Overmind 0.5.2
Pre-release
Pre-release
This patch adds improvements to Overmind's performance at lower RCL, fixes boosting logic to account for the removal of pre-boosting, and improves road planning, room intel, and swarms. This release is the version running in botarena 202.
Added
- Visualizer improvements:
- Added a dashboard section for the evolution chamber
- Labs now display their mineralTypes overlaid as a room visual
- Added version update messages to the notifications board when available
- Improvements to swarms:
- All overlords controlling swarms are now extended from the
SwarmOverlord <- CombatOverlord <- Overlord
class- New
swarmWishlist
method prevents swarms from spawning "out of sync"
- New
- Improvements to swarm assembly point calculations; supports multiple swarms now
Swarm.pivot()
provides more reliable in-place rotation without breaking formation
- All overlords controlling swarms are now extended from the
- New console methods:
notifications()
will print out a list of notifications shown in the GUI with links to roomslistDirectives()
now takes an optional functional-style filter, such aslistDirectives(dir => dir.color == COLOR_PURPLE && !!dir.overlords.colonize)
listConstructionSites()
, which takes an optional functional filter
- Smarter behavior when dealing with over-stressed hatcheries
- New
overload
stat tracks the rolling average of ticks where the hatchery is idle, wants to spawn something, but is unable to because it is being loaded
- New
- RoadPlanner improvements:
- New routing algorithm allows for tunnel placement, although this will be relatively rare due to very high maintenance costs
- Changes to
Colony.destinations
ensures more determinism when recomputing road networks; you should notice a decrease in roads which become deprecated as levels grow or outposts are added RoadPlanner.roadCoverage
property tracks paving completion throughout a colony; transporter bodies will now use this stat rather than colony level to determine when to switch between setups with 1:1 and 2:1 carry:move ratios
- New information tracked with
RoomIntel
:- (Approximate) harvesting data and rolling averages of energy/tick over 10k, 100k, and 1M ticks
- Casualty data, with effective energy costs and rolling average of cost/tick over 10k, 100k, 1M ticks
- Creep occupancy data over the last 25 ticks (computed only in owned rooms)
- Safety data, tracking consecutive safe, unsafe ticks and rolling average of safety over last 1k and 10k ticks
CombatIntel.isEdgeDancing
uses creep occupancy data tracked inRoomIntel
to determine if a likely tower drain attack is occurring; towers will adjust their firing patterns accordingly.- Initial (incomplete) implementation of
CombatPlanner
, which will coordinate automatic offensive and defensive actions betweeen colonies.
Changed
- Rewrote the boosting protocol to account for the removal of pre-boosting capabilities. RIP in-spawn boosting, you will be missed... :'(
- Instead of three booster labs (one adjacent to each spawn), each applying every boost to their respective creeps, the new system allows up to 8 boosting labs, which will contain the total current amount of each distinct resource needed by all creeps currently being spawned by the colony.
- Improvements to keeping newly-constructed ramparts alive at low RCL: towers will repair critical ramparts below RCL5, and workers will prioritize fortifying critical ramparts above repairs
- Overlords are now instantiated immeditely after a directive is placed rather than having to wait for the next full
rebuild()
- Pioneers will remove structures blocking a controller from being claimed, and claimers won't spawn until controller is reachable
- Workers will upgrade controllers sooner at higher levels and will spawn when a downgrade is imminent
- Non-stationary managers have fewer move parts in bunker-type colonies
- Reservers allow for a lower reservation buffer and will use the cached reservation info from
RoomIntel
if vision is unavailable - Queens now spawn with 1:1 move:carry ratios until a storage is built
- Changes to overlord priorities at lower RCL
- Tweaks to safemode and invasionDefense triggers
- UpgradeSites won't place containers until RCL 2
- Consolidated mutalisk and hydralisk body plans
Removed
- Deprecated directives and overlords for old siege and healpoint logic
Fixed
- Security patches and bugfixes for the
Assimilator
- Pioneers and claimers should no longer navigate through dangerous source keeper territory
- Fixed an issue in
TaskRecharge
which could cause some creeps, like pioneers, to not harvest from a fully-surrounded source that they were adjacent to, causing gridlock situations - Added a check to prevent
Overlord.wishlist()
from requesting too many creeps; this was prompted due to a subtle division by zero error inoutpostDefenseOverlord
causing Overmind to crash in the last two BotArena rounds - Fixed a bug causing excess energy to accumulate in terminals rather than be sold on the market as much as it should
- Fixed an issue causing
CombatZerg
to occasionally load asZerg
- Fixed a bug in
Abathur.getReactionQueue()
which could cause it to ignore market resources on private servers - Fixed a bug where fillers would try to withdraw from nukes
- Improved drone constructionSite build time
- Fixed a bug where
RoomPlanner
would not properly demolish hostile structures in a newly claimed room - Extraction directives now remove themselves if colony downgrades below RCL6
- Fixed a bug where low-level min-cut barriers for a bunker placed too close to the edge would not fully enclose the base (#43)
- This bug has not been fixed for the older two-part base style, which will soon be deprecated