rrrix
New Member
- Joined
- Jul 11, 2010
- Messages
- 3,449
- Reaction score
- 61
Download Trinity 1.7.2.9
Known issues:
Combat logic:
Known issues:
- DH Sentry Turrent still does not work, appears to be DB bug
- More fixes for not-attacking stuff after a single attack is used
- Removed UI checkboxes for WD Grave Injustice and Barb Boon of Bull Kathos, as the passives are now auto-detected
- Added Witch Doctor Hex: Angry Chicken support
- Added improved support for WD Grave Injustice with acid cloud and zombie bears, taking into account pickup radius
- Wizard Blizzard is now cast on the best cluster area instead of the primary target
- Added more logging for main HandleTarget for debugging CM/WW problems...
- Modified unstucker weighting for current destination position
- Refactored/Moved UpdateCachedPlayerData, RefreshBuffs, RefreshHotbar methods into PlayerCache class
- Fixed rogue IsWaitingForPower in Refresh HealthWell section, causing stucks
- Removed SNOPower.Walk from Wizard ET/Blizzard spells
- Tweaked RandomXY ZigZag from 2/3+1+5/4 to 1/2+3/4+1 distance
- Destructible radius is now always forced to 50%, re-purposed dictSNOExtendedDestructRange to be used as a range when object should be 'added' to cache instea
- More tweaks for destructible object range and detection
Combat logic:
- Very-large destructibles (e.g. that huge catapult in skycrown) will now be always attacked
- Re-worked trash/elite/gold weighting/prioritization a little to better pick targets
- Bot should be better about not attacking units that are standing directly in avoidance
- Tweaked single target zig-zag a little, changed multi-target zig zag to use clusters
- Trinity behavior tree will now wait for power/spell use based on time rather than ticks. This will help reduce CPU utilization slightly and strange behavior when using extremely low (<6) or high (>20) tick rates.
- Close Target prioritization now takes effect when 3 or more units are within close melee range (5f)
- Kiting will now only kite monsters who are weighted (e.g. valid targets)
- Fixed default ranged weapon attack distance
- Improved Kiting logic some, should suck less
- Increased Ignore Trash Mob max count UI slider to 15
- Tweaked ignore trash mob logic slightly - should be better about REALLY ignoring trash mobs now, added some logging for helping me debug
- Monk Sweeping Wind spell will no longer interrupt Tempest Rush channeling
- Monk Wave of Light trash mob max count UI slider increased to 15
- Monk Tempest Rush targetting optimized a little more Optimized - works better now except when navigating tight corners and with destructibles/barricades
- Fixed monk TR Movement+TrashOnly bug being used on Elites
- Fixed Monk Wave of Light spirit check (was attempting to cast even without enough spirit)
- Destructibles are now ignored if monk is channling Tempest Rush or has Sweeping Wind buff
- Barbarian Rend is now used more when current target is not bleeding or 2 or more nearby targets are not bleeding - and fixed use timer bug
- Barbarian Whirlwind and Tempest Rush ZigZag for single/sparse targets has been updated, it will now criss/cross the target better
- WitchDoctor Manitou rune is now used correctly OOC (only when Manitou is not present), may help with other OOC buffs as well
- WitchDoctor Locust Swarm is now used correctly (only when current target is not affected)
- WitchDoctor Soul Harvest + VengeFul spirit works better
- WitchDoctor Vengeful Spirit rune is now supported and has special logic
- DemonHunter Range weapon default attacks should work correctly now
- Items should now be picked up when the current profile behavior is a UseTownPortal tag
- Fixed bug standing around trying to pickup gold that we were already standing on
- Fixed bot acting confused when dropped items are sitting in AoE range
- Added potential fix for Demonic Forges and other navigation obstacles... needs testing
- Added some optimizations and caching where appropriate for TeamID, IsBurrowed, IsUntargettable, IsInvulnerable - should help reduce CPU utilization slightly
- Adjusted defaults for Gold Inactivity (300) TPS Limit when modified (8) and Cache Refresh Rate (300)
- TownRunTimer will now keep BehaviorTree running while waiting (should no longer continue running profile when bags are full)
- Added client navigation check if we can actually move to attack a unit/pickup an item (replaces GridProvider.CanStandAt(Point v2))
- Fixed GoldInactivity not triggering while Behavior tree is in running state for extended periods of time
- Fixed Azmodan avoidance, it actuall works now
- Set default SuccubusStar avoidance health slider to 0 (disabled)
- Added TrinityTownRun to IsTryingToTownPortal() safety checks
- Added AWE's fix for TrinityLoadOnce random profile selector
- Added AWE's TrinityLoadOnce multi-profile stuff
- Tweaked destructible AddToCache logic slightly to be less sensitive for smaller objects
- Lots of refactoring - moved ItemValuation and Constants into their own classes, created NavHelper/MathUtil, Improved TargetUtil, rebuilt several functions and reorganized a lot of old code
- Trinity will now force-reload the profile OnGameChanged since Demonbuddy forgets to do this sometimes (may cause double-reloads, but that's OK)
- Fixed bug with persistent stats XML data not being flushed completely and causing XML document errors in logs
- Improved Unit attribute check order in hopes to reduce CPU utilization
- Temporary caches are now reset on new games only, rather than periodically (was 5/10/30/150 seconds), should help reduce CPU utilization
- Fixed RunStats Item Stats (IPH) counter / GenericObjectCache
- Monsters are now always added to the cache regardless of kill radius, but are now ignored from weighting based on kill radius (so they can be included in TargetUtil checks)
- Started work on using only cached values and minimizing reads from DB/D3 memory - focus on ZeteDia and ZetaDia.Me
Last edited: