zarqon
Well-known member
It's update day -- ZLib, Registry, SS, and Batbrain all get to see updates today.
BatBrain now has its own thread. Right now, the first post is still a bit of a placeholder in some ways. You can expect an outlining of the useful functions, and (as StDoodle has campaigned for several times) a description of the data file format and its keywords, so you can add new content or fix old content yourself, if my update schedule is too slow for you (it's likely; I'm an early adopter of new ASH functions but a late adopter of new KoL content).
There were some pretty big changes to this BatBrain update. I don't believe the poisoning issue was entirely squashed, but I believe we have squashed our way past the obvious bit so that the more subtle bit will be easier to find. More excitingly, BatBrain now tricks itself into thinking your entire queue of actions has already happened, which is very useful for predicting outcomes -- particularly for deleveling actions, which have to be applied in series rather than cumulatively. Read more about it in the BatBrain thread.
I also spent some combats at high verbosity and found some repeated messages unhelpful, so I changed some of the printed output to look a little more organized at high verbosities. Also added a few more high-v print statements to help people determine what section of the script bugs might be happening in.
SmartStasis 1.3 Update
DB Combos were (yet again) refactored. This time they take advantage of BatBrain -- they use merge() to combine the advevents, and they use BB's new predictive adjustment to decide when a combo is safe to cast. It's rather lovely, I dare say.
Possible profitable combos are cast back-to-back in a single macro, not one-by-one in separate macros. For castle farmers with Rave skills, this will significantly speed things up. Again, this was enabled by BB's new predictive abilities. Rave Steal also now accounts for a definite grab from remaining unconditional drops (finally!), plus it will properly value goals as worth significant risk.
I also realized that I had meant to normalize the script settings that are lists of monsters, since the functionality for that was added to ZLib long ago. Did that; and then removed all the to_lower_case() bits from the comparisons since they were no longer needed. Everyone updating this will probably get to watch their ftf_olfact setting (if not others) get normalized the first time it runs. Fun!
And now, I really need to get to bed. Goodnight!
BatBrain now has its own thread. Right now, the first post is still a bit of a placeholder in some ways. You can expect an outlining of the useful functions, and (as StDoodle has campaigned for several times) a description of the data file format and its keywords, so you can add new content or fix old content yourself, if my update schedule is too slow for you (it's likely; I'm an early adopter of new ASH functions but a late adopter of new KoL content).
There were some pretty big changes to this BatBrain update. I don't believe the poisoning issue was entirely squashed, but I believe we have squashed our way past the obvious bit so that the more subtle bit will be easier to find. More excitingly, BatBrain now tricks itself into thinking your entire queue of actions has already happened, which is very useful for predicting outcomes -- particularly for deleveling actions, which have to be applied in series rather than cumulatively. Read more about it in the BatBrain thread.
I also spent some combats at high verbosity and found some repeated messages unhelpful, so I changed some of the printed output to look a little more organized at high verbosities. Also added a few more high-v print statements to help people determine what section of the script bugs might be happening in.
SmartStasis 1.3 Update
DB Combos were (yet again) refactored. This time they take advantage of BatBrain -- they use merge() to combine the advevents, and they use BB's new predictive adjustment to decide when a combo is safe to cast. It's rather lovely, I dare say.
Possible profitable combos are cast back-to-back in a single macro, not one-by-one in separate macros. For castle farmers with Rave skills, this will significantly speed things up. Again, this was enabled by BB's new predictive abilities. Rave Steal also now accounts for a definite grab from remaining unconditional drops (finally!), plus it will properly value goals as worth significant risk.
I also realized that I had meant to normalize the script settings that are lists of monsters, since the functionality for that was added to ZLib long ago. Did that; and then removed all the to_lower_case() bits from the comparisons since they were no longer needed. Everyone updating this will probably get to watch their ftf_olfact setting (if not others) get normalized the first time it runs. Fun!
And now, I really need to get to bed. Goodnight!