[A1-A3 - Inferno] Keywarden Hunt (Randomized) - modified versions of Ciggarc's Champion Hunt Profiles
What does it do?
- Act 1
- Act 2
- Act 3
As soon as you receive NV5, it will warp to appropriate location to hunt for the Keywarden. It will attempt to detect Keywarden, kill, and leave upon death. Because of the inherent design of DB, this may not always work, especially if you are chasing monsters all over the map. However, based on initial testing, it works most of the time for me anyway.
This is a randomized profile setup to help reduce chances of detection (maybe?). Can't hurt.
Required Plugins
-
RadsAtom 1.5.1
- Attached GilesTrinity 1.6.3.4 v4 Mod Plugin (I've modified this to better handle Keywarden detection/warp on death)
Run the A1-A3_START_HERE.xml to begin the profile.
When you first run this, it will enter Act 1 in the town. It will then immediately leave the game and select a random Act to play. From then on, it will randomly pick from Acts 1, 2 & 3 once it finishes the keywarden location. If you would like to avoid the initial start game-close game, you can always just start any act you like by selecting either: act1_start.xml, act2_start.xml, act3_start.xml. It only does this on the first initial load and never does it again so I don't feel it is an issue.
Please make sure you have the latest version of DB so everything works. You will want to use my modified Trinity and RadsAtom pluggins for optimal performance.
I do not make any guarantees of this profile but as of 10/24/12, this is working great for me. I have no other active plugins enabled except RadsAtom and GilesTrinity. If I run into any issues in the future, I'll do my best to update. Actively improving Warden detection in Act3, please be patient.
Thanks to the ciggarc's team for these original profiles and their great plugin.
Happy hunting!
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Changelog:
Code:
v1.2.4
- Removed all hacked keyrun tags, no longer need custom RadsAtom, you can you 1.5.1 (I've attached for those of you who can't find it)
- Added Howling Plateau to Act 2 for extra NV
- Fixed missing ContinueTo in Whispering Winds/ Act 2
- Removed keyrun tag entirely from Act 3 since it is still possible to only get 4 elites out of the area, don't want RadsAtom to screw up.
If you kill 5 elites at Skyfort, you're usually at the end anyway so it shouldn't add too much time to your run.
v1.2.3
- Added extra wavepoints to Fields of Misery to search previously unexplored area where Keywarden can spawn
- Restored the accidental removal of Leoric fix from previous update
- Increased radius size of final wavepoint to make sure you TP if my script missed the Keywarden
v1.2.2
- Fixed Keyward Warp so that it doesn't get stuck if it can't locate him. Should finish map, TP to town, and select new Act
- Tweaked Act 3 Stonefort Keywarden Warp...still needs work but the warden doesn't want to spawn in potential problem areas for me :P
v1.2.1
- Updated ALL acts to the new BETA keywarden warp. I also altered the code significantly (made it 100x cleaner)
and also tweaked a few parameters so the kill radius is increased to 175 when it spots the Keywarden and then
resets after it kills. See notes for further details. In my past 4 runs, it has fired 4/4! (across all 3 Acts)
- Fixed Road to Alcarnus Death Handling
- Applied NV5 warp reversion to ALL acts (1.2 only did Act 1)
v1.2
- Reverted NV5 warp to previous "hack" as the keyrun warp doesn't always like to fire properly.
- Updated Fields of Misery with new BETA Keywarden warp. It will attempt to warp upon keywarden's death and restart the game.
You will need my modified Trinity file to get this to work, if not, it will just act like it has before. It may not always work, see notes.
v1.1
- Improved death handling for all Acts. Will no longer teleport back to down upon death.
- Act1 death handling signficantly improved and checkpoints recognized.
- Added extra movement points in the Oasis to help locate the Keywarden
- Forced Keyrun disable hack so that the profile doesn't reset in case you reach NV5 inside the Keywarden area
- Act 2 brings Leah and Adria along to help fight
- Act 3 brings Tyrael along to help fight
Recent Notes:
Code:
I'm currently testing a new keywarden profile that will attempt to warp when it has found and killed the keywarden,
thus restarting the game and not running through the entire profile.
The script checks upon every wavepoint if the keywarden is within range. If it is, it will go after him,
and warp when it can no longer find him (dead). However, if you stumble upon the keywarden in between MoveTo points,
or if you're chasing a goblin across the map, it won't work. I've tweaked the design of it and it really is working well for
my initial tests. I don't anticipate it working EVERY time, especially Act 3 as you tend to chase down shamans
and are likely to run into the Keywarden on an enemy chase. In any case, it will speed farming overall.