About
This thread will cover the status of the current downtime, and what to expect this week.
First, this expansion update is progressing better than expected. This is mostly due to there being more manageable client changes this time around vs. previous expansion changes. There were still quite a lot of client changes, but we'll be back up and running sooner rather than later compared to previous expansions.
As a result, we hope to have a testable Beta out around Tuesday or Wednesday, depending on additional patches after the weekend. Please remember every client patch breaks the bot and requires a new version to be deployed, so on days where multiple hotfixes get released, botting time is greatly affected
Alpha Changelog
As has been talked about for the past few months, the Exilebuddy 3.3 update contains numerous updates to some old legacy systems. Those changes can be found here. What was the previous Alpha version will now become the new Beta/Release version. An additional update about why some things we wanted to change weren't changed yet will follow below.
Incursion Changelog
In addition to the already mentioned alpha changes, these are the current Incursion specific changes.
As it stands, the only Incursion related data we do not have worked out is the connections between rooms, but other than that, everything users need to be able to work with the new league will be ready to go by our first Beta!
Roadmap - Testing
Due to the size of the game now, it's impossible for us to retest all content before we do our first Beta.
That means there's going to be things that we miss as a result. Numerous terrain generation changed this update due to the Incursion mechanics, so some areas might perform worse than before with movement, as we've seen Act 3 sewers seems worse than before. There's not much we can really do about those areas for now, so users will need to help their bots when they run into issues as usual.
Please keep in mind that new expansions = babysit your bots. There's too many subtle changes and things that can go wrong due to the randomness of the game to where users need to wait until the game stabilizes again and settles down with patches before even thinking about running unattended. This has always been the case for this game, and still is.
Roadmap - Incursion
Incursion is a very rewarding league, so we'll be providing a simple plugin for it that will get better over time. We still encourage the community to make their own versions that do exactly what they want though! However, once again with game changes like this, core systems we use in the bot aren't quite as suited for the changes this league brings, so we'll be looking at improvements to things.
Roadmap - Routines
A new generic routine is planned post 3.3 with all the new skill changes and trap mechanic changes. However, it's not possible to code something that will work better than OldRoutine, without adding substantial downtime which we already know people don't want. As a result, you'll get Beta earlier, but are still stuck using OldRoutine or whatever custom routine you're using until the future.
We'll still fix any new skill related bugs as they are reported, but as was previously mentioned, this game has too much content for us to retest everything ourselves. Basically, there's going to be issues with certain skills and the old code will not handle them nicely, so you can use skills that still work nicely, get community help to change the code yourself, or wait until we're able to handle the game changes better.
Roadmap - PlayerMover
The 3.3 update brings about a new PlayerMover system that was announced months ago. However, we'll still be including our own updated skill based player mover in the future. Until then, users can still use updated player movers from the community. Much like OldRoutine, it's either we go with testing Beta with what we've had or delay to make something better, and no one wants that, so users will have to bear with what's there still.
Roadmap - Item Filter
Same story as PlayerMover and Routines. Updates to the core item filter plugin will be post 3.3. Basically there's just not enough time to handle major changes to these systems alongside the expansion changes themselves, so what's there that has been there for years gets to live on a little longer before being replaced. We are sorry for the inconveniences some of this old code brings, but that's just the nature of this game and what happens when you have to deal with change so much.
Roadmap - Pathfinding Changes
3.3 contains updated core pathfinding code along with the changes Beta/Release already had. These changes have been tested for a month and have been seen to fix numerous issues, so that's good. However, there's still a lot of pathfinding related issues that aren't fixed by these changes, because they're related to the game design of PoE.
Unfortunately, there's not much we can do about those issues still because of how complicated the issue is. I know what the problems are, I know how to fix them, but the solution will result in worse performance and break any code that uses ExilePather, so that's why those changes did not happen for 3.3 as originally planned. Basically, it's a rare case of fixing the issues the right way would result in a worse product overall, which we can't justify at this point. So, we're stuck with what we have for the foreseeable future.
Roadmap - Performance
As the game continues to get more content crammed into it, more unoptimized gfx and effects get shown, more objects on screen in small spaces, performance will continue to go down. There's nothing we can do about this sadly. Botters need to upgrade their system to make sure they can handle the ever increasing requirements.
