Changes from 2.6e to 2.7

- The protective walls have been adjusted.  They not require 1 less brick and will return 1 of the stone hammers upon completion.  This makes it a little cheaper to build walls.
- Fixed a bug that caused underground ores/gems to SEEM to lose their "newly discovered" status when switching between plots.
- Sheering sheep no longer uses up your knife.
- Fixed a bug that caused extra energy to be taken away when finishing the pikeman, knights, saboteur, and settle new plot jobs.
- When jobs complete on one of your other plots, you will still be notified.  The beginning of the message will give you the name of the plot where the job finished.
- A new system is in place that should tell you all game messages that occured while you were away.  When signing in to a plot, all missed messages will be automatically placed into your game history, and you will be told how many messages were missed.  This allows you to quickly look back to read them (if you wish).
- Due to requests, when sending supplies by cart, the cart will stay at the destination if it is a land you also own.  If the destination plot is owned by a different player, your cart will return to its original home.

Changes from 2.6d to 2.6e

- Fixed a bug that could cause you not to be able to dig out a tile if it was surrounded on all 4 sides by storage caches.  I wonder why no one noticed this bug?!  Haha!
- Eating items was adding to people's achievements when it was not supposed to be.  I have fixed that now.
- Fixed a bug that kept some animal tiles from updating properly.
- The rate at which cows produce milk (when left on their own), has been decreased.
- The rate at which sheep grow wool has been decreased.
- You can no longer send carts with a cart.
- Beehives regain their honey faster than they used to.
- The Art of ore quest has had its requirements lowered.

Changes from 2.6c to 2.6d

- Fixed a long standing bug that was mixing up the protected status of plots on the client, causing all sorts of confusion.

Changes from 2.6b to 2.6c

- I've tried to change how the intro plays so that it does not get in the way for players needing to choose the plot they want to start on.
- Fixed the assisting job, and the extra rations job.
- Kai has made some more sound adjustments.

Changes from 2.6 to 2.6b

- Fixed a bug that was causing pikemen and knights to not be returned after fighting goblins.
- Fixed a bug that used up the stone axe when slaves were sent to fight goblins.
- Fixed a bug that caused the storage cache to take 175 energy from the player twice (once when starting the job and once when it was complete).
- The hunting trip job has been fixed.  While the description said there was 100% chance of catching an animal, the actual job's rewards were still set to the lower 10%.
- Lowered the maximum number of swamp tiles a land can start out with.  I don't want the hunt for iron to be too easy now do I?
- When checking to see what resources a job requires, the word "have" has been removed from resources you have enough of.  This shortens the sentence but still tells you which items you still need.
- The perk, Wrapping paper, has been added.  Only long-time Swamp players will understand this joke.
- The perk, Smuggled goods, has been added.
- The perk, Peeing in the pool, has been added.
- The fault, A face people want to punch, has been added.
- The job "Make wine" has been moved to the church, rather than being a part of the tavern.
- The underground storage cache now requires 125 food energy rather than 175.
- Selling Yeti robes, suits, and dresses now require the store.  A bug caused each to require a house in order to perform the job.
- Impregnating a human slave now correctly works with the tudor house as well.
- Fixed typos in the connect and disconnect messages for friends.
- A new church job, called Assist someone in need, allows a worker to jump in and help with an already ongoing job.  Are you building something and don't want to wait 15 minutes?  Get a helper in there, and in 7 and a half minutes it will be done.
- A new tavern job, called extra rations, allows you to spend some food energy to knock 1 minute off of every job you have going.  This is great for people with large populations, because the same energy cost can knock time off of a dozen jobs instead of only 2 or 3.
- I've done more work on the way the server chooses random quests for players.  If it is finally fixed, then it will stop giving players quests meant to be handed out further along in the week.
- Fixed a bug that caused jobs not to show up in the "all jobs" list, once the game had advanced further into the week.
- Shift + A no longer brings up the achievements menu.  The new achievements menu is located in the main menu, whenever you are connected to multiplayer.
- ` (grave) jumps you back to your mine exit, when used underground.

