Releases: DranakCorps-bot/EQBuddy
Releases · DranakCorps-bot/EQBuddy
Release list
EQBuddy v1.99.8
What's new in 1.99.8
- FIXED (discussion #235, thanks LeBigNasty) - A PREVIEW WITH NOTHING TO APPLY NO LONGER LOOKS LIKE A BROKEN BUTTON. Import achievements reads your dump, shows what it found, and greys out Apply when every reward it recognized is already ticked. That is the right behaviour and it read as a dead button: the sentence explaining it sat at the top, above a list that can run to seventy rows, and the grey "Apply (0)" at the bottom is what you actually see. The button now says "Nothing to apply", a line beside it says your import worked and how many rewards were already marked, and hovering it explains the same thing. Nothing about how the import works has changed - only what it tells you.
- YOUR CLASSES STAY ON SCREEN WHEN YOU USE THE CLASS PICKER. 1.99.7 started naming which classes you are and where that came from - and then hid the line the moment you ticked anything in the Quest Tracker's picker, which is exactly when you want to see it. Your classes are who your character IS; the picker is a lens you look through. The line stays now: "Warrior · Druid · Monk (from your achievements)" on the phone, the Quest Tracker and the buff-set editor, picked or not.
- And it no longer tells you to "override" them. That word was wrong twice over: the picker widens what EQBuddy knows about you rather than replacing it, and being told to override your own character is a strange thing for an app to say. The line names where your classes came from and stops there. "Your picks" also reads "from your picks" now, so the three answers line up and you can tell a fact from a guess at a glance.
- FIXED - the buff-set breakout called your classes a guess even when the game had told us. Its subtitle always said "inferred from your log", so a character whose classes came from an achievements dump was labelled as though EQBuddy had worked them out from what you cast. It says which of the three it actually was.
EQBuddy v1.99.7
What's new in 1.99.7
- FIXED - EQBUDDY NOW KNOWS YOU ARE MORE THAN ONE CLASS. EverQuest Legends lets you be up to three classes at once, and EQBuddy did not believe it: everything class-aware - the quest filters, the Gear Locker, the Sky lens, the next-level spell list, the phone - was built on a single answer, and when two classes had comparable evidence it gave up and said it did not know. So a correctly-played Warrior/Druid/Monk was read as an ambiguous log rather than as a character, and the surfaces downstream showed nothing. If you have ever ticked classes by hand to make a list work, that is the reason.
- And every surface now says WHERE your classes came from, because the three answers are not equally certain. "Warrior · Druid · Monk (from your achievements)" is the game's own word for it; "(inferred from your log)" is EQBuddy reading what you cast; "(your picks)" is the filter you set. The Quest Tracker, the buff-set editor, Options and the phone all use the same words, and the phone's quest screen now lists every class rather than one.
- It now reads your ACHIEVEMENTS DUMP first, which is the game's own word for it. Your class-unlock achievements name every class you hold, and EQBuddy has been reading those rows for two releases - only to avoid ticking Sky rewards you were granted rather than earned. It reads them for what they say now, so if you have ever run /outputfile achievements (or let EQBuddy pick one up by itself), your classes come from the game rather than from a guess. A class you unlocked with a token counts: you are that class however you got there.
- Where there is no dump, the log itself now names every class it can see instead of only the strongest. It still takes real evidence - three sightings and either a class-defining ability or two distinct class spells - so one borrowed clicky still names nobody. What changed is that a second class no longer cancels the first out. And the Quest Tracker's class picker goes back to being what it was meant to be: a filter you can widen to help a friend, never the thing that tells EQBuddy what your character is.
