E323AI changelog
----------------
v3.25.0 [2010-12-26]
* improved naval gameplay
* implemented support of categorization patch-files
* improved unit auto-categorizer
* fixed bugs with getting threat values & calculation threat maps
* fixed attack stall when non-primary target was destroyed

v3.24.0 [2010-12-12]
* naval units support
* updated config files for BA only

v3.23.0 [2010-10-04]
* AI can build anti-air defenses, jammers, shields, nano-towers & anti-nukes, though you need updated config files to see them in action
* AI can't properly use anti-nukes yet
* nano-towers are set on patrol order for now and do not have separate behaviour yet
* refactored to support unlimited number of categorization tags
* added new categorization tags: SUB, JAMMER, NUKE, ANTINUKE, PARALYZER, TORPEDO, TRANSPORT, EBOOSTER, MBOOSTER,SHIELD, NANOTOWER, REPAIRPAD
* added calculation of two more threatmap layers for: floating units & underwater units
* improved AI behaviour when starting the game without initial resources
* assisting units will prefer to assist factories according to max techlevel state instead of strictly closest ones
* added new attack behaviour for air fighters
* slightly improved auto-categorization of units
* added detection & removing of stuck unit in a moving group
* fixed improper loading of categorization file when using DOS style EOL markers under *nix OS
* fixed memory leak in defense matrix module
* fixed build task ETA when builder is in micro-mode
* fixed attack stall when target gotten via enemyScan() is cloaked
* updated BA & CA config files

v3.22.4 [2010-09-08]
* full tech 2 support for NOTA mod (from technical point of view)
* fixed NOTA config file so tech 2 vehicles start being built (for ARM side only, CORE side is not updated at all)
* converted NOTA config file from DOS into UNIX text format
* fixed grouping of different types of units (air vs ground) if single factory can build both of them (Conflict Terra features this)
* fixed epic very old bug which made some types of units do not move because no path graph was calculated for them (this bug revealed in Conflict Terra only for kbots)
* added building multiple factories of the same type if they can't be assisted

v3.22.3 [2010-09-05]
* changed filename generation for log file: now includes short mod name and contains only safe path characters
* fixed filename generation for pathfinder graph cached data: no more semi-qualified filenames like "-graph.bin" 
* fixed possible temporary stall before the very first factory build (introduced in v3.22.2)
* fixed commander walking into enemy base on metall stall detection (probably)
* aircraft builders can always assist factories now, replacing ground assisters when limit per factory is reached; this is done to free factory exit in late game
* better metall stall and energy stall resolving; previous versions heavily depend on commander and also do not consider it can be dead
* fixed the problem when aircraft builders could not build some economy units (introduced in v3.21.2)
* partial tech 2 support for NOTA mod

v3.22.2 [2010-09-02]
* added difficulty option (hard by default)
* added logging level option (log nothing by default)

v3.22.1 [2010-09-01]
* fixed issuing assist commands for builders which can't assist
* added parital support for Conflict Terra mod (you must start the game with Flasgship Base commander unit only)
* added Conflict Terra config files

v3.22.0 [2010-08-23]
* changed the way resource stall threshold values are calculated
* fixed the bug the more metal commander produces the more mmakers/mextractors it builds in the beginning of the game (due to fix above)
* added CA config files
* fixed & tweaked BA, BOTA & XTA config files
* added basic compatibility with NOTA mod
* added NOTA config files (suitable for ARM side currently)

v3.21.2 [2010-08-06]
* removed categorization file dependence on mod version (issue#26)
* tasks refactoring (no changes for end-user)
* no more unlimited number of tasks being executed per update
* possible number of tech levels increased from 3 to 5
* fixed improper area threat calculation near map edges
* fixed rare selecting the edge metal spot instead of the closest one (due to the fix above)
* fixed invalid handling with techlevel flags when selecting next factory to build

