=== MOST RECENT VERSION AT TOP ===
[4/27/2024] - Hotfix
 + Studio: Room Shifting does not shift Lava properly
[4/26/2024] - Hotfix
 + Crash can sometimes occur during Engima generation
Version 1.33 [4/26/2024] - Stable Release
 > Brings all the features from the last line of experimental builds up to Stable,
as well as the following:
ADDITIONS:
 + Rooms Images can be saved as a collage from the room library menu
 + Enigma: Number of Areas can now be as low as 2
 + Enigma: New Seguru multiplier "Mission Length" based on the world's screen count
CHANGES:
 + Enigma: Core Dynamo/Capacitor are now only placed after 2 other Cores are placed
 + Enigma: Bosses can no longer be placed until at least 4 Missile Tanks are
available
 + Enigma: Mother Brain can no longer be placed until at least 7 Missile Tanks are
available
 + Yakchi can no longer crawl on open ceilings
BUGFIXES:
 + Studio: Crash when playtesting and using an Elevator
 + Enigma: Worlds with forced hazard runs can generate without hazard rooms if
Varia is never placed
 + Room Images: Static images do not display minor items correctly
 + Room Images: Objects are rendered below the main layer
 + Yakchi's web flashes when Yakchi is damaged
 + Mother Brain has 33 max HP instead of 32
 + String Input window does not draw all lines with correct colors
Version 1.32d [4/20/2024] - Bugfixes
ADDITIONS:
 + New Music by Loeder: Prime Tallon Surface
BUGFIXES:
 + Connect: Weapons of other players can appear incorrect
 + Connect: Skrees sometimes do not trigger to target other players
 + Studio: Minor Items do not display correctly with "Reduced Animations"
 + Studio: [CONTROL+S] to save will also move the screen
 + Studio: Room Shifting does not clear old collision data
      > This can cause issues with trying to find a playtest position
      > It does not affect saved rooms in any way
 + Studio: Doors delete back and front layer tiles unnecessarily
 + Studio: Holding [ALT] causes all concurrent actions to be combined into a single
undo/redo
      > However, this functionality is still retained while using the Paint Tool
 + Empty map screens are not colored properly
 + Elevator tunnels that cross over empty map screens are not revealed
 + Audio levels are not always loaded in at their previously set values
 + Crash can sometimes occur if an enemy moves out of bounds
Version 1.32c [4/12/2024] - Bugfixes
ADDITIONS:
 + Spazer Beam can now be set as a map marker icon
 + Spazer Bolts now sync in Connect
CHANGES:
 + Spazer Beam projectile spread speed adjusted
 + Spazer Bolt hitbox slightly adjusted
 + Studio: More UI polishing
      + Entity selections have better outlines
      + Select Tool: Press [SPACE] to open Stamp Management menu
      + Stamp Menu: Click on a selected Stamp to attempt to load it
      + Cursor no longer displays while input windows are open
      + Pressing [ESCAPE] while in the Room Image prompt window will now abort
      + Room Shifting UI slightly improved
 + Mother Brain has a different Zebetite Shield visual design
 + Audio Balances
BUGFIXES:
 + Enigma: Map exploration percentage is not always accurate
 + Not-Yet-Seen records can become corrupted by switching back and forth between
1.32 and later versions
      > Unfortunately the records that were corrupted are not reliably recoverable
      > This update fixes the issue so that reverting back to 1.32 or earlier
should no longer cause the records to be corrupted, as long as 1.32a/b is not run
      > It also clears out any corrupted data from your records if you were one of
the users affected by this
 + Saving a room image from the room list does not put "Image" in the file name
 + Various HUD elements are incorrectly colored in Connect Versus
 + Mother Brain does not make a null hit sound when showing Zebetite Shield
 + Fixed a single pixel collision detection offset in left-ward traveling weapon
shots
STUDIO BUGFIXES:
 + Pressing [CONTROL+S] while using the Scroll/Map Edit features causes entities to
briefly appear and then disappear
 + Lifts incorrectly report they are overlapping
 + Lifts incorrectly detect crossing over unused screens
 + You can place doors on Closed Scrolls within the room
      > This will cause the game to crash when loading the room in-game
 + Room Shifting does not render invisible tiles after the move (if Preview Mode is
off)
Version 1.32b [4/6/2024] - Bugfixes
ADDITIONS:
 + STUDIO: Added Spazer Bolt pathing suggestion
CHANGES:
 + ENIGMA: Escape length is slightly more dependent on world size
BUGFIXES:
 + STUDIO: Crash when adding an item to an optional pathing section beyond what had
originally existed in a previously saved room
 + STUDIO: Crash when moving the last stamp out of a folder
 + STUDIO: Crash when exiting the palette customization menu while a swap animation
is still ongoing
 + STUDIO: Lifts and Gunship cannot be placed as close to room edges as previously
 + STUDIO: Elevators cannot be placed/moved as close to lower vertical doors as
they should be able to
 + STUDIO: Undo/Redo description window will not disappear during playtest
 + STUDIO: Sometimes cursor text is misaligned (unconfirmed fix)
 + STUDIO: Attempting to playtest will sometimes fail because of incorrect
collision checking
 + STUDIO: Moving Wall Crawlers does not re-anchor them to the nearest wall, though
it will draw them as if they do
 + STUDIO: Changing a Giant Hoppers/Dessgeegas orientation can cause an incorrect y
position offset
 + STUDIO: Moving enemies with adjustable orientation can cause them to draw
incorrectly
 + STUDIO: Using Fill/Replace will temporarily show the other tile layers at full
opacity
 + STUDIO: You cannot use [DELETE] key if mouse is over Tool Selection, Inspector
Window, or another Entity
 + Crash when deleting rooms
 + Crash when equipping Phazon Core
 + Importing rooms no longer shows them as green in the room list
 + Spazer Bolts (Double Sided) have a 1 pixel offset in their collision checking
 + Rooms still only spawn a max of 8 enemies per screen in-game
 + Hive Nests do not spawn Mellows
 + Yakchi does not draw web correctly
 + Many sounds/music play the wrong sound/music
Version 1.32a [4/5/2024] - New line of experimental builds
ADDITIONS:
 + New Object: Spazer Bolt
 + Items now have an animation after collection
 + Adjusted Item collection message displays
 + Room Library Menu: New "Save Image(s)" button
      > Allows you to save static images of selected rooms into a folder of your
choice
 + Room Library Menu: Hold "Cancel" button while in the Room List to display Room
Overview
 + Zebeth Randomized+: Additional Core items added to pool
[Chrono/Sensor/Phantom/Dynamo/Capacitor]
 + Turrets have a new option for allowing rotation
 + Enigma now considers pathing to defeat bosses
 + 2 New music tracks by Loeder
      > Metroid Prime Hunters: Arcterra (Multiplayer)
      > Metroid 2 Samus Returns: Chozo Laboratory
 + New Generator option for world size: Tiny
STUDIO ADDITIONS:
 + New Select Tool feature: "Stamps"
      > A Stamp is a saved copy of a previous tile selection, including the used
palettes
      > Stamps can be saved locally, and also imported/exported as files. You can
share your designs!
      > Before loading a stamp into the room, it must have matching palettes within
the room
            > You can easily assign palettes, overriding the stamp's original
palettes, by clicking and dragging palettes from the bottom menu
            > Feel free to experiment; overriding a stamp's palettes is temporary
and does not affect the actual stamp!
            > Or, you can easily overwrite your room's existing palettes by holding
[CONTROL] and clicking on the stamp's palettes
            > If you make a mistake, simply exit the menu and perform an UNDO to
restore your room's palettes
      > Stamps are organized into folders
            > Click to select a folder, which you can then easily export all stamps
from, or a collage image of all stamps
            > Double click a folder to open it and view individual stamps
            > Click on a stamp to view it and perform various actions, such as
loading, renaming, moving, or exporting
            > Folders are automatically created/deleted when stamps are in them or
they become empty
             > You can create a new folder simply by making a new stamp and
assigning it to a new folder name
       > Each stamp has a unique ID which will prevent you from accidentally
importing the same stamp multiple times
       > Over 70 default stamps come packaged with the game!
