efreti outfitters now sell Hyperdrives. (@Arachi-Lover)
      * Demanding tribute from human worlds occupied by the Pug will now send Pug fleets. (@Zitchas)
      * Hai-home will no longer accept bribes, and now requires more reputation to land on. (@Amazinite)
      * Reduced the transparency of the background haze to make it more noticeable. (@Pointedstick)
      * Hai power generators and cooling now have unique graphics instead of being modified human graphics. (@Brick63)
      * The Ember Waste wormholes will now be used by the Remnant. (@Zitchas)
      * Improved the descriptions of Relic and Calda. (@Naminson)
      * The Hai wormhole will now be used by humans. (@Gods-Righthand)
      * Oxyrhynchus can now be attacked in Rim Archaeology without consequence. (@Amazinite)
      * The Ring of Power and Ring of Wisdom graphics have been swapped to reflect the age of the Kimek and Arachi. (@Arachi-Lover)
      * Renamed the Militia Carrier License to the Militia License and added it to the Dreadnought. (@Arachi-Lover)
  * Game mechanics:
    * Created an "enforces" government attribute that dictates in which systems the government will scan other ships. (@tehhowch) 
    * Uninhabited planets will now have a default security rating of 0. (@Amazinite)
    * Added "maintenance costs" and "operating costs" attributes that allow for an outfit or ship to cost credits daily without needing them to increase crew requirements. (@Amazinite)
    * Conditions for offering/failing/completing missions now support basic math expressions to allow for more complex condition requirements. (@tehhowch)
    * The status overlay will now display the disabled threshold of a ship just as the HUD does. (@Amazinite)
    * Weapons that consume ammunition are now able to consume a variable amount. (@Amazinite)
    * Flagship crew info can now be accessed as conditions. (@Fzzr)
    * A government's "display name" can now be customized. (@tehhowch)
    * Fighters and drones without a ship to carry them will no longer be automatically sold upon departure. (@petervdmeer, @tehhowch)
    * Improved the calculation of the number of jumps remaining for escorts. (@oo13)
    * Injured escorts will now stick near the player's flagship in an attempt to survive. (@tehhowch)
    * Added support for nested phrase interpolation to lay the groundwork for future translations. (@oo13)
    * Added support for add/remove syntax for News. (@tehhowch)
    * The player's flagship can be ordered to stop by combining the Shift key and the "BACK" command. (@petervdmeer)
  * User interface:
    * Added a new preference that allows the starfield to be toggled. (@Disiuze)
    * The fast-forward key can now be configured in preferences. (@bjidar-bg)
    * Conversation panels now require a new key press for each choice or on exit. (@tehhowch)
    * The total outfit space on a ship will now update with installed outfits expansions. (@Amazinite)
  * Under the hood:
    * Fixed formatting errors in the license file. (@Zitchas)
    * The FW flamethrower missions, being optional, have been moved to the side plots file. (@Bladewood)
    * Error traces will now provide the line number on which they occurred. (@tehhowch)
    * Consolidated input-handling into the Engine class. (@petervdmeer)
    * Allow passing CXX flags from the build environment. (@pkubaj)
    * Extracted SDL window setup and interaction into a new class to promote single-responsibility. (@AdamKauffman)
    * The error log file is always closed when the game exits. (@tehhowch)
    * Added sanity checks to the GitHub contribution pipeline (@tehhowch, @MCOfficer)
    * Created an AppImage build pipeline for releases (@MCOfficer)

Version 0.9.10:
  * Bug fixes:
    * Typo fixes. (@Amazinite, @Darcman99, @Kryes-Omega, @MCOfficer, @petervdmeer, @realityforge, @RestingImmortal, @SolraBizna, @tehhowch, @warp-core, @Zitchas)
    * Terraforming 6 will no longer offer on planets that make it impossible to complete before the deadline. (@comnom)
    * Pug and Free Worlds ships will now properly be hostile toward each other during FWC Pug 3B. (@Amazinite)
    * The Timer Ship will now properly destroy itself. (@tehhowch)
    * Corrected the descriptions of the Sidewinder and Meteor missiles to refer to the proper capacity of their launchers. (@Amazinite)
    * Completing the Plasma Cannon retrieval mission will now properly continue the Remnant storyline. (@Zitchas)
    * Terraforming 6 will no longer offer on uninhabited planets. (@Amazinite)
    * Mystery Cube 2 escorts now have the proper governments. (@Amazinite)
    * The outfitter will no longer load more ammo than can be held when auto-refilling. (@jostephd)
    * Outfits that don't depreciate will no longer show a depreciated cost in the boarding panel. (@tehhowch)
    * Ships with zero cargo space will no longer be overloaded with cargo. (@tehhowch)
    * Various boarding missions will no longer offer on ships without any crew. (@tehhowch)
    * The "Unwanted Cargo" mission now correctly identifies when you have the translator. (@Amazinite)
    * Paradise Fortune 1's on visit dialog no longer refers to Diana by name. (@petervdmeer)
    * Mission NPCs that have no saved system will not crash the game when the player departs a planet. (@tehhowch)
    * Ship thumbnails are now saved, just like sprites. (@MageKing17)
    * Hostile Mereti ships during the Wanderer Mind missions will no longer return understandable hails. (@Amazinite)
    * The "require" mission tag is now evaluated in all actions, not just when the mission is offered. (@MageKing17)
  * Game content:
    * Black holes now have a landing message. (@comnom)
    * Pirate occupation spaceport missions will no longer cause the player to launch if the occupation is in another system. (@ZBok)
    * Some Deep missions will no longer offer while the player is doing the main storyline. (@Amazinite)
    * Reduced the speed of the Centipede. (@Amazinite)
    * Remnant Tech Retrieval missions will no longer be blocked by other missions. (@Zitchas)
    * EMP torpedoes now require a Remnant license to purchase. (@Zitchas)
    * Nearly all missions that could possibly trigger an on visit dialog now have one, making it easier to tell why you aren't completing a mission when at the destination. (@Amazinite)
    * Mystery Retrieval jobs now mention their source and destination in the description. (@Amazinite)
    * Tactical and asteroid scanners and missile storage outfits can now be found on various NPC ships. (@Amazinite)
    * The Marauder Splinter's required crew now better matches the normal Splinter's. (@starcollide5)
    * Added an additional mission on Wanderer middle so that the player is never without a mission when they should be doing something. (@Amazinite)
    * All obtainable ships now have shipyard thumbnails. (@Amazinite)
    * Generic jobs will now offer on independent planets, which previously had few if any jobs. (@Amazinite)
    * Greatly reduced the wait times in the recently added Deep missions. (@Amazinite)
    * Pirate occupation jobs will no longer have Humanika as a destination. (@AlexBasset)
    * Created more detailed versions of ships made by Betelgeuse and Southbound Shipyards. (@beccabunny)
    * Updated Mad Max's government so that capturing his ship no longer angers Author ships. (@LocalGod79)
    * Quantum Key Stones no longer require a Remnant license to buy as to avoid having the player get stuck in Remnant space with no way out. (@Naminson)
    * Added an improved graphic for graviton engines. (@beccabunny)
    * Changed the names and descriptions of various bounty jobs to better highlight the difficulty of the jobs. (@Naminson)
    * Added an autosave point to Rescue Katya 2, meaning that players can jump to a safe point from before Liberate Kornephoros if they're having issues with the battle in their current ship. (@Amazinite)
    * Reduced the price of the asteroid scanner to make it easier for new pilots to buy. (@Amazinite)
  * Game mechanics:
    * Modified depreciation rates so it occurs three times slower, as was intended for v0.9.6. (@Amazinite)
    * Added a 7-day grace period to depreciation. (@Amazinite)
    * NPC ships will no longer randomly carry cargo that modifies bunks or increase outfit space or cargo. (@tehhowch)
    * Ships will now refuel at more appropriate times when using both a hyperdrive and a jump drive. (@oo13)
    * The Bank is once again accessible on inhabited planets when you don't have a flagship. (@Amazinite)
    * Carried ships that belong to missions will only ask fellow ships from the same mission to be their carrier. (@tehhowch)
  * User interface:
    * The map will now update system colors when switching between the shipyard and outfitter views. (@ChamEV)
    * Rings around systems on the map are now drawn behind other UI elements instead of in front of them. (@ChamEV)
    * The "done" button on the map is now located furthest to the right to match other UI menus. (@ChamEV)
    * Fixed the hitboxes of various UI buttons to better fit where the buttons are visually. (@ChamEV)
    * Using arrow keys to navigate will now scroll the active & available mission lists. (@tehhowch)
  * Under the hood:
    * The README now links to the Steam store page for the game instead of the community page. (@Luckz)
    * Style enforcement of the source code. (@petervdmeer)
    * The variable for turret aiming is now explicitly signed as to avoid some architectures assuming it is unsigned. (@sdennie)
    * The game's title is no longer translated in the appdata. (@rugk)
    * Altered the outfit info display to allow for attributes to have unit labels. (@Amazinite)