Changes from 2.5 to 2.6

- Fixed a bug with the achievements system, that caused at least 1 person to mistakenly show up as having created 22222 pieces of twine.  :D
- I believe I've fixed a bug that could cause the harvest menu (R) to mess up your client, causing everything to read as short grass and unharvestable tiles.
- Using "O" and "G" to list underground ores and gems should now work properly.  A bug caused it to read out the tile type above ground at the same coordinates.
- I've adjusted how the "About" section displays its text, to make it more screen reader friendly.
- New achievements are now put into your game history.
- Selling items in the store, and sending items with carts, no longer removes your land's starting protection.  Various things have changed about the game since those rules were put in place, and it no longer makes sense to have them.  Protection still goes away once you've performed 500 total jobs, started a second plot, or attacked another player.
- Server messages will now notify you as your starting protection gets lower.  You start out able to perform 500 jobs before protection wears off.  The server alerts you when you reach 250, 150, 50, and when protection has worn off.
- Pressing Shift + P will tell you how many more jobs you can perform before your starting protection wears off.
- I think I fixed a bug that was affecting the food menu list, once you ran out of a particular type of food.
- Fixed a few voice prompts that were either not playing, or were playing when they should have been disabled.
- Fixed the music in the story menu, which was changing as if it was in the "About" menu.
- Your chat log should include the name of who you send replies to now.
- Fixed a server bug that was sometimes handing out quests that were not meant until further along in the week.
- Channels have been added to Castaways 2 online chat.  Shift plus < and > will cycle through the channels.
- Radio modes have been added to chat.  Alt plus / will cycle through the various modes.
- Pressing Shift plus A will not request your achievement list from the server.  I will probably expand this later, but for now it should do.

Changes from 2.4 to 2.5

- Kai has created a new game intro.
- When the server reached midnight and the game entered a new stage, the story had been looping itself every 15-30 seconds.  That bug has been fixed.
- Messages I type from the server should now go into your chat history.
- The game history list has been changed to see if this will work out better.  Only completed jobs, and important job related messages, will go into the game history.
- I've adjusted the font size for the Castaways 1 ending story, to help make it more readable for low-vision players.
- The way the server tracks what foods a player has eaten, has been tweaked a bit.
- Fixed a few code issues surrounding carts, which could have caused you to lose the supplies on the cart when attempting to send them to a protected land.
- You can no longer send supplies to the same plot you are sending them from.
- Fixed some more typos.
- The disconnect from server option on the main menu, has been fixed.  It was a little buggy before, allowing you to disconnect, but then not changing to let you sign back in if you wanted.
- Reviewing game history should not prevent you from scrolling further back than you should.  It used to allow you to scroll into blank messages for as long as you wanted.
- When in multiplayer, the main menu will not include a "Story" section.  Here players can choose to listen to any of the 4 story sections.
- Sounds/voice recordings have been added into a few new places.
- A few code tweaks have been made to where you establish a connection to the server.  It may make a noticeable difference... it may not.
- Pressing "O" will now list all exposed ores in your underground view.
- Pressing "G" will now list all exposed gems in your underground view.
- Mushrooms have been added, and are worth the same amount of food energy as apples.
- The "Hunting trip" job has been greatly altered.  Odds of bringing back meat has been increased from 10% to 100%, you may not lose Any arrows, it gives a fur (not a hide), and there is a 10% chance your hunter will pick up an edible mushroom during the trip.
- Collecting tall grass now has a 1% chance of gaining a mushroom.
- Felling a tree now has a 5% chance of gaining a mushroom.
- For the first time there is a way to gain money without mining.  Crafted Yeti robes can now be sold to the kingdom.
- The "Art of ore" quest not only requires 1 silver ore.
- Men's suits and women's dresses can now be crafted and sold to the kingdom, once stage 6 has been reached.
- A few new quests have been added.
- Each plot now starts with at least 1 tile of swampland.  Swampland now marks the location of an underground source of iron ore.  Additional iron ore will still be hidden underground, but at least swamps will help you locate some of it.
- An achievements system has been added.  Even after weekly server resets, players will not lose their various achievements or the progress they've made toward unlocking more.
- Many tile sounds have been adjusted.

Changes from 2.3f to 2.4

- Major work has been done on the game's foundation.  I have switched from a UDP approach to a TCP one.  There are obviously pros and cons to each approach, and I finally decided TCP will suit me better in this particular game.  (It's funny how an entire day's worth of work can condense down to 1 line in the change log, haha)

Changes from 2.3e to 2.3f

- Sending pikeman and knights to fight goblins has been changed.  There is no longer a risk of the soldier dying, but there is also a chance the goblins will not be chased away.
- The intro story now plays when connecting to the multiplayer server.
- The remaining story elements have been added, and will play instead of the intro depending on which day of the week it is.
- Kai has added more sounds.
- The Castaways 1 ending (from the about menu) has been changed so that it reads out in a more screen-reader-friendly way.
- I believe the /r reply feature is finally working as intended.
- Fixed a bug that prevented the starting store from properly repopulating once the server underwent its weekly reset.
- A delay was added when pressing escape, so that the menu sounds don't overlap as much.
- The connect.wav sound now correctly plays as you join the server.

