v1.0.0 release candidate 6
 - ** NOTHING has changed in Config.lua since v1.0.0 rc5, please keep your old configurations **
 - Hard-coded the homunculus's attack range to 2. This is a work-around the bugs caused
	by values lower than 1.5.
 - Fixed a few bugs caused in AutoAlch.lua, causing pop-ups of nil errors.

v1.0.0 release candidate 5
 - ** very little has changed about Config.lua since v1.0.0 rc4, read below
	for full details **

 - Config options AutoHealFriends, AutoHealTempFriends, and AutoHealAnybody
	now take numbers to allow different hits-per-heal values for each
	set of people.
 - Config option AutoHealHitsPerHeals has been removed.
 - Added config option AlchTargetSameWhenHP, which will disable AlchTargetSeparate
	when the alchemist's HP drops below a certain amount/percent.

 - RampageAI will no longer select targets for the alchemist if the alchemist
	is not set to use any offensive skills automatically.
 - RampageAI will not target the same monster as the homunculus if
	AlchTargetForceDifferent is active, and that monster is the only
	monster attacking the homunculus.
 - Monsters.lua database will now allow different types for homunculi and
	players. 1-16 are now "merchant" thru "sage", with the homunculus
	types being 6001 thru 6016. (There was overlap beforehand)
 - MOTION_BIGTOSS and MOTION_TOSS no longer prevent alchemist skills from
	automatically being used.
 - Will now disable all actions when it thinks it is nearing a portal.
	Doing so will help prevent disconnects when changing maps (so client
	isn't sending "bogus data", which is actually left-over script commands
	from the previous map. Such bogus data is what causes the server to drop
	the connection because it doesn't recognize the ID you're commanding)
 - No longer collects actor information about NPCs, as it is a horrible
	waste of CPU time and RAM resources.
 - Removed information collection on HomunID or OwnerID into ActorData table.
 - Removed checks for HomunID or OwnerID from loops iterating through ActorData table.
 - No longer collects HP delta information when it isn't used with the current options.
 - Attempts to match homunculi to their respective owners, to know which
	homunculi are "friends" (based on their owner being a friend or not)
 - Replaces IsMonster() with a WoE-customized version when a WoE zone is detected
	** idea from Fallen~Angel of RO-Empire forums **
 - Added JP translation of AdvMove.txt and License.txt to package.
	** thanks to silica for translating **
 - Moved EN versions of AdvMove.txt and License.txt to a new "en" subdirectory of
	Docs.
 - Moved ChangeLog.txt into Docs\en\ subdirectory.
 - Added (outdated) JP translation of ChangeLog.txt to the package.
	** thanks to silica for translation so far! :D needs updating tho :( **

v1.0.0 release candidate 4
 - ** nothing in Config.lua or Monsters.lua changed since v1.0.0 rc1, keep your
	same configs **

 - Fixed the logical error that was causing lua errors. Target.ID should've
	been AlchTarget.ID. Note to self: do not make bug fixes early in the
	morning.

v1.0.0 release candidate 3
 - ** nothing in Config.lua or Monsters.lua changed since v1.0.0 rc1, keep your
	same configs **

 - Fixed so that auto-alch-skills will make sure they have a target before
	gathering data to decide whether or not they should be used.

v1.0.0 release candidate 2
 - ** nothing in Config.lua or Monsters.lua changed since v1.0.0 rc1, keep your
	same configs **

 - Fixed "ActorIgnoreAfterTicks". (Thanks to Boom! from RagnaInfo forums for
	reporting the bug)
 - Moved Target.Skill and AlchTarget.Skill into the ActorData table, so that
	Rampage will remember skill usage counts even after changing target.
 - Optimized certain string-concatenation-loops by using a series of
	"StringBuffer" methods, to alleviate the load on the garbage collector
 - Actors that have been casted against too many times will no longer show
	as being allowed to cast against.
 - Added the ability to auto-detect where the script is located. This defaults to
	on, but to specify your own location (to have 2 installs of RampageAI)
	set the variable ScriptLocation in AI.lua
 - Fixed typos for MAlckSk*() to the proper MAlchSk*()
 - Non-network monitoring performance tracking uses an integer (rather than
	floating point) to report the longest cycle
 - Fixed a few errors when assisting the alchemist (actor should've been targ)
 - Fixed auto-support heal to detect when heals are successful. Apparently
	heal motions of MOTION_SKILL do not set the actors target. Shame.

