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Trinity 1.9.8 & QuestTools 2.0.82

rrrix

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Download Trinity 1.9.8

Download QuestTools 2.0.82

Trinity 1.9.8 Changelog:

  • Wizards with Serpents Sparker equipped should now have two hydras up in combat.
  • Added "Inspect Ground Container" option
  • Tuned combat weights to help with Goblins and prioritizing close range units
  • Treasure goblins will always be weighted no matter their range
  • Crusader: Added Akarats Champion "use off cooldown" option
  • Barbarian: Removed legacy "Selective WW" option causing other problems for every combat class
  • Fixed not salvaging "Normal" items
  • Added option to inspect weapon racks
  • Added Disable Disintegration Wave option for Wizard Archon - thanks xanden.
  • Added experimental Mallet Demon smash animation Avoidance logic
  • Added error catching for invalid ACDItem in GetCachedACDItem
  • Gold pickup slider now goes to 30k maximum
  • Updates to Urzael avoidance
  • GoldInactivity LeaveGame should no longer crash the game or freeze the game (now properly uses BehaviorTrees and the LeaveGame CommonBehavior)
  • Removed GoldInactivity Timer possibly increasing last pickup time when bot is paused
  • Added Equipped Items Cache. Can be used to quickly read if specific legendary items are equipped.
  • Barbarians should now cast WOTB before CotA
  • Fixed Bot trying to Salvage legendary potions (and other misc. salvageable items)
  • Monk: Removed Resource cost check from Blinding Flash
  • Updated Horadric Cache opening routine for more consistent results

QuestTools 2.0.82 Changelog:

  • Minimap exploration no longer explores "portal exits" by default (should reduce backtracking)
  • Added optionla exploreExits="true" attribute to ExploreDungeon tag (to re-enable moving to dungeon exits while exploring)
  • Added Dump CPlayer UI button
  • ExploreDungeon will now by default use "SetNodesExploredAutomatically", and turn it off later if it explores all nodes but hasn't completed the objective. This shouls signifigantly help reduce backtracking, but will have unexpected results on already-explored maps.
  • MoveToActor will now end properly when using the ActorId of a container (chest, loose stones, etc).
  • Added IsValid check to MoveToObjective

SVN
Trinity: https://subversion.assembla.com/svn/unifiedtrinity/
QuestTools: https://subversion.assembla.com/svn/questtools/

Bug Report form:
------------------------
What's the problem?


What steps will reproduce the problem?


What is the expected result?


What happens instead?

LOGS:
------------------------
When troubleshooting a problem that re-occurs, Please enable these logs (in Trinity > Advanced tab), reproduce your problem, and post your ENTIRE log file. You can zip your log file.

9BEfTyd.png



Logs are a TREMENDOUS help when troubleshooting your problem.
 
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Issues:

  • Kamikaze not working. The goblin is not seen by the bot further than the trash-trigger range is set (Seems to be working with the Trinity version released with Demonbuddy Beta 417)
    [*] Bastion Keep "OutOfMemory" exception errors. Here is a log. (Don't know if it's a DB or Quest Tools issue)
    [*] Whatever you did with the Dungeon Explorer in Quest Tools 2.0.76+ is causing the bot to skip more nodes which in turn makes it miss portal exits to the next rift level and town stones even though they're well within the box parameters.
  • The bot is trying to interact with the bridge switches several times over after clicking them. Would It be possible to make the bot blacklist them after one interaction?

    Suggestions:

    • Turn off all avoidance when "Dimensional Shield" buff is activated
 
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Cool, checking it out
Are you using different SVNs now or have they just yet to be updated?
 
Wizards with Serpents Sparker equipped should now have two hydras up in combat.

Works flawlessly on ghom
me love you long time

/nohomo
 
Hey rrrix you fixed the Problem with WD, if use spiritwalk healing the gold timer will reset
 
Hi rrix,

If there is " Kill all enemies" in Bounty quest, bot can't complete most of time currently. Bot just pass by last one or two enemies. ( for example, Act 4 Clear Hell rift bounty, Act 1 Den of fallen level 2, Moon clan cave level 2 etc...)

Someone suggested to change trash pack size to 1 in Trinity config sliding bar. If we do that, bot will try to kill every single mob in all games and every single game will be so long to finish.

I was thinking to add [code TrinityMinTrashPackSize=1 in bounty requiring " kill enemy" quest profiles only so Bot can complete bounty and other games efficiently. I understand that Kill range can be controlled by profiles. So, I was thinking if we can use that code we may able to
fix problems we are experiencing currently.

