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Bounties

WetLock

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Anyone running bounties succesfully with the bot?

Public perhaps?
 
Public bounties work, but bot will still leave game if it encounters an unsupported bounty. It also does not currently detect other what bounty other players are doing, so will often jump into one with them, making them both suspicious of bot and/or angry at you for not picking your own bounty to do. It will also run to acts that are not bonus acts and talk to Tyreal if someone finishes up an act ahead of time to make it ready when it becomes the bonus.

If you are going to bot bounties I would either do it solo, or with multiple accounts you control as you can make 2nd account run them backwards. If you want to do public split bounties, do it manually.

If you want to throw caution to the wind, you can insert this line at the end of your bounty script to make it not leave party after bounties are finished.

Change This:
<LeaveGame reason="The END" />

To This:
<LeaveGame reason="The END" stayInParty="True" />


Once again though, if you care about your account, I highly recommend not doing public bounties with the current state of how they are working.
 
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Doing public bounties is a great way to get reported. You just don't do it.

To answer your question, I've tried multiple classes and I think the chicken WD is by far the best class for botting bounties so far. Bounties are still buggy in general though - they often skip the objective and unnecessarily clear the entire map. I suspect the coding behind creating a profile for bounties is no small challenge. Eventually they will figure it out, just be patient. :)
 
If you are going to bot bounties I would either do it solo, or with multiple accounts you control as you can make 2nd account run them backwards.

I've been running multiple accounts but having them all run bounties together (seems to help avoid instances where a random enemy is left alive, etc).

I have never heard of anyone having one of the bots run them backwards. Is this a simple change to implement? I would go look through DB settings right now, but I can't.

I know that SimpleFollow and AutoFollow are setup to have the group travel as one. How do you get the bots to all stay in the same party and run different bounties? I would even settle for having the bots all run separate acts at the same time.


I do remember reading in the OP for AutoFollow that xzjv was going to try and implement split bounties. That would be amazing!
 
somewhere on the forums, I do not remember where there was a thread showing what needed to be done to the bounty profile to make it run backwards for different accounts. It involved having the normal profile loaded on one and the reverse profile loaded on another. If I can find it I will link it here, but try searching the forums for it as I cannot promise I will look it up. I just remember there being a good thread about split bounties a week or so ago where this was brought up and explained. I just remember that it involved using at least 2 diff profiles for the desired result. If you are running them together it probably would be nice to have them at least split into 2 groups and theoretically half your time on bounties. I only run 1 bot right now so it is not really a priority for me.
 
I just added a randomize to the order of the bounties in each act, worked pretty well I must say. I can look up the part you need to change.

This line in a file called BountyCoroutineFactory.cs somewhere in the adventurer plugin:
actBounties.AddRange(gameActBounties.Select(GetBounty).Where(bounty => bounty != null));

Just turned it into this:
actBounties.AddRange(gameActBounties.Select(GetBounty).Where(bounty => bounty != null).OrderBy(x => Guid.NewGuid()));

I didn't test it a lot but the darned bots sure went randomly.
 
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I just added a randomize to the order of the bounties in each act, worked pretty well I must say. I can look up the part you need to change.

This line in a file called BountyCoroutineFactory.cs somewhere in the adventurer plugin:
actBounties.AddRange(gameActBounties.Select(GetBounty).Where(bounty => bounty != null));

Just turned it into this:
actBounties.AddRange(gameActBounties.Select(GetBounty).Where(bounty => bounty != null).OrderBy(x => Guid.NewGuid()));

I didn't test it a lot but the darned bots sure went randomly.

But can you get it to work in a way that I get 4 bots all going in the same game and use a randomized setting with Adventurer bounties?

This would be amazing.

AutoFollow and SimpleFollow do not have the ability to do this...

https://www.thebuddyforum.com/demonbuddy-forum/240984-db-public-game.html#post2164603

PHP:
<Profile>
  <Name>Adventurer - Bounties</Name>
  <KillMonsters>True</KillMonsters>
  <PickupLoot>True</PickupLoot>
  <GameParams act="OpenWorld" searchForPublicGame="True" />
  ...
</Profile>
PHP:
<GameParams act="OpenWorld" searchForPublicGame="True" />

Add that to your profile and it will search for a game instead of creating one.

...but can we get it to invite friends from friend list, and have the other 3 bots accept those invites, then use a randomized bounty profile to allow all 4 bots to run independently. Effectively creating a Split Bounty / Multi-Bot setup that we have needed for ages.
 
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Maybe autofollow will add split farm function in the future. In BehaviorType.cs, "SplitFarm" is already declared. But I'm afraid we have to wait a long time.
 
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