Releases: BradEwing/InfestedArtosis
Releases · BradEwing/InfestedArtosis
0.31
What's Changed
- fix: 9PoolSpeed and Overpool create pool at right time by @BradEwing in #140
- feat: squads typed by unit, add regrouping by @BradEwing in #141
- feat: mutalisk focus fire by @BradEwing in #142
Full Changelog: 0.30...0.31
0.30
What's Changed
- feature: adjust 9Hatch and 9Pool build orders by @BradEwing in #135
- feature: delay hatcheries in ZvZ by @BradEwing in #136
- feature: consider static defense when calculating minimum squad sizes by @BradEwing in #137
- fix: return cargo before building, break stop/move infinite loop by @BradEwing in #138
- release 0.30 by @BradEwing in #139
Full Changelog: 0.29...0.30
0.29
What's Changed
- fix: pin org.jetbrains.annotations version by @BradEwing in #131
- feature: take fewer drones in ZvZ by @BradEwing in #130
- feature: adjust bandit index calculations by @BradEwing in #132
- feature: adjust 9Hatch builds by @BradEwing in #133
- release: 0.29 by @BradEwing in #134
Full Changelog: 0.28...0.29
0.28
What's Changed
- feat: drone scout at 1m in ZvT, ZvP and ZvR by @BradEwing in #117
- refactor: ScoutData class and ScoutManager updates by @BradEwing in #118
- feature: algorithm for drone to scout enemy main base by @BradEwing in #119
- fix: send worker to center of building location before unit.build() by @BradEwing in #120
- fix: adjust evolution trigger by @BradEwing in #121
- fix: cancel plan if scheduled drone dies by @BradEwing in #122
- feature: let mineral blocked plans through the queue by @BradEwing in #123
- feature: balance resource gathering by @BradEwing in #124
- feature: drone continues to scout base until attacked by @BradEwing in #125
- fix: simulator ignores building/morphing units by @BradEwing in #126
- fix: fix pool timing for 9hatch by @BradEwing in #127
- feature: 9PoolInBase (vs Z) and 9Pool (vs P/R) by @BradEwing in #128
- release: 0.28 by @BradEwing in #129
Full Changelog: 0.27...0.28
0.27
What's Changed
- feat: 12Pool takes 6 lings before droning by @BradEwing in #104
- feat: no 12Pool against Protoss by @BradEwing in #105
- 0.26 by @BradEwing in #107
- fix: 12pool follows more standard build order by @BradEwing in #108
- refactor: cleanup ManagedUnit by @BradEwing in #110
- feat: iterate on squad rally points by @BradEwing in #111
- feat: rally to squad closest to enemy base by @BradEwing in #112
- feat: better determination of enemy main base location by @BradEwing in #113
- refactor: create manged units in ManagedUnitFactory by @BradEwing in #114
- fix: continue to retreat unless squad composition has changed by @BradEwing in #115
- release 0.27 by @BradEwing in #116
Full Changelog: 0.25...0.27
0.25
What's Changed
- adjust lair planning by @BradEwing in #96
- feature: hive/lair tech taken if blocking upgrades by @BradEwing in #97
- feature: polish midgame macro by @BradEwing in #98
- fix: bandit index calculation considers W/L by @BradEwing in #100
- release: 0.25 by @BradEwing in #101
Full Changelog: 0.24...0.25
0.24
What's Changed
- fix: fighters clear fight target if no longer targetable by @BradEwing in #91
- take evolution chamber and spire upgrades by @BradEwing in #93
- fix upgrade scheduling by @BradEwing in #94
- 0.24 by @BradEwing in #95
Full Changelog: 0.23...0.24
0.23
What's Changed
- fix: release scheduled units from impossible plans by @BradEwing in #81
- fix idle drones after base mines out by @BradEwing in #82
- fix: UnitTypeCount correctly counts units by @BradEwing in #83
- 0.22.1 release candidate by @BradEwing in #84
- rally army before attacking by @BradEwing in #86
- rally instead of scout by @BradEwing in #88
- v0.23 release by @BradEwing in #89
Full Changelog: 0.22...0.23
v0.22
What's Changed
- introduce feature flags by @BradEwing in #79
- release 0.22 by @BradEwing in #80
Full Changelog: 0.21.1...0.22