- NEW - HOVER A SPELL IN PROGRESS AND IT TELLS YOU WHAT IT DOES. The next-level list and the ding list have always named the spells you are about to get and left you to look them up; the AA rows beside them have shown the wiki's own effect text for months, which is what made the silence on the spell rows look like an oversight rather than a decision. Hovering now gives eqlwiki's own one-line description - "Imbues your target with life after 0:00:18, healing for 5000." - followed by which of your classes gets it and when. The words are the wiki's, carried across exactly as written; EQBuddy does not compose them and never guesses at an effect.
- AND THE SPELL LIST ITSELF IS RE-SOURCED FROM EQL WIKI'S CLASS PAGES. It was built from individual SPELL pages, which name every class that has ever had a spell across every version of EverQuest - wider than this game. The class pages are curated for Legends, so those are what EQBuddy reads now. Two things change on screen. Spells you were shown but never actually get at that level are gone - a druid's Level 34 list drops six Velious-era ports it was never going to grant you. And a spell that was missing entirely is back: Healing Water at Druid 34, which fell out because its wiki page carries another spell's name in one of its fields and our old import de-duplicated it away.
- Levels 51 to 60 are marked, because the class pages stop at 50. Every class page on the wiki ends at level 50 while Legends goes to 60, and a few have gaps in the middle. Those levels are still answered - from the spell pages, as before - but the row now says "from its spell page" so you can tell a curated answer from a derived one at a glance. Nothing is hidden from you and nothing is quietly padded; if a level's information is thinner, it says so.
EQBuddy v1.99.6
What's new in 1.99.6
- WHERE THINGS MOVED, AND WHY THEY KEEP MOVING (discussion #233, thanks mjtrainor - "stop changing every feature and it's location every release... I don't want to need to hunt for 'missing' features every single time I sit down to play EQL"). That is fair, and it has now been said three times - #219 lost the mote rate, #227 and #228 lost the Motes card. So here is the whole map in one place, and a promise about what happens next.
- What has been going on: EQBuddy grew fast, one feature request at a time, and every one of them arrived as its own card on the widget. That is how you end up with fourteen cards and no idea which one holds the thing you want. The 1.98 and 1.99 releases are the ORGANIZING pass - putting things where they logically belong now that we know what they all are. The new homes should make more sense on their own terms, and they are far easier for somebody opening EQBuddy for the first time. But if you have been here a while, none of that is what you feel: what you feel is that something you knew the location of is somewhere else. Both are true, and the second one is the cost of the first.
- The map, as of this release. PROGRESS is one card with four rooms - Experience (xp, AAs, skill-ups, what your next level unlocks), Wealth (coin), Faction, and Raids. It absorbed the old Progress, Money, Motes, Faction and Raids cards. GEAR & LOOT is one card with four tabs - Loot, Items, Wishlist and Inventory - and absorbed the Loot and Gear cards, with the old Gear Locker and Inventory windows now both living on the Inventory tab. KILLS & DROPS is one card with two tabs, Kills and Drops, and absorbed the Kills card and the Drops by Creature window. QUESTS has General, Epic and Sky. MOTES is its own card again if you want it - it is switched on in (gear) - Cards & windows.
- Nothing was deleted in any of that, and there are three ways back to anything. Every folded card can be switched on again in (gear) - Cards & windows. Every card keeps the slot you dragged it to, so a merged card sits where its parts sat. And the arrow on any card header pops that surface out to a full window on a second monitor.
- THE PROMISE, starting now: any release that MOVES a surface will say so in this list, by name, in the form "X is now Y" - the old place and the new one, not just the new one. You should never have to hunt for something EQBuddy relocated, and if you do, that is a bug in this list rather than something to go looking for. The organizing pass is also finite - it is nearly done, not a permanent state of affairs.
- NEW - THE NEXT LEVEL'S SPELLS AND ABILITIES ARE SPLIT UP BY CLASS. Progress has always been able to tell you what your next milestone level opens up; now, on a character with more than one class, each class gets its own heading you can fold open or shut. A Legends character is up to three classes at once, so "what do I get at 34" was never one list - it was three, run together, and the only way to tell whose row was whose was to read the right-hand column of every line. The first class with something in it starts open and the rest start folded; that choice lasts the session and is deliberately not saved, because folding Warrior away to read Druid is a decision about the next thirty seconds. One class still gets its names straight under the heading, with no lone expander to click.
