Forum Replies Created
-
AuthorPosts
-
Yes, this is something we have planned for the future.
It will require an inventory management module, which a significant investment of development time on its own, so it’s not an easy thing to do.
We believe that dividing the number of materials by 4 and dealing with a little surplus is a minor inconvenience when compared to 4-8 weeks of new module development, therefore it is classified as QoL improvement.Thank you for your request!
Of course, we can implement additional adjustments.
But please keep in mind that rotations are already optimized to achieve 90% performance and the cost of every additional improvement after this grows exponentially. As presently formulated, the request is too broad and might take up to a week of optimization. So we will need some more specifics in order to implement your task in a timely manner.At the moment Miqobot uses Ruin IV when there is a danger of overcapping or when an off-GCD is required, regardless of Bahamut phase.
Your request is for Ruin IV to be delayed until Bahamut is summoned and at the same time for Ruin II to never be used. In this case, what should Miqobot cast for oGCD weaving while both Egi Assaults are on cooldown?Thank you for reporting.
We have verified the links and we couldn’t identify a mismatch.The entry for Brashgold Ore links to this thread:
ShB 5.2 Mats Scenario
Among other things, it contains a navigation grid for Fireheart Cobalt which appears in the same gathering node as Brashgold Ore. So we believe the entry is correct.Miqobot attempts to start the craft 30 times in a row before showing the error message. So if you see it, then she has already tried delaying and reattempting many times.
This issue usually happens under extensive mouse movement, due to the fact that Miqobot does not use code injections.
In order to prevent this behaviour, please switch your game to Windowed mode and minimize it.You can find detailed explanation of the problem in the Known Issues section:
- An issue wherein Miqobot would fail to move a game cursor, under extensive mouse movement.
Unfortunately, this can not be fixed without code injections, and we have no plans for implementing code injections.
Miqobot is aware of this situation, and she will patiently wait for mouse to stop moving before making another attempt. She needs a small fraction of a second (about 0.25 sec) in order to recover from this issue. Under normal circumstances you wouldn’t even notice this behaviour.
If you want to prevent this behaviour completely, please consider switching the game to Windowed mode and minimizing it, when you run Miqobot in the background. Thus, mouse cursor will not be able to run over the game’s window and will not interfere.
This issue usually indicates that there is a keybind conflict in your game settings.
You can find the detailed explanation of this problem in our Keybinds and Icons Recognition guide.Our Tech Support can analyze your keybind mappings and identify the exact cause.
If you require technical assistance, please contact us directly: https://miqobot.com/#supportDisplaying possible traps and detecting mimics are two different features. They are based on different algorithms and are not related.
- “Show known trap locations” displays coordinates which may or may not contain a trap.
- “Detect mimics” displays coffers which are 100% guaranteed to contain a mimic.
WHile the radar for the traps works amazing so far, i noticed that the radar for mimics stop relatively early in the run.
Miqobot stops detecting mimics after a certain point, because they are no longer detectable.
There are 3 types of mimics in Palace of the Dead:
– Bronze
– Silver
– Gold
Bronze mimics are evaluated client-side, while Silver and Gold mimics are evaluated server-side. Miqobot can detect client-side mimics only.
Early floors spawn mimics in Bronze coffers, so they are detectable.
Late floors spawn mimics in Silver and Gold coffers, therefore they are not detectable.My guess is that not that many mimics were recorded and sent to the database on higher floors. Is that correct?
No, there is no database for mimics.
They are displayed only when they are detected client-side.If i encounter these mimics. Will they get send to the database automatically?
Even if a database for mimics existed, it would not be very useful.
Unlike traps, mimics are not linked to certain locations. Instead, every coffer in PotD has a chance to become a mimic. So even if we recorded every mimic encounter, it means that eventually every possible coffer would be marked as mimic.In the past, Silver and Gold mimics were evaluated client-side, so they were detectable as well.
Unfortunately this feature was abused and used indiscreetly and because of this Square Enix fixed PotD more than two years ago:
Mimics and exploding coffers are removed from game client (May 24, 2018)We assume that you were trying to ask whether the Patience algorithm was updated.
Yes, in accordance to Patch 5.2 changes, this ability is now triggered at lower GP which allows several consecutive uses of Patience.You can find this information in the corresponding patch notes:
Miqobot v1.3.34 – Patch NotesHealer rotations are almost ready for release. It will take 3-5 days to finish them.
However, the community has been asking us to prioritize several minor adjustments and QoL improvements. This will be the last opportunity to implement them within the current development cycle, so we’ve been hoping to make time for them.
The improvements in question are:- (Tanks) Arm’s Length support.
- (DNC) Flourish / Saber Dance adjustments.
- (Melee) Hotkey for Blind Positionals setting.
- (Crafting) Resplendent Component C adjustments.
- (Crafting) Automatic pause for chat.
- (Scenario Engine) Random afkFor().
It will take about 7 days more to include these adjustments into the next release.
Custom popups and sound notifications are planned in the form of new functions for Scenario Engine:
[Beta] Scenario Scripting Engine
We are going to work on them in one of the upcoming updates.Of course, custom openers will be a part of the rotation customization system in the future.
At the moment the combat performance of Miqobot has reached 90% and the community has been asking us to shift the development focus towards other features. So before we start another cycle of combat improvements, we have to attend to them first.
- An issue wherein Miqobot would fail to move a game cursor, under extensive mouse movement.
-
AuthorPosts