Version 0.9.9:
  * Big changes:
    * All ship sprites have been re-rendered with a less "flat" and more dramatic illumination angle.
    * The shipyard now displays angled 3D images of ships instead of top-down images.
    * Ships can now be hit by projectiles while cloaked (but still can't be targeted).
    * The turn rates of most turrets have been reduced, so small fast ships can dodge around them.
    * Graphics and physics calculations have been optimized significantly.
    * Added a "news" system in the Spaceport, as an experiment to make it feel more "inhabited."
    * Added an "asteroid scanner," allowing you to target asteroids and letting turrets track them.
    * Ramscoop and solar power effectiveness now varies depending on the stars in each system.
    * Added various new Remnant missions, ships, and outfits. (@Zitchas, with images from @Brick63, @Darcman99, and @beccabunny)
    * The Bactrian now requires a license to purchase, which can be earned through doing various missions now offered in the Deep. (@Amazinite and @tehhowch, with an image from @Brick63)
  * Bug fixes:
    * Crashes and other serious bugs:
      * Fixed a crash when reordering escorts in the player info panel on Mac OS X.
      * Fixed a bug that caused ships with nuclear missiles to launch them all at the same time.
      * Fixed a bug where large projectile velocities would freeze the game. (@tehhowch)
      * Fixed a crash when pressing "Land" at a specific time while jumping in uninhabited systems. (@tehhowch)
    * Ship behavior:
      * Fixed escorts doing nothing if near death. (@flaviojs)
      * Reverse thrust now works properly while turning. (@Hacklin)
      * Fixed a situation where carrier escorts in other systems wouldn't pick up their fighters. (@tehhowch)
      * Ships will now request help if enemies are present as long as all enemies are disabled or untargetable. (@tehhowch)
      * Avoiding a situation where ships can exit hyperspace with negative velocity. (@tehhowch)
      * Fixed autofire shooting at cloaked targets. (@tehhowch)
      * Pirates will no longer plunder passengers.
      * Fixed special "persons" spawning in systems with no links for them to leave through.
      * Out-of-system ships no longer bother trying not to overlap each other. (@tehhowch)
      * Fixed a situation where you couldn't cancel escort orders. (@flaviojs)
      * Fixed a bug when issuing a "hold position" command while escorts are hyperjumping.
      * Ships will no longer attempt to scan targets that they are hostile toward. (@tehhowch)
      * Fixed a bug where carried ships might not be destroyed when their carrier self-destructs. (@tehhowch)
      * Ships will no longer take off from planets they do not have the required attributes to land on. (@tehhowch)
    * User interface:
      * Fixed "ton" vs. "tons" when harvesting materials with a unit size other than 1 ton. (@Rakete1111)
      * Fixed "invisible" ships (disabled escorts) getting selected in the shop panel. (@tehhowch)
      * Avoiding a bug if the "recent" saved game cannot be found. (@comnom)
      * Missions no longer show up as "can be done" if the cargo is elsewhere. (@Hadron1776)
      * The hail panel now properly reflects if a ship is already coming to assist you. (@flaviojs)
      * Drag actions are now canceled if interrupted by a pop-up dialog. (@tehhowch)
      * Fixed map re-centering at different zoom levels. (@dzhu)
      * The numeric entry dialog now treats non-numeric text as if you clicked "cancel."
      * Fixed jumpiness in map zooming. (@thomasballinger)
      * Fixed trailing whitespace and "1 credits" in payment messages. (@tehhowch)
      * The "fail" noise no longer plays on repeat if you have no way to jump. (@tehhowch)
    * Other:
      * Fixed the FW "electron turret" mission not offering on landing. (@tehhowch)
      * Fixed the last fraction of a crate of commodities not getting jettisoned. (@flaviojs)
      * Made it impossible to switch landing targets while landing. (@Hadron1776)
      * Fixed the outfitter scroll changing when you select different ships. (@flaviojs)
      * Fixed location filters matching planets that have not yet been placed in a system.
      * Fixed a bug when a weapon hardpoint specified an outfit that wasn't loaded yet.
      * Fixed the "Syndicate Capture" escorts not assisting you in the battles.
      * Fixed a situation where a ship could have zero passengers tied to a mission. (@tehhowch)
      * Cargo from boarding missions now goes into the flagship's cargo hold.
      * Fixed some cases where reputation changes could disrupt the story line. (@temtemy)
      * Centered the Pointedstick Vanguard sprite. (@czartrak)
      * Ships can no longer have negative outfit counts. (@tehhowch)
      * Fixed some impossible deadlines in new Free Worlds jobs. (@Tadrix)
      * Fixed some odd merchant fleet spawns. (@Nescio0)
      * FW Katya 1C now only offers on inhabited planets. (@Amazinite)
      * The Remembrance Day and war begins missions now only offer on inhabited planets. (@Fzzr)
      * The turret hardpoint and projectile of the Laser Turret now properly reflect the outfit image. (@Amazinite)
      * NPC carrier-fighter assignment properly counts available bays. (@oo13)
      * Unrepresentable condition values generate a warning, rather than result in signed integer overflow. (@tehhowch)
      * Weapon outfits that do not specify a hardpoint no longer occupy a gun port. (@tehhowch)
      * The system of a carried ship's parent is now checked for mission NPCs that must be evaded or accompanied. (@comnom) 
    * Minor issues:
      * Typo fixes. (@abenkovskii, @Alkallid, @Amazinite, @Bladewood, @Fzzr, @jafdy, @Janaszar, @jostephd, @Jugosloven1612, @LordInsane, @MCOfficer, @MessyMix, @Nescio0, @redshalken, @seanfahey, @solardawning, @temtemy, @themightygrunt, @tmbutterworth, @toilethinges, @Turtleroku, @UnciaPrima, @warp-core, @whismerhill)
      * Fixed missions that give "gifts" not being colored as ready to be completed. (@tehhowch)
      * Fixed ship placement when traveling through a wormhole that moves a lot in one day. (@tehhowch)
      * Added a warning for ships with more than 32 hardpoints. (@EndrosG)
      * Fixed a blank pilot being created if you quit while in the intro conversation.
      * Disabled help message no longer shown if you're destroyed instead of just disabled. (@thomasballinger)
      * Fixed case-sensitive bug where music mp3's could not have the extension ".MP3". (@tehhowch)
  * Game content:
    * New content:
      * Doubled the number of unique planet sprites. (@comnom)
      * Added a bunch of new ship names. (@Pointedstick)
      * Added some new special "person" ships.
      * New galaxy background image. (@Aurelite)
      * New Pleiades background image. (@beccabunny)
      * Updated some landscape images.
      * Added new station landscape images. (@sivael, @Pointedstick)
      * Added a "Deep Security" government that's distinct from the Republic Navy (and has its own hails).
      * Outfit image for the Tactical Scanner. (@Kryes-Omega)
      * Added new ships and weapons for a new Wanderer faction.
      * New sounds for blasters. (@Pointedstick)
      * New Wanderer hails. (@ph2000bis)
      * New Korath, Hai, and Remnant hand-to-hand weapons. (@Brick63)
      * Added dragons in the distance in the landscape image for Skymoot. (@DrBlight)
      * Added a sound for the Inhibitor Cannon. (@solardawning)
      * New hails from friendly disabled ships. (@OverYrPaygrade)
      * New "Korath Fuel Processor" outfit. (@Tadrix)
      * Outfit sprite for the Scram Drive. (@Brick63)
      * New "EMP Torpedo" Remnant weapon.
      * Hostile hails for the Heliarchs. (@temtemy)
      * New sound effect for the Repeater and for various missiles. (@Pointedstick)
      * New special landscape image for Deep, with a volcanic island. (@DrBlight)
      * New hostile militia hails. (@Ferociousfiend)
      * New pirate jobs to assassinate high value targets. (@czartrak)
      * Various new missions available in both Hai and human space. (@TheUnfetteredOne, @Amazinite, @Fzzr, @Pointedstick)
      * Unique explosions to Pug ships. (@Vilhelm16)
      * New station sprite for Lagrange. (@beccabunny)
      * Three new Hai ships. (@Brick63)
      * New jobs that are offered by the Free Worlds during the campaign as another form of income. (@Amazinite)
      * Images for the Quarg outfits. (@Brick63)
      * A luxury accommodations outfit and a brig outfit, as well as various jobs that are triggered by having them installed. (@Pointedstick)
      * More regional flavor jobs for the South, Rim, Dirt Belt, and Frontier. (@Amazinite)
      * The landscape images of Muspel and Norn now show the other planet in orbit. (@DrBlight)
      * New jobs to transport released prisoners home. (@Fzzr)
      * New Hai jobs to bring commodities back from human space. (@Fzzr)
      * More portraits to be viewed through the new "news" system for increased variety. (@MCOfficer)
      * More jobs that are offered when a brig is installed. (@Fzzr)
      * More news entries. (@Fzzr)
      * New Scanning Module used by Heliarch ships. (@Nescio0, @Brick63)
      * Unique sounds for the Thrasher and Point Defense Turret. (@Lineth)
    * Balancing:
      * Balance and price adjustments on some of the Remnant outfits.
      * The Surveillance Pod now has tactical scanning capabilities.
      * Reduced the crew requirements for the Bastion and Splinter. (@Pointedstick)
      * Buffed the Proton Gun to balance it better versus the other big guns. (@Amazinite)
      * Added a Proton Turret. (@Pointedstick)
      * Blasters now have a longer range and speed.
      * Improved the heat dissipation of the Shuttle and Star Barge, to make dodging missiles easier.
      * Torpedoes are now less effective at tracking small targets.
      * Quarg ships now have "hull repair." (@tehhowch)
      * Javelins now fire faster to make them a bit more deadly. (@Nescio0)
      * Missiles now do more damage but fire slower and don't track as well. (@Pointedstick, @Amazinite)
      * Tweaked various ship loadouts and fleet variants to reflect the changes to human missiles. (@Pointedstick, @Amazinite)
      * Altered the shield/hull balance of the Corvette and Firebird to better fit their intended roles. (@Pointedstick)
      * Adjusted the stats of the Kestrel to make it more enticing to use and to better reflect when it is unlock. (@Nescio0)
      * Tweaked the Headhunter and Raven to better differentiate the various human light warships. (@Amazinite)
      * Increased the velocity of blaster projectiles by roughly 25%. (@Nescio0) 
      * Attacking the Pug Arfectas will now anger the Wanderers. (@tehhowch)
      * Slightly lowered the heat generation of the Armageddon Core to make it a more viable choice. (@Lineth)
      * Certain factions now have higher base crew attack and defense stats. (@Tadrix)
    * Missions:
      * Added a combat rating check to the "Hunted by the State" pirate missions. (@jjhankins)
      * Your behavior toward other factions no longer influences the Pug's attitude toward you.
      * The Republic now becomes hostile as soon as you join the Free Worlds. (@mootootwo)
      * Unfettered aid jobs can no longer have destinations on occupied Wanderer worlds. (@Amazinite)
      * Added hails and other improvements for the Syndicate target practice missions. (@Pointedstick)
      * Blocked some mission "messages" from showing up outside of human space. (@tehhowch)
      * Added rare defense missions in the Core against Korath raiders. (@czartrak)
      * Fixed "fw syndicate welcoming" happening too late for players with jump drives. (@tehhowch)
      * Added log entries for some of the side missions. (@Amazinite)
      * Drug running missions now fail if you are caught by the authorities. (@Pointedstick)
      * Added an extra player choice in response to the "Alondo is gay" revelation. (@elgeonmb)
      * Planets that turn neutral during the main plot campaign will now change to either Republic or Free Worlds worlds during the story. (@Amazinite)
      * Navy (Oathkeeper) fleets will now have Mark II variant ships when the rest of the Navy does. (@Fzzr)
      * The science drone can no longer be made hostile. (@tehhowch)
      * Added extra player choices that are more sympathetic to the Wanderers and Pug during Wanderer missions. (@10010101001)
      * The FW Epilogue missions are now marked as minor. (@comnom)
    * Other:
      * Fixed the plural versions of some ship types.
      * Expanded the descriptions for the Hai ships. (@Amazinite)
      * The HUD is now defined in a single "hud" interface, for easy overloading by modders.
      * Modified the Meteor description to explain how infrared tracking works. (@Pointedstick)
      * Added more fancy passenger ships in the Paradise systems. (@Pointedstick)
      * The cloaking device is now unplunderable. (@Bladewood)
      * Switched some landscape images so that fewer of them are used for multiple planets. (@Amazinite)
      * All red wormholes now require the quantum keystone attribute to be used. (@Nescio0)
      * Wasps will now spawn in small Core pirate fleets. (@Nescio0)
      * Test dummy ships now only aim to disable instead of destroying. (@tehhowch, @Amazinite)
      * Command centers are now unplunderable. (@AlexBassett)
      * Added small numbers of hand to hand weapons to various human ships. (@Fzzr)
      * Ship names are now always preceeded by the word "the" in missions and jobs. (@DrBlight)
      * Lead's description no longer incorrectly claims that it is the heaviest non-radioactive element. (@Janaszar)
      * Added more content definition warnings & checks, to help modders develop functional content (@tehhowch)
      * Content definition checks do not warn for certain objects defined solely by game events (@comnom)
      * Changed the human anti-missile turret models to increase their hardpoint image visibility. (@comnom)
      * Lowered the pitch of the scan sound effect by one octave. (@comnom)
      * Some regional pirate jobs now increase your reputation with pirates if completed, but decrease your reputation with the regional government (i.e. Republic, Syndicate, or Free Worlds) if failed. (@Amazinite)
  * Game mechanics:
    * Ship AI:
      * AI ships no longer keep trying to plunder if their cargo is full. (@tehhowch)
      * Escorts with no fuel in uninhabited systems now move to the system center to refuel. (@tehhowch)
      * Adjusted the logic for when AI ships use their afterburners. (@tehhowch)
      * Improved the AI for mining ships, including fighters and drones. (@tehhowch)
      * Improved how escorts decide when to refuel when following their parent ship. (@flaviojs)
      * Mission NPC fleets now travel together instead of individually following the player. (@tehhowch)
      * The "follow" order now has a ship keep station rather than swarming around its target. (@tehhowch)
      * Ships told to hold position now return to that spot if knocked away. (@tehhowch)
      * The missile boat AI can now use reverse thrusters if it's useful to do so. (@tehhowch)
      * "Mining" mission NPCs now never stop mining even if the timer runs out. (@tehhowch)
      * Ships are now smarter about firing projectiles with a blast and trigger radius. (@tehhowch)
      * Carried ships now forget their target system and ship when boarding the carrier. (@tehhowch)
      * Fighters now retreat to their mothership when in need of repairs.
      * Made improvements to the cloaking AI. (@tehhowch)
      * Adjustments to NPC behavior, especially outside the "invisible fence." (@tehhowch)
      * The "ship health" calculation now better represents how close a ship is to being disabled. (@tehhowch)
      * Overheated enemies now have lower priority when choosing targets to attack. (@tehhowch)
      * Carried ships will now unload any collected cargo into the carrier's cargo bay, but not for the player. (@tehhowch)
      * Fighters and drones also return to their carrier if they need fuel. (@zwparchman)
      * Ships will now depart from their previously-specified planet, instead of always departing from the player's planet. (@tehhowch)
    * Physics and game engine:
      * A dying ship can now have hull "leak" effects (e.g. flames or venting atmosphere).
      * Boarding is now suspended if the target to be boarded is knocked away. (@flaviojs)
      * A ship can now apply a fraction of its full thrust if that's all it has power for.
      * Tweaked hit force and firing force so its effect is less dependent on ship mass.
      * Weapon blast strength now depends on the distance from the blast. (@tehhowch)
      * Fighters can now run their own generators while being carried.
      * Engine flares or afterburner effects may now be integrated into a ship definition.
      * Weapon hit force is now "inherited" from submunitions, like all the damage types.
      * Slight adjustments to the disabled hull percent calculation (now never higher than 45%).
      * Players may now control the strategy with which fighters and drones are repaired. (@tehhowch)
      * Fast forward now only applies when the player is in flight.
      * Ships can now randomly carry outfits like they do commodities. (@tehhowch)
      * Mission dialog can now be randomized through the use of phrases. (@tehhowch)
    * Ship and outfit attributes:
      * Cloaking can now generate heat ("cloaking heat") as well as draining energy and fuel. (@Hadron1776)
      * Added "tactical scanners" that show more info about the selected target ship.
      * Added "fuel damage" that reduces (or increases) the target ship's fuel.
      * Heat can now be used as a weapon resource. (@pscamman)
      * Fighter and drone bays can now specify a launch effect that is played when the carried ship is launched. (@tehhowch)
      * Added various fuel related attributes for using or generating fuel. (@Nescio0)
      * Hardpoint offsets can now have both a y-axis and x-axis offset. (@tehhowch)
    * New automatic condition variables:
      * Added a "credits" auto-condition so missions can check the player's bank balance. (@Elyssaen)
      * Added auto-conditions "cargo attractiveness", "armament deterrence", and "pirate attraction".
      * Auto-conditions "unpaid mortgages", "unpaid fines", "unpaid salaries", and "credit score". (@tehhowch)
    * Mission and event functionality:
      * Game events can now mark a planet or system as visited. (@tehhowch)
      * Made it possible for the start conditions to give the player starting ships.
      * Added support for system attributes, which work the same as planet attributes.
      * New auto-generated planet attributes "spaceport", "shipyard", and "outfitter".
      * NPC specs can now specify how many copies to make of a single fleet. (@tehhowch)
      * The NPC "accompany" goal now always implies "save" as well. (@tehhowch)
      * Events can now "add" or "remove" specific personalities from a fleet.
      * Mission's Do() will no longer modify condition variables if the action cannot be done.
      * Location filters can now use "not" to specify things the location must not match.
      * Location filters can now use "neighbor" to specify what criteria the location's neighboring systems must satisfy. (@tehhowch)
      * Added a text substitution for "<waypoints>" in missions. (@tehhowch)
      * Conversation "apply" nodes can now modify your reputations. (@tehhowch)
      * The "require" mission tag can now specify how many of an outfit to require. (@Elyssaen)
      * Any mission conversation can now trigger a "launch." (@tehhowch)
      * "On enter" actions can now specify which system via a filter. (@tehhowch)
      * New "launching" personality for NPCs that always take off with the player. (@tehhowch)
      * New ways for a conversation to kill the player or an NPC the player is boarding. (@tehhowch)
      * Missions will now create "mission: failed" and "mission: declined" conditions upon failing and being declined respectively. (@Fzzr)
      * Assisting & boarding missions can spawn NPCs in-flight, without requiring the player to land. (@tehhowch)
      * The starting planet of NPCs can be specified. (@tehhowch)
    * Other:
      * In an interface spec, different elements can now be anchored to different screen corners.
      * In the HUD interface spec, the location of the ammo, escorts, and messages is now customizable.
      * Special "persons" can now include fleets with multiple ships.
      * Added support for loading grayscale PNGs. (@dplepage)
      * Each government can now specify a baseline attack and defense multiplier for crew. (@Hadron1776)
      * Made it possible for ship variants to add attributes without redefining all of them. (@tehhowch)
      * Wormhole links are now only drawn in the map if their "description" is not empty.
      * An asteroid scanner lets you remember the minable types in a system even without harvesting them.
      * Ship hails now support some text replacements. (@dzhu)
      * Planetary defenses can now include multiple fleet types. (@tehhowch)
  * User interface:
    * Player and fleet info:
      * Made it possible to reorder selected ships in the fleet info with Ctrl+Shift+Arrow.
      * The ship cargo list now shows count and total mass for outfits in cargo.
      * The player info now indicates how attractive your fleet is to pirate raids, and why. (@tehhowch)
    * Shops:
      * Added a shortcut key (U) in the outfitter to uninstall an outfit without selling. (@tehhowch)
      * The outfitter now shows all the licenses that you possess. (@flaviojs)
      * All licenses now have an outfit image.
      * In the shops, hovering over "buy" or "sell" now highlights which ships it applies to.
      * "Flight checks" now show up as warning icons rather than blocking you from leaving the outfitter.
      * Added a flight check for ships with no hyperdrive. (@jostephd)
      * Numbers now only show one decimal, to make ship attribute tables easier to read.
      * Ships without enough fuel to jump will now display a warning in the shipyard. (@Nescio0)
      * Ships without enough energy capacity to fire their weapons will now display a warning in the shipyard. (@mattsoulanille)
      * Updated the hull tooltips to reflect the changes to when ships are disabled. (@Nescio0)
    * Maps:
      * Ships with no hyperdrive can now plan wormhole-only travel paths. (@tehhowch)
      * The "compare" boxes in the shipyard and outfitter maps are now side by side.
      * Rearranged the map detail panel so that even small screens have space to list three ports.
      * Made space for longer planet and system names in the "orbits" map UI.
      * Clicking a system in the missions map now cycles through waypoints there, too. (@flaviojs)
      * In the map, a dot inside a system indicates presence of player escorts. (@tehhowch)
      * Visited mission waypoints and stopovers are now still displayed on the map. (@tehhowch)
      * You can now hover a system in the map to view a list of which escorts are there. (@tehhowch)
      * When the map "recenters" on a new system, the movement is now animated instead of instantaneous.
    * Heads-up display:
      * A mission failure message is now shown if mission cargo is plundered. (@tehhowch)
      * The minimap now shows up as soon as you begin preparing to jump. (@flaviojs)
      * The landing target HUD now says whether you're able to land or not. (@flaviojs)
      * Colored "faction markers" are now displayed in the targeting HUD next to the government name.
      * Ship target "outlines" now show some of the ship's interior, not just the silhouette.
      * Improved how the outline shader looks when operating on an animated texture.
      * Messages in the HUD now wrap rather than overflowing. (@tehhowch)
      * The heat bar now blinks and shows an overlay to indicate overheated status.
      * The radar now shows the viewport boundaries. (@tehhowch)
    * Other:
      * The UI zoom level can now be adjusted in smaller increments. (@tehhowch)
      * The zoom level updates dynamically and restores after minimization / tabbing. (@CyberShadow)
      * Scrolling the display zoom in flight is smoother. (@thomasballinger)
      * The "<payment>" substitution is now formatted as a positive number even for fines. (@tehhowch)
      * Added a preference to rehire extra crew (beyond the minimum) if lost. (@tehhowch, @flaviojs)
      * Scrolling past the end of a logbook page now wraps around to the top. (@tehhowch)
      * Escape or Ctrl-W now closes dialogs. (@tehhowch)
      * Tweaked the star field rendering to reduce "sparkle" when zoomed all the way out.
      * Added new color settings to the interface file. (@tehhowch)
      * Added help messages for new players who fly far out from the system center without jumping.
      * Reduced the volume scale to better match other games.
      * When formatting numbers, always put a digit to the left of the separator. (@Hacklin)
      * The player's name is now limited in how long it can be. (@tehhowch)
      * Moved the contribution information to the top of the credits in order to increase exposure. (@Amazinite)
  * Under the hood:
    * Lots of data file cleanup and simplification of redundant items. (@tehhowch)
    * Data file fixes. (@Amazinite, @jafdy, @luiges90, @Nescio0, @Rob59er, @toilethinges, @warp-core)
    * Minor code issues. (@abenkovskii, @AMDmi3, @AskePit, @gunqqer, @Hacklin, @Isaacssv552, @tehhowch)
    * Improved some of the trace messages shown for invalid data. (@tehhowch)
    * Fixes to the AppStream data file for some Linux distributions. (@Pointedstick)
    * Made reputation adjustments use <?= where appropriate. (@mootootwo)
    * Various code cleanup changes.
    * Made it possible to specify a non-standard BUILDDIR in the scons script.
    * Split up Engine's massive CalculateStep() function to make it easier to read and understand.
    * Sprites are now drawn via OpenGL texture arrays rather than separate textures for each frame.
    * Sped up the image-loading code by loading all frames of a sprite in one texture.
    * Updated the Mac OS build instructions and XCode settings to use Homebrew.
    * Reduced CPU usage when viewing the map.
    * A planet's inhabited status is cached to speed up inhabited checks. (@CyberShadow)
    * Added the command-line flag -p to check the active save for content definition errors. (@tehhowch)
    * The game now quits after printing the --ships or --weapons tables, or checking a save.
    * Made game startup avoid rewriting the active save, unless the pilot was entered. (@tehhowch)
    * Replaced usage of stderr output with logging to file, to help Windows users track down issues. (@tehhowch)
    * Reduced "turn jitter", where ships could rapidly alternate turning direction. (@tehhowch)
    * Interlaced .png's no longer produce warnings from libpng. (@tehhowch)
    * The application name on OSX is now properly "Endless Sky". (@nobodywasishere)
    * Improved how the AI determines which ships other ships should consider targeting. (@tehhowch)
    * Condition values may be +/- 4 quintillion instead of +/- 2 billion. (@tehhowch)
    * Windows console output now works properly. (@comnom)

