log link =
https://drive.google.com/drive/folders/0B9zbWuvrff-FdVRhRXd0WlJVMHc
extreme priority
having lots of trouble with townrun, running ANY PROFILE, when bag is full in the middle of the run it does townrun and goes to town, get thousands of error/red messages in the log, then sometimes it crashes the game, sometimes it after performing townrun bot gets stuck in INFINITE teleport loop between city and region saying that there is no space in inventory even tho there's like 40 empty spaces, this keeps going until inactivity is triggered leaving loot, incomplete quests and rifts behind. When KadalaSpree is triggered the same effect occurs.
high priority
after killing a Greater Rift's Guardian bot is ignoring part of the loot from it and leaving the loot behind 30% to 40% of the times. possible fix = raise the time it waits for loot after killing the Guardian to 1000 ~ 1500ms
mid priority
- bot is ignoring Progress Orbs after killing elite 20 to 30% of time, seems to prioritize other things and forgets about the Progress-Orbs which should not happen. possible fix 1 = raise the weight of the Progress Orb in the target system. possible fix 2 = implement a script that forces it to
always get 3 Orbs after killing an elite before continuing with the profile
- inside rifts and greater rifts, bot is rushing for and prioritizing Pylons instead of attacking mobs around them, 20 to 30% of the time, dying in the process, that happens even if on Trinity the checkbox "prioritize Shrines and Pylons" is unchecked. possible fix = review this part of the code, see what's wrong with it
- leaving normal chests behind unopened, 70% of the time, anywhere of the game
- inside normal rift, leaving a considerable amount of loot behind, including multiple legendaries, I think the target weight system gets super crazy with all those mobs and the big density. possible fix 1 = no matter what happens,
never allow the bot to walk more than X amount of feet from the desired loot until loot is acquired, where X is a customizable number, this is will basically force it to end with all mobs around the item and have time to properly grab it before going to the next mob, to avoid inefficient farming this should be cautiously applied only over legendary items. possible fix 2 = make it able to loot-on-combat more efficiently and raise the weight of the legendary to almost maximum.