Changes from 2.3d to 2.3e

- Corrected a few typos.
- The client now correctly tells you when you are out of food energy.
- Fixed a bug that prevented you from sending out multiple carts or attacks at the same time.
- Many food values have been increased a bit.
- I've been laying the ground work for an achievement system.  It still has a ways to go though.
- I've adjusted how goblins show up on newly settled plots.  They will never be started out where they would affect any of your buildings.  Your second plot will start with 2 goblins, your third will have 4, then 8, and so on.  Each new plot will require more work to clean out goblins, or of course you could just ignore them if you're able to get by with the available space.
- Underground storage caches have been added.  Each cache that you have, protects 1 of each resource type in the event that someone is attacking you.  So for example lets assume you have built 2 caches.  You have 4 diamonds and someone manages to steal them in an attack.  You would normally lose all 4, but the caches protect 2, leaving you with only 2 stolen.
- New plots have been adjusted to start with a few more items, based on how your land randomly formed.  Everyone will get 2 twine (lack of twine slows things down at first), and anyone who only received 1 type from apple trees, bee hives, or water, gets more.  The apple guys gain an axe, basket, and 2 more twine.  Hive guys gain cloth, clay pot, 2 honey, and 2 more twine.  Water-only guys gain 4 cooked fish and 2 more twine.
- Fixed a server bug that was allowing some protected plot to be attacked.
- Removed the voices that were playing when starting jobs.

Changes from 2.3c to 2.3d

- Fixed a typo in the word grease.
- Fixed a bug allowing tall grass to be collected from short grass tiles.
- You can now send slaves to fight goblins if you don't have pikemen or knights available.
- Pikemen and knights can now be deployed into camps on your plot.  The pikeman and knight camps have the same qualities as guard towers, and you can choose to take down the camps to regain the soldiers.
- Food energies have been adjusted.  They may seem harsh at first, but I want to give this a try and adjust later if needed.
- When listing a job's requirements, the game will now tell you if you have the items or how many more you need.
- Castles now correctly list under the defenses menu (D).
- Pressing "G" now lists all goblin tiles on your land.
- I've added in some of the sounds I should have added a while ago, haha.  I always seem to forget to code them in once I'm given new sounds.
- Mining underground coal has been adjusted to give more coal.

Changes from 2.3b to 2.3c

- Pigs now show up on the livestock list (pressing L).
- Fixed a bug where empty beehives were being listed under the "harvestable" menu.
- Constructing a pig pen now requires 1 corn and 1 apple.
- Feeding and breeding pigs now require 2 corn and 2 apples.
- When breeding a pig, you will now receive 1 hide and a few pieces of raw pork from the pig that died.  The amounts are less than a slaughtered pig, because we assume you're taking the meat from an old pig that was no longer fattened up.
- Feeding chickens now has 50% chance of eggs being laid, instead of 25%.
- As long as you have a steel axe you can now chop mature apple trees and olive trees into firewood.
- Collecting sticks from apple trees now require the apple tree to be fully mature (with apples).
- Sticks can be collected from fully mature olive trees (they have olives on them).
- Fixed a bug that allowed players to perform jobs directly on a goblin tile.
- Completed jobs now list the coordinates of where the job was completed, making it easier for people who are mining to know where their tunnel has expanded to.
- Pressing Enter to bring up available jobs, now sorts the list so that the first jobs are specific to the tile type you are on.
- Your inventory will now also tell you how many of an item are currently being used.  When your jobs complete you may not get them back, but if there is a chance you will they will now be listed.

Changes from 2.3 to 2.3b

- Fixed a few more issues that were introduced with the "newly discovered" ore and gem mechanic.
- When settling a new plot of land, all other players will have a goblin tile added to their land, even if their lands are under protection.  This is an additional incentive to spread to new plots, because it harms the other players.  This also encourages/requires all players to work toward pikemen and knights, even if they never plan on attacking other players.
- When setting new plots of land, the new plots will start with goblin tiles.  The number of tiles is equal to how many plots of land you now own.  For example, grabbing your 3rd plot of land will start it out with 3 goblin tiles.

Changes from 2.2b to 2.3

- Fixed some issues with the Dowser mania perk not updating itself correctly on the client.
- Fixed a few mistakes with the glass jobs, including typos.
- A new mining mechanic has been put into place.  When a new valuable ore or gem has been discovered (identified), it is marked as fresh/newly discovered.  If you mine the resource during this stage, you will gain +1 resource as a reward for being quick.  As time passes, the ores/gems will lose their "fresh" label randomly, returning them to the normal amount you can collect from mining them.  This is meant to reward players who gather precious resources right away, rather than leaving them in the ground until they need them.
- A few more server changes to hopefully make my life a bit easier.
- Fixed a few places where jobs weren't displaying their required tile type.
- The fortify piglet and pig jobs have been adjusted so there is a larger change between feeding and fortifying.