v1.0.0 release candidate 1
 - Fixed table insertion
	** Thanks to Truly Lazy from RO-Empire forums **
 - Added a second method of aid potting, which is more basic than the original method
 - Added an option to aid pot with blues, separately from heal-restoring potions
	** Idea from Fallen~Angel of RO-Empire forums **
 - The homunculus will try to stop moving when it uses a skill, in yet another
	attempt at combatting the "stuck" bug.
 - Added an option to specify whether or not vanilmirths should use ChaoticBlessings
	while the homunculus has a target lock. (So they can use their SP for Caprice)
	** Idea from Fallen~Angel of RO-Empire forums **
 - Fixed the log format for "Removed %d ticks from actor ..."
 - Filirs will now pause moonlight until it has a target and can decide
	whether or not to flitting first
 - Auto-casting of sword-bolts properly uses the alchemist's target for
	max number of casts, rather than homunculus's target
 - Alchemist acquisition functions now split to aggro and passive
 - Added an option to allow the alchemist to target separately from the homunculus
	** Idea from Katrina of RagnaInfo forums **
 - Added extraCriteria to each target acquisition function, to allow more customized
	target acquisition searches (extraCriteria are only for the function, so
	they'll probably work best with isolated acquire functions)
 - Target acquisition functions may now try to target monsters that are not already
	being targeted by another section of the script, for maximum destruction :D
 - Will no longer count chasing time against the time taken to kill a monster
 - Uses the block distance (instead of pythagorean distance) to determine if
	chasing a monster would put the homunculus out of range
 - Now tracks the distance from a monster while chasing it. This might fix
	one of the reasons for the stuck bug. Might, so no promises.
 - Generalized auto-sword-bolt code to allow any offensive alchemist skill
 - Renamed MSwBolt*() functions to MAlchSk*()
 - Added option to specify the radius of the idle circle
 - Added support for the following offensive alchemist skills:
	Heal "Bomb" (light epsilon)
	Bash (cutlus)			<-- needs testing
	Mammonite (merchant)		<-- needs testing
	Cart Revolution (merchant)
	Axe Throwing (tomahawk) 	<-- needs testing
	Acid Terror (alchemist)		<-- needs testing
	Acid Demonstration (creator)	<-- needs testing
	Magnum Break (blast clip)
 - Lif will no longer use Healing Hands unless a specified number of monsters
	are attacking the Alchemist. This is to conserve your precious slim reds.
	(However, a setting of 0 will act as it did previously)
	** Idea from EnvisionAL from iRO Loki **
 - Fixed a bug that would cause the homunculus to silently ignore the command to
	return to his owner for a resurrection. (and as such become stuck)
 - Added the ability to set Monsters.lua options for specific monster IDs, as
	well as monster-types. (This will probably be most useful in WoE)
	Specific monsters will inherit options specified by their monster type
	if the option isn't set for the specific monster.
 - Monsters.lua options can now be set by their names, as well as their orders.
	This is to provide a more readable and updatable Monsters.lua.
 - Changed the default of HealSkills to true
 - Added a cast delay to Filir's Moonlight, so it should be more accurate
 - Revamped the GetActorInfo() function to track a few more things in a
	cleaner way. (Uses a named table rather than a few different ones)
 - Added a check to ignore PVP targets that may be invulnerable for the first
	3 seconds after they spawn in a room. This is to prevent wasted effort,
	wasted acid bottles, etc. If they move/cast/anything-else-that-would-
	remove-the-invulnerability, Rampage will no longer ignore them.
 - Added Config.lua option: HomunMaxMoveDistance, which sets the farthest
	the homunculus is allowed to move with 1 Move() command. This should
	help with the homunculus "over-shooting" the position of enemies
	when on a laggy connection.
 - Added a "longest cycle" value to the performance tracking code
 - Added the option to heal nearby players (friends/temp friends/anybody)
	with a light epsilon when Rampage notices them take damage.
	(pair with your favorite alchemist friend!)

v0.9.9-1 beta
 - Fixed Sequencer.lua:1376 error.
 - Certain Utils.lua functions will return "nil" if they find erroneous parameters,
	so that the functions passing the erroneous data will bug out rather than
	the working Utils.lua functions.
 - Log() functions will now check to make sure their parameters are valid before
	calling string.format().
 - Log() functions now use variable arguments. (which is MUCH cleaner looking than before)
 - SetTarget() functions will now double-check that the ID given to them
	is a number.

