0.9.0 (2022-12-21)

This could've been Colony Survival 2.
Vast areas of the game have seen overhauls, improvements, changes, etc.
Unfortunately it is such a big change that old worlds (0.8.1 and before) can't be loaded.
If you wish to continue using your existing/older world, please go to the games' properties in steam and select '0.8.1' branch in the 'Beta' menu there.

A few of the main features/changes:
- Outposts; extra colonies that are still coupled to your main colony for various mechanics, allowing much easier expansion without starting over. Somewhere inbetween adding extra banners and extra colonies. Core feature of the update.
- Content; added a large amount of mechanics, jobs, items, recipes and science things to discover (in turn, most of the old other-biomes content is gone)
- New world generation; biomes with required resources are now closer, but randomized instead of in defined directions.
- Points system revamp; now the main system does not automatically consume goods anymore, but requires manual selling and allows buying certain resources as well
- Science; the scientist is gone, you have to complete them yourself now.
- Monster scaling; monster scaling now scales with placement of various blocks and completed science, more so than with colonist count
- Crafting; recipes can now take much longer, each recipe has it's own crafting time
- Traps; blocks that sort of act like fixed angle guards, and require reloading during the day by the 'trapfixer'
- Job block visuals; most job blocks now have meshes instead of textures
- Glider changes; the glider does not have an engine anymore - it glides. In return it is a fixed block 'launcher' where you can spawn as many as you want, you don't have to take it with you.
- Transport; there's also 2 types of elevator now (not used by colonists)
- Physical interface; multiple mechanics are now bound to physical blocks instead of a big overview menu
- Performance; multiple large overhauls to various ingame systems, that should in total give a boost in performance. (A torch quality settings, better NPC rendering, better multithreading, etc)
- Statistics; much asked for, production/consumption statistics
- Roaming jobs; a new type of job that searches for work near their job position, like the trapfixer that looks for nearby traps to reload
- Monster meshes; dedicated mesh per monster type, instead of a shirt recolor
- Failsafe; a long-cooldown panic button block, with costs associated to it

There's many more, smaller, supporting features and changes. Including various fixes to long-standing issues that required internal reworks to fix.
Finding out what these are is left as an exercise to the reader.

0.9.0.37
- Fix a capital sensitive file name problem, rendering linux/mac builds problematic most of the time

0.9.0.38
- Added statistic types for data combined for all areas under the same colony
- Added sacred points statistics graph
- Hide trade stats if there's no trade
- Fix handcannon guard achievement to use the night job instead of the day job
- Improve client achievement handling
- Fix one rotation of the vertical elevator being off by 20 degrees
- Fix "leave colony", "kick owner" and "set to colony leader" buttons not working
- Fix poison guards not wanting to select targets
- Fix a bug with loading/saving poison effect state
- Update es-ES locale from a github submission

0.9.0.39
- Fix a problem that causes the statistics menu to not load in some situations

0.9.0.40 (2023-01-07)
- Added trader recipe/science (the multiplayer trader; the science is only visible when playing co-op/multiplayer)
- Fix prestige 5 achievement unlocking from prestige 2 ... for some reason
- Fix co-op host not being allowed to use `/disableachievements` to enable and use cheats
- Adjusted threat level UI area so there's more space for the numbers
- Wake up colonists when the bed they're sleeping in gets removed
- Fix night ambient audio not starting if you load the world at night
- Made night ambient audio start earlier & end later than before
- Updated ja-JP, es-ES, lt-LT, cs-CZ localisations (submitted via https://github.com/pipliz/ColonySurvival )
- Updated ru-RU locale a little via discord DM
- Updated "swamp" references to "marsh" for consistency (also submitted via github :) )
- Persist the state of the /setflight cheat on reloading the world
- Added a sulfur recipe to the merchant, mostly to have a path to the tooltip showing where to get it properly
- Fix typo in researcherdesk description
- Reduced built-in glider offset, so people are more likely to go speedy when they're aiming where they want to go, instead of going slowly
- Fix steel glider being a bit 'dirty'
- Fix gliders having a tiny gap between some parts

0.9.0.41 (2023-01-08)
- Boosted regular glider initial velocity a bit
- Adjusted glider stalling mechanic to only take control of pitch
- Adjusted glider stalling to work based on forward velocity instead of total velocity
- Adjusted "automatic pitch compensation" glider mechanic to be dynamic based on speed;
-- So full speed should have you going 'straight', while low speed aims you down a bit due to gravity
- Automatically place the elevator shaft that is one block up from the elevator station, when placing the station.
-- Convenience feature as it's easy to miss that it's required there
- Resized merchant UI buy/sell lists a little so the default items fit in both

0.9.0.42 (2023-01-24)
- Fix /backup command not working properly
- Optimised navigation precalculation work a little, reducing time spent on it by about 20% (happens on loading world / editing blocks)
- Fix th-TH locale not working ingame
- Removed some unused debug files from the normal build
- Added 62%, 87%, 125% and 175% UI scaling options
- Stop kicking players off gliders in cases of network desync
- Minor additions to es-ES & jp-JP locales via github

0.9.0.43 (2023-01-26)
- Optimised line of sight checks, reducing time spent on them by over 60%
- Optimised guard target selection performance; reducing time spent on it by over 90% when there's a really large amount of monsters close to them (stacks with the above optimisation)
- Add a slight random factor to guard reload timing to prevent them all shooting at the same intervals as a group after game reloads

0.9.0.44 (2023-01-31)
- Fix a player ID allocation problem, re-using a special case 'internal' ID as a player ID, causing connection issues in multiplayer servers
- Possibly fix a 'random' crash issue on exiting to main menu; Delaying audioclip destruction to try to workaround a Unity3D bug with disposing streaming audioclips