- A class that gains NOTHING at that level keeps its row and says so. Warriors, Monks and Berserkers have no spell table at any level, so "Warrior - nothing new at 13" is the complete answer rather than a gap; dropping the heading would look exactly like that class not being one of yours. Abilities the wiki lists for everyone - General, Archetype and Special AAs - sit in their own "Any class" group instead of being repeated under each of your three, and a spell two of your classes both learn appears under both, because it really is two answers to the same question. The window, the widget and the phone all draw the same groups from the same place, so they cannot drift apart.
- And the preview now stays hidden until EQBuddy actually knows a class for you, which is a change in what it will claim. Before this it would fall back to the abilities that apply to everyone and then jump forward to whatever level had one - so a character with no class picked could be told "at level 39: 1 new AA ability" about a pet ability, five levels away, with no pet. A forecast that cannot be about you should not say it is. If your classes are not showing, tick them in the Quest Tracker's class picker.
- NEW - MOTES PER HOUR, AS ONE LINE ON PROGRESS. It sits in the Experience room with the xp and AA rates - "1 mote - 0.9/hr" - because that is the room open while you are actually at the camp. The Motes card keeps its own surface for anyone specifically farming them, and the Wealth pill stays coin; this is a summary of that card, in the place you were already looking, not a replacement for it. It is the same line the Motes card's own header shows, so the two can never disagree, and it stays off the screen entirely on a session where no motes have dropped rather than reporting a rate of nothing.
- Small, on EQBuddy Mobile: the phone stops being woken by the mote rate ticking over. Its Progress screen used the rate as its way of noticing a mote had dropped, and a rate moves on the clock even when nothing happens - so a paired phone could wake for a number changing by itself. It watches the motes themselves now.
- NEW - PLANE OF SKY STEPS ARE GROUPED BY ISLAND. A quest's pieces used to be one flat list that jumped from island to island; now the steps for an island sit together under its own heading, in island order, so you can see the work for where you are actually standing. Island 1.5 sorts where it belongs. Steps that drop from trash anywhere on the plane - Wind Runes and the like - keep the ungrouped listing they have always had, under "Anywhere on the plane", because "no island" is the true answer for those rather than a gap. Thanks to the Reddit player who suggested it.
- Some Sky pieces drop on several islands at once, and there is a tick-box on the Sky tab for how you would rather see those. Off (the default) lists each one once, under a heading that names them - "Islands 1.5 · 4 · 8" - so you can see from where you are standing whether it is reachable. On repeats it under every island it drops on, so a single island's list is complete when you are planning a trip there - the same step then shows up more than once, which is the trade. Either way the score counts each step once, and the setting follows you to the phone.
- FIXED (discussion #109, thanks Frankthetankk) - THE FIRST TWO BEES ON ISLAND 6 STOP GETTING RESPAWN COUNTDOWNS THEY DO NOT DESERVE. The Plane of Sky bee chain is four links - Bzzazzt, then Bazzzazzt, then Bzzzt, then Bazzt Zzzt - and EQBuddy only knew the last two. So the first two fell through to the zone's eight-hour default and started clocks, and because more than one wasp answers to each of those names - three Bzzazzt stand on the island at the start, and the Bazzzazzt they spawn share a name too - a gap between two of them could also be LEARNED as a respawn: kill two Bzzazzt three minutes apart and you had a three-minute timer that went DUE forever. Both are in the catalog now, along with Bizazzzt on the dead-end branch off the first pair, all marked as several-creatures-share-this-name so nothing is learned from them, and a wrong value already saved in your file is cleared the next time EQBuddy starts. Your own typed duration is never touched.