v0.9.9 beta
 - Added Config.lua option: EnableIgnoreAfterTicks, which will enable/disable the
	option ActorIgnoreAfterTicks.
 - Will now check if auto-bolt max level (in Monsters.lua) is set to a level below 1,
	if so it will not auto-cast the sword bolt.
 - Slightly improved auto-bolt. Now will not wait until target is locked, but
	rather only until the monster is attacking homun/alchie/friend
 - Fixed a slight bug with the ignored sieve. (Thanks Truly Lazy from RO-Empire Forums!)
 - Added Support.html, to help users find places to find support for RampageAI
 - Will now process sequences immediately if the sequencer was empty at the
	beginning of the cycle
 - Added debug verbosity levels to Log() in order to control the level of detail/spam
 - Added personality functions to a new file, Personality.lua
 - Auto-flitting will now detect which level it casted and more accurately
	determine when the cast delay will be off.
 - Auto-flitting will more accurately estimate the SP needed before it allows
	attack skills to be used again.
 - Added new sequencer command SEQ_PREROUTED, which will follow prerouted
	commands around a target for any number of rotations
 - Added ability to circle the alchemist (or friends who're nearby) when
	the homunculus isn't doing anything else
 - Fixed a bug that made it impossible to use advanced movement commands against
	anybody who was sitting down
 - Homunculus will now acknowledge when you add/remove/save/load friends.
 - Fixed a potential bug that would ignore monster-specific settings for how many
	times to autocast sword bolts
 - Config.lua option IgnoreAttackSkillRange will now affect manual skill usage as well.
 - Monsters.lua database table will no longer remove unrecognized options from
	the database. This will better allow monster-specific settings in custom scripts.
 - Added the ability to have the alchemist target other monsters with its auto-bolts.
	This will provide for custom scripts to better decide when to autobolt, and
	also allow autobolts against monsters other than the one that the homunculus is
	targetting.
		** Idea from Katrina of RagnaInfo forums **
 - Renamed Target.HSkill to Target.Skill, and Target.ASkill to AlchTarget.Skill
 - Added the ability to tell Auto-Homunculus Resurrection not to try, but only check
	to see if it should begin moving closer.
 - Revamped defense prioritization system to allow friends to be defended before
	alchemist and homunculus. Also allows "ties" which will prioritize
	whichever person/homunculus has the most attackers on it to be
	defended first.
		** Friend defense prioritization idea from
				streamline2 of RagnaInfo forums **
 - Added the ability to merge tables
	eg, Table.insert(table1,[position,]table2)
 - Added the ability to remove more than 1 element from a table at once
	eg, Table.remove(table,start[,length])
 - Altered the Monsters.lua database to only verify monster tables as they are
	needed. This helps prevent a processing lag-spike when the script loads.
 - Monsters.lua database will no longer remove the ID from monster tables. Doing
	so was an unnecessary waste of performance, and also made the system
	more prone to errors.
 - Increased efficiency of the ignore algorithm.
 - Fixed a bug with the ignore code that caused Ragnarok to freeze entirely.
 - Reworked a bit of the "run in front of" sequence handler.
 - Added the ability to "kite"-tank monsters. This will cause homunculus to run
	away from monster as long as monster is targetting the homunculus.
		** EXPERIMENTAL -- use carefully **
	* To use kiting, either use the Advanced Movement Commands to use against
		specific monsters, or set a special setting for the monster type
		in Monsters.lua
 - Enabled the ability to detect if a homunculus's attacks are failing. Rather
	than using the time since the homunculus was in the "attack" motion,
	we use the time that its target is in the "take damage" motion
 - Moved the default Advanced Movement Commands into a new file: Conf\AMCs.lua.
	This is to unclutter the Custom.lua file, and make the transition easier.
 - Added the ability to estimate the amount of outgoing network usage caused by
	RampageAI. ** NOTE: this is not a hack! **
 - Added another method of PVP detection. (GRAVITY fixed the bug that allowed
	homunculi to attack themselves)
 - Added a method of distinguishing PVP and WoE zones apart from each other.
	Only Filirs and Vanilmirths can auto-detect that they're in WoE zones. :(
 - Created a priority system for alchemist skills. This works in a cleaner/easier-to-read
	manner than the previous.
		** Idea from Katrina of RagnaInfo forums **
 - Added HomunAcquireOverride, which will override the acquire function when targetting
	for the homunculus. (Also there is AlchAcquireOverride for alchemist targetting)
 - Added the ability to KS specific monsters only (such as MVPs)
	** idea from HauNix of RagnaInfo forums **
 - Aid potion will not activate if the alchemist has moved recently. This is to
	better allow the alchemist to run away if the situation is bad.
	A Config.lua option for this has been added: AidPotWaitAfterMove.
 - Added an extra argument to AI_AggroAcquire() named extraCriteria. If this is a
	function, it will be called for each actor to determine if that actor
	is allowed.
 - AidPot function will now detect if the homunculus is out of range. If AidPotMoveCloser
	is set to true, it will try to move within range, otherwise it just won't
	aid potion itself.
 - Homunculi's attack skills will now calculate their delays. It will not try to cast
	before this delay and the delay in Monsters.lua are both over.
	** Moonlight's delay is unknown to me. Any delay information would be useful **
 - Fixed a long-standing bug that would only allow attack skills to be cast if the
	target monster was OUTSIDE the range of the skill.