  + Bosses now have a Path Point
       > Smaller worlds sometimes do not generate all Majors, causing worlds to be
impossible if certain bosses need Majors to be defeated
       > Please update any previous boss rooms to avoid worlds running into this
issue
       > Bosses should now be given the item requirements needed to defeat them from
each door
  + Pathing Menu now features a "Helpful Etecoon"
       > Clicking on it shows you personalized pathing tips based on what is in the
room
  + Hazard Runs can now be PROHIBITED in a room by setting the Energy Tank amount to
0
       > This is now the default for new rooms
  + You can now adjust the vertical position of Elevators within their screen
       > You can click and drag existing Elevators to move them without losing their
pathing data
  + Screen Tool now allows you to click on the minimap to quickly move the camera to
a screen
  + Screen Tool now allows you to set a Scroll to "Closed"
       > Closed Scrolls prevent scrolling, just like Secret Scrolls
       > Closed Scrolls make the screen map edge solid, rather than dotted lines
like Secret Scrolls
       > Screen edges with Closed Scrolls must be fully solid and cannot have
destructable Blocks
  + Screen Tool now allows you to set a screen's map to "empty" under certain
circumstances
       > Empty map screens do not count towards map exploration percentage in-game
       > Empty map screens must be completely solid on the main layer
       > Empty map screens cannot have any destructable Blocks
  + You can now easily change the order of Palettes via the Palette Customization
Menu by clicking+dragging them
       > Changing the order of Palettes will not affect any tiles already placed
  + Undo function can now revert any change
       > Changing Palettes/Pathing/General Settings and Room Shifting will be stored
as an Undo action once the menu is closed
       > Example: Open Palette Menu, change 3 Palettes, close menu. Executing an
Undo will revert the changes to all 3 palettes.
  + Redo function is now supported with [Control+Y]
  + Undo/Redo function now temporarily displays a description of the last action
taken
  + Undo/Redo can be triggered multiple times quickly by holding down their
respective hotkeys
  + Palette Customize Menu: Right click on a color option to replace all of a single
color in the palette
  + Enemy/Object/Door/Elevator Tools: Press [TAB] to cycle entity selection
CHANGES:
 + Enigma: The areas "Ridley" and "Kraid" are no longer forced to generate
 + Enigma: World Version increased to 0.75
 + Zebeth: Changes render previous saves no longer compatible
 + Crawling enemies will now reverse direction if they enter an open door
 + Polyps have a shorter starting delay
 + Projectile limit reduced from 100 to 50
 + Secret Codes are now entered by clicking on "MAIN MENU"
STUDIO CHANGES:
 + Enemy "per screen limit" has been removed
      > Due to past engine changes, this limit no longer serves its original
purpose of reducing maximum CPU load in most cases
 + Objects now have a total limit of 15 per room
      > This change does not retroactively patch or affect any previously designed
rooms
            It is up to each designer if they choose to revise previous rooms that
now exceed the new limit
 + Several Objects have an increased Limit:
      > Lifts: 15
      > Gates: 15
      > Buttons: 15
 + Items can now be placed offset from the tile grid
      > Offset Items cannot share space with any tiles on the Main layer
 + Undo memory is no longer cleared when using the Room Shift feature
 + Tile Fill+Replace functions now process over several frames if needed to prevent
lag spikes
 + Image Export now asks you to choose either Static or Animated image instead of
cycling through both each time
 + UI Overhaul for editing enemy/object/door/elevator parameters
      > This allows for better data presentation, more data fields, and an overall
smoother UX
 + UI adjustments to palette related features
      > Better feedback when changing the color of a palette
      > Better indication of how to copy palettes ( Now requires holding [Control]
instead of click+drag )
      > "Transparent" color is now indicated by a checkered pattern
 + Screens no longer require solid tiles on the top edge (if there is no
door/elevator in that direction)
      > This allows samus' center position to go all the way to the top edge before
stopping
      > Crawling enemies will not walk on the open ceiling, instead they will
reverse direction
 + Help Guide has been rewritten to be simplified, more readable, and to the point
 + Many small UI and visual adjustments
BUGFIXES:
 + Crash when pausing during specific frame of room transition
 + Crash when exporting the current map in-game
 + Connect: Crash if a world is sent to you while not on the main menus
 + Studio: Crash when pressing [Delete] while moving an Enemy/Object
 + Studio: Crash when using Undo while in the Route Tool if the selected enemy has
been deleted
 + Studio: Crash when editing Spore Spawns route by (removing point, exiting,
adding a point, exiting, undoing, then trying to edit again)
 + Studio: Strike Point is available in Object Menu and crashes the game
 + Studio: Conveyor Blocks will place animated tiles beyond the limit (but they
won't animate)
 + Studio: Various issues with menus and menu transitions
 + Generator: Hazard Runs can logically require rooms with E-Tank pathing or
bosses, if the hazard setting is optional
 + Generator: Worlds with only Mother Brain as a boss cannot fully generate
 + Zebeth: Map Percentage is not accurate
 + Zebeth: If you stand in the bottom left corner of Acid Pier, the camera starts
scrolling down left
 + Room/World/Designers/Tags/Custom Area lists do not show scroll indicators if the
list is exactly one longer than can be shown
 + It is possible to take damage while the Gunship is landing/recharging/taking off
 + Elevators and Lifts that pass through the Gunship can cause issues
 + Turrets have inconsistent aim decisions/projectile collisions
 + Turrets will never fire under some circumstances
 + The name of the Palette import window reads, "Choose Pallete to Import"
 + Visual issue drawing Kraid
 + Ripper and Ripper II enemies do not check collisions accurately
 + Pipe Bugs do not spawn while using Phantom Core, unless Samus has been spotted
once before
BACKEND:
 + Room Studio major rewrite/maintenance
 + Palette rendering system rewrite/maintenance
 + Improved code system for Text Input and Choice windows
 + Room format patched to improve contents and organization
      > Palettes with color index 13 changed to index 64
      > Cleared any tiles that have an index of 0 (empty) but have a palette or
other unnecessary data
      > Room IDs adjusted to no longer be floating point values
      > Added Path Point to all Bosses
      > Added local IDs to Doors, Elevators, and Blocks
      > Added "turn" parameter to Turrets
      > Removed unneeded data from various enemy types
      > Moved Liquid tiles to a separate category
      > Added "type" to Hazard settings
      > Changed "gunship" to "landsite"
      > Changed Doors:
            > "type" changed into a new flag "clear_on_use"
            > "color" renamed to "type"
            > "type" now includes combat as a door type
      > Added "content_version" to allow load/import checks to prevent rooms with
future content from being loaded accidentally
 + User records patched to match with the room ID change, so the list of rooms seen
is still correct
 + Optimized Gates
 + Optimized Buttons
Version 1.32 [11/24/2023] - Stable Release
 > Brings all the features from the last line of experimental builds up to Stable
ADDITIONS:
 + Connect: New option "Connect Share" on World Library menu allows you to send
world files over the network
      > Ignores worlds received that you already have in your library
      > Passive Servers do not import worlds received, but still relay them to all
clients
 + Connect: Remembers your last used Server Password, Join Port, Join Code, Join
IP, and Join Password
 + Music: "Space Pirate Mothership" by Loeder
 + Loading/Importing Rooms will skip rooms from future versions and show an alert
      > This will prevent crashes/issues as new content is added in later versions
CHANGES:
 + The game now saves when updating spawn point
 + Studio: Invisible tiles are now hidden when using the Select Tool while Preview
Mode is on
BUGFIXES:
 + World Generator: Bosses can be placed before Major Missile location is placed