Version 0.9.8:
  * Bug fixes:
    * Typo fixes. (@Amazinite, @Bladewood, @Hadron1776, @MessyMix, @tehhowch)
    * You no longer ever transfer crew to automata when capturing them. (@tehhowch)
    * Fixed ships not fully decloaking after cloaking to repair themselves. (@tehhowch)
    * Shift-selecting a range of ships in a shop no longer includes disabled ships. (@tehhowch)
    * Fixed an error in how the travel plan is drawn when you have no flagship. (@tehhowch)
    * Fixed flashing ships repeatedly triggering the warning siren. (@Hadron1776)
    * Fixed a bug that kept you from landing on planets that aren't on your travel plan. (@tehhowch)
    * Adding a stellar object that is linked to a planet definition now works properly.
    * Map labels now reset to their default state when loading a new game.
    * Fixed a crash that could happen when disowning ships.
    * Fixed a crash that could occur when your flagship is captured.
    * Daily weapon reloads (e.g. when you jump) no longer reset turret angles.
    * Fixed the messages list not resetting if creating a new pilot from the main menu.
  * Game content:
    * Fixed a Remnant mission that could be offered on non-Remnant worlds. (@tehhowch)
    * Fixed the turret assignments on the cloaked Archon. (@tehhowch)
    * The uninhabited "Far Monad" world will no longer fine the player. (@Amazinite)
    * Fixed some issues with the Wanderer / Kor Sestor missions. (@tehhowch)
    * Reordering some ship hardpoints for consistency. (@warp-core)
    * Added a different faction log entry for the Remnant if you don't befriend them. (@tehhowch)
    * Added descriptions for the Remnant ships and thumbnail images for their outfits.
    * Made the Remnant's Point Defense Turret far more effective, to justify its price.
    * Made the Remnant generators a bit better, and made the Crystal Capacitor draw power.
    * Made the Starling and Albatross ships a bit faster, and gave the Starling more fuel.
    * Added another wormhole link connecting the rest of the Ember Waste.
    * Wanderer jobs now become less frequent after the Hai invade them.
    * The prison on Clink now "closes" once the war is over.
    * If you bomb Zenith in the Wanderer story, its planet sprite now changes to show the crater.
    * Some Hai ships now have "Quantum Keystones" installed, to match the lore about them.
    * Hai outfitters now sell fuel pods.
    * The mission NPC void sprites are now "mute," like all the others.
  * Game mechanics:
    * Fixed some inefficiencies and glitches with ships assisting each other. (@tehhowch)
    * Fixed some bugs with escort pathfinding and spurious refuelling. (@tehhowch)
    * Demanding tribute from a planet now always makes its government and allies hostile.
    * Enemies will no longer hang out just waiting for a player who is beyond the "invisible fence."
    * Missions can now specify a random range of time delays for events.
    * If your ship has no forward-facing guns, auto-aim will no longer activate.
    * The <payment> substitution in missions now shows payment for that action clause, if any.
    * Once a "derelict" NPC has been boarded, it can now repair when landing like an ordinary ship.
  * User interface:
    * In the radar, the "blink" color for mission targets is now customizable. (@Hadron1776)
    * Restricted planets are now a different color than hostile planets. (@Hadron1776)
    * If a plugin overrides the start date, new player messages still work correctly. (@Hadron1776)
    * Fixed a missing newline in the scan dialog for harvested materials in cargo. (@tehhowch)
    * In fullscreen mode, the cursor now disappears if you don't move the mouse for 10 seconds.
    * Sped up the main view zoom animation so it's easier to set it to a specific zoom level.
    * Made it so you can sell outfits in cargo without switching to the cargo view.
    * Fixed a case where your flagship could end up included in the escort selection.
    * In the map, systems with "inhabited" worlds but no spaceports now show up as uninhabited.
    * Made it possible to click a planet in the map to set it as your landing target.
    * You can now double-click a snapshot in the Load / Save panel to load it.
    * Planet labels now always use the government color (instead of being red for hostile planets).
  * Under the hood:
    * Refactored the assistance-seeking AI to use less CPU time. (@tehhowch)
    * Fixed some missing #includes that messed up compilation in Visual Studio.
    * Fixed some potential issues and dead code found by Clang's static analyzer.

