BTW I won't have much chance to answer questions as we are busy preparing for a convention in Alabama we will be going to in a few weeks.
Any questions should be directed to Malfador via email if possible, thanks!
Version 1.22:
1.  Fixed   - Fixed a few memory leaks. 
2.  Fixed   - AI was not using cloaking correctly.
3.  Fixed   - Fixed up some of the constraints on what a cloaked ship 
              can do.
4.  Fixed   - AI will choose Stealth Armor for its designs instead of 
              Cloaking Devices.
5.  Fixed   - AI would fill up remaining space on its designs with 
              regular shield generators (not phased shield generators).
6.  Fixed   - Maximum number of ships and units per player in a game was
              not being enforced correctly. In Game Setup, Maximum number
              of units (in space) has been changed so that the units can be 
              in space or in cargo. Increased the starting maximums for
              units.
7.  Fixed   - Games using Multiplayer Save Game Path would try to get
              the combat replay and statistics file from this location,
              instead of where the savegame was loaded from. 
8.  Fixed   - Ships destroyed with ramming were not providing experience. 
9.  Fixed   - Ships destroyed with ramming were not add in to the design
              statistics.
10. Fixed   - Units carried by a ship were not being tallied in the unit's
              design statistics. 
11. Fixed   - If an item that is in a trade has been lost, destroyed, 
              captured, etc. before the trade is excepted, it will be listed
              in the trade as "unavailable".
12. Fixed   - Jettisoned units weren't being tallied in that unit's 
              design statistics. 
13. Fixed   - Ships or Units that are received as gifts, will also have
              their design available as an Enemy Design.
14. Fixed   - The notes in the Galaxy Window would allow you to see the 
              names of systems that you had not explored. 
15. Fixed   - Planets that are in systems that you have seen, were not
              showing a green or red star if they were colonizable. 
16. Fixed   - Omnipresent view of systems would allow you to see 
              cloaked ships. 
17. Fixed   - Added a new restriction that you cannot edit a prototype
              design if it has been added to one of your construction 
              queues.
18. Fixed   - Change directory in the Load Game window would error if the
              Multiplayer Save Game Path was invalid. 
19. Fixed   - Improved the AI ship design based on the terrific "Mephisto
              Mod".
20. Fixed   - Transports with a "Capture Planet" strategy were not attempting
              to drop troops on the planet.
21. Fixed   - Colony planets in the Combat Simulator window were showing the
              incorrect player color for the population bars (or possibly no
              bars at all). 
22. Fixed   - Planets should not show up in the Combat Simulator's Fleet
              Transfer window. 
23. Fixed   - Type priorities settings for targeting were not working in 
              certain situations. 
24. Fixed   - The Ship\Planet report for a piece in a combat simulation
              would sometimes show the wrong status icons. 
25. Fixed   - Sometimes multiple stats and event files would be copied for
              each savegame. 
26. Fixed   - For a Launch All Units order, if a unit failed to launch
              early in the list, then all later units in the list would 
              not be attempted. 
27. Fixed   - Sometimes the treaty grid would show two races having two
              different treaties with each other. 
28. Fixed   - If a unit group was at a location in space with other unit 
              Groups, then the unit Groups amount number and the number
              of space objects present would overlap. 
29. Fixed   - Sometimes the Colonies Window (Facilities tab) would list
              the same facility type on multiple lines. 
30. Fixed   - Ai was not checking correctly for nearby enemies to potential
              colonization sites. Improved the AI colonization determination
              a bit. 
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Sarge is coming...
Richard Arnesen
Director of Covert Ops
Shrapnel Games
http://www.shrapnelgames.com