 + Studio: Elevators do not correctly remove front tiles when being placed
 + Connect: Crash with Squeepts when playing with Synchronized Enemies
 + Connect: Crash with Dragons when playing with Synchronized Enemies
 + Connect: Crash with Polyps when playing with Synchronized Enemies
 + Connect: Zebetites are not always shared when sharing enemies
 + Connect Versus: Crash when penalties are active and all players exit world
 + Connect Versus: Players who have finished show "error" as their race position
 + Connect Versus: "Map Disabled" penalty does not function during respawn
 + Visual issue with dither effect shader
 + Audio issue with samus damage sound effect playing from incremental damage that
stacks
 + Audio issue with Item Fanfare when collecting multiple items quickly
Version 1.31i [11/10/2023]
ADDITIONS:
 + Connect Versus: New Penalty "Limited Vision"
 + Connect Versus: New Penalty "Confusion"
 + Studio: Asks about viewing the Help Guide when using for the first time
CHANGES:
 + Connect Versus: Bonuses and Penalties are removed when all players return to the
title screen
 + Connect Versus: Penalties deal 5-20% damage instead of 5-10%
 + Connect Versus: Golden enemies have x2 health instead of x3
 + Connect Versus: Removed Health Drain penalty
      > To make more interesting penalties more common
 + Connect Versus: Removed Missiles, Bombs, Spring Ball, and Spazer Beam from list
of potential items that can be disabled
      > To make item disabling more impactful
 + Connect Versus: Penalties are now ignored after reaching the end of escape
 + Connect: Host/Join input menus now hide characters while typing, if that option
is set
BUGFIXES:
 + Connect Versus: Gold Suit will sometimes last forever
 + Connect Versus: Gold Suit does not negate existing penalties of "Map Disable"
and "Invisible Enemies" for its duration
 + Studio: During Playtest, some types of damage inflicted on Samus make no sound
 + Horizontal Pipe Bugs do not always spawn
BACKEND:
 + Minor optimizations to Enigma Generator pre-compile stage
 + Minor optimizations to Finding Files step of room processing
Version 1.31h [11/4/2023] - Hotfix
Bugfixes:
 + RS: Crash when playtesting a room with respawning enemies
 + RS: Crash when importing a palette
 + Connect Versus: Golden enemies do not appear
 + Connect: Seguru gifting process does not advance beyond initial choice
 + Crash when Hive Nests spawn Mellows
 + File Dialog window does not return game to full screen after closing
 + Minimap does not dissappear when you move into the top right corner on 4:3
Version 1.31g [10/30/2023] - Additions + Balances + Bugfixes
Additions:
 + Connect: Option to synchronize enemy movement/behavior
      > Higher CPU+Bandwidth usage, for best results only use with good connections
      > Certain other "share" options must be enabled to enable this feature
      > Some boss behavior is not synchronized to keep fights challenging
      > Hive Nest Mellows are not synchronized
 + Connect Versus: New Bonus "Map Scan"
 + Connect Versus: New Penalty "Map Disable"
 + Connect Versus: New Penalty "Enemies Invisible"
 + Connect Versus: New notification when someone beats the game
 + You can now open a file dialog window when importing files, by pressing ENTER
when prompted
      > The previous asynchronous functions were unfortunately no longer supported
      > This restoration uses non-asynchronous functions, and thus will cause
disconnects if using Connect
Changes:
 + Connect has some messages changed to a new style
 + Connect Versus no longer spawns gold enemies or sends penalties for players who
are in-game but already finished
 + Chrono Core visual effect tweaked to have slower movement
Versus Balances:
 + Golden Enemies spawn slightly more often
 + Penalties sent to other players also deal 5-10% damage
 + Receiving a 4th concurrent penalty deals 25% damage instead of a flat 50
 + Other Players are now only shown on Minimap
Bugfixes:
 + RS: Damage is not shown properly
 + Very minor memory leak when exporting rooms
 + Very minor memory leak when opening/closing a room in RS
Backend:
 + Final reorganization/optimization of Connect code
Version 1.31f [10/16/2023] - Balances + Bugfixes
Versus Additions:
 + "Death Countdown" Penalty (Only if in 1st place)
      > Automatic death when the timer runs out, kill enemies for extra time
 + Enemy Combo system replaced with Gold Suit counter (Golden Enemy kills add to
the counter)
      > Gold Suit temporarily makes you invincible, damages enemies on contact, and
also ignores versus penalties
Versus Balances:
 + Respawn starts you with full health/ammo
 + You cannot send penalties until 5 minutes have passed
 + Penalties are distributed a bit more evenly
 + Damage is no longer sent to other players from Enemy Combos
 + Health Drain penalty only reduces Health to 50, but drains faster
 + Missile Drain penalty only reduces Ammo to 10, but drains faster
 + Enemy Damage Up penalty multiplies damage by 3 instead of 2
 + Beam Damage Up bonus increases damage by 2 instead of 1
 + Invincibility bonus protects against all in-game damage
 + Players can now have up to 3 unique penalties at a time
      > If a player cannot gain a new penalty for any reason, it is instead
converted to 50 damage
Bugfixes:
 + Area music skips first few seconds whenever you spawn in
 + Enemies that return from outside the room drop particles
 + Connect: Crash can sometimes occur when sharing enemies is on
Versus Bugfixes:
 +   Previous game runs count towards spawning Golden Enemies more frequently
 +   Penalties can be sent to players not in the race
 +   Respawning shortly after a penalty is removed causes the disabled item to start
as   unequipped
Version 1.31e [10/13/2023] - Hotfix
Bugfixes:
 + Room info is not displayed in 16:9
Connect Bugfixes:
 + Crash when entering the same room as another player
Version 1.31d [10/12/2023] - Additions + Bugfixes
Additions:
 + Connect: Some Objects (Gates + Buttons) can now be shared
 + Connect: Enemies can now be shared (damage/death only)
 + Connect: When sharing Blocks, they will no longer reform over other players
 + Connect: Versus Race Mode
      + Enemy combo system can deal damage to other players, if they have 100
Energy or more
      + Rare Golden enemies add a temporary multiplier to your combo, and drop a
special pickup
      + Collect the pickup to get a special bonus or inflict a penalty on another
player
Changes:
 + Some HUD adjustments
Bugfixes:
 + RS Crash when using Select Tool, but no selection, and using hotkeys to adjust
contents
 + RS some UI fixes
 + Hive Nests cannot be hit from above
 + Zebeth: Strike Mode Route Replay does not show ammo count
 + Zebeth: Strike Mode Run Stats are not accurately displayed on Mission Report
 + Zebeth: New Records are not saved
 + Zebeth: In 4:3 some HUD elements do not fade in/out properly
 + Zebeth: A room in Ridley has incorrect music
 + Zebeth: Samus location does not appear on map if on the top row
Connect Bugfixes:
 + When packets double-up on a single frame, some data can be lost
 + Crash when starting an Enigma world if someone else is on a different Enigma
world
 + Bosses display their HP during pause/transitions
Backend:
 + Rewrote HUD systems
 + Heavily optimized Connect bandwidth usage
Version 1.31c [9/29/2023]- Additions + Bugfixes
Additions:
 + Advanced Filter can now sort rooms by Most Recent Save Date
 + New system tag "NOT-YET-SEEN" available in the tags list of the Enigma Generator
 + While Connected, you can now gift other players Seguru
 + Hold [Shift] + Press [F12] to toggle resource usage display
Changes:
 + RS General Menu removed "suggested aesthetic" text in favor of more Tags/Custom
Area slots
 + A few UI adjustments
 + Connect synchronizes HP+Ammo more often
Bugfixes:
 + Multi-Edit Window shows existing areas instead of tags when choosing a tag to
remove
 + Crash on Equipment Menu can still occur sometimes
 + Frozen Yakchis sometimes cannot be hit by beams/missiles
Connect Bugfixes:
 + Memory leak can cause silent crashes over time
 + Bosses do not share health reliably
 + Item percentage can increase incorrectly during the loading sequence under very
specific circumstances (unconfirmed fix)
 + Server does not properly limit clients
 + Server does not update client names internally for drop/leave messages if the
client changes their name after joining
Backend:
 + User Data file updated
VERSION 1.31b [9/25/2023] - Bugfixes
 > Please do not resume any saves started in 1.31a, as they will still have issues.
