A few changes, some substantial, some not.
- It's with a heavy heart.. or something.. that we announce that Steam Achievements no longer grant Stars for level progression. It's a decent idea, and it actually worked pretty well, but there are some logical and logistical nightmares there. For one, if we think of a hundred cool things that would be worth granting achievements for, we would have to rebalance the game progression: figuring out when achievements could be earned vs. stars needed to unlock new worlds, and so on. For two, it doesn't allow room for growth in other potential game modes, or even in new level packs. Everything would have to be tied to the main game. For three... not that this is your problem, but the code behind it was a mess. Especially in making sure that earning achievements didn't actually depend on Steam running, but making sure that the list in-game and the list on Steam were consistent, and being able to sync achievement unlocks to Steam later and.. yeah. Achievements will still be tracked and will be listed in some in-game stats summary page, along with progress in the main game and other game modes too. You can just think of achievements as a separate set of collectibles. (Other game modes and level packs would have their own collectibles too.) It's a bit harder to advance to new worlds, because some achievements (and therefore some stars) were "gimmies." You'd get a star just for showing up. You'd get another star just for getting a star. And so on. But the number of star requirements for each of the world were based on the "normal" stars anhyway.
- Menus dynamically resize, so long menu options don't get botched graphically.. So... hooray...?
- Fixed an issue to do with the turn-based gameplay and automatic time advance. When not in "Bullet Time" speed, the game advances the clock automatically. But if you'd issued a command to move right when the game was just about to take a turn for you, you'd basically take two turns in a split second. That would mess with timing, because you might, say, have a bullet move two spaces when you'd expected it to move one. Now, there's a "buffer" around when you take a turn so that that doesn't happen. It plays much more fairly. By the way, you can use the keys < and > (buttons LB and RB) to adjust the speed and you can hold TAB (button RT) to fast forward.
- Other small things.