Changes from 2.2 to 2.2b

- Tweaked some in-game mechanics.
- Fixed bugs with the new pig tiles.

Changes from 2.1b to 2.2

- Chicken coop related jobs have been adjusted.
- Minimum amounts for trees, rocks, and other plot terrain have been adjusted.
- Adjusted some of the coin donation code.
- Grapes and Olives can now be eaten.
- The energy apples are worth has been adjusted.
- A few new terrain types has been added, as well as new jobs that utalize them.
- The church, tavern, and city have had their requirements changed slightly.
- Pigs have been added to the game.
- Protection of your first plot will now automatically wear off once you have performed a certain number of jobs (currently set to 500).  This gives players plenty of time to get established, but also means no one can sit forever on a single plot without ever needing to fear being attacked.
- The Rocky mountains perk has been replaced.

Changes from 2.1 to 2.1b

- I've fixed the quests bug, which caused quests not to show up for many people.
- Fixed another syncing bug, that was also likely contributing to the inventory issues.

Changes from 2.0c to 2.1

- Work has been done to keep the client inventory synced properly with the server.  Upon closer inspection, code I did shortly before the public beta was improving the sync for tiles but was unintentionally throwing off the sync for inventories as a side-effect.

Changes from 1.9c to 2.0c

- I am working on a new method for keeping the server and client in sync.  I expect this to end up solving the ocassional situation where players weren't told of jobs ending or having their inventory updated.

Changes from 1.9b to 1.9c

- Goblins can now show up during multiplayer.  They will show up on new plots someone grabs, once the person owns at least 3.
- Starting a new single player game now correctly clears your inventory.
- Fixed some server code that was causing frequent resyncings to occur with the clients.
- Fixed a bug where you could end up frozen and unable to move around your plot.
- Added a bit of debugging code to try and help a few players that keep seeing errors.

Changes from 1.9 to 1.9b

- The spoken words "Perk" and "Fault" should now only play when pressing up and down arrow in the perks and fault menu.
- By default, the music volume will be set to 85%.  Once you change it yourself, the game will remember that setting for next time.
- The intro story is no longer affected by the music volume setting.
- When sending carts, the bug has been fixed that would allow horses and carts to be duplicated.
- Menu settings should now apply to all menus.
- I think I've tracked down and fixed a small bug that was causing some inventory items to be listed twice.
- The following server commands have been added:
  + /MOTD  (This will repeat the current message of the day on the server)
  + /REPORT <message>  (This sends a report to the server for Aprone to read later, assuming he remembers to check)
  + /WARNING  (This reads off any warnings your account has.  Warnings are given when players violate the user agreement, and can lead to being banned from the Castaways 2 server.  Warnings and bans from Swamp do not carry over into Castaways 2.)
  + /TIME  (Tells you the current time on the server.)
  + /FRIEND <name>  (Adds the person to your friends list.)
  + /UNFRIEND <name>  (Removes the person from your friends list.)
  + /FRIENDS ON  (Tells the server you wish to be notified when your friends come online or go offline.  This is on by default.)
  + /FRIENDS OFF  (Tells the server not to notify you about friends coming online or going offline.)
  + /FRIENDS LIST  (Lists your current friends.)
  + /FRIENDS ONLINE  (Lists all online friends.)
  + /FRIENDS LIST CLEAR  (Clears your entire friends list.  This is very convenient for players who rage-quit after an argument or when things don't go their way, ROFL!)
- I've done a little more work on the "About game" section.
- Pressing Ctrl now quickly stops any screen reader message that is being red.

Changes from 1.8c to 1.9

- Boiling eggs now requires firewood.
- A ton of jobs have had their required times changed.
- The story intro had been added to single player.  For now I'm leaving it out of multiplayer.
- Page up and page down, while holding shift, adjusts music volume.
- The game now remembers your menu settings.

Changes from 1.8b to 1.8c

- Voice work for "Close current game" is still needed, so that menu option is only TTS at the moment.
- The perks and fault sounds have been adjusted so they play only once in each portion of the menu.
- I've fixed some issues with the main menu.
- Saving in single player should work again.
- Searching sounds no longer play on menus where searching is not allowed.
- The missing requirements bug on new jobs has been fixed.

Changes from 1.8 to 1.8b

- Fixed a few of the new jobs, which were showing up with incorrect requirements.
- Fixed a bug that messed up the "all jobs" menu, showing only things for the current day and not anything from before it.

