Releases: Anarchid/zkgbai
ZKGBAI 0.5 "Cartographer"
With several new factories added including amphs, veh facs (lv, hovers, tanks) and spiders, 0.5 is getting closer to becoming a ZK-complete AI. It now has a terrain analyzer that allows it to choose factories that are well suited to the map it's playing on, and with countless behavioral improvements and fixes it's more ferocious than ever.
ZKGBAI 0.4.2 "Fireworks"
-Fixes major eco issues (that revolved around unitIdle).
-Improved handling of roaches, ticks and other sappers.
-More consistent thuglaw ratio for shieldfac, builds a bigger mob before attacking.
ZKGBAI 0.4.1 "Orbitals"
0.4.1 adds a few more things:
-Tons of bugfixes since the tournament version. Lots of things that would cause it to go comatose no longer occur, and it's also more tolerant of dropped packets.
-Support for sappers (roaches, ticks, etc) implemented. It puts them where the enemy is more or less likely to step over them, and also uses blastwings as landmines.
-Support for shieldfac. I think it plays shields roughly as well as it plays cloaky now, and uses every unit appropriately (I think anyway).
ZKGBAI 0.4 "Philosoraider"
0.4 brings some radical changes and a lot of new stuff:
-Threat pathing and intelligent raiding. (can this mob of glaives kill that llt or not?)
-Improved squad handling and target selection.
-Refined eco that doesn't lose ground as easily and avoids estall more aggresively.
-Defender spam toned down considerably, now produces more units instead.
-Escalates faster to air and striders.