Version 0.9.7:
  * Big changes:
    * Added a new area, the Ember Waste, populated by a new faction and new space-dwelling creatures.
    * Replaced "Mass Expansion" with an outfit that reduces your ship's cooling if you install too many.
    * Turrets now have limited turn rates and can each choose and track targets independently.
    * Added a "logbook" with brief, automatic summaries of important missions you've completed.
    * The game now moves at triple speed when caps lock is on (e.g. to speed up traveling long distances).
    * Pirate "raids" now depend on how well defended your fleet is, not how many freighters you have.
  * Bug fixes:
    * Crashes and other serious bugs:
      * Ships with no collision mask no longer crash the game if a weapon with a blast radius explodes.
      * If initializing OpenAL fails, the game now launches with no audio instead of crashing.
      * The game no longer crashes if a system contains an undefined minable object type.
      * Fixed a crash when viewing ship details in the info panel if no ship is selected.
      * The game no longer hangs if you auto-refill and have more than the maximum ammo installed already.
      * Ship masks are now generated correctly even if one whole side of the image is blank.
      * Fixed a bug in recursive directory listings on Windows (maybe causing sound loading errors).
    * Ship behavior:
      * "Harvesting" ships no longer chase flotsam that they can't hold. (@EndrosG)
      * Fixed a bug where fleet orders would not clear if carried fighters were selected. (@tehhowch)
      * Hostile NPCs no longer "keep station" with cloaked parent ships they cannot see. (@tehhowch)
      * Fixed "move to" orders moving multiple ships to the exact same location. (@tehhowch)
      * Ships that have offered assistance no longer get distracted by mining asteroids. (@tehhowch)
      * Fixed NPCs getting stuck trying to land somewhere they cannot. (@tehhowch)
      * Fixed a case where escorts were not pathfinding through wormholes.
      * Fixed "vindictive" ships getting stuck with a non-targetable target. (@tehhowch)
      * Auto-aiming and turret tracking no longer works with cloaked targets.
      * Fighters and drones no longer try to board their parent ship if the parent is disabled.
      * "Appeasing" ships no longer dump cargo right after being repaired from being disabled.
      * It's no longer possible to give an escort orders targeting itself (i.e. to move to itself).
      * The autopilot's travel destination now works even if that destination is a wormhole.
    * Interface bugs:
      * Fixed improper scaling of sprites wider than they are tall in the sales maps. (@EndrosG)
      * Fixed a bug that allowed you to scan cloaked ships. (@tehhowch)
      * Fixed a bug where the "New Pilot" button didn't work if a pilot was loaded but was dead.
      * Fixed some cases where an invisible mission could end up selected in the Job Board.
      * Fixed a bug in calculating the number of bunks free for passengers in the player's fleet.
      * When entering text, caps lock now applies only to letter keys, not to number keys, etc.
      * Scanning a ship you own no longer causes a "your ship is being scanned" warning.
      * It's now possible to install an outfit from cargo even if it requires a license you don't have.
      * Fixed scrolling of the fleet list when "looping around" to the first or last ship.
      * Fixed "1 ton" vs. "2 tons" pluralizing incorrectly in the trading panel.
    * Other:
      * Fixed a bug where capturing ships was not affecting your reputation. (@Elyssaen)
      * Fixed missiles with homing level 4 "running away" from targets that are faster than they are.
      * Fixed defense fleets sometimes not coming from the planet they are defending.
      * Fixed commodities with a quantity of 0 showing up in the plunder list (if a ship dumped cargo).
      * Fixed an event that didn't fully succeed in making Varu K'prai show up as "uninhabited."
    * Typos fixes:
      * (@alkallid, @Amazinite, @awfulworldkid, @Bladewood, @davidarcher, @dufferzafar, @EndrosG)
      * (@Hadron1776, @jafdy, @jostephd, @KiLEdEnNis, @MessyMix, @PhaedrusES, @Pointedstick, @Proont)
      * (@Rhendox, @SolraBizna, @strollcata, @Tadrix, @tehhowch, @toilethinges, @YellowApple)
  * Game content:
    * Wanderers story line:
      * The Wanderer and Hai jobs are now different from human jobs. (@Amazinite)
      * Added a hint for the Wanderers mission to hunt down the Kor Sestor fleet. (@MessyMix)
      * Wanderer outfits now require a license instead of the outfitters starting out hidden. (@Disiuze)
      * Made the Wanderer events more concise using the new add / remove keywords. (@tehhowch)
    * Free Worlds story line:
      * The Free Worlds commitment mission now stays active until you commit to a side. (@jafdy)
      * Free Worlds intro missions are now offered more often the more you've helped them. (@jafdy)
      * The Syndicate now always becomes hostile in the mission where you capture an executive.
    * Ships and outfits:
      * Adjusted the mass of the Hai tracker so it adds up correctly to the total outfit space.
      * Bunk rooms are now sold in Wanderer and Hai space.
      * Local maps are now sold in Coalition space. (@EndrosG)
      * Made sure that all ship variants now have the same chassis cost as their base models.
      * Increased the cargo space of the Deep River.
      * Fixed a Bactrian variant that had negative outfit space.
    * Star systems and planets:
      * Pirate planets now offer jobs to players who are friendly with pirates. (@Amazinite, @Kryes-Omega)
      * Added "station" and "moon" attributes to various planets. (@EndrosG)
      * Changed some overused landscape images to previously unused ones. (@Amazinite)
      * The Kor Sestor worlds will now let you land once they are gone (but, they no longer have spaceports).
      * It's now impossible to bribe Heliarch ringworlds (so you can't land there prior to first contact).
      * Security checks are now disabled when on human worlds that are under Pug control.
      * Added some "old" star variants, for main sequence stars near the end of their lives.
      * Fixed some Deep planets using a defense fleet that included unarmed Flivvers.
      * Added map labels that appear when you explore Korath, Wanderer, Hai, and Coalition space.
    * Other:
      * Names for illegal commodities. (@Bladewood, @Wrzlprnft, @Disiuze, @Pointedstick, @kaylara, @comnom)
      * New hail messages. (@ph2000bis, @BlackVegetable)
      * Clearer instructions on placing the thruster on the asteroid in the terraforming missions. (@Tadrix)
      * Added some new landscape images. (@jafdy, @IridiumOre, @spfldsatellite)
      * Added a bunch of new hails from the Wanderers. (@Elyssaen)
      * Various fixes to the time scales in the histories of different alien species.
      * It's no longer possible to get pirates to be friendly except by attacking merchants.
  * Game mechanics:
    * AI:
      * Improved the AI's ability to dock with a moving target. (@EndrosG)
      * Made it possible for one ship to refuel another by transferring a fraction of a jump. (@EndrosG)
      * When jumping, the AI now takes total turn time into account when using reverse thrusters. (@tboby)
      * Carried ships can now take part in mining. (@tehhowch)
      * "Nemesis" ships may now target non-player ships if they have the "escort" personality.
      * Added a "target" personality to make certain mission NPCs flash on the radar to highlight them.
      * Added a "marked" personality for ships that only fight the player and that no one else attacks.
      * Added a "mute" personality for ships that never respond to hails.
      * Added a personality and preference for whether turrets focus fire or all track different targets.
      * AI ships will now take off and land from uninhabited planets if given no other choice.
      * Fleet "move to" commands can now refer to a different system from the current one. (@tehhowch)
      * Ships with "move to" orders will no longer follow you if you leave the system.
      * Ships no longer exit hyperspace headed at a wormhole unless it's one NPCs can travel through.
      * Surveillance ships now hold position instead of drifting if they have nothing to do.
    * Ship and outfit attributes:
      * Hai regenerators work with solar panels and don't block generators from being removed. (@Elyssaen)
      * Fixed projectiles' actual steady state speeds not matching the calculated speed. (@Elyssaen)
      * Made it possible for ships to specify custom "swizzle" colors. (@Elyssaen)
      * Added support for "safe" blast weapons and "phasing" weapons that aren't blocked by asteroids.
      * Added ship attributes for resistance to ion, disruption, or slowing effects.
      * Weapon reload timers now reset whenever a day passes in-game (i.e. your jump or take off).
      * A hyperdrive or jump drive can now specify how much fuel it consumes.
      * Outfits can now require a license in order to buy them.
    * Ship movement and mechanics:
      * Flotsam created when a ship explodes now includes any ammunition it was carrying. (@tehhowch)
      * Improved the efficiency of packing outfits into cargo holds. (@tehhowch)
      * Turrets can now have sprites that are drawn on top of the ship to show where the turret is facing.
      * Ships forced to decloak by running out of fuel must now fully decloak before cloaking again.
      * Fighters and drones are no longer capable of repairing other ships.
      * A ship's animation now pauses if it is disabled or destroyed.
      * If a carrier is captured before launching its fighters, those fighters are now captured, too.
      * If a ship is captured, its escorts now become independent.
    * Missions and events:
      * Events that change a system's music now change it before the music starts playing. (@Elyssaen)
      * Missions now fail if they become impossible to complete. (@Elyssaen)
      * Events can now remove specific variants from a fleet definition. (@tehhowch)
      * Made it possible to add or remove single items from fleets, sales, etc. without clearing the rest.
      * The "on visit" mission messages no longer get shown when you first load the game.
      * Made it possible to specify a fleet's government in an NPC definition instead of the fleet itself.
    * Other:    
      * You can now customize a government's hostile and friendly disabled hail. (@EndrosG, @Elyssaen)
      * Fixed some places where large numbers of credits weren't pretty-printed. (@TurkeyMcMac)
      * The messages shown when trying to hail a wormhole are now customizable. (@tehhowch)
      * Outfits in a ship's cargo now show up in the list if you scan that ship's cargo. (@Elyssaen)
      * Outfits a ship has in cargo now show up in the plunder list if you board them.
      * Added support for planets that only show up as landable if your flagship has certain attributes.
      * "Raids" on poorly defended players now happen only if the specified raid fleet is hostile.
      * Gatling gun bullets are no longer susceptible to anti-missiles.
      * The minimum mortgage payment is now 1 credit per day.
      * Unpaid crew salaries now count against your net worth.
      * Travel distance calculations now take total fuel into account (scram drive vs. hyperdrive).
      * Tweaked the rate at which ships enter a system from hostile vs. friendly neighboring systems.
      * Zero-mass outfits can now always be bought into cargo even if you have negative space free.
  * User interface:
    * Main view:
      * Fighters held "under" a ship are now drawn underneath the ship's engine flares. (@EndrosG)
      * Added an indicator showing the progress of outfit and cargo scans.
      * Changed the message for a completed scan to make it clearer that the scan may not have succeeded.
      * Autopilot actions are now cleared if they become impossible to perform.
      * Added a wider variety of random messages for if you try to hail a wormhole.
      * Escorts holding position to be refueled or pick up fighters now takes priority over fleet orders.
      * The escort group bindings and zoom keys now only work if not bound to any command.
    * Heads up display:
      * Added a preference to show the flagship's rotation in the status display. (@EndrosG)
      * Ship names are now truncated if they won't fit in the space the UI has available. (@tehhowch)
      * The data files can now specify the colors used for status overlays and escort attributes. (@tehhowch)
      * In the escort display, hostile ships (added so you can track them) now show up in red. (@tehhowch)
      * Plugins can now customize the flagship highlight color and the escort icon colors.
      * If the flagship highlight is drawn, it is now animated to match the ship sprite.
      * The flagship highlight is now disabled if the flagship is destroyed.
      * If a ship is animated, its outline in the target display is now animated as well.
    * Planet panels:
      * In the outfitter, you can now toggle whether outfits for sale and outfits in cargo are displayed.
      * If buying multiple ships, you can now leave the name blank to give a random name to each.
      * In the shop panels, the 'i' key is now only a "buy" shortcut if installing an outfit from cargo.
      * Made the "max heat" tooltip explain what it represents a bit more clearly.
      * The bank now displays whatever you owe in unpaid crew salaries.
    * Player info panel:
      * The fleet list now always scrolls by one page on page up / down despite the scroll speed preference.
      * In the fleet list you can now view a ship's info by pressing return, instead of by clicking it.
      * It's now possible to reorder groups of ships all at once in the fleet listing.
      * The hotkeys for setting and selecting groups of ships now work in shops and the info panel.
      * Current crew complement for under-crewed ships is now displayed correctly in the fleet list.
      * Added a help message for how to set your flagship, shown the first time you have multiple ships.
      * Fixed a bug that had made it possible to change a ship's weapon hardpoints while in flight.
      * The names of the combat rating levels can now be customized via a data file.
      * The outfit list in the ship info panel can now spill over into three columns if necessary.
    * Main menu:
      * Added a warning if you can't zoom the interface in because the window is too small. (@Pointedstick)
      * In the Load / Save panel, snapshots are now sorted by the file's timestamp instead of by name.
      * Disabled the shortcuts for deleting snapshots or pilots to make that harder to do by mistake.
      * When deleting snapshots, focus stays in the snapshot list instead of moving to the player list.
    * Other:
      * Paths for multi-stop wormholes are now shown only if you have visited both endpoint systems.
      * Fixed the squashed and unsymmetrical shape of the "+" sign in the 14-point font.
      * When scanning a ship's cargo, harvested materials are now formatted like plain commodities.
      * A ship model can now specify the "noun" used for it (e.g. "creature" instead of "ship").
  * Under the hood:
    * Condition expressions now support "random" on either side of the expression. (@EndrosG)
    * Reordering some hardpoint definitions for consistency. (@warp-core)
    * Simplified events that change fleet definitions, using the new "remove" keyword. (@jafdy, @tehhowch)
    * Fixed submunitions getting included in the --weapons output. (@comnom)
    * Added startup warnings for undefined systems, outfits, governments, etc.
    * Data parsing errors now include the name of the data file, to make debugging easier.
    * Switching from planet.GetSystem() to planet.IsInSystem() where possible, to support wormholes.
    * Reordered the Personality class to group the personalities by type.
    * Added an IsNumber(index) function to DataNode to check whether a given token is numeric.
    * Split InfoPanel into two separate classes for player info and ship info, and cleaned it up.
    * Made it so none of the code makes assumptions about how much fuel various jump modes take.
    * Switched from vectors to sets in a few places to simplify adding and erasing members.
    * Switched from constant arrays to constant vectors in a few places to avoid the need for sizeof().
    * Cleaned up the map file formatting to match the output of the latest map editor version.
    * Rearranged the entries in the saved games into a more logical order.
    * Added a helper function for splitting a string by newlines or other delimiters.

Version 0.9.6:
  * Bug fixes:
    * Coalition jobs will now "repeat" instead of only being offered once. (@mootootwo)
    * Typo fixes. (@Alkallid, @Bladewood, @KiLEdEnNis, @MessyMix, @Pointedstick, @SolraBizna, @warp-core)
    * Fixed a bug that caused wildly inaccurate depreciation values on some computers.
    * Fixed a crash due to responding to mouse clicks when the player's flagship is dead.
    * Fixed a bug where "surveillance" ships never succeed in scanning.
    * Saved games on planets that were created by events now load correctly.
    * Fixed incorrect accelerator hints being displayed in the info panel.
    * Hopefully fixed the bug of the "last" sound not loading properly on some Windows systems.
    * "Entering" ships no longer forget their destination if the game is reloaded.
    * Clicking and dragging now only selects ships if no other panel was open when clicking.
    * Fixed a bug that kept the "Sad Archie" mission from working in 0.9.5.
    * Fixed depreciation not being applied to auto-sold fighters and outfits.
    * Made it so you can't hail wormholes, even if they're marked as "inhabited."
    * If you're in an uninhabited system, fixed how commodity prices in other systems show up in the map.
    * Made it so the first TMBR mission doesn't get offered on pirate worlds.
    * Fixed derelict ships that had been captured reappearing.
    * Fixed the NPC message showing multiple times if you capture a ship you needed to "evade."
    * The selected planet is now cleared in the map if you change your destination via the jump key.
    * Fixed shipyard and outfitter maps showing what's available in unexplored systems.
  * Game content:
    * Updated the scanner descriptions to describe the benefit of multiple scanners. (@Pointedstick)
    * Drug running missions now only get offered in human space. (@jafdy)
    * Added hail messages for friendly pirates. (@Amazinite)
    * The Coalition intro mission no longer assumes you have already met the Hai. (@toilethinges)
    * New landscape images. (@jafdy, @striker, @harro.eu)
    * Added messages when you succeed in destroying each "scattered remnant" Korath fleet. (@Amazinite)
    * Made the "Defend Spera Anatrusk" battle a little bit easier.
    * Added images for all the Coalition outfits and unique sounds for all their weapons.
    * Korath exile worlds no longer fine you for illegal cargo.
    * The TMBR missions can no longer interrupt missions from the main story line.
    * The first part of the Syndicate Capture mission now requires your escorts to accompany you.
    * Fixed an incorrectly set "habitable" zone in the Dokdobaru system.
    * Switched back to the full-resolution icon on Mac OS X (rather than the "window icon").
    * Added "autosave" tags to key missions in the Wanderer story line.
    * Reduced the Unfettered jump drive payoff to be more in line with the drive's depreciated value.
  * Game mechanics:
    * Made depreciation happen about three times slower.
    * Eliminated death benefits, since depreciation does a better job of balancing capture and plunder.
    * Drag now applies to the acceleration from firing weapons and being hit by them.
    * Escorts now ignore orders (except "hold position") if you're jumping or in another system.
    * You can now select a planet in the map to have the autopilot land there when it reaches that system.
    * You can now hail dominated planets to release them from paying tribute to you.
    * Auto-aiming now takes "random velocity" into account, making the Bombardment Turret more accurate.
  * User interface:
    * Added a preference to highlight your flagship to make it easier to distinguish from other ships.
    * When naming a new ship, added a button to have the game propose a random civilian name.
    * The zooming of the main view now pauses whenever it is not active.
    * In the main menu, the "New Pilot" shortcut now only works if no pilot is loaded.
    * Escort target brackets no longer show up for escorts that have not taken off yet.
    * Reduced the number of scanning warnings that display at the same time.
    * Added messages that tell you if someone succeeds in scanning your cargo or outfits.
    * The "fail" noise no longer plays over and over if you hold the jump key while out of fuel.
    * Ships exiting wormholes no longer make the "exiting hyperspace" noise.
  * Under the hood:
    * The help messages for new players are now configurable via a text file.

