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- If UseBandoliers is enabled, reverts to Main (non-Stun) at end of run
- Will perform a CWTN /resetcamp when engaged with Hunters
- Optional, defaults to true
- ResetCampAtHunters=true
I have not noticed a difference when running with this flag, so please let me know if anyone does.
Still on the to-do list:
- Zoning into quest should work better
- Will only wait for instance spin-up as necessary
- Bard still sometimes doesn't zone. This doesn't appear to be script-specific.
- Cleaned up Hex/Warlord wave; targeting & prioritization
- Hunters targeting has improved
- Sometimes still doesn't target Hunters.
- Correct hunter targeting
- Correct archer targeting
- New config option to not wait for Hunters at 3rd stage
- Defaults to true - no changes from current behavior
- First run will add to config file
WaitBeforeEngagingHunters=true
- Bandoliers explicitly reverted to Standard at completion of event or exiting zone
- Some situations existed where a char was left on the "Stun" bando
- Initial Archer Fight Should Now Include Whole Group
- Group is instructed to /target and /attack archers
- DanNet commands are now all restricted to group
- Entering quest zone before it is ready should initiate a wait and retry
- Mini-bosses will engage more regularly
- Previous distances were set too short
- Minor clean-ups
- Added comment helping clarify that changes to configs requires INI file updates
@Rare Spawn Didn't add Casting stuns - have the code if it is valuable. As you mention, does require user setting that char up properly to utilize.
- If not already so, will request mission and move to quest zone.
- Waits for entire group to zone in before continuing - so issue if someone sitting in group for TA.
- Also for this stage, recommended that requestor not be shrunk and to have levi on due to current mesh.
- On startup, initiates the following. A bit of spam, but let me know if it's a problem or we need changes
- Chase on (Kissassist)
- Mode Chase (cwtn)
- Mode SicTank (cwtn)
- Now delays move to hunters by 30 seconds. Still sometimes 1 or 2 hunters scoots towards group but much better.
- Chest-open phase now working
- Thanks to @Hylander
Current TODO or suggestion list:
- Archer killing starts when they spawn, rather than first stun.
- This is coded but has one issue. Ran outta time. Will address
- (Optional) break archer into multiple trips for lower-DPS groups
- Add Hunters to ignore list when not needed.
- Haven't seen this cause a problem, even with small engagements
- (Optionl) Allow enchanter, paladin, and whomever else to stun via spells
- Thanks. @Rare Spawn
- Waits 5 seconds before engaging hunters
- Engages 1 first, then final 2
The macro will now successfully end on completion.
- Correctly handle the death of Captain Kar
- (Thanks, Sic)
I have not actually tested the "Open Chest" step. Will do that next run.