v0.9.8-4 beta
 - Ooops! Another slight bug fixed with auto-casting sword bolts

v0.9.8-3 beta
 - Fixed slight bugs with flitting code.

v0.9.8-2 beta
 - Fixed an accidental revert to HealSkillCheck

v0.9.8 beta
 - Fixed command queueing for a few commands (holding shift will now place them
	at the end rather than the start)
 - Added the ability to specify how many times an attack skill should be used against
	each type of monster
 - Increased the control over auto-casting of sword bolts. Many of the controls are
	found inside of Monsters.lua. (AutoBoltMinLevel is in Config.lua though)
 - Fixed a bug which would bypass defense prioritization when the monsters varied in
	priority levels
 - Activated the disabled friend-system, and added "AMCs" in Custom.lua to add/remove
	so-called "permanent" friends
 - Updated the Docs\AdvMove.txt slightly
 - Added Config.lua option: TemporaryFriendTiles, which will add "temporary" friends
	from everybody who is within the tiles specified
 - Added Config.lua option: IgnoreAttackSkillRange, which allows moonlight/caprice
	to be used at seemingly any range :-P
 - Removed the previous tile-lag code in favor of a more universal anti-position lag
	algorithm
 - Added Config.lua option: LockOnAttackSkill, to let you decide if it will lock onto
	a target after firing a caprice/moonlight at it
 - Added Config.lua option: AllowIgnoreOwner, to let you decide if it should ignore
	a "follow owner" when it gets stuck.
 - Will now automatically detect if it is in a PVP zone or not.
	(Can be disabled with setting CheckPVP to false, or AssumePVP to true)
 - Added Custom.lua function, InitCustomPVP() which is only executed if a
	PVP zone is detected (or assumed)
 - Renamed HealSkillCheck() to HomunSkillCheck()
 - Added support for Filir's Flitting skill
		*** NEEDS MORE TESTING/FEEDBACK ***
 - Removed SpecificAI() in lieu of HomunSkillCheck()
 - Will use quickdial AMCs by default now

v0.9.7 beta
 - Fixed a few bugs that would cause the script to become "frozen"
 - Added an algorithm in the follow-actor code to better deal with tile-lag
 - RampageAI will now seed math.random() when it initializes