Version 0.9.5:
  * Bug fixes:
    * Typo fixes. (@Amazinite, @Bladewood, @doches, @Elyssaen, @jafdy, @gecko-locator)
    * More typo fixes (@KiLEdEnNis, @MillerNerd, @Pointedstick, @retrue, @warp-core, @Wrzlprnft)
    * Fixed the hardpoint locations on the Vanguard. (@jafdy)
    * Republic and Syndicate ships no longer attack each other in the "reconciliation" plot. (@jafdy)
    * Fixed a mistake in the scanner warning message for the new scanner mechanics. (@Elyssaen)
    * Automatic variables are now updated before checking if a mission can complete. (@Elyssaen)
    * On high DPI displays, the viewport no longer shrinks to half size when resizing the window.
    * Fixed a bug where ships with fuel but no hyperdrive could attempt to "board" themselves.
    * Ships will no longer try to land on a wormhole to refuel.
    * It's no longer possible to bring up the map and change your jump destination while jumping.
    * Fixed a memory leak in the "fog" images in the map panel.
    * Clicking "Back to Menu" in the preferences now works even if editing a key binding.
    * The flight check in the outfitter no longer includes disabled ships.
    * Wormholes are no longer listed as "ports" you can visit in the map.
    * You can no longer hail a ship that is in the process of landing or has landed.
    * Fixed a bug where the escort AI stopped pathfinding after stopping to refuel.
    * Fixed typos in the Electron Beam / Turret missions that made both missions get offered.
    * "Not enough passenger space" is no longer displayed if required crew is greater than bunks.
    * "Phantom" systems are no longer left in saved games from previously used plugins.
  * Game content:
    * Added sprites for all the Pug outfits. (@comnom)
    * Escort missions now always go to or from a dangerous region of space. (@Pointedstick)
    * Added "regional flavor" jobs in certain parts of human space. (@Pointedstick)
    * New outfits that increase ammo capacity. (@Amazinite)
    * Added a ton of new hail messages. (@Pointedstick)
    * Added distinctive hails for the militia ships, separate from the Free Worlds. (@Amazinite)
    * New commodity names for cargo missions. (@Pointedstick)
    * More ship names, particularly for civilians and pirates. (@Pointedstick)
    * New civilian hails involving different made-up song and band names. (@Pointedstick)
    * New "person" representing @Pointedstick in-game. (@Pointedstick, @Wrzlprnft)
    * In Hai space, human fleets now sometimes use Hai technology. (@Amazinite)
    * Rebalanced the cost and attributes of the Hai engines. (@Amazinite)
    * Changed the outfits on the Marauder Fury. (@LocalGod79)
    * Tweaked the Marauder engine flares using the new ability to specify flare scale. (@Wrzlprnft)
    * Skeins are now included in the post-Dreadnought Free Worlds fleets. (@LocalGod79)
    * Tweaked the Firebird's description of when the Alpha Wars happened. (@warp-core)
    * Fixed a missing passenger (Freya) in one of the last Free Worlds missions. (@jafdy)
    * New faction south of human space, the Coalition, with 16 new ships and about 70 star systems.
    * Added first contact missions and distinctive, large-scale jobs for Coalition space.
    * Added the next segment of the Wanderer story line, dealing with the Korath automata.
    * Added a "Model 8" Kor Mereti drone for mining asteroids.
    * Added occasional mining fleets in human systems with high-value asteroids.
    * Boosted the price of the Pulse Cannon and Pulse Turret.
    * Made sure you have permission to land on Farpoint in the reconciliation plot line.
    * The Unfettered jump drive missions now stop getting offered once they invade Wanderer space.
    * Fixed the Earth's description of how its population compares to other human worlds.
    * Replaced some ugly landscapes with some prettier ones from unsplash.com.
    * Replaced some ring planet sprites that I wasn't happy with.
    * The one planet you can land on in Korath exile space is no longer treated as inhabited.
    * The Conservatory side missions will no longer be offered after the Bloodsea missions.
    * The Syndicate reinforcements against the Pug now show up as Syndicate ships, not Escorts.
    * Cleaned up the text of the Smuggler's Den mission.
    * Pirates in the North now occasionally use Bactrians.
    * Shortened the weirdly elongated cockpit on the Shuttle.
    * Fixed some hardpoints on the Argosy that did not match the sprite.
    * Added a sprite for a red giant star.
    * Re-rendered the Jump Drive outfit sprite in orthographic perspective, to match all the others.
    * Quarg ships now have ramscoops built in so they don't get stranded.
    * Added an ambient sound for human space stations, just to test the MP3 streaming.
    * Fixed the order of the gun hardpoints on the Mark II Cruiser.
    * Updated the outfits on the "alien weapons" Osprey variant.
    * Removed the lists of special outfits and alien ships; they're now in the all-content plugin.
    * The mission on Hope now correctly states the crew complement of a Gunboat.
    * Added five new landscapes using NASA pictures from Mars.
    * Attacking "Navy Intelligence" ships now angers the Republic.
    * The Syndicate can no longer be bribed during the FW story when you are fighting them.
    * Replaced some over-used landscapes with under-used ones.
  * Game mechanics:
    * Ammo is now auto-sold when selling the new ammo capacity outfits. (@kozbot)
    * Ships and outfits now depreciate over time. When selling, you always sell the least depreciated.
    * Harvested minerals (anything with installable < 0) do not depreciate.
    * Added a "mining" personality that attacks asteroids, and "harvests" that picks up flotsam.
    * Added an "appeasing" personality that dumps cargo to get pirates to leave the ship alone.
    * Scanning a ship now takes time; you must hold down the scan key.
    * Adding multiple scanners makes scanning take less time and increases its range.
    * Added support for streaming MP3s from the disk for ambient sounds or music.
    * Each planet and system can now specify the "music" to play when you are there.
    * Added a new, much more efficient collision detection algorithm, to speed up big battles.
    * The game now ensures that all "landing" missions are offered, even if one causes a "launch."
    * Added an "active cooling" attribute for a cooling system that ramps up as heat level increases.
    * It's now possible to specify the plural form of an outfit or ship name, for irregular plurals.
    * NPC crews now replenish each time you leave a planet, so you can't wear them down by attrition.
    * "Entering" fleets with no jump capabilities no longer spawn in neighboring systems.
    * You can no longer repeatedly buy and sell a ship to make all its outfits appear "in stock."
    * Made it possible to limit what commodity types a fleet may carry (e.g. the Korath drones).
    * Added an "atrocity" outfit attribute that makes owning it an atrocity.
    * An "attitude toward" another government of less than .05 means no reputation changes carry over.
    * Combat ratings now go up to level 21.
    * Each star system can now specify what "haze" image it uses.
    * The target-picking AI now prioritizes armed ships over unarmed ones.
    * Automatic mission clearance now applies to stopovers as well as the destination.
    * The "random" condition now changes every time it's checked, so you can use it in conversations.
    * Events can now mark individual planets as "unvisited" without affecting the whole system.
    * Fixed the flicker when taking off from a planet.
  * User interface:
    * Modified the alarm sound to have less background buzz. (@DingusShingleton)
    * The conversation panel now allows you to use the numeric keypad. (@kozbot)
    * Solar collection is now displayed per second, not per frame, in the outfitter. (@Elyssaen)
    * Added an icon for the Windows binary. (@CH-de)
    * Made it possible to zoom the main view in or out (between 25% and 200%) independent of the UI.
    * Click on escorts (or escort icons) to select them (or shift-click to select multiple).
    * Fleet commands are now issued only to selected escorts (if any).
    * Number keys can be assigned as hotkeys to particular groups of escorts (control + key).
    * You can right click a target or location to issue move or attack commands to your escorts.
    * Split the preferences panel into separate pages for keys, settings, and plugins.
    * If a plugin has an icon or an about.txt, those are now shown in the plugins list.
    * Zoom preferences can now be adjusted with the scroll wheel instead of clicking to cycle.
    * Overheated targets now blink grey to show that they're only half disabled.
    * Switched to a less cartoony icon, particularly for use by the Mac OS X application.
    * The game now sets the "window icon" to show in the corner of the window and in the switcher.
    * Put a limit on how many messages will display at the bottom of the screen.
    * Added a message telling you when autopilot is engaged or disengaged.
    * Added expand / collapse arrows to the shipyard and outfitter category names.
    * The shipyard and outfitter maps can now be filtered to only show the selected system's items.
    * Shift + clicking a category name in the shops now expands or collapses all categories.
    * Collapsed categories are now remembered rather than resetting to expanded every time.
    * The zoom level is now remembered when you close the map.
    * Tripled the scroll speed in the shipyard and outfitter (and added a setting to adjust speed).
    * Double clicking is now distinguished from two clicks with a long time in between them.
    * Added a key binding to toggle your escorts' ammo usage (off, on, or frugal) on the fly.
    * It's now possible to resize the window to odd dimensions.
    * Widened the planetary orbits map widget to make space for longer planet and system names.
    * The trade panel is no longer accessible if a system does not define any commodity prices.
    * If a system has no price for a specific commodity, it displays as "----" in the trade panel.
    * Fixed some UI graphics that were blurry due to lines being off by half a pixel.
    * Fixed numbers very close to 1B getting displayed as 1000.00M.
    * The "fog" in the map now updates each time you open the map panel.
    * Updated the "cost" and "sells for" tooltips to include a description of depreciation.
    * Added a warning message explaining that you can't board a ship while cloaked.
    * Non-installable outfits now show "This is not an installable item" in the outfit info.
  * Under the hood:
    * Added RPM package names to the developer read-me. (@Pointedstick)
    * Fixed a typo in the RPM package list. (@TJesionowski)
    * Allow additional CPPPATHs to be specified in an environment variable. (@Barthalion)
    * Updating the XCode file to include the new classes added in 0.9.5. (@Isaacssv552)
    * Added Thumbs.db to the .gitignore file. (@Amazinite)
    * Stranded escorts now remember where they're going so they don't waste a ton of CPU pathfinding.
    * Added more image decoding threads to speed up the game's load time.
    * Beginner help messages are now defined in a text file instead of in the code.
    * Fixed some places where having an escort with no sprite could crash the game.
    * New, cleaner code for tracking clickable zones (buttons, etc.) in the UI.
    * Stripped the non-standard color profiles from some of the PNG files.
    * Changed how game data is reloaded, so governments left over from plugins won't stick around.
    * The "--ships" spreadsheet output now shows total space, not remaining space.
    * Moved the Marauder ships to a separate data file.
    * Fixed some variables that didn't need to be marked "mutable" now that Draw() is not const.
    * The star field "haze" will now display correctly even with very large monitors.
    * Cleaned up and simplified the Audio code.
    * Fixed some data file lines that were using spaces instead of tabs.
    * Cleaned up some unnecessary namespace prefixes.
    * Replaced some asserts with reasonable fall-back behavior that avoids quitting the program.
    * Fixed some things that Google's cpplint warns about, mostly making constructors explicit.
    * Cleaned up the AI code by storing a reference to the ship list instead of passing it around.
    * Simplified the code for deferred landscape image loading.

Version 0.9.4:
  * Bug fixes:
    * Unfettered jump drive mission no longer get offered on Vara Ke'sok. (@Amazinite)
    * Typo fixes. (@Waladil, @Pointedstick, @oo13)
    * Fixed a crash that could occur when disowning a ship.
    * Changed how window resizing is handled to fix a hang in Windows when maximizing.
    * The saved game now remembers which missions are "failed," so reloading won't cancel fails.
    * Fixed various bugs with how orphaned fighters get assigned to carriers.
  * Game content:
    * More variety in the ship names. (@Pointedstick)
    * Fixed an issue where both the Electron Turret and the Electron Beam mission could be completed.
    * Raised the prices of the Behemoth and the Mule.
    * Hai Trackers now use optical and infrared tracking, so small ships can dodge them.
    * Fixed how the sound for the Pug Zapper is played.
    * Reduced the probability on all but the highest tier Marauder jobs the player qualifies for.
    * Tweaked the probabilities for the "There Might Be Riots" missions.
  * Game mechanics:
    * Missions can now fail if you are scanned, by specifying "stealth" cargo. (@Pointedstick)
    * Systems created by game events are now linked properly to the rest of the map.
    * A "nemesis" ship will now seek other targets if no player ships are available to attack.
    * Wanderer ships will now travel through the Eye.
    * Engine hardpoints now have adjustable zoom factors for bigger or smaller flares.
    * Hostile fleets are now more likely to enter a system from the direction of a system they control.
    * Put a cap on how much mortgage debt the player can take on, to avoid absurdly large mortgages.
  * User interface:
    * Ships with lots of outfits or more than 12 weapons now display properly in the info panel.
    * Snapshot names displayed in the load panel are now truncated if they are too long.
    * Added custom messages when you try to land on certain unusual stellar objects (like lava planets).
  * Under the hood:
    * Added support in the Font class for truncating strings (and adding ellipses).
    * Interface definitions can now include named "boxes" for custom content to be drawn in.
    * Cleaned up the code for rendering the Info Panel UI.