Changes:
 + Connect Client Ping changed to Milliseconds instead of frames
 + Combat Blocks are no longer allowed in escape rooms
Bugfixes:
 + Enigma does not generate items with etanks in their pathing or place forced
hazard runs
 + RS using mouse to zoom in/out can also scroll menus
 + JSON parse error sometimes occurs when incomplete data is received from cloud
data (unconfirmed fix - could not replicate)
 + Possibly fixed some issues related to frozen metroids latching onto Samus
 + Defeating Mother Brain a second time does not trigger escape
 + Mouse being over a menu option in the filter or multi edit windows prevents
keyboard/controller from moving
Connect Bugfixes:
 + Crash when spawning in a world while another player is in the same room
 + Display Name not saving in preferences
 + Server can sometimes crash silently (unconfirmed fix)
 + Map scans from other players can cause temporary texture overlap issues
 + When clients change settings of a passive server, these changes are not relayed
to other clients
 + Replay does not always display all of explored map and correct items, due to
packet losses
 + Replay Camera does not stay focused on main player
VERSION 1.31a [9/22/2023] - New line of Experimental Builds
Additions:
 + Connect
    > Server options include customizable net port, password, and "passive mode"
for reduced CPU usage
    > Connect to a server via a unique code, directly through an IP address, or via
LAN which is auto detected
    > Supports sharing HP+Ammo, Map, Doors, Items, Blocks, and Bosses
    > Choose your preferred player color, and customize how you want other players
indicated in-game
 + Advanced Filter for Room List
 + Edit Multiple Rooms for Room List
 + New music track by Loeder (Prime Tallon Depths)
 + Area name is now displayed when first entering the area
 + Area name is now displayed on pause menu
 + 2 new basic tiles
 + New enemy Giant Dessgeega
Changes:
 + Rooms/Worlds/Palettes are now imported by dragging the files/folders onto the
game window
 + Enigma Hard Mode no longer reduces escape timer
 + Improved some Samus animation transitions
 + Samus Physics Changes:
      > Morph Ball Bounce grants an extra couple of pixels of height
      > Maximum falling velocity slightly increased
 + Passive Messages have a new design
 + "Time Bomb Set" message now appears via the passive message system
 + RS Hazard Live Demo for background warp adjusted for variety
 + Music restarts from where it left off if interrupted by a non-area track
 + Unfreezing Enemies/Projectiles flicker slightly slower
 + Polyps now collide with solids ( allows easier implementation in larger rooms )
 + Map Markers with icon tags will now properly draw over other markers when
selected
 + ZEBETH: Put in a missing Red Door
 + ZEBETH: Adjusted the boss music for Kraid
 + Improved Room ID uniqueness ( Only applies to new rooms )
Bugfixes:
 + Mother Brain stops causing damage if only at 1 HP
 + Some enemies still target/damage while riding lifts
 + Metroids become unable to grab samus if one is latched on when riding a lift
 + RS Select Tool does not always paste air tiles in specific circumstances
 + Major memory leak while file dialog window is open
 + Rinkas sometimes have their texture distorted
 + Lava deals damage slower than intended
 + Tangleweeds don't detect bombs accurately
 + Kraid Projectiles have no palette when first loaded in room
 + Beam Projectiles have a single pixel offset in one direction
 + Setting an icon for a marker and then immediately respawning saves the marker
but not the icon
 + Core Cooldown icon can become glitched when collecting Core Dynamo in some
circumstances
 + Crash on Equipment Menu can occur sometimes
Backend:
 + Rewrote Networking from the ground up
 + Rewrote RS Camera system
 + Rewrote Text Entry system
 + Added asynchronous file loading and heavily optimized the file system to use
less RAM
 + Optimized several menu systems and the Enigma Generator to use less RAM
 + Simplified the room/screen area and bgm system
Hotfix [6/27/2023] - Fixed an issue with the spoiler map not always showing the
whole world
VERSION 1.31 [6/26/2023] - Stable Release
 > Brings all the features from the last line of experimental builds up to Stable
Additions:
 + Discreet "Spawn Point" message is displayed in bottom right corner when your
spawn point is updated
 + Generator option to enable/disable hints from the ship ( Default is ON )
 + Added map marker sound effects
Changes:
 + The timing window to morph upon landing by holding down was increased from 6 to
15 frames
      > The timing window now only applies to Enigma; holding down always morphs in
Zebeth
 + Metroid AI adjusted to have a slightly longer stun time after being bombed to
release Samus
Bugfixes:
 + Chained Blocks that have "Break Forever" can remain in the room if the full
sequence didn't break before the room is unloaded
 + You can take damage on Lifts from projectiles
 + Earned Seguru can be a decimal
 + RS When attempting to place Lava tiles, the preview tile is not shown correctly
 + A potential planet name has unusual characters
 + RS conveyor tiles are not animated in GIF export
VERSION 1.30c [6/13/2023] - Changes + Bugfixes
Changes:
 + Chrono Core reduces speed to 66% instead of 50%
 + Phantom Core no longer reduces armor
Bugfixes:
 + Crash with Sensor Core when using Escape Elevator if at the top or bottom of the
world
 + RS Tiles sometimes render their transparent palette as black during various
operations
 + RS Zoom can become incorrect after opening a file dialog window
 + RS doesn't return to fullscreen after saving a room image
 + Game window doesn't center on display when switching from fullscreen to windowed
( first time only )
VERSION 1.30b [5/29/2023] - Changes + Bugfixes
Additions:
 + Custom Area List now indicates if a room in the pool has a landing site
Changes:
 + Core Capacitor now refreshes Core Cooldown
 + Phantom Core now drops its cloak when touching a Metroid
 + Chrono Core no longer slows down a latched Metroid
 + If you choose an invalid location to save the spoiler map, it will open the
dialog window again
Bugfixes:
 + RS Crash when collecting an item
 + Crash when trying to play on Zebeth
 + Crash sometimes occurs when using an Elevator while Sensor Core is active
 + Magnet Core no longer functions
 + Map markers on minimap appear over pause menu in 4:3
 + Metroids can still occasionally grab you while using Screw Attack
 + Metroids become unable to grab you if you leave a room with one latched on
 + Bosses are immune to Screw Attack while using the Chrono Core
 + Kraid projectiles have larger hitbox than intended
 + You cannot perform a scan at the ship if you have all majors and have never
performed a scan
 + RS Destroying linked Zebetites will sometimes kill other enemies as well
 + RS Room zooms in all the way after attempting to export the animated room image
 + Difficulty option on Enigma New Game menu does not always highlight the
currently selected choice
 + You can exit out of the pause menu after pressing Respawn/Title Screen, causing
issues
 + Sometimes spoiler map is empty
 + Mother Brain Shield always stays visible after appearing
 + Zebeth: Restarting a save after defeating Mother Brain grants you another 75
Missiles
VERSION 1.30a [5/26/2023] - New line of Experimental Builds
Additions:
 + Pause Menu Map Improvements
      > Supports larger maps with scrolling
      > Position coordinates and map% revealed shown
      > Up to 10 Markers can be placed
      > Holding down the button when placing a Marker allows you to set an
additional icon for it
      > Pressing the Missile Select button quickly jumps the cursor between Markers
      > Clicking on the Camera Icon will export an image of the map and various
stats
 + New Ship Features
      > Recharge
      > Scan for Majors
 + New Option in Enigma Generator with Custom Areas for Room Exclusivity ( Default
is ONLY IF USED )
      > STRICT - Rooms are not placed outside their Custom Area
      > ONLY IF USED - Rooms are not placed outside their Custom Area if in use
      > NONE - Rooms with Custom Areas can be placed in other Areas
 + New Button Feature "Missile Trigger"
 + New Block Attribute "Break Forever"
 + New Music track by Loeder ( Artaria from Dread )
 + Large Missile Pickups
 + Enigma Improvements:
      > Added 3rd Save File
      > Max world size is now much larger
      > Area Size now factors in a screen goal as well
      > Item Count is now somewhat regulated for better world balance
      > Spoiler Map can now be saved at the end of generation
 + 5 New Items in the "CORES" subset of items
      Chrono , Phantom , Sensor , Core Dynamo , Core Capacitor
Changes:
 + Minor UI adjustments
 + EA chooses boss rooms less deterministically (Helps variety over multiple
generations)
Bugfixes:
 + Mother Brain can die and not trigger escape sequence under specific
circumstances involving Phazon Core
 + Lifts continue to move after you die
 + RS allows Hotkey use while message boxes are active
 + RS you can paint half and slope air tiles with animated palettes
 + RS Enemies don't draw their combat indicator icon when Combat Blocks are in the
room
 + RS While certain menu windows are open, you can still move/adjust the camera
 + EA Sometimes a room will close all viable connections by reconnecting, causing
the generation to fail
 + EA Often fails during the escape route because it avoids placing an Elevator,
even when it can and should
 + Performing certain actions on the menus while rooms are still being loaded can
cause a crash
Backend:
