------------------ 11-13 UPDATES FROM 10-23 BUILD --------------

- FIXED a bug where enemies would sometimes moonwalk away from Ajna.

- Added Brady's super cool "New character joined!" inserts.

------------------ 10-23 UPDATES FROM 10-20 BUILD --------------

- Fixed a bug with camera shake and camera regions that made weird things 
  happen if you did Tunger's super to the yellow Hungry Ghost.
  
- Fixed a bug where sometimes one of the ~Belu Brothers of the Ledge~ wouldn't join 
  the battle if it started with Ajna getting hit by an up-ball.
  
- Updated ESRB screen to be the correct thing.

------------------ 10-20 UPDATES FROM 10-17 BUILD --------------

- The Indivisible prototype is now available on Mac OS X!

- OSX: Restored older way of managing the Joysticks/Controllers that doesn't break the Game Controller code.
  For the crafty ones: the -genericjoystick command line option will reactivate the "less good" way of
  handing the controllers. Use at your own risk and discretion; we won't support that option (much).

------------------ 10-17 UPDATES FROM 10-13 BUILD --------------

- Changed "Don't Switch" battle button option to put Ajna on her regular platforming attack button, instead of Razmi.

- Iddhi meter now darkens any time you attempt to use it without any.

- Improved battle camera movement to be smoother.

- Added "Restart Game" option for speedrunners.

- HP text gets bigger as characters get deader.

------------------ 10-13 UPDATES FROM 10-7 BUILD --------------

- LINUX: Restored the SDL_Joystick code that allows non-SDL_GameControllers to work

- LINUX: Potentially fixed @mauvecow's report that Screensavers were activating whilst playing

- Added a sound effect for moving the battle cursor.

- Added a sound effect at the start of an enemy attack phase.

- Added "Zen" qualifier for clear time if you beat the prototype without killing anything.

- Made it ever-so-slightly easier to beat the prototype without killing anything.  (^.~)

--------------------------------- 10-12 BUILD -----------------------------

- The Indivisible prototype is now available on Linux!

------------------ 10-7 UPDATES FROM 10-4 FIRST CAMPAIGN BUILD --------------

- Added an option to have the battle buttons NOT switch depending on the battle
  direction.  Change this in Settings from the pause menu.
  This was the #1 complaint, so we addressed it.  :^)
  (You can also set whether the lifebar display matches the characters or the buttons,
  in the cases where they are not the same, after changing that battle button layout
  option.)

- Major bugfix:  Pressing F1 from the in-game control config (not the startup one)
  with no controllers connected no longer locks out all inputs for Ajna.  Oops.  :^P

- Bugfix:  Banner messages (tutorials, axe, etc) no longer appear in the wrong place
  if one is triggered while a previous message is still displaying.

- Added tutorial text for the Party Guard button (L1) the first time a multi-target
  attack happens.

- Fixed wrong transforms for some ceiling pieces that led to various holes
  in some ceilings.

- Added a version number on the title screen, today's is 10-7.

- Fixed some typos and text errors.

--------------------- 10-4 UPDATES FROM SG BACKER VERSION -------------------

- Ajna now keeps dash speed after landing from a jump, provided she was moving
  sufficiently fast when she landed.  Dash-jumping and walljumping both provide
  enough speed.  (Repeatedly jumping without allowing her to take any steps between
  jumps will slow her down too much to keep dash speed.  Jumping up slopes also slows
  her down depending on the slope.)

- Enemy placement and difficulty has been improved in various ways.

- Ajna can no longer axe-hang from vines, she will always cut them.

- Fixed a bug that would occasionally cause you to lose a turn without attacking
  after doing an Up attack with the axe, directly against a wall, in battle.

- Fixed the position of a later spawnpoint.

- Changed the archive format from RAR to ZIP, because ZIP is more widely supported.

- Added this section to the README, ending with something for everyone who supports us:
  <3