Miqobot

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  • in reply to: Endwalker Miqo Roadmap #33642
    Miqobot
    Miqobot
    Keymaster
    0

    The answer depends on what job you are interested in.
    If you ask about new or revamped jobs, then yes, it will take several months to implement new rotations for them.

    in reply to: Endwalker Miqo Roadmap #33629
    Miqobot
    Miqobot
    Keymaster
    0

    An approximate list of changes is posted at the beginning of this thread.
    If this information is not enough, please specify what kind of data you are looking for.

    in reply to: Endwalker Miqo Roadmap #33620
    Miqobot
    Miqobot
    Keymaster
    0

    This may seem like an obvious question, but I just recently taken interest in Miqobot. So I am not aware of what features will be re-enabled with the ‘core’ functionality. Can you elaborate somewhere for new customers what miqobot will be capable of upon the endwalker upgrade of the bot?

    We believe we have already answered this question at the beginning of this thread:
    Endwalker Miqo Roadmap
    Would you please specify, what kind of information would you like to receive in addition to this?

    in reply to: Endwalker Miqo Roadmap #33618
    Miqobot
    Miqobot
    Keymaster
    1+

    Would you clarify your question? What kind of PotD mapping feature do you ask about?
    If it’s about displaying known trap locations in Palace of the Dead, then this feature will be fixed automatically along with the core modules upgrade.

    in reply to: Confession #33611
    Miqobot
    Miqobot
    Keymaster
    5+

    No, we do not have time to play the game normally.
    Fixing Miqobot for Endwalker is top priority for us.

    It will take a minimum of two weeks (and perhaps longer) to fix the core application modules due to the sheer amount of changes introduced by the expansion. From the technical point of view, this is a completely new game. Since the foundation of Miqobot is broken and not compatible with the new game client, we have to reimplement almost everything from scratch.
    You can find additional information in this thread:
    Endwalker Miqo Roadmap

    This is not new. It has always been this way with every previous expansion.
    Endwalker is not an exception.

    in reply to: Endwalker Miqo Roadmap #33603
    Miqobot
    Miqobot
    Keymaster
    3+

    You can subscribe to the main status thread in order to receive email notifications whenever we post an update:
    Endwalker – Miqobot Status

    in reply to: Shadowbringers 5.58 – Issues & Feedback #33590
    Miqobot
    Miqobot
    Keymaster
    0

    If you wish to allow Miqobot to use Earthly Star, you have to activate this feature directly in Miqobot settings file:

    • assistallowearthlystar.
      When playing AST, allow Earthly Star usage. Requires placement macro setup.

    You can find tips on how to edit the settings file in the Assist Mode guide:
    Assist Mode – Settings

    This complication is implemented because Miqobot is not capable of predicting the correct placement of Earthly Star. She places it under the main enemy target and triggers it 10 seconds later. But depending on the circumstances, this may be a wrong decision up to a point of completely wasting the ability effect.
    If you understand this and still wish for Miqobot to use Earthly Star, then please activate this setting manually as explained above.

    in reply to: Shadowbringers 5.58 – Issues & Feedback #33505
    Miqobot
    Miqobot
    Keymaster
    0

    Apologies if this has already been answered elsewhere, I tried searching but couldn’t find an answer.

    Yes, this question has been answered a few times, but we can repeat the answer once more.

    I’m aware that Miqobot will be unusable for several weeks after the patch because most of the modules will be broken. However, there are other mods / plugins, etc that are usually working within a few days of a new expansion.

    We have no affiliation with other mods or plugin projects, therefore we don’t know the specifics of their development process.

    So my question is this: Is the several weeks of downtime a decision made based on User Experience, and wanting ALL the features to be fixed before a release? Or is it really because the CORE functionality is entirely broken and takes those several weeks to fix?

    No, this is not a simple management decision.
    Miqobot is not functional because the core application modules become broken and incompatible with the new game client, therefore we will have to reimplement them from scratch.

    It will take several weeks only to fix the core modules. Upgrading features for Endwalker content will begin only after the downtime period.
    You can find additional information in this thread:
    Endwalker Miqo Roadmap

    It is technically impossible to make any feature functional in any form when the core modules are broken. Not in the form of beta channel, not in any other way.
    This is not new. It has always been this way with every previous expansion.
    Endwalker is not an exception.

    in reply to: Miqo reseting after each launch (Scenarios, presets, catnip) #33498
    Miqobot
    Miqobot
    Keymaster
    0

    Miqobot saves your settings and presets in these files:

    • settings.miqo
    • presets.miqo
    • catnip.license

    They are generated when you first start Miqobot and are automatically updated when you close Miqobot.

