B26354/VersionHistory
< B26354
Jump to navigation
Jump to search
- 1.06 - Keeping tabs on everyone
- The aim-at-everyone gun is finally working as it should, although I don't think my NN implementation benefits as much as DC or PM would.
- Major update of enemy tracking code, with interpolation of missed scans and skipped turns.
- Improved melee radar -- was losing track of enemies too often.
- Fixed a movement bug where dangers were being scaled by distance instead of inverse distance.
- 1.04 - A bit more uptempo
- MeleeRumble ‒ APS: 64.39% (13th), PL: 273-14 (12th), Survival: 86.62%
- No longer uses non-firing aiming waves for any bot except the current target. This was a major source of skipped turns.
- Using faster approximations of Java's Math functions (2-5x faster, no lookup tables) and sped up a few other routines.
- Updated aiming to use one of Gaff's older guns.
- Discards out-of-bounds minimum risk points rather than forcing them onto the battlefield.
- Uses bullet power 2 in most situations rather than the previous distance-based function.
- 1.02 - For real this time
- MeleeRumble ‒ APS: 64.69% (13th), PL: 235-15 (45th), Survival: 87.37%
- Fixed a bug in the 1v1 danger calculation that mis-weighted the second wave.
- Improved corner surfing trajectories to hug walls instead of looping into center of field.
- Minor adjustments to how aims are calculated.
- 1.00 - A test?
- MeleeRumble ‒ APS: 64.16% (16th), PL: 266-18 (14th), Survival: 88.02%
- Initial release