Version 0.9.3:
  * Bug fixes:
    * Fixed a bug that kept you from completely clearing your travel plan. (@MarcelineVQ)
    * Fixed a possible crash in auto-refill of ammo. (@MarcelineVQ)
    * Fixed planet sub-panel overlays remaining up when you depart. (@MarcelineVQ)
    * You can no longer hire crew if you have negative bunks space. (@MarcelineVQ)
    * Game no longer crashes if unable to create the config directory. (@lheckemann)
    * Stranded fighters in other systems no longer get sold when you take off. (@MarcelineVQ)
    * Typo fixes. (@lheckemann, @KiLEdEnNis, @davidwhitman, @kitsunemochi, @toilethinges)
    * More typo fixes (@jafdy, @MessyMix, @Pointedstick)
    * Fixed an integer overflow in fleet costs calculated in the boarding panel. (@MarcelineVQ)
    * Invisible ships (i.e. ships with no sprite) are no longer "targetable." (@MarcelineVQ)
    * Various fixes to the UI, handling of fighters, and hails sent to dead ships. (@MarcelineVQ)
    * Fixed fighters not being assigned the right swizzle. (@MarcelineVQ)
    * Fixed tooltips showing up when hovering over the shop panel buttons.
    * Fixed several glitches when multiple UI shortcut keys are pressed simultaneously.
    * Fixed a bug where the window dimensions could end up odd.
    * Orphaned enemy NPC drones no longer try to dock with you.
    * Fixed a bug where fighters were counted as destroyed when they returned to their mothership.
    * Hopefully fixed the intermittent bug where landscape images do not load.
    * Fixed a bug where an escort "lands" on its parent's target planet even if it's in another system.
    * Fixed a crash when a "fail" command removed the next mission in the player's active mission list.
    * Fixed a bug where the tutorial is not shown if you visit the bank before buying your first ship.
    * Fixed a bug in the station-keeping AI that made some ships drift far away.
    * Fixed a glitch in the cycling of jump destinations in the map details panel.
    * The AI code for complete stops is no longer inappropriately applied during hyperspace jumps.
    * The slicer gun no longer requires crew.
    * Cloaked ships no longer broadcast hail messages.
  * Game content:
    * Hai carrier, gatling, and rail guns. (@Amazinite, @LocalGod79, @mdsmestad, @Sinsling, @Wrzlprnft)
    * The Syndicate extremists are now always hostile in the mission against them. (@Amazinite)
    * Fixed incorrect turret coordinates in the Kestrel. (@Amazinite)
    * Changed "miles" to "kilometers" in a few places. (@davidwhitman)
    * Many new hails and ship names, for added flavor. (@Pointedstick)
    * New (slightly louder) explosion sounds. (@Pointedstick)
    * Grammar and phrasing improvements to some ship and outfit descriptions. (@Pointedstick)
    * A pirate world can no longer be the destination of the Hope mission. (@jafdy)
    * Added twelve different kinds of minable asteroids, and put some in each system.
    * Added new Wanderer missions, up until the point where the Eye opens.
    * Any outfit can now define a "flotsam sprite" to use if it is dumped into space.
    * Fixed a long-standing bug where the largest asteroids were not being drawn.
    * Fixed the energy use and heat output on the smallest Korath steering.
    * Added three new Wanderer warships, two new reactors, and a heat sink.
    * Added outfit images to use for various mined materials.
    * Killing Navy ships no longer makes you a friend of the Alphas.
    * Lesath now properly reverts to the Free Worlds in the "checkmate" story branch.
    * Added commodity prices for all systems in Korath space.
    * Flycatchers now count as drones, so other ships can carry them.
    * Warn the player if they can't complete the Alexandria mission due to being bankrupt.
    * The "Navy Intelligence" government is now an enemy of pirates.
    * Fixed a Free Worlds side mission that should have included passengers but did not.
    * Added a mission that is only offered on April Fool's Day.
    * Adjusted the Argosy and Raven prices to better reflect their relative usefulness.
    * The Unfettered will now attack human merchants.
    * For the Free Worlds mission, you can now steal an Electron Turret instead of a Beam.
    * Fixed some Core systems that were using southern pirate fleets.
    * Added "reserved" space in the Pookie mission so it can't silently fail to continue.
    * Fixed the Navy and Pirate fleets appearing in Nocte and Orvala after the Pug invasion.
    * Korath automata now have outfits representing their control systems.
    * Wanderer shield generators are now 25% more powerful.
    * Fixed a planet description that referred to "dreadnoughts."
    * Stock jobs are no longer offered to or from Quarg planets.
    * Tweaked the appearance of Pug gridfire slightly (added a bit of yellow to it).
    * Made Korath Repeaters a bit better, and Korath Heat Shunts 10% less effective.
    * Fixed misplaced engine hardpoints on the Pug Maboro.
  * Game mechanics:
    * Cargo transfer now handles fractional mass correctly. (@MarcelineVQ)
    * Let flotsam have non-integral mass and let half-full flotsam boxes be launched. (@MarcelineVQ)
    * Mission payments now take distance to all waypoints and stopovers into account.
    * Added warning messages if unable to create or delete saved game files.
    * Projectiles can no longer hit a ship that is not yet done taking off.
    * Cloaking and uncloaking no longer pause while jumping or landing.
    * Mortgages no longer carry over when reloading an "account" definition.
    * The phrase system now lets you include a random phrase, in addition to random words.
    * Fighter bays can now have both a facing direction and "over" or "under."
    * Fighters now take their share of the mothership's heat with them when they launch.
    * Jettisoning cargo now also dumps the heat associated with the cargo's mass.
    * Made it possible for animations to have a frame rate of 0.
    * Wormholes no longer count when checking if all planets in a system have been visited.
    * Adjusted the random aim "confusion" to look more natural and not get stuck at a bad angle.
    * Made it impossible to jump or land while disabled.
    * Added fallback code for what to do if a saved game has the player in an unknown system.
    * Location filters can now be used to select random waypoint systems.
    * Tweaked the cloaking AI to make the Pug Arfecta harder to kill.
  * User interface:
    * Hiding the "park" button in the info panel when it doesn't apply. (@MarcelineVQ)
    * The "dump all" button will dump outfits if you have no other cargo. (@MarcelineVQ)
    * The boarding panel now handles fractional outfit masses. (@MarcelineVQ)
    * Selecting an escort in the info panel now targets that escort. (@MarcelineVQ)
    * Added a take-off if you will fail missions due to lack of space. (@MarcelineVQ)
    * Fixed some awkward phrasing in the fine dialog. (@Pointedstick)
    * The "Sell All" trade panel button now only includes outfits if that's all you have in cargo.
    * The map details panel now remembers your selected coloring each time it is opened.
    * The outfitter map now also shows what resources you have mined in each system.
    * When you pick up flotsam a message now tells you how much cargo space you have left.
    * When dumping commodities, you can now specify how many tons to jettison.
    * Changed the syntax for the interface element definitions and added "hover" support.
    * The bank panel now has a line showing your salary and tribute income.
    * Added a "disown" button when viewing an individual ship in the info panel when landed
    * The flight check messages now include the name of the misconfigured ship.
    * Added a click sound as feedback when you change the volume level.
    * You can no longer select an un-targetable ship by clicking on it.
    * The trading panel can now handle fleets with over 2 million cargo space.
    * Added "fog of war" obscuring sections of the map backdrop that have not been visited.
    * The boarding panel now displays self-destruct odds.
    * Outfits in cargo are no longer always referred to as "plunder."
    * Fixed a bug where dialog boxes offering missions were too tall.
    * Made the max energy / max heat tooltip a little clearer and more detailed.
    * Fixed a slight mismatch in the background color of the info panel.
  * Under the hood:
    * Added a Linux AppData file. (@Mailaender)
    * Added a common base class for all objects added to the DrawList.
    * Added more functionality to the Angle class.
    * Cleaning up the code and adding more detailed and up to date comments.
    * Replaced a few remaining instances of "NULL" with "nullptr."
    * Added a "Rectangle" class to make defining rectangular regions simpler.
    * Simplified the tracking of clickable zones on the screen.
 
Version 0.9.2:
  * Bug fixes:
    * Typo fixes. (@Alkallid, @egony, @lheckemann, @MarcelineVQ)
    * You now get paid for outfits sold for lack of space when taking off. (@MarcelineVQ)
    * Corrected the credit amount shown when jettisoning spare outfits. (@MarcelineVQ)
    * Fixed the ammo dialog showing up even if the ammo is not for sale. (@MarcelineVQ)
    * You are now able to bribe planets even after "provoking" their government. (@MarcelineVQ)
    * Holding the jump key while jumping no longer causes a crash.
    * Attacking a ship that's trying to assist you now makes it stop trying to assist.
    * Double-clicking a planet to land on it now always works correctly.
    * The game no longer crashes if you press "land" in a system with nothing to land on.
    * Fixed irregular escort icon "merging" due to a memory access error.
    * Your fleet's "shared target" is now cleared if that ship leaves the system.
    * Fixed a bug where selecting Food in the map didn't select it in the trade panel.
    * Cargo capacity now updates immediately when you buy or sell outfits.
    * It's now impossible for an "invisible" mission to be selected in the mission panel.
    * Fixed the size of the "click box" around ship icons in the shops.
    * Fixed two Hai ship variants that had no thrusters.
    * Disabled ships no longer show the "moving erratically" message.
    * NPC fighters in "staying" fleets now use the proper fighter names.
    * Fixed a bug that made it impossible for plugins to change the interface colors.
    * Fighters are now able to "assist" ships other than their motherships.
    * Fixed a case where your escorts can trigger boarding if your flagship is captured.
    * It's now possible to capture a zero-crew ship if you have only one crew member.
  * Game content:
    * Rebalanced the new Hai outfits. (@LocalGod79)
    * Androids are no longer sold - they're just too unbalanced.
    * Added an event after the main story line where the shipyard at Geminus is rebuilt.
    * The Wanderers vs. Alphas missions are now only offered after the human story line.
    * Added an Unfettered invasion event as the next step in that story line.
    * Fixed a typo that kept the Wanderer Anti-Missile from being offered for sale.
    * Shrunk the Korath Piercer sprite to be less absurdly large compared to other missiles.
    * Made the Korath Tek Far 109 a bit more common.
    * New Shield Beetle variant with lots of pulse cannons (mainly for Unfettered fleets).
    * Fixed a mission that could be offered on uninhabited Hai planets.
    * Cleaned up the Marauder mission text and definitions a bit.
    * Made some Free Worlds side missions "minor" so they won't interrupt the main story.
    * Tweaked the Kor Sestor fleets for better balance against the Kor Mereti.
    * Quarg in Korath space now travel in packs, for safety.
    * All the special "persons" now have ramscoops so they don't get stranded.
    * Swapped the Hai and Unfettered government colors to better match their ship colors.
  * Game mechanics:
    * You're now allowed to capture fighters even if you cannot carry them.
    * Landing on an uninhabited planet recharges shields (and hull, if your ship can repair).
    * All missiles now have some "mass" so you can't have infinite numbers of them in cargo.
    * NPCs that self-destruct now count as "destroyed" as soon as they explode.
    * A ship's accuracy now improves after firing at the same target for a few seconds.
    * When told to "gather," escorts use the old behavior, not the new station-keeping one.
    * Ships with 50% hull now flee even if they have 100% shields.
    * Weapons can now have a "random lifetime" rather than all shots lasting the same time.
    * The saved game now remembers what outfits are "in stock" because you just sold them.
  * User interface:
    * In the Bank you can now "pay extra" for the "Other" debts. (@MarcelineVQ)
    * The sell confirmation dialog in the shipyard now includes total cost. (@MarcelineVQ)
    * Ship license names now use "a" or "an" depending on the leading vowel. (@MarcelineVQ)
    * Three previous save files are now always automatically kept as backups.
    * Added explanatory tooltips when you hover the mouse over any ship or outfit attribute.
    * Added a confirmation dialog before taking off if you will be forced to sell something.
    * Added a subtle blue "haze" in the background to make the stars a bit less boring.
    * You can now select multiple ships in the info panel and park or unpark them all at once.
    * The navigation buttons are now in the same place on all four map panels.
    * It's now possible to buy outfits into cargo even if you only have one ship.
    * Made the active mission pointers a bit bigger to look less similar to blocked missions.
    * Added a preference (accessible by editing the preferences file) to reduce VRAM usage.
    * Added hidden preferences to disable the warning siren, mini-map, and planet labels.
    * Added a preference to disable the hyperspace flash (by editing the preferences file).
    * Wormholes now count as distance 1, not distance 0, for pathfinding purposes.
    * The ammo refill dialog now takes into account that using ammo from cargo is free.
  * Under the hood:
    * Added "debug" and "profile" builds to the Scons script (for Linux builds).
    * Optimized the check for whether a ship is invisible or cloaked.
    * Optimized anti-missiles by adding a range check before doing more complex calculations.
    * Limited the "sparks" (ionization, etc.) drawn over a ship, to avoid graphics lag.
    * On Windows, saved games and preferences will now use Windows line endings.
    * Removed a lot of duplicated and fragile code in the Fleet class.
    * Cleaned up some superfluous namespace qualifiers.
 
Version 0.9.1:
  * Bug fixes:
    * Typo fixes. (@Alkallid, @Wrzlprnft, @toilethinges)
    * No longer crashes if a saved game references a nonexistent "person."
    * Fixed a crash if the player tricks the game into letting them depart in an automaton.
    * The "southern carriers" no longer take over the entire fleets when they appear.
    * Special persons no longer "enter" systems with no links to them.
    * Fixed incorrectly placed planet labels when you first enter your ship.
    * Fixed the direction the plunder list scrolls when using the scroll wheel.
    * Weapons with zero shield damage (e.g. Drak Distancer) no longer cause divide by zero errors.
    * Mission NPCs that self-destruct are now properly counted as destroyed.
    * Icons for escorts with scram or jump drives no longer remain green while jumping.
    * Ships disabled in the act of landing now stop landing.
    * Reputation changes in "on enter" actions are now applied correctly.
    * Disabled NPCs now start always out at zero velocity.
    * You can no longer plan a jump drive jump between two systems you don't know are linked.
    * Fixed the planet panel flicker when you first enter your ship.
    * Ships no longer ask you for help if they do not speak your language.
  * Game content:
    * New human ship, the "Boxwing" cargo fighter. (@LocalGod79, @pootthedestroyer)
    * Updated "Southern Carriers" sprites. (@LocalGod79)
    * New civilian hail messages, referencing fictitious futuristic bands. (@Wrzlprnft)
    * Fixed an armistice that lasts too long if the player has a jump drive. (@LocalGod79)
    * In the Free Worlds plot, Ijs can no longer be in two places at once. (@LocalGod79)
    * New Hai outfits to replace human placeholders (@Wrzlprnft, @LocalGod79, @Amazinite)
    * Fixed some awkward Navy hails. (@Amazinite)
    * New Wanderer missions, giving you access to new ships and technology.
    * New human side missions that give hints about different alien species near human space.
    * Adjusted the Kor Mereti weapons and fleets to balance them better against the Kor Sestor.
    * Adjusted some weapon prices for better balance.
    * Increased the price of the Android so it will take two years to break even.
    * For all escort missions, added pirates camping the destination system.
    * Added radar jamming outfits, and a Wanderer ramscoop.
    * Boosted the Quarg hull amounts so they are not so vulnerable to shield piercing.
    * All Korath worlds now have security of 0 (i.e. no fines).
    * All Korath automata now have integrated ramscoops (making it easier to move captured ships).
    * New shuttle sprite with a subtle running light animation.
    * New Wanderer ship, the Flycatcher (an autonomous anti-missile drone).
    * You can now ask the ordinary Hai for their side of the story about the Unfettered.
    * Made some softer and hopefully less annoying sounds for the plasma and atomic thrusters.
    * Fixed the coloring of dominated systems that contain planets with no spaceports.
    * Fixed the Hauler III's cargo space, which was less than I intended it to be.
    * Tweaked the generator prices, and made Wanderer biochemicals run very cool.
    * Fixed some places where mission escorts were assigned to the player's government.
  * Game mechanics:
    * Marauder ships now have "self destruct" attribute (to balance bounties somewhat). (@LocalGod79)
    * Missiles can now have tracking modes relying on target temperature, size, or radar jamming.
    * Escorts now match your speed and heading instead of just swarming around you.
    * A carrier's hull repair rate can now be used to repair fighters it is carrying.
    * Ships now dump cargo when they die, and others can pick it up.
    * Escorts will now repair each other if not under orders or threatened by enemies.
    * Combat rating is now based on the cost of ships you destroy, not the crew count.
    * NPCs can now specify that they start out in the mission's destination system.
    * Outfits may now specify "shield heat" and "hull heat" generated while repairing.
    * Weapons with blast radii now affect invisible ships (like the nanobots).
    * Added "day", "month", and "year" condition variables to support recurring missions / holidays.
    * Capturing an NPC now counts as "evading" it for mission purposes.
    * Added a "swarming" personality type that hovers near friendly ships.
    * Added an "unconstrained" personality type that will fly beyond the "invisible fence."
    * You can now leave the outfitter with no thrusters, just reverse thrusters or afterburners.
    * Fleets taking off from a planet now stagger their departure a bit, to look more organic.
    * Ships are now non-targetable for half a second after leaving hyperspace.
    * Dying carriers now release any fighters they are still carrying.
    * You can now specify animation speed as "frame time" (game frames per animation frame).
    * A looping animation can now have a "delay" in between cycles.
  * User interface:
    * Added a pop-up mini map that is displayed when your ship is jumping.
    * Route finding now prefers less dangerous systems if multiple paths have equal length.
    * Added a warning siren when hostile ships (actively targeting the player) first appear.
    * Added a "fail" sound for when you can't jump or land.
    * Straight quotation marks are now replaced with curly ones when rendering text.
    * Added "final explosion" sounds for all but the smallest ships.
    * In the map you can now plan an entire route using J and Shift+J rather than the mouse.
    * Adjusted the planet label fade-out to be based on distance to the planet edge, not the center.
    * The "deploy" command no only applies to escorts in the same system as your flagship.
    * Tweaked the orbit display in the map to avoid bright spots where orbits intersect.
    * "Unseen" systems are now shown in the map if they have a waypoint or stopover pointer.
    * Fines now correctly display as "Fine" rather than "Mortgage" in the bank.
    * Made the targeting pointers a tiny bit bigger so they're easier to see.
    * Changed the "repairing" ship info line to "charging shields" unless you have hull repair too.
    * Put a limit on how often other ships broadcast requests for help.
    * The 'D' key now works as a shortcut for "leave" in the shop panels.
    * You can now cancel "capture ship" without fighting by clicking "defend" as your first action.
    * The shipyard now shows full stats for the player's ship.
    * Categories in the shipyard and outfitter are now "collapsable."
    * You can now buy outfits directly into cargo by deselecting all your ships (control + click).
  * Under the hood:
    * The compiler now uses the CPPFLAGS in addition to CXXFLAGS. (@kilobyte)
    * Added an error message if a fleet definition references a nonexistent ship type.