    Do you see these files being created and updated next to your Miqobot application?
    If not, then something is blocking her from saving your settings.
    Please try the following solutions:

    1. Try running Miqobot as Administrator.
    2. Try moving Miqobot to a different folder.
    3. Make sure that Miqobot has full write access to the folder she resides in.
    4. Make sure that your antivirus and firewall do not interfere with Miqobot.
    in reply to: Multiple CPU core use #33486
    Miqobot
    Miqobot
    Keymaster
    1+

    Some complex things, already take an hour to calculate

    This issue usually indicates that you have enabled too many CPU intensive options.
    There is very little benefit in activating all options at the same time. You can find the list of recommended settings in the patch notes for Crafting Solver upgrade:
    Miqobot v1.3.34 – Patch Notes

    It is my understanding that Miqo is made in AutoIt

    All time critical components, including Crafting Solver, are implemented in C++.

    Alternatively, would it be possible to store craft calculations?

    Yes, this feature has already been requested:
    Is there a reason Miqo doesn’t store solved recipes somewhere?

    in reply to: Multiple CPU core use #33485
    Miqobot
    Miqobot
    Keymaster
    1+

    Using additional threads would imply parallel processing, while Crafting Solver is a strictly sequential algorithm.
    Solver states are sorted in a strictly determined order, and each subsequent state depends on previous calculations. Parallel processing would only make things worse and slow the algorithm down 100-200 times.

    We are very sorry to disappoint, but the Crafting Solver algorithm is already optimized as much as possible.
    Because of this optimization, its performance is equivalent to 100-200 threads of a parallel algorithm.

    in reply to: Small crafting feature request #33480
    Miqobot
    Miqobot
    Keymaster
    1+

    Indeed, Miqobot does not take Max Quality into consideration when solving.
    In fact, she performs as if the Quality bar would be infinite. We made this decision in order to reduce the algorithm complexity (this way the Solver gets about 1000 times faster). Therefore changing the Quality goal will have no effect on the algorithm.

    in reply to: more command dungeons #33479
    Miqobot
    Miqobot
    Keymaster
    1+

    All right, we will add your suggestion to the list of potential tools for custom combat scenarios.
    Thank you for your request.

    in reply to: more command dungeons #33475
    Miqobot
    Miqobot
    Keymaster
    1+

    The combat navigation module of Miqobot works as follows:

    • Prepare the complete navigation mesh of the current dungeon room.
    • Identify all abilities currently being casted by enemies.
    • Convert all of them to AoE omens by analyzing their shapes and coordinates.
    • Identify all static dangers previously casted by enemies.
    • Identify all static dangers defined by dungeon layout.
    • Identify all AoE omens that are not being casted by any enemy.
    • Identify all danger markers appearing above character heads and convert them to AoE omens.
    • Identify all danger tethers and convert them to AoE omens.
    • Prioritize all omens in accordance to their danger level.
    • Apply all identified dangers on top of the navigation mesh.
    • Analyze the preferred area around the target enemy in accordance to required range and positionals.
    • Apply the preferred area on top of the navigation mesh.
    • Launch a pathfinding algorithm inside the navigation mesh in order to identify the best possible way out of all dangers while maintaining the necessary range and positional if possible.
    • Convert the identified navigation path into directions and keybinds.
    • Start running along the identified navigation path.
    • Apply any additional restrictions implied by dungeon mechanics (disable dashes, prioritize defensive cooldowns, etc).

    This algorithm is executed in a non-stop cycle at a frequency of approximately 100 times per second. It allows Miqobot to react instantly to any changes on the battlefield and adjust the navigation on the fly.
    If you enable “Show Arena” option on Combat tab, you can view the internal navigation mesh and the underlying pathfinding algorithm at every moment of the battle.

    There is no algorithm in Miqobot that would perform a dodge by simply moving to a specified waypoint.
    If you believe it will be enough for all your needs, then we can look into implementing it. But so far, we haven’t encountered a dungeon which would allow for a simple AI to be efficient.

    in reply to: diademBoom() won't face target #33467
    Miqobot
    Miqobot
    Keymaster
    0

    This feature is already available in the game.
    Please enable it under System -> Character Configuration -> Control Settings -> Target -> Automatically face target when using action.

Viewing 15 posts - 226 through 240 (of 3,039 total)