Version 1.3.7 (https://github.com/inkoalawetrust/Smart-Marines/releases/tag/1.3.7):
- Added the SM_IAmTheDanger inventory token, which can be given to actors used by other mods to make marines automatically fear them regardless of their health or size.
- Added the SM_DontWarnOthers inventory token, which can be given to actors used by other mods to make marines not alert each other if the target has this token. This was actually added as an attempt at fixing a bug, but I decided to keep it.
- Added MeleeState and MissileState values to the marines, to allow internal code to know that they DO have melee and ranged attacks.
- Updated the visual scale of the machine gun bullets to negate aspect ratio correction.
- Added a Stay order type for User_DefaultOrder.
- Updated some checks to not misidentify voodoo dolls as actual players.
- Moved the armor equipping from PostBeginPlay() to BeginPlay(), to allow for the marines to be harmed immediately after spawning with the armor absorbing the damage.
- Bumped the marines' alert range for other marines from 384 to 512.

Version 1.3.6 (https://github.com/inkoalawetrust/Smart-Marines/releases/tag/1.3.6):
- Updated the SM_SmartMarines service to return if the specified marine can follow orders, return the value of CurrentMarineOrder, and to allow for changing the value of the marines' CurrentMarineOrder variable, which can be used in conjunction with calling Used() on the marine to order them around.
- Added User_ClipPlayers, which allows specified marines to not collide with players friendly to them.
- Changed around the marine command code a bit.
- Removed forgotten debug messages.
- Hopefully permanently fixed the bug that makes marines walk in place.

Version 1.3.5 (https://github.com/inkoalawetrust/Smart-Marines/releases/tag/1.3.5):
- Marines now wear actual armor, specifically, they wear the vanilla GreenArmor, so their health has also been lowered down to 100, since they no longer need 120 health to account for their lack of armor.
- Marines now have a User_DefaultOrder variable, that specified if they should be spawned following the player or wandering, more info is in the documentation.
- Significantly buffed the marines' berserk attack, now it does 10 times higher damage than the standard rifle swing, just like the players' berserk attacks.
- Fixed a sprite name conflict with the marines' lying down and death sprites.
- Updated documentation.

Version 1.3.4 (https://github.com/inkoalawetrust/Smart-Marines/releases/tag/1.3.4):
- Removed a forgotten debug message, because apparently, constantly forgetting to remove debug code is a thing I do now.
- Fixed a bug where the game froze if a friendly marine that is pre-spawned on a turret heard the player.
- Made the stationary turret marines work with the SM_ImInDanger token.

Version 1.3.3 (https://github.com/inkoalawetrust/Smart-Marines/releases/tag/1.3.3):
- Added easter egg.
- Added the SM_ImInDanger inventory token, which allows for other mods to warn marines of a danger, it is checked for in SM_FindNearbyGrenade().
- Fixed a VM abort caused by the marines' master not being another marine.
- Fixed a bug that caused the NoPain flag to not really be set to true when the marines run to reload.
- Marines are now more likely to throw grenades or use nearby turrets if their target is an enemy vehicle, or there is an enemy vehicle near their target.
- Did some minor code clean ups and fixes.
- Updated document.

Version 1.3.2 (https://github.com/inkoalawetrust/Smart-Marines/releases/tag/1.3.2):
- Marines now have a small chance to decide to lie down to fire when shooting out in the open, this shrinks their hitbox appropriately, and for friendly marines, also increases their accuracy slightly.
- Marines now wait for about a second after throwing a grenade, before they decide to throw another one. This will hopefully alleviate any issues people have with them spamming them too often.
- Hostile marines will now increase their chance of using a turret based on how many fellow hostile monsters have the SeeFriendlyMonsters flag, as that flag is now a universal way to make monsters react to player allies.
- Marines that are behind cover have a slightly higher chance to throw a grenade.
- Changed the marines' default species to Military, and the species of hostile marines to MilitaryHostile.
- Added an empty service class called SM_SmartMarines, looking for it with a ServiceIterator allows for other mods to check if the marines are loaded.
- Updated tooltip description for the No Crouch Zone actor.
- Reverted the changes from version 1.3.1, to fix a bug with //$UserDefaultValue that makes the default user variables of any actor not initialize, if they weren't spawned by being placed in the map through a map editor.
- Updated credits