 + Rewrote all enemy projectile code/systems
 + Implemented new presence/targeting systems to Samus and all Enemies
 + Rewrote Metroid AI and systems
 +   Rewrote system for respawning enemies
 +   Rewrote RS tool menu system for UI and rendering
 +   Rewrote/commented every shader
 +   Rewrote RS Room shifting so it is now generally faster (CPU dependent)
 +   More Enigma Algorithm organization and clean up
VERSION 1.30 [4/5/2023] - Stable Release
 > Brings all the features from the last line of experimental builds up to Stable
 > A few Enigma Algorithm adjustments/optimizations
 + Game now warns user when trying to export a file to within the game folder
 + Potentially fixed an issue with controllers that use "HAT" directionals
VERSION 1.29f [3/27/2023] - Hotfixes
Bugfixes:
 + RS Crash when exiting playtest via a door or elevator
 + RS Combat Doors and Blocks do not unlock properly
 + Pause Menu bgm volume setting does not mute/restart music as needed
VERSION 1.29e [3/24/2023] - Content / Balances / Fixes
Additions:
 + Zebeth Hard Difficulty
 + Zebeth Randomized Mode
 + Zebeth Randomized+ Mode
 + Zebeth Strike Mode
 + Minimap border turns green after combat room is cleared
 + Several new sound effects (By Loeder)
Changes:
 + Magnet Core draws in pickups more smoothly
 + More Help Guide updates
 + Rinkas no longer despawn as quickly when off screen
 + EA no longer places boss rooms before having 3 Missile Tanks available
 + Zebeth: Fixed a few inaccuracies
 + A few other minor adjustments
Balances
 + Crystal Core now only exchanges ammo into energy
 + Magnet Core no longer forces enemy drops
 + Bounty earnings have been adjusted to streamline things with new players in mind
Bugfixes:
 + Crash when Spore Spawn is open and screen fades to black
 + RS Scrolling the toolbar while you have tiles copied with the Select Tool
triggers the palette adjust hotkey
 + RS In the Pathing Window, scrolling the mouse while over the map will trigger
the Path Point selection hotkey
 + Zebeth Map Exploration percentage is not accurate
 + Route Review shows an extra movement when finishing the game
 + Enemies are temporarily visible during landing sequence
VERSION 1.29d [3/1/2023] - Bugfixes
Notes:
 > Because of several changes, previous Zebeth saves are not compatible
 > Previous Enigma Saves on hard mode may not function properly
 > Enigma World version is now 0.72
Changes:
 + Hard Mode now only increases Enemy Damage
 + Some beam combinations without Long are now more consistent in length
 + Phazon Core no longer has a sound indicating it is active, instead Samus flashes
 + Phazon Core drains health slightly faster
 + Beam Item textures now all have letters indicating their beam
Bugfixes:
 + Crash when shooting missiles while large amounts of visual effects are in the
room
 + Crystal Core can prevent death from Escape Timer
 + Escape Timer still displays after death
 + Hive Mellows can sometimes freeze up after their Hive is destroyed
 + Changing Equipped Items and then immediately respawning loses the changes
 + Rooms with empty screens and an elevator that crosses through used screens does
not have elevator tunnels on the map
 + Zebeth Records do not save if they are a slower time, even if there are empty
slots
 + Bombs continue to function during room transitions
 + RS Placing certain lava liquid does not mirror the tile properly
 + RS Particle Demos do not function
 + RS Invisible tiles do not return to the proper visual state after playtest
Bugfixes (Unconfirmed Fixed):
 + Crash sometimes when killing bosses
VERSION 1.29c [2/13/2023] - Hotfix
Bugfixes:
 + Fixed a crash when trying to save a generated world
VERSION 1.29b [2/12/2023] - Hotfix
Additions:
 + RS added a section in the Help Guide to cover the new Select Tool
Changes:
 + Phazon Core only reduces HP to 50
 + RS a few changes/fixes to the Help Guide
Bugfixes:
 + RS crash on room export sometimes
 + RS crash when pressing escape
 + RS crash when using the Screen Tool and placing the cursor out of bounds
 + RS does not always clear blocks when removing screens, ect
 + RS Select tool now shows the proper name instead of Copy Tile
 + RS Blocks do not appear in the proper position on the Pathing menu overview
 + RS Blocks do not shift properly when using the room shift feature
 + EG crash on saving worlds sometimes
 + Crash when trying to customize areas and setting an area to Maridia
 + Crash when trying to ride an elevator or lift while having the Phazon Core
equipped
 + Spore Spawn appears behind the back tile layer
VERSION 1.29a [2/10/2023] - New line of Experimental Builds
Additions:
 + Planet Zebeth - Base Game
 + RS new Select Tool
 + EG has a new subset of optional items "Cores"
      Surge , Aegis , Crystal , Magnet , and Phazon Cores
 + EG now supports Custom Areas
 + EG option for item progression: Normal or Chaotic
 + EG option for Hazard Runs: Off, Allowed, Forced
 + EG now provides much more helpful fail logs
 + Enigma Mission Report shows which area each major item is in, and their intended
order
 + Combat doors/blocks present indicated by flashing red border of minimap
 + 3 New Fusion Music Tracks by Loeder
Changes:
 + EG no longer forces all or nothing for map scanners in each hub
 + EG no longer forces a boss to be placed if the area has no boss rooms. Still
requires MB to be placed.
 + Slight adjustments to Squeept jump heights, with better visuals in RS
 + Skrees have reduced HP
 + Adjusted visual effects and audio during escape
 + Adjusted audio for activating map scanner
Bugfixes:
 + Crash sometimes happens during escape during elevator transitions or pausing
 + Bug enemies can fly off screen permalocking combat doors
 + Metroids can pop each other through walls
 + Bombing on opposite side of buttons can trigger them
 + Sidehoppers, Dessgeegas, and Giant Hoppers do not always maintain their vertical
direction from RS
 + Visual glitch on map sometimes occurs with scanned elevator tunnels overlapping
adjacent screen edges
 + EG does not set escape time correctly if MB loops back to previously created
room
 + EG places MB before all other bosses are beatable
 + RS Playtest hotkey does not update collision safety check for morph
 + RS placing Tunnel Map Tiles will always have closed edges
 + RS Crash when moving an enemy, placing the cursor over the menus, releasing,
then clicking on the grid again
 + RS Liquids are not revealed during playtest if they were previously hidden
 + RS replacing tiles with the "X" instead of RMB can leave data behind in tiles
VERSION 1.29 [11/23/22] - Stable Release
Additions:
  + RS Playtest will now start you in Morph when needed if Morph is a selected item
Changes:
  + 4:3 HUD adjustments
  + RS Enemies no longer hide their behavior visuals when Preview mode is on
Bugfixes:
  + EG does not set boss doors correctly if they are put in place of a Combat Door
  + EG does not set MB Escape door as locked on the outside of room ( Unverified fix
)
  + RS has some tooltip positioning issues in 4:3
  + Various enemies can affect Samus while using an Elevator or Lift
  + Minor visual issue with Minimap position indicator
  + Minor visual issue with Debris in some specific instances
VERSION 1.28j [11/11/22] - Additions + Changes + Bugfixes
Additions:
 + RS Pathing Menu, added "Z" , "X" , "C" , "V" , and "B" Hotkeys when over the
upgrade selection menu
 + RS Pathing Menu, added Right Click Hotkey when over an upgrade already in a path
section
 + RS Pathing Menu, added Mouse Wheel Hotkey to cycle through path points, Hold
Shift for end point
 + RS Menus, added Tab Hotkey to cycle through menu tabs
 + RS Help Guide updated
 + RS treats Gunship and Map Scanners outside of hub areas as unplayable
 + Chain Blocks can have the Quick Reform Attribute
 + Better multi-monitor support
Changes:
 + EG adjusted algorithm's placement of Map Scanners
 + EG factors in Lifts and Gates when timing the Escape
 + EG adjusted algorithm's Hazard Room placement
 + RS Playtest now spawns Enemies randomly just like in-game
 + RS Playtest has better collision detection when placing the spawn point
 + RS Text entry windows allow you to hold Arrow Keys to move multiple times
 + RS several minor improvements
 + RS Mixer limit increased to 8
 + RS no longer has a screen limit for Blocks
 + Block System rewritten, some minor changes to behavior
 + Mini-map has a new position indicator
 + Spore Spawn behavior adjusted
 + Audio balancing
Bugfixes:
 + EG Crash when restarting generation while debug view is on and hovering over a
room
 + RS GIF export has enemies too fast
 + RS Typo in the suggested aesthetic hint of Brinstar. "FUANA"
 + Combat Blocks in Enigma do not break when Boss is defeated if there are other
enemies
 + Map Scanner can be used while aiming up
 + Items that are not placed in world still have a dot icon on map
 + Saves do not always display item percentage correctly
 + Designer Name is stored in memory without spaces
 + Importing a file causes the game window to center itself
 + Minor visual issue with Sunglasses on enemies not fading out properly on pause
screen
 + Minor visual issue with Doors just hit being rendered on the pause screen
 + Minor visual issue with Cacti debris
 + Minor visual issue with horizontal Zebetite debris
 + Minor visual issue with Spark Projectiles being uncolored
VERSION 1.28i [10/26/22] - Bugfixes + Balances + Improvements
Additions:
 + EG now takes preferences into account when placing landing site
 + EG now tries to place Map Scanners closer to hub rooms
 + EG improved memory management
 + RS GIF export now supports all animated palettes