Version 0.9.0:
  * Bug fixes:
    * Proper error message is now shown if you cannot install an outfit from cargo. (@thomasballinger)
    * Fixed a bug if you clicked "done" instead of pressing "enter" in boarding conversations. (@jmhorjus)
    * Scrolling now works properly when at 150% zoom level. (@db47h)
    * Fixed a crash in the info panel. (@reizbar)
    * Fixed a screen resizing bug on Ubuntu Linux where the scale ends up slightly off. (@db47h)
    * The outfitter now properly displays the "turret mounts needed" line. (@ItsNickBarry).
    * Fixed places where Parliament is referred to as the "Senate." (@jafdy, @ItsNickBarry)
    * Fixed AI confusion when a ship's "target" system is set, but set to the current system.
    * Clearing your travel plan now also clears your flagship's destination system.
    * "Uninhabited" worlds with spaceports are no longer shown as "dominated" in the map.
    * Fixed merging of icons of escorts that are not in the current system.
    * Fixed a possible bug in the Free Worlds missions following the Alpha attack on Poisonwood.
    * "Bunks free" in the mission panel no longer counts extra "remembered" crew on escorts.
    * Mission "enter system" messages now also work if you enter via wormhole.
    * "Mission failed" messages are no longer shown when NPCs from invisible missions die.
    * The Syndicate Extremists will now always be hostile when you receive the mission to fight them.
    * Fixed ships with exactly zero hull being counted as un-targetable but not destroyed.
    * Capturing a special "person" now counts as destroying them.
    * Orphaned fighters no longer get stuck in a landing loop.
    * Fixed a Free Worlds mission that could be offered anywhere because it defined no "source."
    * Autopilot is no longer locked on if you have a travel plan through a wormhole selected.
    * Fixed a crash when conversations are displayed from an "on enter" mission event.
    * Deadline "multipliers" for missions are now handled correctly.
    * Fighters in a different system are no longer auto-sold when you take off.
    * Ships no longer show engine flares if the command is set but they don't have energy to thrust.
    * Fixed formatting of large numbers of credits in the ship sell-off message when you take off.
    * Blast radius is now properly calculated from where a projectile strikes, not its start location.
    * It's no longer possible to hail or board ships while cloaked.
    * Modified how stranded ships request help so they don't wait on a ship that is not coming.
    * Attacking a friendly ship, bribing it, then attacking again now makes it hostile again.
    * Fixed handling of player escorts with fewer bunks than required crew.
  * Game content:
    * Added the former Korath territory to the map.
    * Korath with no jump drives no longer appear in one uninhabited system. (@thenerdfreak)
    * Fixed typos, grammar, and unclear text. (@Wrzlprnft, @lehgogh, @thomasballinger, @plague006)
    * More typo fixes. (@macfreek, @toilethinges, @jafdy, @allixu211, @tstanke)
    * Navy "generals" are now given the more proper title of "admiral." (@thomasballinger)
    * The "Neutral" government now stands up for merchants. (@jmhorjus)
    * Added 33 new landscape images. (@sfiera)
    * Added "Marauder" variants of many of the stock ships. (@LocalGod79 and @Wrzlprnft)
    * Added two new human fighters and three carrier types. (@LocalGod79, @DingusShingleton)
    * New commodity names for cargo missions. (@lehgogh)
    * Added two sizes of solar panels. (@ItsNickBarry)
    * New tiny engine, the X1050 combined thruster and steering. (@LocalGod79)
    * Added a Drak Archon ship, along with the weapons it uses.
    * Killing an Oathkeeper now angers the Republic (but not the other way around).
    * Added a star image for a supernova remnant.
    * Added three types of Korath space stations, each with full and "damaged" variants.
    * Added three new factions of Korath, each with their own ships and weapons.
    * Made fuel cells much more heat efficient, to make them a bit less useless.
    * Added an "android" outfit that reduces a ship's crew requirements.
    * Added a "command center" outfit that converts an automaton into a pilotable ship.
    * Fixed a place where both branches of a Free Worlds mission could be offered.
    * Added a new Wanderer ship and several new Wanderer weapons (to be unlocked by missions).
    * Slightly boosted the strength of human fighters and combat drones.
    * The Pug in Wanderer space will now (eventually) respond to being farmed.
    * Boosted the energy output, energy requirements, and cost of the Wanderer and Korath outfits.
    * Fixed some missions that could interrupt other mission strings.
  * Game mechanics:
    * The economy is now dynamic - randomly fluctuating, influenced by large sales by the player.
    * All weapons now do 1/3 less hull damage (so, ships don't die as fast once shields are down).
    * Ramscoops now work at double efficiency if you are close to the star(s) in the system center.
    * All ships now have a tiny amount of ramscoop capability built in (to avoid stranded saved games).
    * Ships are now able to stop (almost) completely in response to the "hold position" command.
    * Weapons can have fractional "piercing" to damage hull even when shields are up. (@lehgogh)
    * Planets can now have a government different than the system they're in. (@jmhorjus)
    * Phrases (for hails or ship names) can now reference other phrases. (@sfiera)
    * Added a "depart" conversation option, meaning defer + flee. (@jmhorjus)
    * Added a "solar collection" outfit attribute, depending on distance to the star. (@ItsNickBarry)
    * Made it possible to mark outfits as "unplunderable." (@jmhorjus)
    * Added "burst" weapons that must recharge longer after firing a given number of shots.
    * Added projectile effects that are created while it is in flight ("live effects").
    * Weapon outfits can now specify whether they should fire in a stream or clustered.
    * Ships now make noise when entering or leaving hyperspace near you.
    * Ships can now be marked as an "automaton" to indicate that they require no crew.
    * JPEG images can now use additive blending mode.
    * Ships that define no sprite are now never shown on radar (but can still act).
    * Added a "vindictive" personality, which keeps shooting at you even after you're dead.
    * The "self destruct" attribute now defines a ship's chance of destructing when boarded.
    * Landing permission is now automatic if a planet is not inhabited (even if it has a spaceport).
    * Mission "on enter" conditions with no specified system now trigger as soon as you take off.
    * Engines now take higher priority than shield recharge, so you always have energy to get away.
    * Ship "variants" can now override the gun and turret hardpoints from the base ship.
    * Reload times can now be fractional, to allow better control over burst timing.
    * Ships can now define a "final explode" effect shown only in their final explosion.
    * Added support for fighter bays where the carried fighter is visible when in the bay.
    * Added support for fighter bays that launch fighters to one side instead of straight forward.
    * Two new damage types - slowing, and disruption (which makes shields partially porous).
    * The "confusion" effect (ships with imperfect aim) now looks less jittery and more organic.
    * Outfits that repair hull or shields must now specify how much energy they use.
    * AI ships no longer "wait" to collect fighters that they have no space for.
    * The afterburner key now cancels autopilot, the same as the other movement keys.
    * Adjusted the missile boat AI so that for fixed guns, it only applies if their range is above 2000.
    * Projectiles can now have a "random velocity" added to their base velocity.
    * Animations now default to 2 FPS (a reasonable rate for running lights) instead of 60 FPS.
    * Anti-missile systems can now create "fire effects" and "die effects" in addition to the beams.
    * If a ship is destroyed (by piercing) while it still has shields, its shields now drop to zero.
    * Added an "uncapturable" ship attribute (for ships you can plunder but not capture).
    * Outfits can now set "installable" to less than 0 to mark outfits you can plunder but not install.
  * User interface:
    * The shop panels now auto-scroll if the item details are not visible. (@db47h)
    * Any mission on your current travel plan now starts out selected in the job panel. (@db47h)
    * Outfitters now show how many outfits are in stock when stock is limited. (@ItsNickBarry)
    * Improved the appearance of the ship outlines (in the targeting view, etc.).
    * Click to expand or collapse categories in the map of shipyards and outfitters.
    * Added a find function in the shipyards and outfitters map panels.
    * Stars with a cloud around them are no longer drawn with a huge radius on your radar.
    * Disabled ships can no longer be "parked."
    * The movement energy and heat info display now includes your reverse thrusters.
    * Escort icons now turn red if you are about to strand them by jumping to a different system.
    * Labels are now shown next to planets you can land on when you fly close to them.
    * The fuel bar now drops smoothly even when using a scram drive or jump drive.
    * Added a line to the ship info display showing energy use when recharging shields and hull.
    * The find function in the map panels now prefers strings that start with the given text.
    * In the ship info, the line to whatever weapon you hover over is now always drawn on top.
    * Added Shift+B and Shift+S as shortcuts for "buy all" and "sell all" in the trade panel.
    * The commodity price maps now grey out systems where a given commodity is not sold.
  * Under the hood:
    * Made the Linux dependency list easier to copy-paste to the command line. (@anarcat)
    * Merged DotShader and RingShader, and merged SpriteShader and BlurShader.
    * DataWriter now has functions for writing variable numbers of tokens in one line.
    * Added a function to Random for getting normally distributed random numbers.
    * Simplified the ship and outfit info display code by merging the common elements.
    * Merged the common code from the outfitter and shipyard map panels into a new class.
    * The distance that counts as two systems being "neighbors" is now a public constant.
    * ShipInfoDisplay no longer needs to know what star system you're in.
    * Optimized the IsDisabled() check, because it gets called tons of times.
    * Added sanity checks for some weapon attributes that must be within certain ranges.
    * Moved the code for determining the "target color" of a planet into Planet itself.
    * Moved the data for the Korath and the Wanderers into separate files.
    * Deleted the very outdated) "extra" directory.
    * Code cleanup in various other places.


Version 0.8.11:
  * Bug fixes:
    * The new Pug mission is now offered on the proper planet.
    * Typo fixes. (@Pointedstick, @zwparchman)
    * Missions that take away one outfit and give another now always work properly.
    * Fixed a bug where escorts in mid-jump when you land end up far from the system center.
    * The game no longer hangs in the map if you shift-click an unreachable system.
    * Fixed a bug where you retain control of your flagship after it is captured.
    * If a target NPC dies, turrets no longer continue to fire in its direction.
    * Fixed a bug where reordering your ships was not changing your flagship.
    * If you land while an escort is your target, then park it, your target is now cleared.
    * Fixed the system coloring when you pop up the map from a conversation panel.
    * Main menu no longer freezes if you "enter ship" just as it finishes loading.
    * Planets with no star system defined for them will no longer crash the game.
  * Game content:
    * Added a mission string that gives you permission to buy most Wanderer ships.
    * Fixed an incorrect mass for the White Sun Reactor.
    * Fixed the price of the Wanderer Type 4 Thruster.
    * Alexandria Station can now be bribed, for players without a good Republic reputation.
    * More ship names (@Pointedstick).
    * The Wanderers now sell local maps.
    * Fixed some inaccurate ship descriptions.
    * Gave the Wanderer "Summer Leaf" ship a bit more cargo and outfit space.
    * Made the Southern Mutual Defense Pact missions get offered a bit more often.
    * Made Korath raids more frequent in one system so you can hunt them without save-scumming.
    * Fixed some jobs that had no maximum distance specified.
    * Fixed an annoying click in the jump drive sound effect.
  * Game mechanics:
    * Plundered ammo now reloads your weapons if you have the proper launcher.
    * Ships now recharge / refuel when you buy or sell outfits (e.g. fuel pods).
    * Ships with nowhere to flee to will now fight to the death instead of giving up.
    * Ships now clear their "ship to assist" order if they are captured.
  * User interface:
    * A system is now shown as dominated only if every inhabited planet is dominated.
    * The "fight current target" key can now order escorts to kill a disabled ship.
    * The data parser now reports unmatched quotation marks.

Version 0.8.10:
  * Bug fixes:
    * Mouse clicks on the map are now correctly handled at all zoom levels.
    * Escorts now once again jump simultaneously with your ship.
    * Net worth is no longer clipped to the +-2 billion range in saved games.
    * Escorts that cannot jump will now ignore jump commands instead of lining up to jump.
    * Fixed a bug where the Water Bug had the wrong anti-missiles linked to its hardpoints.
    * Fixed some ship variants that had negative space available.
    * You can now bribe planets even if you have also provoked their government.
    * The outfitter panel's drawing code has been optimized to no longer max out the CPU.
    * The mission panel map is now colored by reputation by default, rather than uncolored.
    * Distances in the mission panel now show number of jumps, not amount of fuel.
    * In the outfitter, outfits are now shown if any selected ship has one, not just the first.
    * Human pirate "raids" no longer appear in alien star systems if you have many freighters.
  * Game content:
    * New species, the Wanderers (4 ship types, 18 outfits, 17 planets).
    * New missions involving the Hai and the Wanderers.
    * Increased the range of the small anti-missile by 50%.
    * Water cooling is now available in more places.
    * New hail messages. (@ph2000bis, @Pointedstick, @Thunderforge)
    * New commodity names. (@lehgogh, @Pointedstick)
    * New ship names. (@lehgogh)
    * Typo fixes. (@Pointedstick, @Wrzlprnft)
    * New job types. (@Pointedstick)
  * Game mechanics:
    * Projectiles now clear their target if that target is captured.
    * Governments now only scan you once per day, instead of once per ship.
    * Jobs are now allowed to have "on accept" dialogs or conversations.
    * Deadlines can now be specified in (base + multiplier * jumps) format.
    * Weapons can now specify that they split into submunitions when close to their target.
    * Shield and hull generators can now specify an extra energy cost per unit recharged.
    * Non-heroic ships no longer attack far away groups of ships that have them outgunned.
    * You can no longer hail other ships while you are entering hyperspace.
    * Surveillance ships no longer get "stuck" once they run out of fuel.
    * Missions can now specify "stopover" planets that you must visit.
    * Missions can have "on stopover" actions to perform when the last stopover is visited.
    * A government can now be marked as speaking a language that you may or may not know.
    * The hail panel commands now only work if you speak the language of a ship or planet.
    * Added support for "<?=" and ">?=" (min and max) condition operators.
    * Support for large stations / ringworlds with several different places you can land.
    * Warning messages are now printed for all unexpected values found in the game data.
    * Warning messages are now saved to "errors.txt" in the config / preferences folder.
    * Added support for "special" commodity classes, to provide varied names for missions.
    * New "coward" NPC personality that flees once its shields are down.
  * User interface:
    * If you accept a job, the next available job in the same system (if any) is selected.
    * The "ports" map page now shows whether each planet has been visited.
    * In the "ports" map, planet descriptions are now only shown for visited planets.
    * The targeting display now shows what direction the target ship is facing in.
    * Caps lock now works properly when entering text.
    * Automatic firing is now entirely disabled if your target is friendly.
    * Thruster noise from other ships is now audible.
    * If a new ship's name is left blank, it is now called "<first>'s <model name>."

