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- General tweaks and clean-ups that may address some issues seen
- Missions
- Pauses automation while acquiring and running to mission.
- Allows rest of group to properly use teleporters for faster travel
- Unpauses upon entering instance
- /dgga /boxr [pause/unpause]
- Wasn't made into optional setting for 'reasons'.
- Oasis of Swamps has a chasm in the middle chars can get stuck in. Will need manual navigation out.
- Oasis of Forests occasionally bugs out on step 2 missing a spawn. Not script fault I can see.
- Key Quests
- All appear to be working
Will try to run missions and tasks more frequently on variety of characters to test.
Please continue to inform of any logic breaks.
- Added Key/Mission of Swamp
- Released and functional on Test Server
- Ready for go when available on Live
- Ensures task is complete before walking away
- This happens when the last step has a iteration not handled by the code
- e.g. Oasis of Frost can end with need to kill Basil or Paglan. Only one was set up.
- Script will report if this occurs- and hold until resolved automatically or manually
- Improved logic to ensure Achievement awarded before moving on
- Should actually watch for achievement awarding before moving on
- Noticed a new timing issue getting achievement.
- Bumped delay for this quick fix
- Will add smarter logic to wait for actual achievement when time
- Added support for Key of Fire and Mission of Fire
- Added limited porting ability (for now)
- At completion of the last key quest of a set, if checked will use either Zurica or Northern Desert Outlook Device to port back to North Ro
- At start of each key quest, if checked - will use Gate AA to get back central before navigating to next.
- More capabilities will be added in the near future.
- Corrected a few issues if running missions while truly solo (no merc, even)
Note: Problems with Picks
- Added delays before dropping task
- Thanks again, @burdsjm
- Addresses timing issue not awarding achievements
- Removed special movement code in response to improved Nro/Everfrost meshes
- Updated Key of Frost movement in Everfrost
- Most issues around getting in, around, and out of ice hole should be identified
- If script can't do something, it'll beep twice and display text e.g. "Cannot get out of ice"
- In this case, just move the character where required and script should auto-continue
Been having lots of issues with the group zoning OUT of missions into different picks.
The script theoretically could continue - but I haven't gotten /dquery or other mechanisms to identify this working yet.
Will continue to address. Until then, just /pick the offending character(s)
- Key of Frost: Classes with a summoned pet will not need to go into the Fishing Hole in Everfrost
- Navigation in SW corner of Everfrost hacked a little until navmesh is improved
- Character still can't get OUT of the SW corner, but quest should now be completed successfully
- Corrected invalid zone name: "anniversarytower"
- Added missions for all key quests
- Can run all back-to-back and MOSTLY will do them all.
- Handles swapping to top-level containers automatically
- Missions:
- Repaired Key Of Frost: Has issues getting into/out of Ice Hole and to far SW corner. Will need help at those points. This one still a bit of a mess.
- Navigation Issues:
- Some navmesh issues to resolve or code round. Haven't done yet.
- /travelto from tower to South Ro will loop back into tower. Need to pause and manually scoot
- /travelto from South Ro to tower will get hung up on teleport pad. Need to manually scoot
- The most recent /travelto is tracked via a button. If that travel is ever interrupted (or due to needing manual intervention), the button can be pressed to "get back to traveling"
- Quick fix to break on group not engaging after zoning into missions
- Oasis of the Jungle fully functional
- Group attacks the barrels by default
- Optional to instead move to a corner and wait for them to self-destruct. This takes 1 minute per barrel - so 3 minutes total
- Option at bottom of main Missions page
Unrelated information on the mission if you ever have to run this manually
Barrels have the same names and positions and unlock in the same order every time:
Additionally, there is a visual clue as the currently active barrel is a less brown, more reddish color.
- an_explosive_barrel00 - West corner
- an_explosive_barrel01 - South corner
- an_explosive_barrel02 - East corner
If you choose not to engage, the AE is only 80', so just scoot next to the gorilla or far East corner and you're out of range