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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 🙂
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.
– 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 there’s 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 🙂
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!No, Squadron Order Hotbar is not used.
The game does not allow direct keybinds for Order Hotbar, therefore Miqobot can not access it within a reliable timeframe. Using ingame cursor to select icons would impose significant performance penalty in battle, so we have no plans to implement it.If the upcoming game patch introduces new keybinds for Order Hotbar, we will of course reconsider this feature.
For now, please put Engage / Disengage / Ungarmax icons on your general hotbar.
This is a very good idea 🙂
However we will have to think about this a little longer before we decide on the exact algorithm. It wouldn’t be very nice for Miqobot to stop at every Unspoiled node just because there are players around mining the same node.
This feature should probably be limited for common gathering as it’s the only Miqobot activity that involves navigation in a small area for extended amount of time. There is still a risk of detecting a normal player who is simply farming the same mats, so it has to be thoroughly designed in order to be useful in Final Fantasy environment.Thank you for your request very much!
We are sorry, this feature is technically impossible.
Miqobot is a keyboard-only bot.
When you type something in chat, there’s no way to initiate actions with keyboard at the same time. Since Miqobot doesn’t use any hacks, placing a cursor in a chatlog is critically dangerous for her. So whenever she detects that something is being typed, she will press Esc to disable typing and gain control again.A possible alternative would be using code injections, but this would make Miqobot much more detectable and unsafe. Therefore, we have no plans for implementing code injections.
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