 + Pause Screen now shows if multiple icons exist on the same screen on cursor
hover
 + Morphing now requires you to press down, not hold (There is a few frames leeway)
 + New Enigma Track for Crateria
Balances:
 + EG now has enemy scaling is slightly slower
 + EG now prevents Giant Hoppers and Zebetites extremely early in progression
 + EG now makes Escape Timer include MB Room and takes Bomb Pathing and Zebetites
into account
 + A few enemies have slight stat changes
 + Spazer/Ice combo can no longer one shot enemies
 + Bombs have a larger range for triggering Blocks
 + Elevators/Lifts have slightly wider trigger zone
Bugfixes:
 + Creator Names, Custom Areas, and Tags are now sorted correctly
 + EG shows the incorrect value for "usable rooms"
 + EG can mess up starting spawn point if an elevator is in the landing site
 + EG does not always place Gray Door on the outside of Mother Brain's escape route
 + EG does not always complete areas with bosses
 + RS Crash when undoing certain actions related to Spore Spawn
 + RS Softlock when importing a palette with a distant zoom
 + RS allows animated palettes on Air Tiles
 + RS cannot edit animated palette offset while an Air Tile is selected
 + RS cannot delete tiles on Back or Front layers while an Air Tile is selected
 + RS control + mouse wheel to zoom also scrolls through Block and Liquids lists
 + RS cannot delete Blocks on room edges
 + RS visual issue with cursor when overlapping objects
 + RS image export shows Objects under main tile layer
 + RS does not display Spore Spawn Route stats properly on menus
 + Samus movement inconsistant based on sub-pixels
 + Bombs do not trigger doors properly
 + It is possible to die while collecting an item
 + Blocks can reform after death
 + Item percentage is not always displayed correctly when there are more than 100
items
 + Walking on slopes does not always play footstep sounds
 + Equipped/Unequipped items are only saved after collecting an item
VERSION 1.28h [10/14/22] - Bugfixes
Bugfixes:
 + Crash on Menus if you have a world with style other than Balanced
 + Crash when starting Enigma if you were playing on a previous save
 + Hold Missile style not always working
 + Major Issue in RS with undo on various objects
 o MB does not set Locked doors on the outside of room ( Unverified fix )
 + MB does not fade properly
 + End Game text flashs too fast
 + Creator List does not always show selection highlight
 + Issue with HUD fading out during door transitions
Balances:
 + Escape Timer is too short
Additions:
 + Gamepad Direction controls
 + Enigma Generator shows some suggestions on needed rooms
 + 2 New Fusion tracks added into Enigma
VERSION 1.28g [10/11/22] - Bugfixes
Bugfixes:
 + Crash when leaving a room that has animated tiles on the edge of the screen
 + Pressing Escape after a world has generated causes the world not to save
 + Vertical Doors reopen after passing through if Morphed
 + Minor UI issue on Pathing Menu with certain rooms
 + Lava Particles can be generated for adjacent rooms
 + Crash involving particles on the edge of the world
 + Generator always uses first viable starting room
 + Adjusted the spacejump sound effects
 + Deleting recently imported worlds can delete the original file location instead
 + Game saves do not always save properly
 + Game Menu on the Misc page can have issues when exiting out while having an
option selected
VERSION 1.28f [10/11/22] - System Update [Phase 2]
Restores Enigma Generator and Enigma functionality
Enigma Generator:
 + Red doors are placed randomly
 + Purple Doors indicate Boss Rooms
 + Golden Door blocks entrance to Mother Brain
 + Max World size has been adjusted
 + Dynamic Enemy Levels
 + Dynamic Escape Length and Timer
 + Smarter Escape pathing
 + Encourages more linear progression, if rooms allow
 + Better Debug view
 + Starting room must have the Gunship
 + Map Scanners are used for Crateria, Brinstar, and Norfair, if such rooms exist
 + Space Jump is now placed in Worlds
 + Spazer Beam is now placed in Worlds
 + Music is somewhat randomized for each world
 + Tags can be used as Filters
 + Various other small improvements
System:
 + Improved Pause Menu
Room Studio:
 + Various Bug Fixes
VERSION 1.28e [10/7/22] - System Update [Phase 1]
Zebeth, Novus, Connect, and Enigma Generator temporarily unavailable
System:
 + All file formats have been changed
 + Slope Collisions implemented
 + Samus and Enemies appear as shadows under Lava
Room Studio:
 + Room Size Limits expanded to 10x10 and 25 screens
 + Room Shift function added
 + Screen Tool has improved UI
 + Additional Palettes are available
 + Animated Palettes can have 2-16 Frames, and a Speed of 1-5
 + All Palettes are saved regardless of being used
 + Hazard Settings added to the General Settings
 + Expandable Tile Menu
 + Vertical Doors Added
 + New Option for displaying Color Names
 + New Chain Block
 + New Combat Block
 + Item Tool changed to "Object" Tool
 + New Gunship Object
 + New Lift Object replaces Linked Elevators
 + New Map Scanner Object
 + New Gate Object
 + New Button Object
 + Tags and Custom Areas have completion references when typing them in
 + Enemies display names
 + Specfic instances can be hidden by right clicking on the tool, like Enemies and
Liquids
 + Preview Mode hides invisible Tiles
 + Tile Menu changes background based on palette selected
HOTFIX [11/13/21]
 + Fixed a crash on Novus with Flower enemies
 + Fixed an issue with Connect no longer being able to provide code for server
 + Added a work-around in case of future issues with the point above
 + Fixed Ctrl+S moving the camera in the Room Studio
 + Fixed an issue with secret scrolls in the Room Studio during play tests
VERSION 1.27g [11/11/21] - Bugfixes + Improvements
Enigma Generator:
 + Fixed a Memory Leak in the generator
 + Fixed not generating worlds with Brinstar or Norfair as starting area if there
are only 4 areas
 + Improved the speed of the generator
Room Studio:
 + Fixed Crash when stopping playtest while a bomb still exists
 + Fixed Image export not displaying enemy icons correctly
 + Fixed Right Clicking with the Replace Tool while using the Mixer not working
 + Fixed Screen Edit has an issue with the cursor
 + Added functionality for dragging Alt-Click with Paint Tool
 + Added Undo functionality for Alt-Click with Paint Tool
 + Added an option to Flower enemies to control if Fake or not
 + Fixed some Tool Tips related to the Tile Tool disappear unexpectedly
 + Fixed Animated Offset being incorrect in image exports
General:
 + Fixed Confirm and Cancel control configurations not saving
 + Fixed Debug effect occuring when hitting Worker Robot
 + Fixed Shots collide with walls when shooting down next to them
 + Fixed tiling Error in Zebeth
Enemies:
 + Fixed Crawlers sometimes not anchoring properly when placed on the edge of a
corner
 + Fixed Yakchi falling through floors if placed close to them
 + Fixed Ridley's flames going through doors if not on the screen
 + Fixed Spore Spawn not handling vine visuals correctly under some circumstances
 + Fixed Mellows, Memus, and Mellas to always spawn on Zebeth and Novus
 + Adjusted Spore Spawn's Timing
Other:
 + Restored randomization to enemies in Brinstar east tower on Zebeth
VERSION 1.27f [11/1/21] - Brinstar Update
ADDITIONS:
 + Enigma:
    + 60 New Brinstar Themed Tiles
    + New Boss: Spore Spawn
    + New Enemy: Cacti
    + New Enemy: Tangle Weed
    + New Enemy: Spore Bud
    + New Enemy: Yakchi
    + New Enemy: Giant Hopper
    + New Enemy: Hive Nest
    + New Item: Spring Ball
 + Room Studio:
    + Route Tool
    + Item Tool now allows you to select and move items
    + Enemy Tool now allows you to select and move enemies
    + Hotkeys in Room Studio:
         + TAB cycles layers
         + L toggles "Limit Layer View" Mode
         + CONTROL+S saves
         + CONTROL+LMB with Enemy Tool copies enemy type
         + CONTROL+LMB with Liquid Tool copies liquid
         + Mouse Wheel with Liquid Tool cycles through liquid tiles
    + Reduced Animations Option
    + High Contrast Option
 + Enigma Generator:
    + Infinite Attempt Mode
    + Favors slightly more linear progression
 + Additional Crateria Track for Novus by Loeder
 + Confirm/Cancel and Gamepad Device Control Options
CHANGED:
 + Room Studio:
     + Cursor Color changes based on Layer
     + Undo System now dynamically limits itself based on data size
     + Camera is now centered on room load
     + Various small visual adjustments
 + Novus:
     + Removed a softlock in a room off of the landing site
     + Added Rinkas to a room in Tourian to allow for low percent runs
     + Beam Damage is more effective on final boss
     + Many small adjustments to the final boss
     + A small adjustment to Ridley
     + Adjusted palette shifting for Bosses
     + Added Item Room Music to a few rooms
 + Zebeth:
     + Fixed a Tiling Error in Kraid Elevator
     + Fixed a Tiling Error in central Norfair
     + Added a missing enemy in Norfair
     + Changed the enemies in the top right hall of Brinstar to always spawn
 + Improved Flower Enemy Sprite
 + Adjusted Item Message window to no longer be transparent
BUGFIXES:
 + Room Studio:
      + Placing Doors does not clear tiles correctly
      + Issue with animated conveyor tile being displayed too fast in menu
      + Issue with Invisible Solid tiles able to have tile adjustments
 + Enemies:
      + Vines sometimes rotate incorrectly during room load
     + Flowers can grab Samus through half tiles
     + Worker Robots incorrectly detect edge of platform when on half tiles
     + Worker Robots do not break Crumble Blocks if directly centered over them