Version 0.8.9:
  * Bugs fixes:
    * Typo fixes. (@anonybosch, @dplepage, @guillochon, @Wrzlprnft)
    * Fixed a bug where Earth would not let you land in a "safe passage" Free Worlds mission.
    * The hiring panel no longer lists crew from parked ships.
    * Auto-aim no longer points you at where a destroyed target used to be.
    * The fullscreen toggle key now works regardless of what GUI panel is active.
    * Derelicts will no longer converse with you if you hail them. (@ItsNickBarry)
    * Fixed a shop panel crash when a ship has no sprite defined.
    * Escorts no longer get stuck trying to refuel on a planet that will not let them land.
    * Escorts will now leave your fleet to refuel if the alternative is ending up stranded.
    * When dominating a planet, capturing a defender now counts as destroying it.
    * Fixed the graphics flicker when taking off.
  * Game content:
    * Caph now uses Syndicate defense fleets, since it is a Syndicate system.
    * Many new names for mission cargoes. (@Pointedstick, @anonybosch)
    * New names for civilian and pirate ships. (@Pointedstick)
    * New hail messages, especially for civilians and the Syndicate. (@Pointedstick)
    * Tiny escort missions, available to new pilots. (@Pointedstick)
    * Added a "Medium Warship" category.
    * Price increases for the Headhunter and Bactrian.
    * Made the Falcon faster compared to the Leviathan.
    * Reduced the bonuses for the new jumbo missions.
    * Changed the world-ship sprite to something less tacky, with three variants.
    * The intro interceptor missions no longer create an autosave.
    * Added more clarification in the Free Worlds drone salvage mission.
    * Changed the Reverse Thruster name to "AR120 Reverse Thruster."
    * Added a new Syndicate ship, the Vanguard. (@Pointedstick)
  * Game mechanics:
    * Planets you have dominated will no longer fine you for illegal items.
    * Flagships now take last priority for cargo but first priority for passengers.
    * Adding or removing outfits that require crew automatically hires or fires crew.
    * Added a "self destruct" attribute for ships that explode if boarded.
    * Tweaked the AI behavior when near the "invisible fence" on the outskirts of the system.
    * If you hail a disabled enemy, they now insult you instead of demanding a bribe.
    * It's now possible for an event to "clear" a planet's spaceport (making it uninhabited).
    * Ship variants can now inherit descriptions and outfit lists.
    * Firing normal thrusters after using the afterburner no longer slows you down.
    * All pathfinding now includes wormhole travel.
    * You can now dump cargo in the info panel to make room for plunder.
    * The player’s flagship is now always displayed on top of all other ships.
    * Missions can now specify a custom payment multiplier as well as a custom base payment.
    * Other ships no longer interfere when you are fighting a bounty - you must fight alone.
  * User interface:
    * Added messages when changing landing targets. (@guillochon)
    * Button names now have underlined letters as hints of the key shortcut. (@guillochon)
    * Underlines for key shortcut hints are shown only when Alt / Option is held.
    * Moons, stations, etc. are no longer called "planets." (@guillochon)
    * The game no longer pauses when the window is minimized.
    * In the map, clicking the system you are in will now clear the jump route.
    * If you cannot sell an outfit, a helpful message is now shown explaining why.
    * The outfit list in the boarding panel now supports arrow keys and page up / down.
    * In the outfitter and shipyard maps you can now shift-click to compare items.
    * Added support for zooming in the map views. (@guillochon)
    * Wormhole paths now shown on the map once traversed. (@guillochon)
    * Loading a snapshot now displays a warning that it will overwrite your main game.
    * You can now double click a ship to board it or a planet to land.
    * Added a key to each of the map panels.
    * Shift + Board will now select any of your escorts that are disabled.
    * Added a preference for whether escorts expend ammo always, frugally, or never.
  * Audio:
    * Redid all the sound effects, striving for better volume balance.
    * Added sounds for landing and takeoff and for many weapons that previously had none.
    * Looping sounds now fade smoothly when they stop instead of continuing to the end of the loop.
    * Large numbers of overlapping sounds no longer cause phasing / grinding noise.
    * All audio parameters are set on startup to make sure they are the same on every OS.
    * Improved the math for combining multiple instances of the same sound.

Version 0.8.8:
  * Bug fixes:
    * Fixed various bugs with how the game determines which ship is your "flagship."
    * The "Uninhabited" government on Ruin will no longer fine the player for illegal outfits.
    * Fixed a crash that could happen while taking off if missions failed due to lack of space.
    * Typo fixes (@naehc, @kkuchta, @luiges90, @fcfort, @maxrd2)
  * New content:
    * Added two new ships, the Headhunter and the Modified Argosy.
  * Game mechanics:
    * The AI will now use reverse thrusters for landing, boarding, and jumping.
    * Added a "frugal" personality that expends ammo only if outgunned (and applied it to your escorts).
    * Added a "net worth" condition variable for mission creators to use.
  * User interface:
    * Added a "buy all" button in the trading panel.
    * Made mouse click targeting more accurate when ships are overlapping.
  * Other:
    * Tweaked the audio balance for a less abrupt left / right transition.
    * Fresh installs now default to 50% volume instead of 100%.
    * Animations can now have randomized frame rates so they aren't perfectly synchronized.
    * Plugins can now override the existing commodities.

Version 0.8.7:
  * Bug fixes:
    * Fixed a bug in the info panel scrolling.
    * Fixed a crash when you lose your flagship through hand to hand combat.
  * Game mechanics:
    * Pirates no longer plunder outfits, because that is way too confusing for new players.
    * Load cargo onto escorts when taking off to leave the flagship free for plunder.

Version 0.8.6:
  * Bug fixes:
    * Fixed a bug that makes fighter bays stop working in the previous release.
    * Fixed a crash in the map panel if the player has no flagship.
  * Missions:
    * Added some large cargo and passenger missions, for bigger ships and fleets.

Version 0.8.5:
  * Bug fixes:
    * Pops and crackles with looping sounds like thrusters should now be fixed.
    * File paths with non-ASCII characters are now supported even on Windows.
    * The Outfitter no longer offers to reload ammo on ships that are parked or absent.
    * You no longer retain control of your ship if it is captured in ship to ship combat.
    * Fighters you cannot carry are now sold off properly when you leave the planet.
    * Fixed a bug where escorts try to refuel on an uninhabited planet.
    * Better handling of selling your flagship when you have other ships that are parked or absent.
    * Bringing up the menu while in a mission conversation no longer declines that mission.
    * Fixed a bug on Windows where you lose money if loading a pilot with over two billion credits.
    * Being plundered now takes effect immediately instead of waiting until the game is reloaded.
    * If audio initialization fails, the game will now start with no sound instead of quitting.
  * Game mechanics:
    * Pirate raid strength no longer takes your parked ships into account.
    * It is no longer possible to "park" a disabled ship.
    * If you need help and hail a ship that is disabled, it will now say that it cannot help you.
    * Pirates will no longer steal your hyperdrive, but may still steal your engines or power.
  * User interface changes:
    * Made the name entry in the New Pilot dialog clearer.
    * The Escape key now means "back one level" instead of "toggle main menu."
    * Made it possible to scroll the list of ships in the player info panel.
    * The "Land" key now only toggles between landing options if pressed more than once per second.
    * Escort icons turn green when they are ready to hyperjump. (@rlane)
    * Game snapshots can now be given a name instead of just being identified by date.
    * Escorts can no longer be ordered to attack themselves.
    * Renamed "Enter Ship" to "Load Game" in the Load / Save panel.
    * If you get plundered, added messages informing you of what was stolen.
    * The multiplier keys no longer apply to selling a ship.
    * Your jump path is now colored based on how much fuel you and your escorts have. (@hexarobi)
    * Selected target is now white on the radar. (@hexarobi)
  * Missions:
    * Added warning dialogs if you fail any critical Free Worlds missions.
    * Fixed a few inaccurate messages shown when an NPC condition is not yet met.

Version 0.8.4:
  * Bug fixes:
    * You can no longer end up with extra crew members on ships other than your flagship.
    * If you tell your fleet to fight a target and then capture it, they no longer fire on it.
    * Fixed a bug where mission conditions inside an "and" or "or" might not be saved.
    * You can no longer depart a planet with a fighter as your flagship (which could crash the game).
    * Fixed a bug where reassigning weapons to different slots in the info panel was not working.
    * Fixed a bug where a weapon's "shield damage" was being applied instead of its "heat damage."
    * The cargo and bunk space numbers in the job panel no longer include your parked or absent escorts.
    * Fixed a bug where outfit "gifts" were not received if the player had no outfit or cargo space.
  * Changes to game mechanics:
    * Any weapon that has an icon is now secondary, rather than any weapon that uses ammo or fuel.
    * The long-range missile boat AI now stops running away once it is out of ammunition.
    * Added a 500x multiplier key (Alt / Option) for players with huge cargo fleets.
    * Made it possible to board a stranded, out-of-fuel escort to share fuel with it.
    * The AI no longer fires turrets at fast-moving ships entering or leaving hyperspace.
  * User interface changes:
    * Heads-up display:
      * Added a pointer to the target info to show what direction the target is in.
      * If you have a jump drive, the radar now includes pointers to "neighbor" systems.
    * Main map panel ("Ports"):
      * The map now shows commodity prices relative to the current system, rather than absolute price.
      * Unexplored systems are now a dimmer grey than uninhabited ones.
    * Jobs / missions panel:
      * Unique missions are now shown at the start of your mission list instead of the end.
      * Mission lists now support the scroll wheel in addition to click and drag.
      * Selecting a different mission in the jobs map no longer changes your travel plan.
    * Maps of shipyards and outfitters:
      * Show the attributes of the currently selected item.
      * Grey out items that are not for sale in the selected system.
      * Distinguish between systems with nothing for sale vs. systems with other items but not the selected one.
    * Outfitter panel:
      * Attributes are now always shown in units per second instead of units per frame.
  * Porting:
    * 32-bit Windows is now supported.
    * The Mac OS X version can now read data from outside the .app bundle.
    * To support Steam, libstdc++ is static linked if doing a Steam build.
  * Story changes:
    * Added a fourth "intro" Free Worlds thread in case you fail one of the other three.

Version 0.8.3:
  * Bug fixes:
    * Fines are now correctly applied to the player.
    * A possible out-of-bounds memory access when cleaning up cargo from failed missions is fixed.
    * Outfits that increase your maximum hull no longer cause the ship to become disabled.
    * The Hire panel now correctly handles cases where you have more crew than you can hold.
    * Fixed "out of fuel" handling for ships with both a hyperdrive and a jump drive.
    * The "hull repair rate" attribute now works correctly.
    * Ships with zero cargo space are no longer treated as if they have infinite space.
    * Radar now displays correctly when the game is first loaded.
    * Ion sparks are no longer displayed from ships in other systems.
  * Changes to game mechanics:
    * You can now demand tribute from planets.
    * Added a "require <outfit>" mission action.
    * Reduced the Bactrian's speed and engine space to balance it with the other large warships.
    * Quarg power generators are no longer a separate outfit that you can steal.

Version 0.8.2:
  * Bug fixes:
    * Fixed the crash when you depart a planet with a fighter as an escort or NPC.
    * Fixed the bug of paying crew salaries for ships that have been destroyed.
    * Added safeguards against the AI firing on a ship it is boarding to assist it.
    * Fixed improper hardpoint placement in ship variants.
    * Fixed sounds from plugins not being loaded.
    * Fixed the bug where selling plundered outfits in the outfitter pays you nothing.
    * Possibly fixed the window maximizing bug on Windows.
  * Changes to game mechanics:
    * Added support for "persons" - unique ships with custom hail messages, e.g Cap'n Pester.

Version 0.8.1:
  * Bug fixes:
    * Fixed a bug that made it impossible to select a secondary weapon that is your very first outfit.
    * Made the scroll wheel affect the column the mouse is hovering over in the load / save panel.
    * Fixed the Windows random number generator to not produce the same fleets every time you visit a given system.
    * Fixed a bug where paying a bribe could result in negative credits.
    * Additive blending now works correctly for @2x (high resolution) sprites.
  * Changes to game mechanics:
    * Disabled escorts are no longer lost if you land; instead they just remain where they are, disabled.
    * Missions that can't be completed yet due to an NPC requirement or waypoint are now "dimmed out."
    * Added the ability to mark missions as "minor" so they will not interrupt story line missions.
    * Modified the AI to leave disabled ships alone (unless it plunders them).
  * Improved graphics:
    * Replaced some landscape images with higher-resolution ones.
    * Replaced most of the space station landscape images with NASA images.
    * Modified some projectile sprites to be more detailed.
    * Switched the colors of the mission pointers to be easier for color blind people to distinguish.
    * Toned down the brightness of the galaxy backdrop image in the map.
  * Development:
    * Added a debug mode (-d / --debug).
    * Made the slow-motion key (caps lock) and pause key (backtick) only work in debug mode.
  * Optimization:
    * Added a limit of 20 landscapes loaded at once, to reduce memory usage.

Version 0.8.0:
  * First stable release.
