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

v.0.17 (18th August 2013 ["Welcome back!" Thank you!])
- Upgrading weaponry now much easier. Speed, quantity and power of shots can be upgraded by earning medals. Powershots are upgraded by receiving the same medal 5 times.
- Dash-function added. Hold down the quick-change key (shift by default) to gain a boost for your speed and weapon re-loading. 
- Added a enemy wave to demonstrate compound enemies. Compound enemies are waves where individual enemies are tied together through parent-relation.

v.0.16 (15th June 2013)
- Made Drone better. Drone now swivels around players ship so that it's always the furthest away from the center of screen. Drones graphics are also darker.
- You get more normal shots (with a wider spread) when completing 5th and 10th levels.

v.0.15 (7th June 2013)
- Added Drone to the arsenal. Drone better.
- Tweaks
  - Movement speed
  - Choose-your-own-scenario now allowed without completing Scenario 1.
  - Completing Scenario 1 gives you Drone.
- Some bug fixes: all keys now allowed for action binding (previously e.g. SPACE wasn't allowed) and players ship is now shown orbiting the right planet.

v.0.14.5 (24th May 2013)
- Updated LWJGL libraries to version 2.9.0.
- Removed the start-up scripts, just double-click the jar file to start the game.
- Tweaked the frequency of enemy wave appearance.
- Tweaked some achievements; Once missiles are unlocked, player gets them at the start of game.
- Player now starts with Weapon and Thruster re-charge at medium and shields at full power.
- Added a noice starfield effect.

v.0.14 (10th May 2013)
- Achievements
  - Added an own page for them. 
  - Are now stored on disk.
- Explosions are now configurable.
- Main window is resized to give more room for Campaign modes GUI and future playoptions.
- Campaign mode: Planet production re-vamped; Every producable item demands certain amount of production points to complete. Building ships now requires a shipyard. Planetary defenses added.
- Campaign mode: More stellar locations added. 
- Campaign mode: Scenarios introduced. Now you have to complete them all (only one at the moment) to unlock the campaign-options.
- All kinds of other changes, why are you reading this?! Go play the game!

v.0.13 (31st Mar. 2013)
- Changes to assets
  - Assets file and graphics have been moved to its own directory. 
  - The logic that controls enemy movements are now read from Assets file (under section BRAINS)
  - You can assign relative coordinates to different enemies within a wave in the Assets file.
- Support for global (as opposed to the medals, which are game instance spesific) achievements, with one achievement implemented (visiting all [both] stellar locations in the Campaign mode. Unlocks missiles).
 
v.0.12.5 (22nd Mar. 2013)
- Added two resources that are both needed for building fleets. Also a toggle button to show them in GUI.
- Planets that are targeted for attack are marked with a red exclamation point.
- Some changes to the heuristics (e.g. the Campaign players now go after planets that have the resource they are missing, if fleet strength allows it).
- Production isn't nulled after successfull invasion, just decreased.

v.0.12 (16th Mar. 2013)
- Yet another weapon type for enemy; homing missiles
- Changes to the Tactical Display:
  - Added a radar to show approaching enemies
  - Added pop-up notifications to the side of the screen to display incidental info.

v.0.11.5 (9th Mar. 2013)
- New weapon type for enemy; Laser!
- Something of an overhaul in Campaign mode and the way the heuristics are applied. Every player has target planets that its fleets will go after, makin the fleets less individuals and hopefully making their movements a bit less erratic.
- Added a bit of sparkle to the explosions. 

v.0.11 (1st Mar. 2013)
- New enemy type; Smatter. It multiplies with gusto. 
- Some GUI changes in the Campaign mode:
   - 3 radiobuttons to configure the display the size of planets, planet names and production level. 
   - Smaller Back button, which takes you to the Campaign options page.
- Explosions can be configured (a bit) in the assets file.

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.