 + Samus:
     + You can stand on the left most pixel of a Crumble Block
     + Crumble Blocks can trigger if you are standing a few pixels above them
     + Issue with detecting lava incorrectly while morphed
 + System:
     + It is possible to collect items while riding an elevator
     + It is possible to pause on the frame item collection starts
 + Connect:
     + In Versus Mode disabled items are not drawn in Enigma
     + In Versus Mode you can still toggle Missiles for a frame even if disabled
+ Enigma Generator issue with rooms with multiple elevators as starting rooms
+ Crash when loading a recently generated Enigma world
+ Audio Volume incorrectly starts at 150% the first time the game is launched
VERSION 1.27e [6/30/21] - Bug Fixes + Improvements
ADDITIONS:
+ Enigma Generator now has customization options
+ Enigma worlds can now start you in Crateria, Brinstar, or Norfair
+ Enigma worlds have their elevator connections somewhat randomized
+ Advanced Function in Room Studio: Animated Palette Offset Control
+ New Block Attribute: Front Layer
+ New 8-bit remixes by Minimacro Sound! (Appearance, Ridley's Lair, and Escape)
CHANGES:
+ Zebeth and Novus maps improved visually
+ Palette changing tunnel in Norfair added to Zebeth
+ Acquiring items in Connect shows item name
+ SFX and BGM Volume levels increment in 5%
+ Framerate option removed (Standardized to 60 FPS)
+ 3:2 Aspect Ratio option removed (Standardized to 16:9 or 4:3)
+ Minor Graphical Adjustments
+ Faster Room File Loading
+ Slight visual adjustment to Door Tool in Room Studio
+ Game Loading Screen changed to a minimalistic design
+ Pause Menu page transitions are faster
BUGFIXES:
+ Room Studio Crash that occurs sometimes when unlinking Zebetites
+ Room Studio Issue with Undo Function when releasing mouse button out of bounds
+ Room Studio Issue with Undo Function regarding doors
+ Room Studio Issue with Undo Function when creating and deleting Enemies
+ Room Studio Layer name font glitch
+ Room Studio minimap does not visually update when using the undo function for
screen and scroll changes
+ Room Studio reset palette does not work for specific palette
+ Room Studio does not render transparent color choice on palettes correctly on
palette selection
+ Enigma Generator Crash during drawing step
+ A crash on title screen can occur if failed to retrieve info from internet
+ Connect displays other players' bombs incorrectly
+ Sometimes, elevators can not be used at all (potentially fixed)
+ Enigma Elevators sometimes stop at an elevator in between the intended
destination
+ You can be hit by projectiles while riding Elevators
+ Blocks will break if Samus passes through while riding an Elevator
+ On Novus and Enigma, sometimes explosion effects multiply while paused during the
escape
+ Strike Mode on Novus does not spawn the player at the correct spots
+ Linked Zebetites do not work properly in Enigma
+ Samus sometimes drops for a moment when first loaded
+ Fixed a ceiling issue in a room in Norfair on Zebeth
+ Randomized item locations are not consistent when playing with Bubble Mode ( This
fix changed randomizer logic )
VERSION 1.27d [3/6/21] - Alternate
CHANGES:
+ Enigma world generates with 5 Areas
VERSION 1.27c [3/6/21] - Bug Fix + Improvements
CHANGES:
+ Enigma world generates with 7 Areas
BUGFIXES:
~MAJOR
+ Issue with elevators
VERSION 1.27b [3/4/21] - Bug Fixes + Improvements
CHANGES:
+ Small adjustments to MB on Novus
+ New Norfair remix added to Zebeth (by Minimacro Sound!)
BUGFIXES:
~MAJOR
+ Crash in the Room Studio when Playtesting related to enemy spawning
+ Crash in the Room Studio when customizing Palettes
+ Crash occurs on the Progression Pathing Menu under certain circumstances
~MECHANICAL
+ Blocks do not detect Samus' hitbox properly
+ Blocks do not always spawn in Playtest
+ You can place things out of bounds when first loading a room in the Room Studio
+ Combat rooms appear in the Escape of Enigma
+ You can place wall climbing enemies out side of rooms and perma-lock Combat Doors
+ Enemies can go through doors in Enigma and go out of bounds
+ Kraid and Ridley do not take the correct damage from beams
~VISUAL
+ Drawing issue with Flower enemy during room transitions on Enigma
+ Various elements do not fade out during room transitions on Enigma
+ A pixel on a specific spike tile does not change colors
+ Squeepts do not properly detect lava
+ MB does not flash from missile damage
~UI
+ Issue with file windows in Room Studio while in Fullscreen
+ Fixed an issue on the Control Configure menu
+ No arrows on left and right pause menu screens
+ Certain Enigma Menus do not return you to the correct menu option
~AUDIO
+ Elevator SFX plays after death and during pause
~SYSTEM
+ Connect games add to Records
VERSION 1.27a [2/18/21] - Bug Fixes + Improvements
IMPROVEMENT:
+ Enigma Generator now tries to spread out Major Items between different Areas
ADDITIONS:
+ Suggested Aesthetics for each Location are displayed on the General Menu in Room
Studio
+ Pathing Menu now alerts potential Metroid Requirements on Progression Tab
+ Worker Robot Enemies now break Crumble Blocks
ADJUSTMENTS:
+ Palettes and Room Images will now add the correct file extension if it is not in
the name
+ "G. Brinstar" Location name changed to "Brinstar"
+ Minimap in Room Studio now handles and shows Bosses correctly
+ Door editing is now slightly more intuitive
+ Enigma Generator no longer allows worlds without Kraid, Ridley, and Mother Brain
to be generated
+ Improved Spring Ball Item sprite image
BUGFIXES:
+ Get stuck on world menu when starting new game and no worlds available
+ Zebeth Randomizer Logic, Item at top of Ridley should require Highjump
+ Hosting a server does not clear previous Shared Data
+ After Escape Timer runs out, it is possible to have spawn point updated to escape
elevator
+ Crumble Blocks can be triggered from the right even if there is a solid tile
above them
+ Map Percentage Completion incorrect on Zebeth and Novus
+ Zebetites link to random enemies in Room Studio Playtest
+ Zebetites that are linked do not always damage linked Zebetites
+ Attribute Icons do not show up at proper location on vine enemies in Room Studio
+ Vines will anchor to walls that are half a tile away in Playtest and Enigma
+ Playtest time carries over into new games
+ It is possible to get stuck in the wall in Mother Brain's room on Novus
+ News Broadcast Banner clips visually on edges of the menu screen
VERSION 1.27 [2/6/21] - MAJOR
+Playable Enigma Demo:
  +2 Saves
  +5 Areas
  +3 Bosses with Improved AI
  +Connect Functionality
+Enigma World Generator Beta:
  +Basic Progression Logic
  +Import and Export Worlds
+New Features added to the Room Studio:
  +Boss Placement Available
  +Combat Doors
  +Spark Enemy Available
  +Turret Enemy Available
  +Zebetite Enemy Available
  +Tile Adjustment Randomizer Function
  +Tile Mixer Function
  +Paint Mixer Function
  +Palette Copy Function
  +Spike Blocks Available
  +Chained Attribute for Crumble Blocks
  +A few new Tiles
  +Minimap Appearance Editing
  +Revised Pathing Menu
  +Many other small improvements
+Connect Improvements:
  +Doors can now be synchronized
  +Zebetites are now shared when Boss Sharing is on
  +Shared Data is auto cleared when players on on the menus
+Novus: Updated Randomizer Logic
+Many new 8-bit remixes by Loeder
+Complete replacement of SFX with 8-bit sounds by Loeder
+Many Improvements to File Management on the Enigma Menus
+New Minor Item Acquisition Fanfare
+New Suit Upgrade Animation
+Fixed many, many, many issues
+Improved many, many, many small things
+Rewrote many, many, many sections of code
VERSION 1.26 [7/9/20] - Bug Fixes + Improvements
+New Features added to the Room Studio:
   +Playtest Feature
   +Undo Feature
   +Import and Export Palettes
   +Many other small improvements
+Fixed issues with keyboard input in the Room Studio
+Fixed a save issue with the Room Studio
+Fixed lots of minor issues with the Room Studio
+Strike Mode saves now display current Energy and Ammo
+Fixed issues with keyboard remapping
+Fixed a major crash with Connect Games
+Fixed a camera scrolling issue
+Rewrote Randomizer Logic
+Novus: Fixed an issue with Lava in Pipes
VERSION 1.25 [6/8/20] - Bug Fixes + Improvements
+Room Studio
+Seed of the Month added
+Aspect Ratio options added
+Finer Volume Control added
+Improved 8-bit Audio
+Style Option for audio has been removed
+Saving and Loading improved
+Strike Mode now uses Save Points
+Strike Mode can now view Replays
+Metroids have been adjusted in several ways
+Enemies no longer damage during door transitions
+Novus: Super Ridley has less health and no longer causes body damage while
grabbing
+Novus: Mother Brain deals less Damage with Hyper Beam and other adjustments
+Lots of minor bug fixes and improvements
+Lots of code reorganization
VERSION 1.22 [1/15/20] - Bug Fixes + Improvements
+Fixed numerous Versus Mode related issues
+Mission Report shows more Connect Stats
+Updates are now detected automatically ( Windows )
+Yellow Missile Doors changed to purple
+Zebeth: Randomized Mode improved
+Novus: Minor design adjustments
VERSION 1.21 [12/16/19] - Bug Fixes + Improvements
+Added Connect to HTML5
+Fixed numerous Connect related issues
+Added Versus Mode to Connect
+Escape Timer now stops while paused
+Corrected some Enemy Vulnerabilities
+Fixed Infinite Missile Glitch
+Zebeth: Added Beam swapping on pause menu
+Novus: Minor design adjustments
VERSION 1.20 [11/1/19] - MAJOR
   Additions:
+Connect Feature ( Windows Only )\n Host or join a server for multiplayer
features!
