=== For Starsector 0.97a ===

- 1.18.0: Share tags between campaigns
fix: weapons will no longer be scared of hitting modules of the firing ship
feat: add console commands to back up/restore global tags to/from file
feat: add setting to share global tags between campaigns

- 1.17.1: hotfix
fix: Crash when accessing advanced setting tab in LunaSettings

- 1.17.0: Devastator Edition
feat: improve friendly fire logic for burst weapons with recoil (such as e.g. the Devastator Cannon)
note: this feature will likely need further refining in the future, but should be mostly functional
feat: add PrioDense tag (by default only in complete tag list), which prioritizes target dense areas
fix: campaign GUI options reset/copyLoadout/copyVariant should now work for all tag storage mode
fix: NPE when using automatic suggested tags on freshly acquired ship without weapons
fix: setting tags/modes for ship modules in the refit screen should now work properly
feat: ported additional settings to LunaSettings. If you want specific settings ported, please let me know!

- 1.16.1:
fix: Issue where index-based tag storage wasn't working for fighters anymore
fix: Issue that caused a CTD when using avoid phase tag against MSV ships with non-right-click phase cloak

- 1.16.0:
change: Changed default tag list to classic rather than novice in LunaSettings
feat: Improve target prioritization for the custom AI against stations
feat: add PrioHealthy tag (opposite of PrioWounded), available in tag list "complete" by default
feat: add LowRoF tag, which reduces the rate of fire of a weapon, available in tag list "complete" by default
fix: I heard you like fixes, so I fixed the fix that was supposed to fix phase ship recognition for phase tags

- 1.15.1:
fix: Issue with duplicate tags when customizing suggested tags, which would prevent removing tags once added
fix: Issue where target/avoid phase tags would consider ships with right-click defense systems other than phase cloak as phase ships
fix: issue where new tag storage modes didn't work during missions
change: Charge mode now ignores PD weapons*, i.e. ships will charge until all non-PD weapons are in range
*unless they have one of these tags: "NoPD", "NoMissiles", "PrioShips"

- 1.15.0: LunaSettings
feat: Add LunaLib integration for settings. Everything should still work without LunaLib
feat: Add different tag storage modes, selectable via LunaSettings or settings.editme
      Check out the Tab Tags in LunaSettings for more information!
      WeaponComposition mode allows for storing tags based on weapons in groups rather than group index
      WeaponCompositionGlobal allows to apply modes fleet-wide in an automated fashion

- 1.14.2 (hotfix):
fix: Issue that can cause a crash via stack overflow (log spammed with determineIfShotWillHit(AGCUtils.kt:379))

- 1.14.1:
fix: Issue with bounds detection that prevented weapons from firing

- 1.14.0:
Disclaimer: This version has been released very shortly after the new game version, so it might still contain issues
feat: update for new game version 0.97a
feat: add option to disable refit screen integration to Settings.editme
feat: add option (true by default) to use exact bounds rather than circle approximations to determine if weapons should fire
      This has not yet been tested sufficiently, so if this causes issues,
      please disable useExactBoundsForFiringDecision in Settings.editme and let me know!
feat: add new ship modes (KeepAway, FarAway and ShieldsUp+). FarAway is still in experimental stage
      ShieldsUp+ needs to be enables manually in Settings.editme.
      Depending on feedback, either KeepAway or FarAway will probably get removed, as they are different ways to achieve the same thing
feat: ship/station modules now use their parent ship/station to determine ship target for tags such as ShipTarget
fix: will no longer open refit screen integration GUI when typing J while naming ships

=== For Starsector 0.96a ===

- 1.13.1:
fix: refit-screen integration should now also work with JRE8

- 1.13.0:
feat: refit-screen integration
fix: screen scale mult issues

- 1.12.4:
fix: compatibility issue with VAS (AGC will no longer wrap the AIs of blacklisted weapons in an empty wrapper)

- 1.12.3:
fix: crash when merging weapon group with alternating mode and then selecting that group
fix: slightly improved some descriptions in hover tooltips