Changes from 1.7b to 1.8

- Building a boat now requires a steel saw and stone hammer.
- Feeding cows, sheep, and horses all have a chance to give you manure.
- Each crop type can be fertilized using manure and a wooden shovel.  Fertilizing instantly advances it 1 growth stage.  I don't have a guard in place though, so someone could waste manure by fertilizing a fully mature crop.  I'm not sure I even need to bother worrying about that, haha.
- Saboteurs will now collapse mine shafts if they happen to land on one during an attack.  This will force the victim to build a new mine shaft before being able to access the underground layer again.
- Buying items no longer removes your plot's protection.  Currently, sending attacks and expanding to a new plot are the only way to have your protection removed.
- As the week goes by, different jobs will become available to represent the passage of time.  Currently the game is separated into 4 distinct stages.  The first stage is what we're already used to.  The second stage begins on day 4.  It introduces the mixed race (ovyet) into the world, and they make some tech advancements that unlock new jobs.  The third stage begins on day 6.  It marks a time when the ovyet race are generally considered equals in the kingdom, and their advancements unlock even more technology.  The fourth stage starts on the 7th (last) day.  It is the time when the ovyet finally get permission to sail out to discover new lands across the ocean.
- The sounds played from selecting tiles will not slightly pan and adjust volume to help present your land as a 2D grid.
- A lot of code is sort of halfway finished, but I needed to post this version to test a few things.  We'll see how stable it is.  The server is forced to always think it is Wednesday (stage 2).

Changes from 1.7 to 1.7b

- Fixed a few menu related bugs.
- The music should correctly change when entering multiplayer.
- Fixed an error that was occuring a few seconds after starting single player.
- Pressing End toggles your menu settings.  This lets you enable and disable the voiced menus.

Changes from 1.6c to 1.7

- Pressing D now brings up a list of your defensive structures (walls and guard towers).
- Pressing M is dedicated to listing your military units, but at the moment it doesn't do anything.
- Pressing S now lists your current score in the kingdom.
- Pressing shift+S allows you to donate coins to the kingdom, to raise your overall score.
- Tons of new sounds have been added by Kai, and subsequently spread throughout the game.  Have fun spotting them!
- The client should now almost immediately know if the server shuts down.  Before now, if I closed the server for any reason, players could continue trying to do things for up to 2 minutes before the client finally gave up and accepted that the server was gone.  LOL!
- Apples are now worth 5 energy instead of 10.
- To encourage/force players to diversify their strategies on food, every 10 of a particular food type you eat lowers its value by 1 (to a minimum of 1).
- The main menu has been rearranged.
- A lot of behind the scenes code has been tweaked and changed.

Changes from 1.6b to 1.6c

- I think I fixed being able to turn milk into food energy.
- A handful of new sounds have been added by Kai.
- Fixed a bug that could jump you really far back in the review list, for no good reason.
- Holding shift while reviewing game history will move you 10 messages at a time now, instead of 5.
- I've been fixing up a lot of the game's messages, which were appearing strangely.  Job requirements, what they give, and so forth.
- Fixed a bug that prevented unknown underground tiles from being displayed as such, and also fixed the sound for them.
- Most of the quest rewards have been raised.
- Make sure you re-grab the entire sounds folder from dropbox, because Kai has added a lot more, and the newest client uses them.
- I've added some more artwork to serve as an intro screen.
- A new sound will start off the game.  The player can press escape, space, or enter to skip.  The current sound is a place holder until Kai is ready with what it will be.
- Fixed a bug that would lock up the game if you pressed escape after selecting "new game".

Changes from 1.6 to 1.6b

- I have changed the way players expand to new plots.  When sending your cart, you are asked to come up with a name for the new land.  If the name was already taken by someone else, it will cancel the task.  If the name is unique, your new land will be given that name.
- When settling a new plot, you now only send 1 worker along with the cart.  This change was made to solve a few annoying technical issues that went along with having 2 workers relocate.
- More work was done on the cart code.
- More work was done on the server's ability to track which workers are busy and which are free.
- The job, catch a wild horse, now takes 10 minutes to complete.
- Collecting tall grass now has a 1% chance of finding a feather.  Because the odds are so low, this should be thought of as a bonus and not a goal, when collecting long grass.
- I've rewritten some code that I think was causing the syncing issues.  We'll have to wait and see if this truly was the problem.

Changes from 1.5 to 1.6

- Using the merchant cart to send supplies should be working now, though it hasn't been tested yet.
- When signing into a plot of land, the server should tell you about attacks that took place while you were away.

Changes from 1.4 to 1.5

- Fixed a bug that messed with plot names while trying to send out a saboteur.
- When sending out attacks, the names of the different lands are sorted in alphabetical order.
- Changed a lot of the re-syncing code so that it is less of an annoyance when it happens.
- Changed a few things visually, when it comes to displaying ongoing tasks.
- Added in a few new server tools to help me.
- The server now says "Item purchased" when you buy something from the store.
- When browsing through the online marketplace, you can type to filter the results.
- When browsing through lands you wish to attack, you can type to filter the results.
- Fixed a bug that allowed Pikemen and Knights to be stolen.

