Steamhammer 2.1.1 test version
I’ve uploaded Steamhammer 2.1.1 to SSCAIT. It’s a test version that I don’t expect to release source for. I’ll follow a plan similar to last year’s: Upload a series of test versions as the tournament approaches, in hope of catching any new bugs and weaknesses before it is too late. The version that goes into the tournament will be whatever is ready by then, and that is the version that I’ll do the full release job for. Last year I used “1.4a1” and so on as test version numbers. This year it will be “2.1.x”.
There are quite a few changes, and they are probably not what you are expecting. I count 5 fixes for serious bugs that could easily lose games, plus mitigations to reduce 2 important weaknesses, plus a bunch of quick corrections and tweaks for less important issues that came up. There is still 1 major bug at the top of my list to fix before the tournament, and we’ll see whether I’ve introduced any awful new weaknesses—some of the changes are risky, it would not be a surprise.
I disabled Randomhammer until after the tournament. It’s not broken or anything, I just felt like turning it off in plenty of time this year. Everybody else will get in a few more last-minute games.
I changed the debug drawing options to show off a new option that I added, DrawHiddenEnemies
. It draws 4 symbols to represent known enemy units and buildings that cannot be seen at the moment: An enemy that is out of sight gets a small green circle at its last seen location, or a yellow circle if it was burrowed when last seen (especially useful for spider mines and lurkers). An enemy that is out of sight and is known to be no longer at its last seen location gets a red X instead. And an enemy which is in sight and is not detected gets a larger violet circle (a faint color that I think of as representing the cloaking field) and is labeled in white with its unit type. The picture is from a game versus Iron. The yellow circles are known spider mines outside detection range, and the green circle and red X mean that at least 2 more enemies are out of sight, likely nearby.

I’m not finished with AIIDE 2018. I want to analyze aspects of CherryPi and SAIDA. I’ll squeeze that in too, sooner or later.
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