The much anticipated, not fabricated, unmasticated and hopefully congratulated change log for XenoMiner!
Game Engine
Faster Load Times
Less hitching when terrain loads
Lighting is done better (Lights fade into the corners)
Ability to have Transparent types
Radiation is not tied to Lighting (Transparent types let light through but not radiation)
Block Types
Added Door Frame (3 levels)
Added Door Panel
Added Switch
Added Conduit
Added Clear Glass
Added Cloudy Glass
Changed both Capped Regoliths to Surface Regolith
Made Crystals and Diamonds translucent
Most Textures have changed to Artwork done by LithiumSound
UI
Moved Battery and Oxygen information to the top of the HUD
Changed Health and Radiation Levels to a number at the top
Incoming radiation is now a wave at the top of the HUD
Added selector for gear items
Changed Font on the reticle for readability
MiniMap
Is now locked to your orientation (Forward is always where you are looking)
Added items placed in the world
Lights are now colored
Added a dot for the Bot
Changed the dot to hollow for dropped items
Gameplay
Grav boots are now selectable (deselecting will reset down)
Jetpack is now available through suits
Binoculars are available through helmets
Minimap adjustments (range) is available through helmets
Items in Centriforge are now grouped by type that you tab through
Repair and reclaim items in the Centriforge
Items take damage when you do, become less effective until repaired
Door frames allow you to build doors in any rotation
Use Switches and Conduit to control doors
Adjust Sensitivity and Brightness through Options
Added Game Difficulty levels