there's a relevant section? please show me

Let me know when you find this section
I will delete the QQ post though because I was upset and realized I was gonna rip anyway now or later. It doesn't matter just because I am not to blame, am I ever tho?
This thread is fine for reporting Beta issues, it's what I want. Sorry to hear about your HC character loss, but it happens.

For future reference, botting in HC should be taken really carefully, and with caution no matter what bot version you use. Things happen in this game that most people don't expect, and as a result, character losses from botting can happen under a number of cases if you're not watching it.
For Chicken, you need to make sure your "EnableChickenLogout" checkbox is checked. You can either use the default CharacterSelection or if you want something faster, use TitleScreenSelection. If you use TitleScreenSelection, you'll need to fill out the Login settings so the bot will auto-login again, so that's why it's not the default. CharacterSelection is a slower logout method, but you don't have to login again.
As for what happened in your case, I'll need a log and know what your specific settings are. If you were watching the bot when it happened, I'll need you to describe what the character was doing when it didn't chicken, or if it did chicken and you still died, as that is a different scenario. You have to keep in mind, any sort of desync the client has will interfere with the bot, and especially things like chicken. It can happen really fast, and you might notice it, as all of a sudden, your health might drop faster than the bot can update.
As for the overall chicken design, it's being switched to a plugin design which should run at a much faster pace than the current Poi setup. Chicken logic is the first thing to run, and the only case where it wouldn't click in right now is desync or another Poi is taking a really long time to complete, which shouldn't happen, but it's possible. With a plugin design, the chicken should always execute, but chickening doesn't mean you'll always live. There's a lot of issues in this game when it comes to chickening and latency, client performance if you use character selection, and overall just from using a 3rd party program that interacts with the client, so there' a lot of margin of error to deal with.
@pushedx: thanks for that wall of text

I actually only use ST as a skill so maybe that's why the bot doesn't like it. From that wall of text it seems best to not use a fast attacking skill or spell because it won't look natural. I currently have 3+aps so it not attacking full speed would seem like it would raise flags since a user doesn't normally have that much control over their character unless they were very focused.
The looking natural aspect doesn't matter for non-move stuff out of town unless you are playing with other people or someone from GGG is observing you play. In that case, there's a lot of other things the bot does that would give it away. From a metric based analysis standpoint, you can't really classify "natural looking", because it's extremely complicated and highly subjective. Having played the game a lot, you can make certain assumptions how the average player plays, but if you have the data or looked at the general population, I'm confident it'd not match your expectations when it comes to how the average person plays PoE. High attack/cast builds are an edge case where letting the client attack as fast as possible makes sense, but the majority of people playing the game cannot sustain the efficiency a bot does when it comes to attacking really fast and switching targets almost instantly. If GGG was actually targeting some of the tings Release does, I'm sure we'd see more bans, but there's no telling what they can or can't identify based on normal player data.
If you take a look at
this Reddit thread, it illustrates one of the advantages of server sided metric tracking (the author just used publicly available data, though). There's certain things you can't easily hide when botting, such as actions per minute, tracking target switching, and various things like sustained area clear time. People want a fast efficient bot, but they also want to be able to bot without getting banned for bot like behavior. You can't have both, and in a game like this, where the devs care and are actively trying new things to detect bots, our job is to try and stay ahead and make changes so that users using the bot don't stick out. We can only assume GGG is going to stay aggressive when it comes to bots.
With that being said, that doesn't mean we're removing the ability for users to interact with the client how they want. The difference with the old cast function was that it sets the key being held to cast, and then didn't process what happens afterwards in the client. It's still possible to set the key behind held to cast a skill, and change how the logic works so it's not single-action driven logic. In that case, you'd be designing around casting functions that cast over time, so for example, CastFor() and it'd take some millisecond param. In that case, the bot would simply start casting the skill, and wait a certain amount of time before returning in the coroutine. This is pretty much what has to happen to get Flameblast compatibility, so it's already planned.
You can actually make the current design run faster by going to Settings -> Main -> MsBetweenTicks and changing it to something lower, like 1 at the extreme case. You should definitely notice it going faster (change input focus for the text box so it's saved), because the bot is now running 1 tick every ms between frames. The downside to setting this value that much lower, is that the bot is executing logic faster, and there's more performance overhead for code that is updating faster than it really has to. If you were to make your own bot/routine implementation, you can certainly code around all these things, but there's always going to be the overhead of getting info from the client each tick.
- We need some kind of randomness, like logout/login every x-y hours; random town afk runs (aka between x-y minutes do a x-y minutes afk town run); multiple farm areas and switch btw them (like farm docks, catacombs and library, switch btw them every x-y runs and/or switch btw every x-y minutes) . . . (This could be added to the Main Tab (Settings))
Stuff like that will be added via a plugin, so users can customize it how they need or add their own stuff. If users want to make really advanced versions of the logic, they'll be free to then, and it won't be hidden away in the bot. The new beta has been setup specifically to support things like this.
- lets us load a pickit file too (and save as too), I've multiple pickit files (like one for the low level; mid level and high level).(need to copy over every char i start and/or i want to switch btw pickit profiles/files)
This is actually supported, but there was never a gui way to switch between them. I'll check into it soon, but not it's not a top priority for now.
Static filters are useful, but are also really limited. It's not easy to express runtime logic in them, because you then have to code a system that pretty much does the things you can accomplish with a little C#. For example, let's say you have a new character and want it to loot and auto-equip items that you don't already have. It doesn't make much sense to try and handle that in a static filter, but a plugin that implements filtering logic could easily do it. It just uses the API to check the current inventory and makes its decision. It can also do gear upgrades the same way, although that's a little more complicated.
- you told me that issues in upper prison would be fixed in this release, thou i am still having the issues (map has some unreachable areas)
Lower Prison! Upper Prison is a boss area, and the old explorer has not been replaced yet to support them. The current explorer does have other bugs that need to be fixed as well, but the plan is to rewrite it to make it faster and not based on the same concepts it currently is, but I explained in a previous reply why it's not done yet. I just came across a weird explore issues in The Coast, so I know for sure the TspExplorer has issues (once again, it's what Release uses, which has bugs).
- don't forget our beloved boss runs (at least brutus/merveil for the start

)
It'll most likely be in a new IBot implementation specifically for it. It's still planned soon though, even though I think it's a bad idea to boss farm in the manner most people want.