- 1.12.2:
fix: AI-controlled ships now use their maneuver target as ship target for ShipTarget-Tag and Charge-ship-mode
fix: AvoidArmor tag now considers residual armor
fix: AGC-GUI now available in mission refit-screen simulations
fix: Opening combat-GUI via command HUD now only works when in command HUD, as intended
fix: Improve logic for PD-validity evaluation
fix: Performance issues

- 1.12.1:
fix: removing ForceAF as the last tag no longer makes it stick around.
fix: There should be less UI flicker now when setting all weapons to ForceAF tag. It doesn't seem possible to completely get rid of flicker.
fix: Combat GUI won't open anymore when an invalid ship (e.g. command shuttle) is selected.
fix: Crash when clicking suggested button on a ship with no fleet member value.
fix: suggested tags applied to ship modules would not get stored properly if exiting GUI after only pressing that button.
fix/feat: Selecting a ship in the command HUD (TAB-Key) now lets you open their GUI (experimental, uses reflection as this is not exposed by API).

- 1.12.0: This update will reset ship modes!
fix: possible crash when switching between advanced and simple mode
Add BlockBeams tag (only relevant for very specific weapons, mainly a weapon from an upcoming mod release)
Add Charge ship mode
Internal refactoring of ship modes. The way they were previously stored was kind of stupid. The main
effect of this is that you can now customize which ship modes will be available in the settings.
For mod authors, it's now also possible to assign ship modes via custom ship data.

- 1.11.2:
fix: no longer requires JRE8, selecting a new tag in the combat GUI no longer deselects invisible tags.
add settings for controlling in-combat-gui hover effects.
Note: Added a new parameter to ButtonGroupAction::execute in combatGuiLib-part.

- 1.11.1:
Fix potential memory leak caused by weapon highlighting when hovering over buttons for an extended period.

- 1.11.0: Requires 0.96a-RC10
Merge tag (Manually control multiple weapon groups at once), Prioritization tags

- 1.10.0:
Automatic tags: Add new GUI to customize suggested tags and option to apply them automatically

- 1.9.0:
Update for Starsector version 0.96a and updated library mods

=== For Starsector 0.95.1 ===

- 1.7.x - 1.8.x:
UI improvements, combat GUI lib, tag scrollbar

- 1.1.x - 1.6.x:
Reworks, lots of new tags

- 1.0.0:
Mod rework: Introduction of the in-combat GUI and the new tag system

changelog archive:

