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- Updated handling of Merc auto packing and unpacking
- Added ability to override Agent Conversion Counts per priority (see below)
AgentCountForConversion may now be optionally extended per-priority (common, uncommon, rare). Unspecified values use that configured for next lowest priority.
[General]
agentCountForConversion=Common|Uncommon|Rare
Sample Values:
Specify a large value to essentially "disable" conversions for a priority.
- (default) 2
- Common: 2
- Uncommon: 2
- Rare: 2
- 2|9
- Common: 2
- Uncommon: 9
- Rare: 9
- 2|9|8
- Common: 3
- Uncommon: 9
- Rare: 8
Specify "0" to indicate all agents for a priority should be converted.
- 0|0|999
- Common: 0 (ALL common will be converted)
- Uncommon: 0 (ALL uncommon will be converted)
- Rare: 999 (Only convert agents that have 1,000 or more)
- Removed obsolete validating of minions
- This could crash if too many minions (~390+?)
- Slightly improved ability to filter logging
- [General] logLevel
- -1 = no logging
- 0 = Only errors
- 1 = Primary logging (white text)
- 2 = Secondary logging (orange text)
- 3 = Debug logging (previously disabled by default)
At this moment, screen and log file logging are the same. Cannot turn one up/down without the same for the other
Changes in response to latest patch: https://forums.daybreakgames.com/eq...-notes-september-16-2020.270243/#post-3964952
- First agent displayed is now selected.
- This feature may be disabled by setting [General] useFastAgentSelection to 0
- Option 'generalList' and 'generalListFast' will now include Conversion and Recruit tasks for its consideration
- Allow Common Conversion to monitor indefinitely with improved logging when things go long
- Added new optional configuration to output current agent counts between cycles. Needs to be manually added to utilize.
- [General]
- countAgentsBetweenCycles=1
- Same as manually calling "/mac overseer countAgents" - should only take a few seconds to complete.
Running the macro will now create 2 new configurations with default values below:
- Option exists now to opt out of Conversion and Recruitment quests
INI:[General] ignoreConversionQuests=0 ignoreRecruitmentQuests=0
By setting either to 1, the associated quests will be ignored and not run.
- Handle new delay in Everquest's delay in loading Overseer system. (Currently only happens in test. Assuming will push to live)
- Corrected uncommon issue where macro would end, thinking no more quests pending.
- If choosing currency reward, outputs current Tetradrachm count when claiming.
- Corrected uncommon issue where macro would attempt a 6th quest.
- Corrected issue caused if [Preview] window was opened before or during macro run.
This will be documented on front page more fully when finalized.
- Added ability to specify Priority "Groups".
Optional configuration below. If not included or if blank, macro runs as it always has:
[General]
useQuestPriorityGroups=Group1|Group2|Group3
This will run
1. [QuestPriority_Group1]
2. [QuestPriority_Group2]
3. [QuestPriority_Group3]
(Or [QuestPriority_Unsubscribed_GroupX] if not Gold).
To test, run "/mac overseer generalListFast" to see how this results in quest prioritization
Previous version of macro would kick off at completion of next quest.
- Clean up INI-creation script
- countAgents command; Add count of current duplicates (thanks, Jande)
- Defer start of next run if subsequent quests are also completing close after
New version will delay if another quest is completing within 10 minutes of the first. This minimizes chance one finishes while quest is running as well as maximizes the pool of available agents when looking to run new quests.