- One of those two is NOT triggered, and it is worth saying why we went the other way on it. Frankthetankk asked for both to be marked triggered, and eqlwiki gives Bzzazzt a real 12-hour respawn - it is the mob that STARTS the chain, and a chain whose first link only appears when something else dies could never begin. His testing is all from personal Sky instances, which do not respawn once cleared, so a 12-hour open-world clock is invisible from there. Both accounts are true about different places; the catalog describes the world, and eqlwiki is what we match when the two disagree.
- FIXED (discussion #101, thanks Frankthetankk) - WHEN EQBUDDY READS YOUR ACHIEVEMENTS DUMP BY ITSELF, IT NOW TELLS YOU WHAT IT DID. Since 1.98.1 EQBuddy has noticed the moment the game announces an /outputfile achievements dump and read it for you - marking Sky rewards you had turned in and raid clears from before EQBuddy. It did all of that silently: no report, no Undo, and no mention of anything it had skipped. The Raids surface now carries the same line the inventory dump has always shown on the Gear tab, with an Undo that puts back exactly what the import ticked and leaves anything you ticked yourself alone.
- And it says what it did NOT do, which is the half that was costing you. Rewards from a class unlock you were GRANTED rather than earned are deliberately skipped - your primary class unlock is complete from character creation and the game flags its rewards as obtained without the items ever existing, so importing them would tick off Sky pieces you never had. That guard has been there since #101 and it was working; it just said nothing, so a dump full of rewards could report "nothing new to mark" and look broken. It now names the count. So does the other one: a reward the dump says you obtained whose name does not match anything on the checklist is counted too, because that one is real progress not being recorded, and only the manual Import achievements preview ever listed them.
- Frankthetankk asked directly whether the automatic path skips the check that the manual menu makes. It does not - both go through the same guard, and there is now a test that says so rather than it being true by coincidence.
- NEW (discussion #217, thanks Frankthetankk) - WHEN THE GAME ITSELF CALLS A CREATURE RARE, THE WIKI PACK OFFERS THAT AS AN EDIT. /consider prints "a rare creature" fo...
EQBuddy v1.99.5
What's new in 1.99.5
- The wiki contribution pack no longer offers to add MOTES to a creature's page (thanks Frankthetankk, #217, and LeBigNasty, #226). Motes drop from everything, so listing one under a creature's known loot is not a small edit to argue about - it is wrong, and wrong on every page you paste it onto. The wiki's own Mote Guide is the authority there. This is only about what gets suggested to the wiki: your motes still show everywhere EQBuddy shows loot, and ordinary common drops are still suggested, because the wiki admins asked for those to stay in.
- FIXED - PETS ARE NO LONGER TRACKED AS NAMED MOBS ON SPAWN TIMERS. A named mob's pet has no "a" or "an" in front of it and starts with a capital, exactly like the named itself, so "Xanthus`s pet" was being learned as a spawn and given a respawn clock - for something that has no spawn cycle at all, only a summoner. A timer that will never come due teaches you to walk to a camp that isn't up. Any name ending in "pet" is now read as a pet, and EQBuddy quietly clears the ones your profile already learned the next time it starts. Names that merely contain the letters (Petrifier, Petras) are untouched.
- The wiki contribution pack stops calling a wrong-article session "nothing to contribute". If every creature you looked up landed on a lore page rather than a creature page, the pack said there was nothing to add - which is EQBuddy having read the wrong page, not the wiki being complete. It now says how many pages weren't the creature, and the heading tooltip tells you what to do about it.
EQBuddy v1.99.4
What's new in 1.99.4
- FIXED ON LINUX AND MACOS - CLOSING A THEME WINDOW AND OPENING IT AGAIN COULD BRING THE WHOLE APP DOWN. Progress, Gear & Loot and Kills & Drops all borrow one copy of what they draw from the widget, and a window that had been closed was still holding its copy - so the second time you opened one, it tried to draw something another window still owned and threw. Two clicks, every time, on all three windows, since the day they shipped. They let go of what they are holding when they close now. Windows was never affected.
