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Thank you very much!
Indeed, Miqobot attempts to make an 80 progress step but in reality it turns out to be 81. This case is almost identical to the one described in our primary Crafting Guide.
We will use the data you provided and try to improve the internal formulae for Crafting Solver.The easiest workaround in your case is to remove Rapid Synthesis from the hotbar until the next level up. This will allow Miqobot to use Careful Synthesis II earlier in the synthesis and learn its true value before it’s too late.
Yes, this is a known issue which happens for some unique combinations of crafting level, craftsmanship value, and recipe difficulty.
It is described in details in our primary Crafting Guide.As you already mentioned a temporary workaround is to slightly alter the input parameters, such as equip different gear, temporarily remove Rapid Synthesis from the hotbar, or simply level up.
The issue is impossible to fix completely, because the true crafting formula is evaluated server-side and therefore is unknown.
But we improve the internal formulae used by Miqobot with every new version based on the data our users provide.Would you please enable crafting logs in Miqobot and send us the output for analysis? The more data we have, the better algorithm will be in the next version.
An example of what we need can be found here: Crafting Solver Miscalculates ProgressThank you for your assistance very much!
Miqobot v1.3.13
A rare issue is addressed.
β Fixed an issue wherein a boss battle would sometimes not finish when an ally NPC enters the arena.Yes, the system you describe is already implemented for battle navigation π
You can find screenshots of upgraded navigation grids we use for combat in the development section: Combat | DevelopmentAfter the core battle system is stabilized, it will be adapted for common navigation as well.
Yes, the purpose of obstacle correction algorithm is to get around unlucky camera angles which can happen quite often.
Since Miqobot does not use code injections, she can not force a specific enemy to be selected instantly. And sometimes even the perfect line-of-sight camera alignment results in the target being slightly obscured by a tree or terrain decoration. You may have experienced this during normal playing as well, when the game simply refuses to select the enemy you need for unknown reasons unless you move the camera slightly left or right.
In the case discussed earlier, however, the problem is not related to obstacles.
Miqobot tries to target an enemy which existed for a fraction of second due to temporary data corruption. That enemy is the Goblin Pathfinder NPC now, so the game does not respond to “Target Nearest Enemy” action which results in a logic deadlock.We expect many issues like this one in the future, because implementing a truly stable system requires evaluating a tremendous number of rare cases.
So please keep providing feedback, it helps us identify them faster.Thank you very much!
Thank you for providing the requested information!
We have investigated the problem and it appears to be caused by temporary data corruption in the game memory, which occurs when the Goblin Pathfinder NPC enters the arena. We are already working on a solution but it’s not an easy issue to fix, so it will take a few more hours.
We apologize for inconvenience.Thank you for reporting!
Unfortunately after several hours of testing we couldn’t reproduce your issue.
Based on your description, it seems that Miqobot was trying to fight a monster that was outside the arena for some reason. In this case, however, she had to discard the battle mode automatically and navigate further before re-engaging. But without any message logs it’s very hard to understand what exactly happened or how to avoid this in the future.Next time you encounter this issue, please take a moment to copy the message log in a text file for further analysis.
Thank you very much!Yes, if there is enough demand for this π
For now, the main priority is to eliminate the tedious grind of leveling battle jobs.
But of course, if many players are interested we will continue to improve Miqobot until she is capable of going through the highest levels of PotD / HoH and clearing Savage raids.Miqobot v1.3.12
A critical issue is addressed.
β Fixed an issue wherein Miqobot would not recover after KO events when using Scenario Engine.Thank you for reporting!
Indeed, there is a critical bug which prevents Miqobot from activating a built-in recovery system after KO events when using Scenario Engine. We are already working on a hotfix which will be available in a few hours.
In the meantime, the only workaround is to avoid using scenarios with Squadron Dungeons.
We apologize for inconvenience.The early beta version of the Combat system is released: [Beta] Combat
Yes, Scenario Engine is still in Beta stage and we are grateful for the constructive feedback you provided.
Both of your requests are relatively easy to implement.
However, targeting NPC by name would make scenarios incompatible between different game languages and create additional problems for Import / Export feature.The purpose of waypoint tolerance distance is to avoid extreme camera jolting when traversing through a long pathway and reduce delays between path segments. But it shouldn’t be a problem when arriving at the final destination.
So in addition to the solution you have already discovered we will implement a function that will allow precise arrival on the destination waypoint. And if it’s still not enough to address this issue, we will consider alternative ways to solve it.
It should be available in the next beta version.
Thank you for your feedback very much!If thereβs a player from my friend list gathering next to me, I would like to target them and do a programmed emote at them, as this is what I do when I play manually. This would need to put that friend in a temporary session list to avoid doing the emote again at the next unspoiled node for example.
A TTS alert if someone do an emote to me, or speak in /say next to me. For the rest, LS, FC, tells, I have sounds already set up and will immediately check the game.
Yes, we remember your request for extended chat log analysis system π
We remember all feature requests.
As soon as we catch up with the core development, we will revisit each one and will do our best to improve our users experience as much as possible.Thank you for your feedback very much!
Yes, vendor NPC interactions are already planned as additional functions for Scenario Engine.
We will not promise to implement targeting NPC by name, because this would make scenarios incompatible between different game languages and create additional problems for Import / Export feature.
But we’ll try to design a system which would be similar to the one you described and easy to use.We will be working on new scenario functions after we complete the core Combat system.
Thank you for your request very much! -
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