When playing by hand without the bot attached, I've noticed numerous performance issues this expansion, so as always, if you run into any severe problems, you'll just have to wait until the game addresses them. Certain skills being used in Incursions really hit the framerate hard, and there's reports of memory leaks and whatnot, so keep that in mind.
Conclusion
Alright, that's about it. I think that about covers everything people need to know for now. We hope to finish up testing over today and tomorrow, then we'll see if things are ready Tuesday for a Beta and if not, we'll go for Wednesday.
We'll post any other status updates in this thread as needed, but unless a new patch comes out that breaks everything again, the next status update will be the actual deployment of Beta.
Thanks for reading!
This thread will cover the status of the current downtime, and what to expect this week.
First, this expansion update is progressing better than expected. This is mostly due to there being more manageable client changes this time around vs. previous expansion changes. There were still quite a lot of client changes, but we'll be back up and running sooner rather than later compared to previous expansions.
As a result, we hope to have a testable Beta out around Tuesday or Wednesday, depending on additional patches after the weekend. Please remember every client patch breaks the bot and requires a new version to be deployed, so on days where multiple hotfixes get released, botting time is greatly affected
Alpha Changelog
As has been talked about for the past few months, the Exilebuddy 3.3 update contains numerous updates to some old legacy systems. Those changes can be found here. What was the previous Alpha version will now become the new Beta/Release version. An additional update about why some things we wanted to change weren't changed yet will follow below.
Incursion Changelog
In addition to the already mentioned alpha changes, these are the current Incursion specific changes.
- Updates for 3.3.0.4
- Updates for 3.3.0.3
- Updates for 3.3.0.2
- Updates for 3.3.0.1
- A new AutoLoginEx plugin has been included in Default. This plugin will replace the legacy AutoLogin in the future.
- It is currently disabled by default as to not brick everyone's settings.
- Please disable "AutoLogin" if you wish to use "AutoLoginEx", as two auto-login plugins running at the same time is not a good idea.
- InstanceInfo.Incursion API added:
- Dat.IncursionRooms added. NOTE: This data is only loaded in the client once the TempleOfAtzoatlUi has been opened at least once, so users need to open the UI before using this API.
- Id - the id of the room
- Name - the name of the room
- AreaId - the room area id
- Description - description of what the room does
- Lore - lore text
- Tier - the room's tier
- UpgradedRoom - A DatIncursionRoomsWrapper of what the room is upgraded into or null
- IncursionArchitect - A DatIncursionArchitectWrapper of the architect or null
- Dat.IncursionArchitect added.
- Name - the name of the architect
- Metadata - the metadata of the architect
- MonsterId - the monster id of the architect
- HasTemple returns a bool to see if Incursion data is present.
- EntranceRoom, ApexRoom, Room1..Room11 return a DatIncursionRoomsWrapper to be able to access the room data of your current Temple. Rooms are numbered from left to right, bottom to top.
- CurrentIncursionRoomId returns an int of the id of the current Incursion room.
- CurrentIncursionRoom returns a DatIncursionRoomsWrapper for the current Incursion room.
- IncursionsRemaining returns an int of the number of incursions remaining.
- IncursionArchitect1/IncursionArchitect2 return a DatIncursionArchitectWrapper to expose the Incursion Architects for the current Incursion room.
- IncursionArchitect1Room/IncursionArchitect2Room return a DatIncursionRoomsWrapper to expose the Incursion room associated with the architects.
- Dat.IncursionRooms added. NOTE: This data is only loaded in the client once the TempleOfAtzoatlUi has been opened at least once, so users need to open the UI before using this API.
- InGameState.TempleOfAtzoatlUi added
- EnterIncursion / OpenTemple can be used to click the buttons on this UI.
- InGameState.CorruptionAltarUi added
- WindowControl to work with the window
- Inventory to work with the inventory
- HasItem to know if there's an item to use
- Pickup to pickup the item to the cursor to apply it to another item.
- InGameState.TableOfSacrificeUi added
- WindowControl to work with the window
- InventoryControl to work with the inventory
- Activate can be used to click the activate button
- InGameState.LapidaryLensUi added
- WindowControl to work with the window
- Inventory to work with the inventory
- HasItem to know if there's an item to use
- Pickup to pickup the item to the cursor to apply it to another item.
- ExilePather.BlockLockedTempleDoors added to be able to auto-block locked doors in the Temple.
- ExilePather Ascendancy Door checking logic updated to only run in Labyrinth Trial Areas rather than all areas.