- FIXED (discussions #228 and #227, thanks daetien-lab and typical-usual-chaos) - IF YOU WERE WATCHING MOTES, THE MOTES CARD COMES BACK ON BY ITSELF. It returned as its own card in 1.99.0, but it returned switched OFF for everybody - so if motes vanished on you when they were folded into Progress, the fix handed them back with the light still out and you had no reason to go looking. EQBuddy now turns the card on for anyone who had motes on the minimised dashboard, once, on the next launch. It does this once - if you would rather not see it, switch it off again and it stays off.
- FIXED (discussion #226, thanks LeBigNasty) - WHEN THE WIKI ANSWERS WITH THE WRONG ARTICLE, EQBUDDY SAYS SO INSTEAD OF CALLING IT AN EMPTY PAGE. His example is Innoruk, where the lookup lands on the Lore article rather than the creature's page. A lore article and a creature page nobody has filled in both come back with no loot on them, and EQBuddy could not tell them apart - so it read the god of hate as a creature whose drops were all news, and the contribution pack would have offered you a loot table to paste onto it. Drops by Creature now reads "that wiki page isn't the creature", and the pack lists it as something to look at rather than something to submit.
- Being honest about the limit: turning it back on needs proof you cared about motes, and the only proof that survived the fold is that mini-dashboard star - when Motes became a tab in Progress, the record of whether you had the card showing was thrown away. If you watched the card without ever starring the stat there is nothing left to go on, so it stays hidden and (gear) - Cards & windows is still the switch. Showing it to everyone instead would grow a card on the widget of every player who never asked for one, which is the complaint this started as.
- The Wealth tab no longer claims a mote rate it does not show. Its pill read "5p 1g 4s 8c - 1 mote - 0.9/hr" while the tab underneath is coin, and #227 settled that Wealth is coin and the Motes card owns the rate. The pill is coin now, on both the Progress window and the widget. Motes per hour is still on the Progress card's own line and on the Motes card, which are the two places that were asked for.
- WINDOWS ONLY FOR NOW - THE PROGRESS CARD OPENS ON THE WIDGET INSTEAD OF SENDING YOU TO A WINDOW (thanks daetien-lab, #228: "I simply want to track my mote drops in the main window"). Click it and it unfolds in place with a row of tabs - Experience, Wealth, Faction, Raids - and the arrow on its header still pops the full window out to a second monitor, which collapses the card so the same surface is never in two places. The Linux and macOS widget still opens the window; the reason is an Avalonia bug we do not control, and it is next on the list.
- Small: the Experience room stops drawing a "Skill-ups" heading on sessions where you did not raise a skill. It was always there with nothing under it, which reads as a list that failed to load rather than a session that had none.
EQBuddy v1.99.3
What's new in 1.99.3
- FIXED (pull request #231, thanks quasarj) - LETTERS NO LONGER DRIFT APART IN THE MIDDLE OF WORDS UNDER WINE AND CROSSOVER. Text came out reading "an d th is" and "bun dles" - gaps of a pixel or two opening inside words. Nothing was wrong with the font: the letters were positioned correctly and then drawn in the wrong places. Windows places each letter with fractional precision; Wine drops the fraction instead of carrying it, so the error builds across a line and appears all at once as a gap. EQBuddy now asks for whole-pixel letter positions when - and only when - it is running under Wine. Windows is untouched.
- AND YOU CAN TURN THAT OFF IF YOU RUN THE WIDGET LARGE. Options - Look has "Keep letters on whole pixels", and it only appears on Wine or CrossOver because it is the only place it means anything. Whole-pixel letters are lined up before the widget is scaled, so above 100% the text softens; if you would rather have sharp text than perfect spacing, untick it. No restart.
