---------------------------------------------------------------------------------------------------
Version: 0.16.23
Date: 3. 1. 2018
  Improvements:
    - Changed nuclear blast damage to scale with tiers and increased explosion count at higher tiers (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=260#p346147)
  Bugfixes:
    - Fix for bobs enemies and ne dumb projectiles (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=260#p345778)

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Version: 0.16.22
Date: 2. 18. 2018
  Features:
    - AI State Migration, where the ai looks for resources patches to setup new bases
    - AI State Siege, where the ai does a migration event but also builds towards the player and their base
    - Default is vanilla AI is off by default now
  Tweaks:
    - Death pheromone persistance increased from 0.9 to 0.99
    - Death pheromone per death increased from 600 to 3000
    - Death Retreat threshold switched to linear interpolation between, 2.5 deaths @ 0%, 400 @ 100% evolution
    - Increased player pheromone weight for squad movement from 100 to 500
    - Decreased victory scent multipler from 100000 to 10000
    - Increased ai max stored points from 10000 to 12500
  Improvements:
    - Added splitters to be detected by enemies
    - Added added a recycle waypoint threshold for paths that the unit seems to be stuck in a cycle
  Bugfixes:
    - Nests and worms not getting counted correctly when upgrading
    - Fixed getEntityOverlapping chunks returning more than it should have
  Framework:
    - Fixed exportaistate visualizer

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Version: 0.16.21
Date: 2. 16. 2018
  Improvements:
    - All other robots now take damage from biter projectiles and explosions (https://mods.factorio.com/mod/Rampant/discussion/5a81bd380333a5000c939c7f)
    - Removed unnecessary squad roll during map processing
  Optimizations:
    - Switched over to the nth tick functions for logic and processing

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Version: 0.16.20
Date: 2. 11. 2018
  Improvements:
    - Removed squad movement penalty before disband
    - Combat robots now take damage from biter projectiles and explosions
    - Spawner biters are now put into groups after they are spawned
    - Changed pheromone spread to no longer take into account water tiles
    - Added enemy nests to the resource pheromone field as a negative weight
  Bugfixes:
    - Removed Deadzone nests and worms from the internal memory map
    - Fix for unit spawner scaling based on tier (Existing saves will have spawners overlap due to scale increase)
    - Removed movement from spawner egg sacks
    - Fixed local of worm spawner eggs
  Tweaks:
    - Increased damage spawner spitters take when shooting
    - Increased resource persistance from 0.9 to 0.99
    - Increased base and resource dispersal from 0.3 to 0.35
    - Increased resource generation range from a min of 90 to a min of 900
    - Adjusted unit spawner collision and selection box
    - Reduced spawner biter size
  Optimizations:
    - Added property garbage collection for certain chunk properties
  Framework:
    - Fixed visualizer selection

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Version: 0.16.19
Date: 2. 09. 2018
  Features:
    - Blockable projectiles, most projectiles will be stop by walls and other objects
    - Rocket launches now agitate biters
    - Added Raiding phase where for a short period of time the ai triggers based on player base proximity for an attack wave to form
  Improvements:
    - Switched linear tier generation from rounding using ceiling to nearest number
    - Spawner faction spitters now degrade when attacking and check buildability for units to prevent infinite biter masses when attacking
    - Added a random roll to form biters during map processing to cause a more spread out squad formations
  Bugfixes:
    - Added check for null group (https://github.com/veden/Rampant/issues/16)
    - Added check for null alignment table (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p342122)
    - Fix for adaptive factions only adapting one chunk of each faction instead of the whole faction
  Tweaks:
    - Changed Spawner baseline evolution requirement from 60 to 70%
  Framework:
    - Added interop function for registering unit groups from other mods for Rampant AI management


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Version: 0.16.18
Date: 2. 05. 2018
  Bugfixes:
    - Fixed the enemy naming so the enemy tiers can be changed without losing enemies (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p340944)
    - Fixed bob enemies load error (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p340897)

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Version: 0.16.17
Date: 2. 02. 2018
  Features:
    - Added the Wasp faction, an enemy that throws smaller flying enemies
    - Added the Spawner faction, an enemy that throws egg sack that make biters
  Improvements:
    - Added setting to turn off most of the friendly fire for worm and spitter splash damage
    - Changed electric biters to target multiple entities with their beams at a time
    - Changed electric worms to shoot a projectile that explodes into an electrical cluster
    - Added settings for controlling what tier enemies start and end at
    - Changed laser spitters and worms to shoot a projectile that explodes into an laser cluster
  Bugfixes:
    - Added laser resistance to laser worms

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Version: 0.16.16
Date: 1. 31. 2018
  Improvements:
    - Added support for NE Buildings artifacts
    - Switched biter clump scanner to chunk based search for roughly constant performance
  Bugfixes:
    - Potential desync fix relating to squads
    - unitGroup being nil (https://mods.factorio.com/mod/Rampant/discussion/5a72832d3b14f30009910dce)
    - Squads not being deallocated for chunks when group is no longer valid
    - Fix for 5 tier of units resulted in only the larva class
  Tweaks:
    - Increased player base pheromone generation by 10 times
    - Increased retreat threshold max from 10000 to 18000
    - Increased the spread of player base pheromone from 0.25 to 0.30 (this is only for pathfinding)
    - Increased the generation of player pheromone from 150 to 300
    - Increased the death pheromone from enemys from 500 to 600
    - Increased the player aggro distance from 4 chunks to just over 5 chunks
  Framework:
    - Changing squads on a chunk to a map instead of an array