Changes from 1.3c to 1.4

- Fixed a bug with grapes that prevented them from being planted or harvested.
- Fixed a bug when milking the dairy cow, that continued to have the cow in the "ready to milk" state.
- Chopping down an apple tree has been removed for now.  With trees no longer regrowing, the ability to plant apple trees and chop them down became the new source of infinite lumber.
- I've made multiple changes to the server that will hopefully help it be more stable with client syncing.
- The online store has been sorted alphabetically to make it easier to find what you're looking for.
- Milk can now be consumed for energy.  Consuming milk will return your bucket.
- The perk, land of milk and honey, has been adjusted to make it more useful.  
- A new fault, shaken baby, has been added.  I'm sure it won't possibly offend anyone.
- Fixed the bug that was keeping game messages from being logged in the review history.
- I may have fixed the bug where the server believes you have more free workers than you should have.
- Improved the connection process so hopefully people can sign into the server quicker.
- Typing /DUMP will dump your current inventory into a file called inventory.txt.

Changes from 1.3b to 1.3c

- Fixed a bugged message after your soldiers had attacked.  It was trying to come up with a list of items you'd "kept", so it usually mentioned some gibberish about energy.
- The saboteur now affects up to 4 tiles when attacking.  Previously it only affected, at most, 1 tile.
- Trees no longer regrow.  I'm giving this a try to see how it changes the game balance, since currently trees are basically an infinite resource.
- The food energy from eating cooked eggs has been lowered.

Changes from 1.3 to 1.3b

- Walls have been added.  Walls work similarly to guard towers, where they send away attackers who land on them, but the attacking soldier is not harmed.
- Wasteland has been added to the game.
- Saboteurs can now be sent out to attack your rivals.  A saboteur only picks 1 random tile.  If that tile is grass or farmland, it permanently destroys it by converting it into wasteland.
- Buying a new human worker has been made less expensive.
- A new job makes it possible to capture wild horses using rope.
- The server will list some critical items in the marketplace, at high prices.
- Times for jobs have been messed up for a little while, so they were adjusted a bit.
- The review keys [ and ] should work now.
- Many of Kai's menu sounds should now be working.
- Fixed a bug when choosing perks and faults, where pressing enter was changing your setting at the last second.
- Chat logs now go into their own "chatlogs" folder.

Changes from 1.2c to 1.3

- Fixed the server looping issue that I accidentally introduced last night.
- When first setting up your nick name, players are now required to select their perks and fault.
- The Kamadhenu perk no longer allows you to slaughter your cows.
- The perk, Save the rainforest, has been removed.
- The perk, Long back hair, has been added.
- Your main plot loses its protected status as soon as you post an item for sale, buy an item from a store, expand to a new plot, or send out an attack.

Changes from 1.2b to 1.2c

- Sheering the sheep now correctly takes the wool.
- You can now collect sticks from your apple trees, just like regular trees.

Changes from 1.2 to 1.2b

- Worked more on attack code.

Changes from 1.1 to 1.2

- Olives have been changed.  Previously I was too lazy to change them from working like the other crop types, when they are actually growing on trees.
- Picking olives gives only 1 to 2 olives at a time now, because they can be regrown much more quickly.
- Finally fixed all the items being displayed as those all-caps shortened versions of the names.  I kept adjusting things on the client but forgot to make those same changes to the server, which of course is what is saying those messages to you about gained items when you're playing multiplayer.  (Aprone slaps forehead)
- Pressing shift+/ will list any other online players.
- Olives can now be eaten, though they are worth very little energy.

Changes from 1.0b to 1.1

- Odds of catching a fish from spear fishing has been raised to 20%.
- Fixed the many typos you guys have noticed.
- I've done more work intended to keep inventories and workers synced with the server.
- Fixed a bug that was crashing the game whenever someone tried to use the Window eyes setting.
- Fixed the bug that was causing your plot list to sometimes not show all of your lands.
- The game should no longer play a random sound when you start a new task.

Changes from 1.0 to 1.0b

- The game no longer runs at 4 times normal speed, though I have lowered the required times for each job so that all things have equaled out.
- The "About" menu has been expanded, to be more helpful.
- Starting a new single player game will now take you to the Perks and Faults menu.
- All 10 perks are coded and should work.
- All 6 faults are coded and should work.
- When playing online, a job in the storehouse allows you to set your perks and fault.  You may go back to change your choices, as long as it is not the same day on the server that you already made a change.

