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Please see the original post here
Changelog may be found here
This one brings back the human-ally component of the Roaming Enclaves minor faction, with a huge overhaul of its control logic.
Long ago the Roaming Enclaves minor faction could spawn human-ally variants in addition to the currently-possible AI-ally and enemy-to-all variants. But they weren't very bright, and tended to get killed a lot despite many changes to make them survive better. Eventually they listened to the human players saying that the enclaves were stupidly suicidal and made a very wise decision for their own survival: they left the galaxy.
But apparently wisdom is shortlived, because they're back now. Only smarter. I hope. At least, if nearly two solid days of work on their new AI wasn't enough to make them at least tolerable to their human allies, they're going away for good ;)
One thing to note is that their default behavior is pretty conservative, but there are a few experimental "chat directives" (explained in the patch notes, and shortly to be in the commands list I'm sure) you can give them that include more aggressive behavior. Whether or not it's a good idea to have this kind of (very high level, indirect) influence over a minor faction is still up in the air, so those may go away. We'll see :)
We've also fixed some bugs and made some balance changes. There's a fairly important change to command station rebuilding behavior, and something to make logistics station upgrades more worth it.
If you are looking for people to play AI War with, give the latest AI War Meetup Sortie Fall 2012 a look!
This is a standard update that you can download through the in-game updater itself, if you already have 6.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 6.000 or later, you can download that here.