--- Update 0.1.1 - The Long-Awaited Update to The Demo --- (initial dev build release: 12/7/19)
-Added UI buttons for changing characters
-Added hatless Kifafuq to test the feature mentioned above
-Improved level generation; added new rooms, rooms connect better, and they rarely ever generate on top of each other.
-Moved the debug rooms out of the way of the normal rooms (note, the teleporters there are a bit wonky now)
-Dialogue can now be progressed by pressing any key or mouse button (except WASD), and you can hold it down
-You're less likely to spawn a ricochet spell inside walls
-The normal sword now swings like a broadsword
-Added the wooden sword; a challenge weapon that behaves like the base sword did in early builds (aka it sucks ass).
-Added the boomerang weapon
-Swapped around the location of your weapon and spell in the game UI. Makes more sense now and is consistent with how they're displayed in the CSS
-Your weapon in the UI now radially shows the cooldown for your weapon if it's currently unusable (ex. thrown boomerang) or is reloading (nothing uses this yet, xbows probably will)
-Added the forking bolt spell for staves (note, bolts after the main one despawn much quicker)
-Decreased particle size and emission rate of the trailing particle
-Added the skeleton archer enemy (elves would be cooler, though)
-Added godmode cheat to the debug cheats, press g to toggle
-Your last loadout is now saved between sessions (saves are located in Documents/Team Pinewood/SiegeOfKaerwood)
-Mushrooms now have a random delay before their first spore attack
-Added a credits panel
-Added a changelog panel to the main menu (access it by clicking the version number, or from the credits panel)
-Font is now much sharper
-Added wands. They fire slower projectiles (but they travel more), can't knock ppl back in melee, deal less damage, but you gain 5 mana per hit!
-You can now enable debug cheats permanently if you place a file named enableDebug.txt in the save folder
-Game now prefers to give you upgrades to your current spells/weapons instead of random ones
-Broadsword deals a bit more damage
-Added Chaos Pulse spell (upgrade of ricochet)
-Added icons for all the current spells, except turret
-You no longer spawn in the debug room, ever (it wasn't that useful, nor is updated) (it's still reachable)
--Technical stuff:
--Improved enemy scripts
Changes from QA builds:
-Chaos Bolt now costs 15 mana instead of 20

--- Update 0.1 - The Long-Awaited Demo --- 30/5/19 (more or less)
-Added pine sword and a loooong sword
-SSS synergizes with weapon hitbox, damage (if bigger than SSS default), and knockback. Low/high knockback receives a multiplier.
-Player supports receiving knockback
-Invalid spells are removed when changing weapons
-Added a secret debug room, with all the current weapons and spells (they've been removed from the starter room)
-Added support for NPCs and dialogue
-Added an interact button for dialogue, teleporters and picking equipment up (defaults to ; and left shift)
-The weapons placed for testing now must be picked up with the interact key
-Moved plenty of code out of player.cs
-Added new slime graphics
-Added signs
-Fixed credits for Kenney.nl
-Added a teleporter in the debug room that puts you back at spawn
-Enemies drop mana stars, which refill your mana partially
-Added the blunt arrow spell
-When entering a new room, you're pushed slightly into it so that you don't appear to be in between of 2 rooms
-Enemies can no longer leave rooms
-Improved the controls setup window
-Changed game over text to use Kenney's font
-Added the rapier weapon
-Added the bat enemy
-Enemies can have knockback and immunity resistance
-Added a character select screen
-Added new graphics for Kifafuq (which has actually been the playable character all along!!!!)
-Increased the bow's basic attack damage from 2 to 3
-Room generation should no longer spawn rooms on top of other ones
-Added a new type of teleporter that needs to be interacted with (wells!); require a rope
-Added an arena room to the debug room. Pressing the number keys there will spawn enemies.
-Added the ability to carry 2 weapons (each with their own spell) and swap between them (defaults to spacebar).
-Added wells, which lead you into underground sections that contain chests with weapons and spells.
-Added rope and coin pickups
-Added shops
-Added a staff weapon. Has a short-ranged projectile + a weak melee hit to knock enemies away.
-Fixed skeleton hitbox and animation
-Added the ricochet spell
-Added cheats, which need to be activated by typing a code in-game. I wonder what it is!
-Added turret spells
-Added borders around equipment in the UI
-Added a new sword spell which is an upgrade of the old one - you can only find it if you have the base version
-Added broadswords
-Added health pickups (currently there's only a full heart one, and it's a bit rare)
-Added a temporary boss and victory sequence
-Added axes (similar to broadswords, but slower)
-Removed unnecessary graphics settings
-Many internal changes
-- Changes from QA builds:
-- Attacking with staff is slower
-- Decreased invulnerability given by rapier (it can now be spammed)
-- Slime boss got some buffs
-- Nerfed broadsword speed (and hitbox, slightly)
-- Fixed the in-game UI not using the proper equipment icons
-- Fixed player duplication when restarting after a win
-- You now spawn in the normal game area instead of the debug room
-- You can now go through dialog lines quicker
-- Changed particle colors

--- Indev-RC2 --- 9/4/19
-Reworked UI; it now scales appropriately, and partial mana stars are displayed.
-Re-enabled the resolution and control set-up window
-Added the mushroom enemy
-Improved player hitbox; you can go around corners more easily
-Added a new row of trees to the title screen

--- Indev-RC1 --- 2/4/19
Initial release.