Changes from 0.9 to 1.0

- The cooked mutton can now be eaten in single player.
- When starting out on a new plot, if you randomly receive horses you will get 2.  If you start with eggs you'll get 4.  If you start with apples you'll get 6.
- The "Feeding the chickens" job has had its time increased.
- Milking cows now requires the cow to "have milk".  This happens on its own roughly 3 times faster than crops growing, and also happens instantly whenever you feed the cow.
- Sheering sheep now requires the sheep to "have wool".  This happens on its own roughly 3 times faster than crops growing, and also happens instantly whenever you feed the sheep.
- The store now uses a much nicer menu for selecting the item type you wish to sell.  It was completely rewritten.
- I've added in artwork for the rest of the game's tiles.  There are a few tweaks I'll do later, but for now the artwork is done.
- You can quickly move between your plots of land by pressing P.
- I've corrected a half dozen typos that you guys have been finding.  Keep it up!  :D

Changes from 0.8d to 0.9

- I've added more artwork to the game's graphics.
- Planting grapes now requires sticks to serve as a trellis.  You get all/most of the sticks back when harvesting.
- Fixed the typo in "Copping" so it is now "Chopping".
- Fixed the typo in "cookedcorn" to separate the words.
- Added in a message that pops up when your client gets out of sync from the server.  I am leaving this in to gather info before I actually fix the syncing problem.  The message explains what to do after it pops up.
- Eating cooked mutton works in multiplayer, but not yet in single player.
- The rate at which apples grow on apple trees has been increased.
- I think the chat log will now properly show the things you've said.
- The chat log now contains the date, so you will have a persistent record of old chats.

Changes from 0.8c to 0.8d

- Fixed a bug that was causing the alphabetized jobs list to now always show up in alphabetical order.
- You no longer lose your saw when making wooden shingles.
- I've added actual artwork to the game, making Castaways 2 visually look more like Castaways 1.  I do believe the graphics will appeal to sighted players, making them feel more like they are playing a "sighted game".
- Pressing the Home button cycles between graphic modes.
- Finished up the quests code so that they should all work on the server now.
- Added 3 new quests, bringing us up to 6 so far.

Changes from 0.8b to 0.8c

- Feeding and sheering the sheep has been separated into 2 separate jobs.  The time requirement for each job has been lowered.
- If a sheep dies it will give mutton in addition to a hide.
- Several uses for limestone have been added.
- I believe I've fixed an issue where starting a new plot never gave you the new plot.

Changes from 0.8 to 0.8b

- Incoming emotes and possibly whispers should work.
- I've done some work on reviewing incoming chat logs.
- Wool is now a potential source of wax, in the form of lanolin.  This slightly reduces the strangle-hold the bee keeping players had on wax production.

Changes from 0.7b to 0.8

- Fixed a bug that was affecting the "all jobs" list.  Arrowing down would skip over about 65 jobs once a particular spot was reached, and you'd have to up arrow back to see them.
- Fixed a bug that caused some jobs to show up multiple times on the "all jobs" list.
- Eating food on the server works now.
- A finished job will now try to list what you didn't get back, when something had a percent chance to break.
- Jobs are now sorted in alphabetical order on the various game menus.
- Buying random seeds from the kingdom has been removed during multiplayer.  New plots will now randomly start you out with 1 random food crop, 1 random cash crop, and 1 random livestock.
- Your starting plot now begins with 150 food energy instead of 200.
- Added jobs to make a potter's wheel and to make clay pots using it.
- Added jobs to make a steel plow and to plow farmland with it.
- When constructing buildings, you will be asked to hold Shift and press Enter to confirm, rather than just pressing Enter.
- A Quest system has been added.  At any given time you have 3 jobs you can perform that are special quests.  Completing them will usually grant you some form of permanent bonus.
- Ongoing jobs/tasks has been moved to the "T" key, and "Q" now lists your quests.
- The odds of planted flowers turning into a new beehive are now 100%, instead of 10%.
- Tunneling into dirt now properly warns you that your shovel will be used up in the process.
- Selling items in the online marketplace now correctly charges the 5% tax.
- After setting a price on items you are selling, the game tells you how much the sale tax wil be.
- Feeding and milking the dairy cow has been split into 2 separate jobs.  The time requirement for each job has been lowered.

Changes from 0.7 to 0.7b

- Beets now correctly only require 1 to plant, on the server.
- Planted olives now correctly show up when you select the tile.
- Grapes and sugar beets now correctly grow over time.
- Pressing location hotkeys (to jump to water, storehouse, buildings, ect), no longer try to work while in the underground view.
- Panning for gold now correctly gives you back your bronze pan.
- In the store menu, setting the stock amount now tells you how many of that item you currently have.
- In the store menu, there is now a 4th menu option that saves the store settings.  In the past it saved each time any of the 3 settings changed, but that was somewhat confusing.
- Barrels no longer require iron, instead they require a barrel ring.  Barrel rings require 1 iron bar but produce 5 rings, meaning you now spend 1/5 the iron on barrels.
- Crafting arrows now gives 5 instead of 3.
- Constructing a guard tower now requires 3 arrows.
- Pot of oil has been renamed to Pot of olive oil.
- A new job "Hunting trip" has been added.

