These are the release notes for "Goldwingu 2: Episode 1; Means to End".

v.0.10.5 (23rd Feb. 2013)
- In Campaign mode you can now choose between 1-10 enemies. Oh yeah!
- A default wavepattern is now attached to the enemyships that don't have one specified in Assets file. Now you can try out different enemy graphics with minimal effort.
- Re-factoring and general tweaking all around.

v.0.10 (15th Feb. 2013)
- Added radar coverage to the Campaign mode. Now enemy planets are seen only when close enough. Because of my low OpenGL-fu this radar coverage is not shown on the map, I couldn't get the drawing routine fast enough.
- The map in Campaign mode should be more tidy now, redundancys have been removed. Also planets that have a full production capacity are shown in brighter color, and the actual production capacity is shown for the planets where its not full.
- PNG-reading routine now reads and saves the actual color information, so trying out new kinds of enemy ships should be relatively easy.

v.0.9.5 (8th Feb. 2013)
This version is a maintenance version. 

- Heavy optimization in the drawing routine. This version should be a few times more efficient in drawing than previous versions.
  - Moved from using triangles to drawing pixels and just use points and set their size accordingly.
  - Reduced the number of glBegin() and glEnd calls.
- Fixed the PNG-reading routine, which should read any PNG-file without hiccups (assuming it has the right colors).
- Added a fuel component to Campaign mode. Now the player has a certain amount of fuel that limits to how far he can fly and replenishes at own planets only.

v.0.9 (2. Feb. 2013)
- Added a new special location to the Campaign mode which after a successful visit gives your production efficiency a boost.
- The heuristics for fleet movements in Campaign mode have been tweaked. E.g. planets with low production draw additional fleets to be converted into factories to boost their production. 
- More Enemy appearances are now read from PNG-files as well as some wave-spesific attributes are read from assets-file. This means that everything is new and terrible again!

v.0.8 (18. Jan. 2013)
- Added a settings page for Campaign mode, where the number of enemy, neutral and own planets can be set.
- Added a new non-planetary location-type in Campaign mode. After successful visit it rewards the player with an upgrade.
- More awesomer explosions!

v.0.7.5 (12. Jan. 2013)
- Added ability to read Enemy appearances from PNG-files.
- Added two more order types to Enemies, for changing speed and shooting.
- Added a new Enemy to demonstrate both of the above.

v.0.7 (21. Dec. 2012)
- Number of changes to the Campaign mode: 
 - Fleets colonizing planets now leave a small part of the fleet for guard duty.
 - Planets have a certain threshold for fleet strength that the fleets try to fulfill.
 - Fleets also try to merge together to form bigger fleets.
- Various other fixes for GUI, bugs, balancing and to the heuristics.

v.0.6 (9th Dec. 2012)
- Campaign mode added!
- Firing missile now requires locking targets by using the tactical display.
- Stronger bullets (at the moment Supershots) can now destroy more than one weaker enemies.
- Some optimization and other fixes.


v.0.5 (23rd Nov. 2012)
- Two-player co-op game mode added.
- Missiles added to the arsenal.
- Small GUI changes.
- A bit of extra challenge for all you ninjas out there...

v.0.4.1, (23rd Nov. 2012)
- Fixed the package

v.0.4, Codename Aatos (8th Nov. 2012)
- Added menu-buttons for basic navigation in the start GUI.
- Added an options page were you can change key-bindings.
- Changed how explosions are handled.
- Fixed pausing to really pause the game (including internal timers for the game objects).

v.0.3
- Medals now displayed at the top of the screen and listed after Game over.
- Tactical display shows Shield recharge rate and marks enemies that are one shot away from being reduced to their constituent particles.
- Players ships representation (sprite if you like) is now read from file (assets).
- Revised the short game help text as well as added a mention about the author.

v.0.2.
- Added the fundamentals of a tactical display. Currently shows just accuracy rating for the player.
- New enemy types appear first on the level, until a new enemy type is introduced.
- Slowest speed for player has been increased to 6 from 4, medium speed slowed down 14 from 16 and fastest speed slowed down from 32 to 30.
- Added medals (=achievements) for accuracy and another for clearing every enemy on a bonus level.

v.0.1.
Initial release.