Neooblaster told me that there is no existing XML tag named "TrinityMinTrashPackSize" with Trinity Plugin.

So, could you add that XML tag?

I posted the same issue in other section but I guess I couldn't get your attention.
 
Great update. Thanks for your hard work Rrrix.
However, I have some issues to report regarding DH.

I'm running this set of skills:
http://i.imgur.com/Ev8H7kC.png

However, bot does not want to use primary attack. He is spamming rapid fire as long as possible and instead of gaining resource from hungering arrow he is standing and getting punched.
Also, I'm have selected option to kite only during bosses - bot does not seem to care about that option and is kating every single time.

I did one run with DH through Core with all these fancy options selected, as you requested from us.

Hope you can help me ;)
 

Attachments

hey mate treasure goblin still not working he totally ignore him. tried prio and kamikaze no1 of them worked

which log should i activate to help you?
 
Hi rrix,

If there is " Kill all enemies" in Bounty quest, bot can't complete most of time currently. Bot just pass by last one or two enemies. ( for example, Act 4 Clear Hell rift bounty, Act 1 Den of fallen level 2, Moon clan cave level 2 etc...)

Someone suggested to change trash pack size to 1 in Trinity config sliding bar. If we do that, bot will try to kill every single mob in all games and every single game will be so long to finish.

I was thinking to add [code TrinityMinTrashPackSize=1 in bounty requiring " kill enemy" quest profiles only so Bot can complete bounty and other games efficiently. I understand that Kill range can be controlled by profiles. So, I was thinking if we can use that code we may able to
fix problems we are experiencing currently.

Neooblaster told me that there is no existing XML tag named "TrinityMinTrashPackSize" with Trinity Plugin.

So, could you add that XML tag?

I posted the same issue in other section but I guess I couldn't get your attention.

As the reply to your other post. There already is a Minimum Trash Mob Pack size slider that you can set to 1. Christ its even on the first page that loads when you click config for Trinity.
 
As the reply to your other post. There already is a Minimum Trash Mob Pack size slider that you can set to 1. Christ its even on the first page that loads when you click config for Trinity.
Maybe you should learn to read properly?

He is aware of trash pack slider. Problem is that if you set it to 1, it slows down the run when you don't have to kill all enemies in particular area.
What he asks is to get feature/xml tag to set trash count to 1 when you enter area with quest "kill all mobs" and after you finish it, set it back to what it was.
 
Can you prioritize opening chest instead of killing mobs/elites, if there's a chear path to them? I mean if chest/corpse/armor pile is right next to player. Thank you for your hard work so far.
 
Will exploration on large maps ever be completely fixed?
works virtually perfect on smaller maps, but whenever there is a larger map, it runs into backtracking/getting lost problems
even/espeically? when there is an objective (eg, silver spire, arachna's cave etc)
large map exploration has got to be the #1 thing prevent efficient rift/bounty clearing now
 
Maybe you should learn to read properly?

He is aware of trash pack slider. Problem is that if you set it to 1, it slows down the run when you don't have to kill all enemies in particular area.
What he asks is to get feature/xml tag to set trash count to 1 when you enter area with quest "kill all mobs" and after you finish it, set it back to what it was.

Thank you for explaining it to him. Some people just don't read correctly.
 
Hi rrix,

If there is " Kill all enemies" in Bounty quest, bot can't complete most of time currently. Bot just pass by last one or two enemies. ( for example, Act 4 Clear Hell rift bounty, Act 1 Den of fallen level 2, Moon clan cave level 2 etc...)

Someone suggested to change trash pack size to 1 in Trinity config sliding bar. If we do that, bot will try to kill every single mob in all games and every single game will be so long to finish.

I was thinking to add [code TrinityMinTrashPackSize=1 in bounty requiring " kill enemy" quest profiles only so Bot can complete bounty and other games efficiently. I understand that Kill range can be controlled by profiles. So, I was thinking if we can use that code we may able to
fix problems we are experiencing currently.

Neooblaster told me that there is no existing XML tag named "TrinityMinTrashPackSize" with Trinity Plugin.

So, could you add that XML tag?

I posted the same issue in other section but I guess I couldn't get your attention.
This would be highly appreciated.

If we change the trash kill to 1 then it clears a lot of extra trash, but if we don't, DB walks around the map for a long time.
 
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