v1.5a
- Nerfed the homing player's missile. Increased the cooldown and decreased the explosion radius
- Nerfed Beamer. Made his beams extend slower and decreased his health
- Made the baisic enemy shots easier to see
- Fixed a graphical error in the credits menu
- Adjusted the hit box for Dropper and tweaked some stats on it making him hard to damage sometimes
- An ending. A beginning. Poetry. Artsy fartsy.
- Made the time pickups MUCH easier to see. This was MUCH needed, sorry for the delay
- Some small visual stuff to get ready for a small quiet alpha release
- Added a death effect/animation for Homer
- Small visual tweaks/fixes for enemy beams
- Reduced Beamer's health again


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v1.4a

- Added boss Mirror after level 5 (Final boss?! Maybe...)
- Fixed a bug with the BalShot having doing damage to a thing every frame instead every few frames
- fixed a bug with the joypad checkbox not auto-loading at the start of the game
- Fixed a bug with the settings not loading properly in-game
- Made a credits menu! The names are URL links that take you places. Give it a try!
- Fixed some bugs related to spawning enemies
- Fixed a bug with projectiles not using damage masks properly when hitting ships
- Actually finished the Homing Missile player pickup. It works great now and is in the roll list for pickups that drop between levels
- Added the level 4 boss, Homer. He's a dick. Get ready for that
- Tweaked some of the carrier aspects
- Fixed some material issues resulting from Mirror being a thing now
- Changed the name to Eternal... this might stick. I dont know yet. I'm terrible at naming things...

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v1.3a

- Added the High Score systems. May end up removing Kills as a thing it tracks, being kills and level are practically the same thing...
- Changed the icon for the currently selected UI element. It's now a circle, which looks a ton better
- Added a selection icon to the high score you just got
- Fixed an issue causing vibration to happen infinitly after a game over
- Found some strange logic in the UI system. Fixed it hastily
- Made the 'Done' prompt in the initials input menu not selected by default. It was too easy to accidently press on Game Over
- New Beam weapon created and implemented as a drop  = D
- Added some more finalized art for the pickups. Now you should know what they do before you get them
- Fixed an issue with Mines not effecting bosses
- Added a ring that turns on around your attack icon when it's 100% cooled down. This was much needed...
- Fixed a bug with the cooldown bar not being entirely full if the cooldown of an attack wasnt 10
- Fixed a logic issue with the beam not behaving properly unless it was (SPOILER) aimed forward
- Added a new BalShot power-up that fires an indestructable orb. Think, a bowling ball
- Added a new BeamDrone enemy that spawns on level 4. This pushed the Carrier enemies to level 5
- Balance tweaks to a few of the enemy types regarding their horizontal adjust speeds and their points awarded on death
- Fixed an issue with the build not functioning on macs at all due to a dll expectation... DAMN MACS
- Added Level 3 Boss, Beamer
- Fixed an issue with Beamer not spawning when it should...
- Fixed an issue with the cooldown of the primary fire causing lag in single button presses. You can also now shoot as fast as you want to press the button!


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v1.2a

- Updated the weapon icon UI to display the proper button when using a controller
- Got an in-game menu in and working. No input mapping in-game. With this came a slight overhaul of the UI systems, they needed it
- Borderline audio-system overhaul, largely due to the UI overhaul
- Tweaked the way rumble works. Now it shouldnt ever get stuck on anymore
- Got rid of the inability to shoot when the boss was entering the screen, for obvious reasons
- Fixed a bug with audio objects not checking the settings file for what their volume should be before playing
- Level 2 Boss, Dropper, added
- Added a restart button to the in-game menu
- Added a vSync option to both the in-game options menu and the one in the main menu. This will hopefully eliminate the speed-up/lag that some were seeing
- Added a toggleable (F3) FPS readout... I'm killing this speed bug.


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v1.1a

- New UI elements and functionality
- Made the Bal enemy grow larger and faster
- Added some back-end framework and initial behaviour for bosses, which will hopefully be in the next release... hopefully.
- Enemies can now (and do) spawn on the left and right of the screen from time to time. Only Darts for the time being, otherwise it might be a tad overwhelming I think
- Bal enemies now slow as they enlarge, the rate at which they do is subject to change
- Fixed an issue with the rear "catcher" volume causing the enlarged Bal enemies to visiblly pop out of existance
- Removed the old points counter that was at the top
- Made changes in time effect audio pitch (Finally). Apparently thats only way to effect audio tempo/speed in Unity... *sigh*
- Added the first boss, Nema, after level 1. This includes music, UI, transitions, custom enemies (tweaks to how the darts spawn/behave), FX, and other more general and game-wide issues.
- Fixed an issue with the rear "catcher" volume causing Nema to be destroyed on spawning
- Added controller support to the whole game. Toggleable via the input menu. Set up for use with a 360 controller.


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v1.0a

- Hey look! Changelists!
- Fixed a strange collision detection issue with projectiles
- Redesigned the Carrier, fixed some issues with the new design
- Added some new in-editor debug functionality


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