
- CORE: Added attack series: You attack as long as you win every contest. 

- CORE: Fighters now lose tp when hit and get wounds and critical wounds. 

- GUI: Story text now partly leads the user through the game. 

- CORE: Added automatic fighting style "clockwise": Just move clockwise through the positions. 

- GUI: Added two text-fields: battle_details and story_text. 

- CORE: Fighter now inherits from Being and from char.Char, so that a Being doesn't
always have to carry Char attributs and methods. -> This creates multiple
inheritance, so super(*args, **kwds) is now (almost) necessary in the __init__ of any
class we want to inherit from.

- CORE: Now each Part decides itself, if it wants to be seen (with self.visible =
True/False). Collission avoidance can be done with all parts or only with the
visible parts (with the bool paramter count_invisible).

- CORE: Each Being now always knows all its parts, also the invisible ones. 

- CORE: Added fps: frames_per_second parameter to babglet.Scene. You can now set the target
fps. 

- CORE: Added optional fullscreen mode to babglet Scene. Just pass fullscreen=True . 


Blob Battle v0.2.1

- Added (6 times overpowered) effect of position prediction.

- Created the Fighter class, which contains all the methods and attributes which are only needed for fighting. Removed those methods and attributes from the Being class. 

- babglet polished a bit to make it useable by others.

BB-0.2 (2008-02-13)
- Started the Changelog 
