Something has changed in another part of Trinity that has broken my movement changes for TR. I spent a couple hours trying to track it down but to no avail, it's something deeper than my small code change. If you apply my change to an earlier version of Trinity it works fine.
Unfortunately...
Looks like right now its set to 50%, so its already higher than you want it - you might just need to tank up more.
I can add a slider for this if you really want it, though.
Whichever of your profiles are taking you into Cursed 1 just try adding a way point in between the stuck:
<MoveTo questId="1" x="913.1624" y="999.4381" z="0.6684166" pathPrecision="1"/>
Something like that should fix it.
Are people still seeing the stuck on the stairs with the shrine problem?
I have a fix for that but its in the profiles - just forcing the pathing to go over there and click it then continue on its way.
If people are still seeing the problem I encourage you to try modding the profile you're...
I've been working on making my mods a little more presentable (ie: represented in the UI w/ options) then I'll be sending it over for merging with the main line. Won't be long.
Please make sure you've deleted the tempest rush code block out of the Monk.cs file. This will remove Trinity's ability to use TR for combat.
Edit: I'll paste the code block below just for reference. You'll need to REMOVE this from your Monk.cs file:
// Tempest rush at elites or groups...
Hey rrrix, you can take it as-is if you like, it's not going to hurt anything.
That being said, I will be making more changes related to this and submitting a merge request to you, probably early next week.
Sorry fellas, my code is all based around using TR as movement, and not for combat.
I can look into adjusting it for combat use but that will take me a bit longer.
Here's a quick way to get rid of the stutter step using Tempest Rush.
In GilesTrinity\DbProvider\GilesPlayerMover.cs:
Above this line:
// Anti-stuck variables
ADD:
private static bool bCanChannelTR = false;
And then REPLACE the entire code block for Tempest Rush with this...
I've made a couple of changes to my trinity get TR monk builds working and eliminate the stutter step it does by default.
I did this in a previous version, but once 1.7.1.5 stabilizes I will sync up and merge my work in and submit a merge request to the devs.
In the mean time I can paste in...