Changes from 0.6 to 0.7

- Fixed a bug that would temporarilly show strange tiles on the surface, around a newly created mine.
- Fixed a syncing issue that caused tiles not to update after they had "grown" on the server.
- Typing to search in a menu will no longer overlap that annoying tick sound a hundred times.
- The online marketplace has been added.  Access it with shift + grave(`).

Changes from 0.5 to 0.6

- Fixed a bug that let you send out pikemen and knights without actually having pikemen or knights.
- Wheat has been moved from food crop to cash crop.  Even though it is a food, it takes a lot of work to process it to where it can be eaten.
- Fixed a bug that was causing the land to grow 60 times faster than it was supposed to, in single player.
- Plots now grow (crops, grass, apples, ect grow) on the server.
- Slaughtering a cow now correctly removes the cow from the map.
- The storehouse always starts at coordinates E-5 now.  This only affects new plots being created.
- I've worked on better syncing between the server and client, when it comes to free workers, gold, and energy.

Changes from 0.4f to 0.5

- The client should now alert you if you've been disconnected.  Disconnecting should only occur if I've closed the server for some reason (which happens a lot during testing).
- You should hear your own chat messages now.
- Square brackets [] now review game messages.
- Angled brackets <> now review past chat messages.
- Reviewing game messages will no longer include tile coordinates from moving around the land.
- Emotes might work properly now, though I haven't tested them yet.
- Gold should now be correctly removed from you as you spend it.  The typo was likely causing some odd errors with other items as well, but just weren't as noticeable as gold.
- Code for buying and selling to other players has been worked on, but sadly couldn't be finished before I began to fall asleep at my keyboard, haha!

Changes from 0.4e trough 0.4f

- I think I've fixed an issue with certain IPs being unable to connect.
- Gold coins should show up properly on client now.
- Food energy updates itself now.
- I've added the cheats command back in for single player (for testing purposes).

Changes from 0.4 trough 0.4e

- More work on multiplayer.  Chat still freaks everything out so that's not working yet.
- I've adjusted the timeout that occurs when the website is not responding.  Instead of a painful 30 seconds of waiting, it should give up trying after 5 or 6 seconds.
- Chat might be working now, or at least the basic features of chat.
- Single player, Load, and Save have been added back onto the game menu.

Changes from 0.3d to 0.4

- Multiplayer added, but it is missing most features still.
- Fixed a bug with the ongoing tasks list.
- Fixed a bug that covered up certain graphics while in the underground view.
- Fixed a few places where I put punctuation in job descriptions.
- I've removed the cheats section of the testing client, since they wouldn't work anymore in online mode.
- Fixed a game message that was written out strangely when the job had less than 100% of giving items.
- The mine now correctly shows up in your building list, (B button).

Changes from 0.3c to 0.3d

- Fixed a typo that said 3$ instead of 3%, under the fell tree job.
- Listing apples trees with "A" is now fixed.  It was only showing the trees without apples ready to be picked.
- Fixed a bug that was showing abreviated names for items created from jobs.

Changes from 0.3b to 0.3c

- Sugar beets no longer require 2 in order to start a crop.  I've lowered the crop yeild to match the lower planting requirement.

Changes from 0.2c crude alpha to 0.3b

- Harvestable menu no longer shows tiles you are already harvesting.
- Fixed a bug where tasks were cutting off too much time when you pressed Q for an update.

Changes from 0.2b crude alpha to 0.3 crude alpha

- I've adjusted the energy gained from different foods.  I wanted to round them out to nicer numbers, and in the process I found that a few of the foods were set too high.

Changes from 0.2 crude alpha to 0.2b crude alpha

- Added a handful of new searching keys to speed up finding those particular tiles you know are around somewhere... but can't remember where.

Changes from 0.1 crude alpha to 0.2 crude alpha

- Corn can now be cooked and eaten.  I had forgotten and left that option out.
- Brackets < > now work, though they are picking up everything, even text from moving around the map.  I'll fix that later.
- Only 1 potato is required to plant a crop now.  In the past it was 2.  I have halved the harvesting amount to fit with the lower planting requirement.
- As of this version I believe there are 179 types of items and 163 different jobs.  I may be missing a few, but this will let me see a general change over time as these numbers grow.