Sharing Options: Map , HP+Ammo , Items , Bosses
+New Visual Particle Effects ( optional )
+New and expanded Pause Menu
+Option for setting Screen Scale
+Option for setting Music Volume
   Improvements:
+Expanded Keyboard Control Customization
+Improved Gamepad Support
+Lava Visuals Improved
+Screw Attack Visuals Improved
+Randomizer now removes various potential soft locks
+Improved Camera Movement
+Crawling Enemies can no longer enter doorways
+Ridley Fireballs now imitate the FDS Version
+Super Ridley's HP was reduced
+Super Kraid now only drops rocks when at set HP Levels
+Improved Enemy Projectile Hit Boxes
+Altered Health Alarm to have variance
+Missile Capacity is now displayed
+Bomb Jumping requires more precision
+Health Pickups now give 20 from larger enemies
+Optimized Saving Slightly
+Improved Door Transition Speed
   Fixes:
+Fixed a fatal crash when trying to draw debris
+Fixed Getting Stuck in Frozen Enemies
+Fixed Randomizer item weighting on Novus
+Fixed Samus Eaters absorbing fire and causing dinging  noise when screw attacked
+Fixed Enemy Animations while paused, frozen, hit, ect.
+Fixed Map Exploration sometimes going over 100 percent
+Fixed a glitch on 30fps when trying to shoot a door
   Planet Changes:
+Zebeth: Enemy Damage increased to match original game
+Novus: Overhauled Layout of Kraid's Lair
+Novus: Redesigned a few rooms
+Novus: Visually redesigned Western Crateria
+Novus: Added Morph Jump Glitch
VERSION 1.15 [8-9-19] - Bug Fixes + Improvements
+Fixed several Pause related issues
+Adjusted Kraid's projectiles' item drops
+Bosses no longer drop items in Strike Mode when defeated
+Added several visual effects
+Fixed an issue that caused enemies to be drawn at the incorrect depth
+Fixed a graphical error with Route Reviews
+Fixed an issue with Mission Report not properly displaying the Hard Difficulty
setting
+Fixed an issue with Mission Report not properly displaying the full Seed if it has
zeros at the front
+Adjusted some SFX
+Adjusted several audio tracks to loop more seamlessly
+Hopefully fixed an issue where Replays were overwriting each other
+Game window no longer centers itself when not Fullscreen
+Visually redesigned lower Green Brinstar on Planet Novus
+Redesigned the bridge through Tourian on Planet Novus
VERSION 1.14 [7/26/19] - Bug Fixes
+Fixed a fatal crash when touching the bottom of the world on Zebeth
+Fixed an issue with time not counting while map open and riding elevators
+Added a message when at the gate to Tourian on Novus
VERSION 1.13 [7/19/19] - Bug Fixes + Improvements
    Additions:
+Added some more SFX
+Added support for Directional Pad input on controllers
+Added an option for changing the Music Style to 8-Bit, though currently the music
selection is limited
   Adjustments:
+Adjusted Camera scrolling to be smoother and smarter
+Adjusted freeze timer so invincible enemies can be refrozen any time
+Adjusted small Ridley's Fireballs to more closely act like the original
+Adjusted Samus' collision box to be slightly thinner
+Geruta HP corrected for each color
+Made Super Ridley's AI smarter, and added a new attack for him
+Reduced Super Ridley's HP, but reduced Missile Damage as well, so low Missile runs
are more viable
+Zebeth: Various inaccuracies adjusted throughout
+Novus: Several rooms completely redesigned, mostly in Ridley
   Fixes:
+Fixed an issue with Route Review crashing
+Fixed an issue with a false error message regarding missing items on Zebeth
+Fixed an issue where doors would not always lock while fighting small Kraid on
Novus
+Fixed Brinstar Audio Loop issue
+Hopefully fixed an issue with drawing the map borders
+Fixed an issue where Item Percentage would sometimes read larger than 100
+Fixed an issue where Kraid projectiles would destroy Bombs
+Dragons no longer draw if outside of room
+Fixed a minor issue involving collision detection for certain tiles
VERSION 1.12 [6/25/19] - Bug Fixes + Improvements
+Reduced Hit Rate of Screw Attack against Bosses
+Revised some of the Samus animations
+Mission Report now displays Seed Number if playing Randomized Mode
+Fixed an issue with Replay Item Locations near screen borders
+Hopefully fixed an issue with Randomized Item Placement in HTML5
+Hopefully improved Audio Stability and Speed in HTLM5
VERSION 1.11 [6/5/19] - Bug Fix
+Fixed an issue with Item Saving for items near screen borders
+It is now possible to collect the alternate Ice Beam even if you already have the
Ice Beam
VERSION 1.10 [5/31/19] - MAJOR
      Additions:
+Completely new main menu interface
+Each Planet now has 3 separate saves
+Randomized Mode can now have its Seed customized
+Added Strike Mode. Start with all items, enemies do not drop refills, Item
locations are replaced with refills, Energy and Ammo are saved and not restored at
game start, saving only occurs at spawn points( when changing Areas ).
+Added a Mission Report screen after completing a game
+Added a simple replay of a run after completing a game. Currently not available
for Strike Mode.
+Added a DEBUG log that warns of potential errors in game
      Improvements:
+Smoother Samus animations
+Animated Lava Tiles
+Planet Name added to Map Menu
+Map draw speed drastically improved
+Mini Map on HUD increased to 5 x 5
+On HTML5, nontouch input will fade out the Virtual Keys
+Tons of code reorganization
      Fixes:
+Fixed an issue with elevator speed on different FPS
+Fixed an issue with the Dissolve Shader on mobile devices
+Fixed an issue with sound not playing on mobile devices
+Fixed a potential crash when killing small kraid
+Fixed an issue with Destructible Blocks sometimes being destroyed when pushed into
them
      Planet Changes:
+Zebeth: Various inaccuracies fixed throughout
+Novus: Various small changes, Small Kraid's room expanded
VERSION 1.02 [4/28/19] - Bug Fix
+Fixed an issue with Missile count not being saved after defeating a Miniboss in
the original world
VERSION 1.01 [4/25/19] - Bug Fix
+Fixed camera jerking when turning around
+Fixed camera issues in the Original World Map
+Doors close behind you faster
+HUD now displays if you have max missiles
+Added ability to morph when landing if holding down
+Added the morph jump glitch, but to the original world only
+Fixed pipe enemies so they fly to better position
+Adjusted Rinkas to no longer spawn on the player
+During Mother Brain death, Rinkas no longer spawn and turrets no longer shoot
+Defeated Bosses no longer deal damage during death animation
+Fixed a coloring issue with some of the bosses
VERSION 1.00 [4/16/19] - MAJOR
+Initial Release
+Includes the Original NES World Map.
+Includes an additional Redesigned World Map with some new enemies and bosses.
+Includes Randomized Mode with randomized Item placements.
+Includes Hard Mode with double damage and less missiles and energy.
+Available for Windows and HTML5.