- FIXED (pull request #231, thanks quasarj) - BOLD TEXT UNDER WINE AND CROSSOVER IS PROPERLY SPACED AGAIN, and the small-caps headings are back. EQBuddy bundles its own font for Wine, because Wine ships none of the Windows ones - and it was bundling only the plain weight. Asked for bold with no bold to give, Windows fakes one by thickening the plain letters where they stand, which widens every letter without moving the next one along. That is most of the numbers, every card heading and every stat value. The real semi-bold and bold now ship, and so do the small-capital letters that headings like "dps" and "kills" are drawn with.
- Zone-knowledge imports no longer try to put a respawn clock on a raid-instance boss or a triggered spawn, and the preview says why instead of calling it a risky number. Before, those rows read "no local baseline to corroborate" under a checkbox offering to apply them anyway - and ticking it did nothing for them.
- EQBuddy is a BETA - if something reads wrong, tell us: (gear) - Help - Send feedback.
EQBuddy v1.99.2
What's new in 1.99.2
- FIXED (a follow-up to discussion #226) - THE WIKI RE-CHECK NO LONGER LOSES A MARK WHEN THE WIKI IS DOWN. Pressing the refresh button beside a creature deleted its saved copy of the page before asking for a new one, so if the wiki could not be reached there was nothing left to fall back on: the red marks you pressed the button to refresh simply vanished, and the contribution pack dropped those creatures to "not checked". The old copy now stays until a new one arrives. Shipped broken in 1.99.1 and caught in review before anyone hit it.
- Plane of Sky rows are tidier (discussion #109, thanks Frankthetankk): the "Next spawn" column now names what brings a triggered mob where the name fits - "triggered - Bazzzazzt" - and a respawn time wrongly learned from a chain kill before 1.99.1 is cleared the moment EQBuddy starts, instead of waiting for your next kill of that mob.
- Wording: the wiki age beside a creature reads "wiki 5d ago" rather than "wiki read 5d ago" (on a surface full of red markers, "read" was being seen as "red"), and the refresh button stays live instead of greying out for thirty seconds - the wait is the wiki's, not the button's.
- EQBuddy is a BETA - if something reads wrong, tell us: (gear) - Help - Send feedback.
EQBuddy v1.99.1
What's new in 1.99.1
- FIXED (discussion #228, thanks joeymavity) - RESPAWN TIMERS NO LONGER COME BACK AFTER YOU CLEAR THEM. Clearing a timer with the X really did remove it - and then EQBuddy read your log again (on the next start, or when you switched character) and built the very same timer back out of the kill line it had just been told to forget. "Randomly" was the restart. Clearing now remembers WHICH kill you dismissed, and remembers it across restarts, so that kill stays gone. Killing the mob again still starts a fresh timer, because that is a real new spawn - and if you start one by hand with the play button, that always wins.
- THE RESPAWN TIMER NOW BELIEVES THE GAME WHEN IT SAYS A MOB IS RARE (discussion #185, thanks elderbit and bjstrange). Considering a rare mob prints "- a rare creature -" right in the line, and EQBuddy now reads it. Two things come out of that. First, a bug: that insert used to get swallowed into the mob's name, so considering the very named you were camping silently failed to count as a sighting. Second, the feature: named mobs whose names look like trash ("A ghoul executioner") could never be auto-discovered before, because the only signal was the no-article naming convention - now, if you've considered it this session and the game called it rare, your kill starts a discovered timer just like a proper-named mob. Same honest rules as all discovery: first kill shows "killed N ago", the second kill measures the cycle, and only your own kills count.
- FIXED - A NAMED MOB EQBUDDY DISCOVERS ON ITS OWN NO LONGER STARTS A COUNTDOWN INSIDE A RAID INSTANCE. Since 1.72.0 kills inside instanced raid zones start no timer (discussion #109) - but that rule only ever applied to mobs on the curated list. A named the list did not know, killed inside a raid instance, was auto-discovered and timed anyway, which is exactly the countdown #109 exists to prevent. Same fence, now on both doors.