- Added the 'global_override' parameter. This allows users to specify a new filename for "GlobalSettings.json" to avoid conflicts when running multiple bots from the same folder.
- Settings window updated to include "-> Manager <-" tabs to be able to change the current Bot/Routine from the Settings window.
- LokiPoe.Input.Binding.throw_net has been removed.
- LokiPoe.Input.Binding.generic_league_key has been added.
As it stands, the only Incursion related data we do not have worked out is the connections between rooms, but other than that, everything users need to be able to work with the new league will be ready to go by our first Beta!
Roadmap - Testing
Due to the size of the game now, it's impossible for us to retest all content before we do our first Beta.
That means there's going to be things that we miss as a result. Numerous terrain generation changed this update due to the Incursion mechanics, so some areas might perform worse than before with movement, as we've seen Act 3 sewers seems worse than before. There's not much we can really do about those areas for now, so users will need to help their bots when they run into issues as usual.
Please keep in mind that new expansions = babysit your bots. There's too many subtle changes and things that can go wrong due to the randomness of the game to where users need to wait until the game stabilizes again and settles down with patches before even thinking about running unattended. This has always been the case for this game, and still is.
Roadmap - Incursion
Incursion is a very rewarding league, so we'll be providing a simple plugin for it that will get better over time. We still encourage the community to make their own versions that do exactly what they want though! However, once again with game changes like this, core systems we use in the bot aren't quite as suited for the changes this league brings, so we'll be looking at improvements to things.
Roadmap - Routines
A new generic routine is planned post 3.3 with all the new skill changes and trap mechanic changes. However, it's not possible to code something that will work better than OldRoutine, without adding substantial downtime which we already know people don't want. As a result, you'll get Beta earlier, but are still stuck using OldRoutine or whatever custom routine you're using until the future.
We'll still fix any new skill related bugs as they are reported, but as was previously mentioned, this game has too much content for us to retest everything ourselves. Basically, there's going to be issues with certain skills and the old code will not handle them nicely, so you can use skills that still work nicely, get community help to change the code yourself, or wait until we're able to handle the game changes better.
Roadmap - PlayerMover
The 3.3 update brings about a new PlayerMover system that was announced months ago. However, we'll still be including our own updated skill based player mover in the future. Until then, users can still use updated player movers from the community. Much like OldRoutine, it's either we go with testing Beta with what we've had or delay to make something better, and no one wants that, so users will have to bear with what's there still.
Roadmap - Item Filter
Same story as PlayerMover and Routines. Updates to the core item filter plugin will be post 3.3. Basically there's just not enough time to handle major changes to these systems alongside the expansion changes themselves, so what's there that has been there for years gets to live on a little longer before being replaced. We are sorry for the inconveniences some of this old code brings, but that's just the nature of this game and what happens when you have to deal with change so much.
Roadmap - Pathfinding Changes
3.3 contains updated core pathfinding code along with the changes Beta/Release already had. These changes have been tested for a month and have been seen to fix numerous issues, so that's good. However, there's still a lot of pathfinding related issues that aren't fixed by these changes, because they're related to the game design of PoE.
Unfortunately, there's not much we can do about those issues still because of how complicated the issue is. I know what the problems are, I know how to fix them, but the solution will result in worse performance and break any code that uses ExilePather, so that's why those changes did not happen for 3.3 as originally planned. Basically, it's a rare case of fixing the issues the right way would result in a worse product overall, which we can't justify at this point. So, we're stuck with what we have for the foreseeable future.
Roadmap - Performance
As the game continues to get more content crammed into it, more unoptimized gfx and effects get shown, more objects on screen in small spaces, performance will continue to go down. There's nothing we can do about this sadly. Botters need to upgrade their system to make sure they can handle the ever increasing requirements.
When playing by hand without the bot attached, I've noticed numerous performance issues this expansion, so as always, if you run into any severe problems, you'll just have to wait until the game addresses them. Certain skills being used in Incursions really hit the framerate hard, and there's reports of memory leaks and whatnot, so keep that in mind.
Conclusion
Alright, that's about it. I think that about covers everything people need to know for now. We hope to finish up testing over today and tomorrow, then we'll see if things are ready Tuesday for a Beta and if not, we'll go for Wednesday.
We'll post any other status updates in this thread as needed, but unless a new patch comes out that breaks everything again, the next status update will be the actual deployment of Beta.
Thanks for reading!