v0.9.6 beta
 - Changed auto-Homunculus Resurrection to keep the Homunculus close to the Owner
	for a few seconds before allowing it to roam again
		(this needs to be tested some more, maybe tweaked)
 - Will no longer track the target of players/monsters that are dead or sitting.
 - Modified the anti-KillSteal algorithm to fix a few small bugs
 - Shouldn't ignore monsters after auto-Homunculus Resurrection anymore
 - Changed auto-bolting to wait until the monster is attacking homunculus or alchemist
	already (to make sure alchemist doesn't pull aggro)
 - Autobolting should no longer break ctrl+clicks (or /nc'ed attacks)
 - Removed a few log entries (to reduce TraceAI.txt spam)
 - Reduced the frequency of checking for skills to cast
	(should reduce lag while homunculus is in battle)
 - Moved all the auto-Alchemist skills into a new file: AutoAlch.lua
 - New file: InitSupport.lua, this helps modularize parts of the initialization process
	(request by Fallen~Angel)
 - Added support for Vanilmirth's Chaotic Blessings skill
 - Added support for Lif's Healing Hands skill (YAY! First Lif skill supported!)
		** THIS NEEDS MORE TESTING (no access to a Lif) **
 - Renamed Config.lua option "DefendParty" to "DefendFriends" as a beginning to
	friend-recognition, as well as all references to Party. (IsPartyMember is now IsFriend)
 - Fixed a potential bug with setting an attack skill level for a monster that is below
	the minimum allowed in Custom.lua. It will now use only the level specified for
	that monster.
 - Modified the logging so that it will allow duplicate entries.
	(the default AI is extremely spammy, so I think they made TraceAI() not write
	identical entries next to each other)
 - Optimized Advanced Movement Commands.
 - Finished the accidental half-implementation of Quickdial commands.
	(which were an idea of Fallen~Angels, forgot to give credit I think)
 - Moved the default AMC commands into Custom.lua, to give an example and to allow
	the user to change the defaults
 - New Config.lua option: AcquireWhileLocked, which allows the homunculus to change targets
	while it is already locked onto a monster
 - Fixed a bug with the priority system miscalculating table sizes.
 - Now subtracts the current tick count from MaxDistanceTimeout when adding monsters to
	ignore lists (oops!)
 - No longer assists unless the alchemist is in the "attacking" motion
 - Improved move-to-location sequence slightly. It no longer will stop in the middle
 - Revamped move-to-actor sequences slightly. They now have the capability to set their
	destination ahead of the thing its chasing.
 - Added new Config.lua option: HomunRunAhead, which will try to keep the homunculus in
	front of the alchemist at all times
 - Auto-alchemist skills should work better together when more than 1 is enabled
 - Allowed homunculus to use skills against monsters that are outside of MaxHomunRange, but
	still inside SightRange

v0.9.5 beta
 - Changed the *3* in Monsters.lua to indicate the highest level of
	an attack skill (caprice/moonlight) to use against each monster.
 - Added Config.lua option: AidPotWaitTime, to allow people to customize the
	amount of time before an aid-pot will be considered failed.
 - More default Monsters.lua options to prevent homunculus from attacking
	certain summoned plants. Thanks to:
		Fallen~Angel from RO-Empire forums,
		AllPainful from RO-Empire forums,
		Relena from RO-Empire forum.
 - New option to allow the homunculus to attack the monster that the alchemist
	is attacking.
 - Added an option for Quickdial Advanced Movement commands (idea from Fallen~Angel)
 - Implemented support for amistr skill Castling (idea from AllPainful of RO-Empire forums)
	** This still needs testing! I don't have access to an Amistr! **
 - Added a wait time before starting the actual AI logic to prevent disconnects on
	zone change. (idea from Fallen~Angel)
	Config.lua Option: AIStartWait
 - Added a 50ms wait time between tries when moving to a position
 - Added a 50ms wait time between tries for AmistrBulwark
 - Changed performance meter to track time between cycles as well
 - Added the ability to auto use Homunculus Resurrection
 - New Config.lua option: AutoBoltSword, which allows/disallows the homunculus
	to cause the alchemist to automatically start casting a bolt skill
		(idea from a variety of people)
 - New Config.lua option: OwnerMinSP, which will disallow Homunculus Resurrection and
	auto-casting of bolts if it will use too much SP
 - Script can now be stored in practically any directory, just modify ScriptLocation at
	the top of AI.lua

v0.9.2 beta
 - Added a simulator to help debug and test the script. (see Simulator.lua)
 - Tweaked the time for auto-aid-potion failure, to see if it will work better.