- 0.1.0: Initial release
- 0.2.0: Added IgnoreFighters mode, added custom AI, added settings
- 0.2.1: Significant improvements to custom AI, including settings for custom AI
- 0.3.0: further improvements to custom AI (friendly fire), added weapon blacklist
- 0.3.1: minor polish and bugfixes
- 0.4.0: Experimental support for setting allied ship's fire modes, UI Settings
- 0.4.1: bugfix (allied ships were still referencing the player ship weapons), setting for info hotkey
- 0.5.0-ALPHA: fire modes are now exclusively stored on a per-ship-basis, meaning the data can be saved/loaded between combats
- 0.5.1: fire mode settings are now saved between saving/reloading, several bugfixes.
- 0.5.2: fixed bug where customAIFriendlyFireCaution had a much higher effect than intended
  changed it so that pressing J-Key is no longer required to initialize other ships.
- 0.5.3: In accordance with Wisp, removed dependency on Questgiver lib,
  as that might cause compatibility issues with PerseanChronicles.
  fixed issue where refitting could cause weird behaviour (hopefully)
- 0.6.0: added 3 new fire modes, added reset function, fixed blacklist-bug, fixed several AI bugs, fixed issues with persistent storage
- 0.7.0: automatically load fire modes for all ships on combat start (opt-out in settings),
  no longer need to be in Command UI to set friendly modes,  added hotkey to load fire modes for all ships
- 0.7.1: fix issue with reset key, adjusted readme
- 0.7.2: IPDAI is now considered for PD/Missiles mode, invalid modes are now skipped (opt-out in settings)
- 0.8.0 (pre-release): added mode suffixes, added gunnery control GUI
- 0.8.1 (pre-release): cleaned up GUI, display weapon mode suffixes
- 0.8.2: add ability to cycle suffixes during combat, fix issues with persistence and save game corruption
- 0.8.3: minor polish
- 0.8.4: pre-deployed ships (e.g. when trying to disengage) will now also automatically load firing modes
- 0.8.5: automatically purge incompatible persistent data, changed GUI hotkey to "J" and made it rebindable
- 0.9.0 (pre-release): Added loadouts, ship modes & additional modes/suffixes
- 0.9.1 (pre-release): Fixed an issue that could lead to a nullptr-exception
- 0.9.2: Fixed issues (suffixes didn't properly affect targeting priority, ship modes got occasionally reset),
  added additional ship modes.
- 0.10.1: Added targetShields/avoidShields modes, possibility to activate multiple ship AI modes, reworked opportunist,
  added mode parameters to options
- 0.10.2: Yet another Opportunist overhaul (now less conservative for weapons with unlimited ammo, new setting), minor bugfixes
- 0.10.4: Fixed issues with friendly fire, fixed several issues with target acquisition, turrets now assume a neutral position
- 0.11.0: Reworked Target/AvoidShields, reworked most of the custom AI to fix some issues (improved aim, friendly fire, target prio)
- 0.12.0: Converted PD(Flux>50%) and PD(Ammo<50%) to fire modes, the latter disabled by default. GUI polish.
  Added suggested weapon modes (prototypical). Added setting for strict/lenient BigShip/SmallShip modes.
- 0.12.1: Add variant mode copying, help hotkey, additional settings (technically, this should have been 0.13.0)
- 0.13.0: add noPD mode (disabled by default), polish
- 0.13.1: refactor GUI dialogue options, add setting to disable automatic in-combat persistence.
- 0.13.2: minor fixes and dependency upgrades
- 1.0.0: Big rework: Replace in-combat hotkeys with a GUI, replace weapon modes and suffixes with a tag system
- 1.1.0: Fix issues (combat GUI with screenScale, clicking noise, settings), add customizable thresholds and new tags
- 1.1.1: Fix issues with combat UI scaling/positioning, fix issues with PD-tags
- 1.2.0: Remove legacy mode, fix several issues related to weird weapon AI behavior, add additional tags, cleanup & polish
- 1.3.0: Add ForceAF tag and hotloading tags, tweaked several tags for less restrictive targeting, fix issues with base AI selection
- 1.4.0: Add option for other mods to set tags for enemy ships via custom ship data
- 1.4.1: Fix AvoidArmor-tag; fix issue with ship modes getting stripped when transferring control (via occasionally reloading ship modes)
- 1.5.0: Add AvoidPhased-tag; Various small weapon AI tweaks; Add Console Command tag hotloading
- 1.6.0: Weapon charge time is now taken into consideration when computing projectile travel time. Add Range<N% and ShipTarget tags.
         Split combat-GUI into lib and AGC-implementation. Fix issue causing crash when opening combat GUI with no flagship deployed.
         Tuned default settings.
- 1.6.1: Fix TargetShields+, turn jar into a pom-style library to allow for displaying javadoc in IDE
- 1.7.0: Tag scrollbar, add new tags, add option to ignore fighter shields (special thanks to Seanra for contributing most of the new stuff!)
- 1.7.1: Fix an issue with weapons that need to be aimed firing without aiming (special thanks to Genir!).
         Fix an issue with PrioritizePD not ignoring flares with IPDAI.
         (Hopefully) fix potential memory leak caused by in-combat-GUI.
- 1.8.0: Add two new tags; ship module modes now persist; fix range tag for non-aimable weapons;
         UI improvements (advanced/simple mode, weapon highlighting, dynamic option names);
         Combat GUI lib: Add overrideable onHover method to group actions.
- 1.9.0: Compatibility update for Starsector 0.96a and MagicLib 1.0.0
- 1.10.0: Add GUI for customizing suggested tags and option to automatically apply suggested tags (accessible from campaign GUI)
- 1.10.1: fix: catch possible out-of-bounds error for combat GUI, add SpamSystem and TgtPhase to readme, fix spamSystem logic error
- 1.10.2: fix: improved accuracy for AvoidArmor calculations; allow hotloading tags in simple mode
- 1.11.0: Add Merge tag, which allows manually controlling multiple weapon groups (K-Key), add prioritization tags.