v3.21.1 [2010-05-19]
* fixed protential crash in UnitIdle callback
* somewhat fixed chasing after aircraft with non-aircraft groups
* fixed continuous assigning unreachable target to military group which leads to serious performance hit
* tech-up strategy occurred not perfect so it is selected randomly on game start (temporary step)
* fixed enemy scan procedure where ENGAGE groups preferred unarmed units
* fixed moveRandom() procedure which always returned results in lower-right corner relative to basic position in 2D plane
* anti-air aricraft will be set to guard factory when it is built
* when AIs are in coop among itself they will vary the first factory to build

v3.21.0 [2010-05-16]
* refactored target selection
* fixed most issues with attack stalling
* avoid continuous issuing of MOVE command in Merge task when group is already in-place
* changed Merge task algorithm: groups try to merge in safe places and closer to enemy at the same time
* changed factory building strategy to tech-up faster
* detection and resolving of factory stall
* WIND & TIDAL tags removed
* fixed multiple AI info printing in chat
* added support for chat command "!e323ai" to visualize debug info (available for spectators only)
* added support of separate categorization files per AI; you have to copy & rename original categorization file to the following template: <modname>-categorization-<team_id>.cfg

v3.20.0 [2010-05-05]
* aircraft support
* brand new military group behaviour for bombers
* universal algorithm of factory selection to be built
* fixed situation when untis with SCOUTER tag can never be added to attack groups
* new scout units won't be requested if there are idle scouts already
* scout units won't be merged without real need
* ability to build defense for single building in a cluster (more defense)
* tweaks to build second (etc.) factory earlier
* tweaks in target selection
* optimization in units regrouping
* support of geothermal energy makers
* added config files for Supreme Annihilation (credits to MisterBenn)

v3.19.1 [2010-04-03]
* fixed couple of crashes

v3.19.0 [2010-04-02]
* builders can now repair damaged units
* prevented useless expansion on metal maps
* fixed a crash when factory with moving assisters was destroyed
* fixed a crash when unit was captured
* fixed a crash connected with economy units with weapons
* completely fixed building MExes near allied MExes
* implemented factory pattern
* better profiler, outputs to "timings.dat" file (edit: replaced with realtime graph in later versions)

v3.18.1 [2010-02-22]
* builders are more aggressive now and will reclaim nearby enemy structures even when metal is nowhere to store
* fixed too narrow builder reclaiming area
* great speedup in loading metal spots data
* fixed categorization file for BA mod for Core side

v3.18.0 [2010-02-20]
* categorization file is generated now along with config file on new mod
* faster loading on speed metal maps
* intelligently enabling of hovercraft (on maps with 20% of water)
* much better economy handling on non-metal maps
* scout groups became stronger, merge faster on idle
* number of scout groups will not increase eternally now after merging
* increased number of possible targets for scouts, so less idle
* attack/harass unarmed buildings being under construction also
* builders will reclaim unarmed enemy building nearby
* fixed numerous (potential) crashes
* eternal memory consumption fixed
* slight optimization in pathfinding
* other minor fixes

v3.17.0 [2010-02-08]
* fixed zero sized cache files under Windows
* more stable on loading graph cache data
* compatible with /aikill and /aicontrol commands
* fixed a crash when unit was given to AI
* graph calculation correction
* comm sharing support
* other minor fixes

v3.16.0 [2010-02-02]
* graph caching, much faster loading times
* hovercraft support for BA
* BOTA support
* failing more gracefully
* bugfixes & cleanups

v3.14.5 [2010-01-24]
* group merging re-enabled
* watermap support

v3.13.1 [2010-01-11]
* group merging
* generation of config files on new mod
* config updates in BA and XTA
* epic target selection
* more defensive on close units
* removed state debuggin info
* auto vehicle/kbot selection
* commander walking reduced
* no watermaps support yet

For the rest changelog please visit our forum thread:
https://springrts.com/phpbb/viewtopic.php?f=15&t=19450