v0.9.1 beta
 - Fixed a bug with auto-aid potion that could cause a higher level potion
	than desired to be thrown
 - Changed the delay timing and code for auto-aid potion
 - Removed Config.lua options: AttackOnlyWithSkills, SkillTimeout.
 - Removed Monster.lua option, DefaultMonPriority.
 - Added Monster.lua option, DefaultMonsterSettings.
 - Added a check for each configuration option, to ensure the script
	will always work, regardless of an invalid configuration.
 - Changed PassiveSkills default to true, to reduce confusion.
 - Fixed a few bugs with the Table.getn and Table.setn functions
 - Changed HomunRangeChange to only take effect if the alchemist is moving
	away from the homunculus
 - Added a performance tracker, to track the average time (in ms) taken
	by each cycle of the AI. Its part of the log marking.
 - Auto-Aid Potion should be able to better determine when it successfully
	casts aid potion.
 - Auto-Aid Potion will now wrap around if it bypasses the lowest level, and
	it detects that all the higher levels have run out of potions

v0.9.0 beta
 - Implemented monster selection code. Look at Conf\Monsters.lua to see it.
 - Fixed bug that might unlock target from a locked target.
 - Fixed bug that would cause monsters to be ignored if they moved only a few
	tiles at a time.
 - Added new file (MonSupport.lua) to help clean Utils.lua
 - Changed default ActorIgnoreTime to 5 seconds
 - Reduced default SkillTimeout to 2 seconds
 - Added advanced movement commands, see Docs\AdvMove.txt for more information

v0.8.12 beta
 - Changed description of MinSP to be clearer
 - Added 2 new files (Commands.lua and Battle.lua) to help keep AI.lua cleaner
 - Allow movement commands to be interpretted as attack commands
 - Added option to cause skill targets to become melee targets
 - Slightly moved code around in Utils.lua
 - Now should have less chance of stopping its attack against a monster
	when monster is chasing owner and owner is kiting it
 - Added Config.lua option to specify distance to follow owner
 - Added Config.lua option to allow the monster to attack only with skills
 - Fixed bug that would make the homunculus think it didn't have enough SP
	for a skill if it had the exact amount

v0.8.11 beta
 - Fixed small bug with HP tracking code (i think)

v0.8.10 beta
 - Fixed bug that would allow Homunculus to become fixated on monsters
	that were on the other side of a wall
 - Added the ability to ignore monsters for a few seconds if we cannot
	get to them
 - Timeouts will now be passed the number of ticks that have elapsed
	since the time they were set
 - Moved some things around in Config.lua. Hopefully they'll be easier
	to find now
 - AI Script will now track the HP delta of itself and its owner by the
	second and by the iteration
 - Aid potion will now detect if it fails, and use a higher level if
	it thinks it has no potions

v0.8.9 beta
 - Fixed melee skills and Filir's Moonlight
	(thanks to Dunno from RagnaInfo)
 - Made SPUsablePercent code clearer

v0.8.8 beta
 - It should be harder to ditch homunculus while its chasing a monster
 - Will now queue manual skills to the front of the sequence, rather
	than the end
 - No longer assumes PVP zone, as it causes subtle behavioral change,
	but there is now an option to cause it to assume PVP zone again

v0.8.7 beta
 - Added the ability to set a bottom limit of attack skill level
 - Moved the attack-skill choosing code to a common place
 - Will no longer allow HP/SP percents above 100, and no longer allow
	amounts or percents below 0 in the Config.lua
 - Fixed bug with Auto-Aid-Potion script that would attempt to use
	aid potion below the lowest level if there weren't enough
	attackers to justify using it at all
 - No longer views players as valid enemies (IsMonster(actor) == 1)
 - Will not drop target lock/queue if manually told to cast a spell
 - If the homunculus has swapped targets 3 or more times, it will
	lock onto them to prevent from swapping

v0.8.6 beta
 - FUBARed my own Anti-KS code with the PVP zone. Whoops. Fixed.
 - Added Auto-Aid-Potion script. Defaults to off. Check your Config.lua
	to enable it.

v0.8.5 beta
 - All zones are assumed to be PVP, so that it doesn't get stuck
	attacking (with no way to stop it) in any pvp zone.
 - Added a CustomAI function, so that SpecificAI doesn't need to be
	hooked.
 - Version removed from AI.lua. I kept forgetting to update it.
 - Moonlight's SP consumption fixed. Got bad info before.

v0.8.4 beta
 - Ooops! Fixed a bug with auto-Bulwark that would prevent it from
	being cast.

v0.8.3 beta
 - Amistr Homunculi will now automatically cast "Amistr Bulwark"
	under certain circumstances (configurable)

v0.8.2 beta
 - Homunculus will now be allowed to "Kill Steal" its owner.
 - Moved main files into USER_AI subdirectory
 - Moved Config.lua and Custom.lua into a further subdirectory, Conf

v0.8.1 beta
 - initial release
