Tons of new stuff:
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1. You can now buy shields.
2. Enemies drop gold.
3. Asteroids produce children (ie, break up)
4. Shield charges quadrupled.
5. Enemy bullet damage reduced.
6. Enemy ambush zones doubled in size.
7.. Added cargo system. Player begins with 20 cargo, and can store items of a certain space in this. Gold takes up .25 space per piece. If space is full, the player can't pick up the gold.
8. Added logic for buying items. If an item is already in your cargo bay, you will be able to pay for it, but not be able to put it on your ship, and it will be trashed. (I should fix this). Also, buying a new weapon replaces the weapon you currently have in the cargo bay. You are not reimbursed for the weapon it replaces (again, I will eventually fix this).
9. Added logic for gold exchange. Getting gold no longer causes you to magically get money, but it just fills up your cargo bay, you then exchange it at a dock automatically for the exchange rate (currently $200 per piece).
10. Added display for cargo bay. A bar display represents the cargo bay in-game and in the buy menu. In the buy menu, your cargo bay is graphically displayed by the icons associated with each item in the cargo bay.
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1. Pirates can now run into each other.
2. Pirates avoid each other.
3. Players can choose whether or not to exchange gold for money.
4. Added "repulsar shield", which repels bullets and missiles.
5. Decreased accuracy and range of pointdefense weapons, but made missile hitboxes larger.
6. New sentry gun art.
7. New trader art.
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1. Enemy health, starting weapons, ambush size are editable.
2. Patrol zone linger times editable.
3. Dock and trader gold transfer rates and jump fees are editable.
4. Tool tips added for all editable fields (hover the mouse over the text field to get a description)
5. You can now jump between systems.
6. Added new level.
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new maplist:
Level 0:
Starting map.One lush planet in the middle with a dock, 30 asteroids in a ring around the planet.
Level 1:
Two desolate moons are seperated by an asteroid field, a trader goes from what is presumably the sun, to these two planets, and back again.
Level 2:
One lush planet and one desolate moon are seperated by a huge, empty space. The only source of revenue is a clump of 5 asteroids in the middle. However, three pirates attack a stranded trader near the desolate moon. If you can reach the trader in time, and kill the pirates, he will give you enough money to jump to the next system.
This is all I have so far.
New functionality for loading maps:
The game now realizes what level you are on, and what is the maximum level you have reached. If you are trying to jump back a system, you will be charged a trivial fee of $200. If you are jumping forward a system beyond the "max level" you have reached, you will be charged a huge fee of around 20K. For instance, if you are on level0, and your max level is level1, you can jump to level1 for $200, but if you want to jump to level3, you have to pay $20,000. After you pay this fee, you can jump back and forth for $200.
The game will also reset to the current level, rather than level0, if you die.
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1. Two new planets added: "MARS" and "LUSH" map-editor supports these, and they are included in levels 1 and 2.
2. Map editor now supports entity deletion. (double right click)
3. Map editor tool tips are more informative.
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1. Mission system now works up to level 2.
2. Added concept of a "hit-list". The hit-list contains certain entities that you are supposed to destroy before continuing on with the mission.
3. Background music added
.jnlp updated. (It's now 30 MB, up from 5MB, because my background music is a 25MB uncompressed .wav

)