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Version: 0.16.15
Date: 1. 29. 2018
  Bugfixes:
    - Fixed NE and bobs integration
  Tweaks:
    - Increased base processing passes from every 5 to 2 seconds

---------------------------------------------------------------------------------------------------
Version: 0.16.14
Date: 1. 28. 2018
  Bugfixes:
    - Fixed inverted check for bobs and ne (https://mods.factorio.com/mod/Rampant/discussion/5a6ec83c1650e7000ee173b2)

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Version: 0.16.13
Date: 1. 28. 2018
  Bugfixes:
    - Fixed load error for mod dependencies (https://github.com/veden/Rampant/issues/15)

---------------------------------------------------------------------------------------------------
Version: 0.16.12
Date: 1. 28. 2018
  Bugfixes:
    - Fixed an error where item could be nil (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=240#p339033)
  Improvements:
    - Added support for bobs and NE artifacts
    - Added options to include Bobs or NE as factions

---------------------------------------------------------------------------------------------------
Version: 0.16.11
Date: 1. 27. 2018
  Bugfixes:
    - A a null check for nil'ed squad groups (https://mods.factorio.com/mod/Rampant/discussion/5a6d09cb9a95f7000b165865)
  Improvements:
    - Added setting options for changing tiers and variations to allow for a smaller memory footprint

---------------------------------------------------------------------------------------------------
Version: 0.16.10
Date: 1. 27. 2018
  Bugfixes:
    - Fixed missing function in surfaceTileChange call (https://mods.factorio.com/mod/Rampant/discussion/5a6cf2ff68436500096b638b)

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Version: 0.16.9
Date: 1. 27. 2018
  Bugfixes:
    - Fixed uninitialized kamikazeThreshold
    - Fixed that deadzones wouldn't expire allowing for resettling

---------------------------------------------------------------------------------------------------
Version: 0.16.8
Date: 1. 26. 2018
  Bugfixes:
    - Fixed on_tick empty interval (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=220#p338531)

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Version: 0.16.7
Date: 1. 26. 2018
  Improvements:
    - Reduced the number of trivial smoke created to 4 from ~20
  Tweaks:
    - Turned off new enemies by default
    - Set default number of enemy variations per tier to 1

---------------------------------------------------------------------------------------------------
Version: 0.16.6
Date: 1. 25. 2018
  Features:
    - Generated enemies for a large variety of things to battle
    - Evolving bases now get stronger over time and specialize their units
    - Creates areas clear of biters
  Bugfixes:
    - Fixed a cause where squads could get stuck on hard to pass terrain
  Tweaks:
    - Increased squad movement penalty before removal from 8000 to 10000

---------------------------------------------------------------------------------------------------
Version: 0.16.5
Date: 1. 24. 2018
  Bugfixes:
    - Fix from Pxanych for calculatekamikazethreshold passing table instead of a number

---------------------------------------------------------------------------------------------------
Version: 0.16.4
Date: 1. 23. 2018
  Bugfixes:
    - Fix for invalid ai max squad variable reference

---------------------------------------------------------------------------------------------------
Version: 0.16.3
Date: 1. 13. 2018
  Bugfixes:
    - Fixed creative mode tile wand robot error (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=220&hilit=rampant#p335574)
    - Fix from CyaNox for build tile positions to array of tiles change in factorio 0.16.17
  Improvements:
    - Removed squad limit
    - Squads converted from vanilla control receive immediate kamikaze roll
    - Units not under a unit group, now get a kamikaze roll before being put into a retreating squad
  Optimizations:
    - Reworked squad regrouping to be surrounding chunks instead comparing against master list
  Framework:
    - Add squads to chunk map for faster location sensitive lookups

---------------------------------------------------------------------------------------------------
Version: 0.16.2
Date: 1. 2. 2018
  Bugfixes:
    - Fixed invalid function call due to a function renaming

---------------------------------------------------------------------------------------------------
Version: 0.16.1
Date: 1. 1. 2018
  Features:
    - Artillery shell impacts cause biter squads to form and prevents the single file line of retaliation
    - Unit spawners now rally troops when they die
  Improvements:
    - Cliffs and impassable areas due to object density have been added to the pathfinder
    - Terrain that is dynamically altered (landfilled, cleared of trees, cleared of cliffs) will be accounted for now
    - Added artillery turret to buildings that emit pheromones
    - Increased kamikaze frequency by increasing the chance to roll for Kamikaze from 70% to 100%
  Optimizations:
    - Switch scanning for cliffs, resources, and tiles to event based instead of polling
    - Reduced number of table allocations when working with squads
  Bugfixes:
    - fixed changelog so it shows up in-game interface
    - Added checks for correct surface before processing build events
  Framework:
    - Created visualler for viewing internal Rampant ai game state

---------------------------------------------------------------------------------------------------
Version: 0.16.0
Date: 13. 12. 2017
  Tweaks:
    - Updated info.json
  Bugfixes:
    - Fixed broken icon size prototypes
    - Fixed create-smoke calls
    - Fixed perimeter to radius
    - Fixed smoke
    - Fixed missing fire tile properties