- FIXED (discussion #226, thanks LeBigNasty and Frankthetankk, and #65 where it was first asked for) - THE DROPS TAB CAN RE-READ A CREATURE'S WIKI PAGE ON DEMAND, AND SAYS HOW OLD ITS LAST READ IS. The red marks that say "the wiki doesn't know this drop yet" were compared against a copy of the page EQBuddy keeps for seven days - so when you did the thing the mark asks for and corrected the wiki, the mark stayed lit for a week with nothing to say why. Every creature heading now shows when its page was read ("wiki read just now", "wiki read 5d ago") and has a small refresh button beside it that reads the page again right then. Two courtesies toward eqlwiki, which is run by volunteers: a page read in the last thirty seconds is not asked for again, and EQBuddy never has more than two wiki requests going at once - it used to fire one per creature the moment the tab opened. If the wiki cannot be reached, the old read stays on screen with its age, rather than the marks vanishing into "not checked". And the Wiki contribution pack window has a "Re-check N pages" button beside Copy that re-reads just the creatures it is about to claim something for - so you can fix the wiki, come back, and paste a pack that agrees with it.
- FIXED (discussion #109, thanks Frankthetankk) - PLANE OF SKY'S CHAINED AND TRIGGERED SPAWNS NO LONGER GET COUNTDOWNS OR "DUE". The bee chain (Bzzzt, Bazzt Zzzt) and the Spirocs (Guardian, Lord) do not respawn on a clock - each appears when the previous one dies, or when a particular spiroc is killed - and eqlwiki already says so, as "Respawn Time: Triggered" on their pages. EQBuddy was not only counting them down from the zone's 8-hour default; worse, it was LEARNING a respawn from the gap between two kills on Bee Island and saving it, so two Bzzzt three minutes apart became a three-minute timer that went DUE forever after. The catalog now carries the wiki's own word for these four, the Spawns window's row reads "triggered" and names what brings the mob, nothing is learned from their kills, any wrongly learned value already in your file heals itself on the next kill, and a shared zone archive can never put one back. Your own typed respawn time still wins, as it always has. Frankthetankk proposed exactly this distinction, and the wiki turned out to have it already. And from his log: a personal Plane of Sky instance enters with a line identical to the open world's, so EQBuddy now reads the "creating instance" line that comes one step before it - inside a personal Sky instance, no named starts a countdown at all, the same rule the other raid instances have had since 1.72.0.
- EQBuddy is a BETA - if something reads wrong, tell us: (gear) - Help - Send feedback.
EQBuddy v1.99.0
What's new in 1.99.0
- THE KILLS CARD AND "DROPS BY CREATURE" ARE ONE WINDOW NOW, called Kills & Drops, with a tab each. They answer the same question - is this camp worth it - and one of them was a line in the gear menu that most people never found. The Kills card on the widget becomes the door, and its one line now says more than the card header did: "82 kills - 74.6/hr - 13 types" instead of just "82". Your card keeps the slot you put it in; if you had hidden it, it is still hidden.
- David's grouping, and it corrected ours: Kills was going to be filed under a future "Live Meters" window with damage and healing. "Kills isn't a meter though. we don't track kills per second but we track damage per second, healing per second. Kills and Drops should be ... Kills and Drops." Both tabs are about the creature - what died, and what it dropped at what rate.
- FIXED - FILTERING THE DROPS LIST TO SOMETHING THAT MATCHES NOTHING NOW SAYS SO. On Windows it kept showing the previous rows instead of "Nothing matches that filter", so a typo in the filter box looked like a filter that had been ignored. The Linux and macOS build had already fixed this; the fold is where the two agreed.
- The quest and new-to-wiki markers on drop rows are proper icons instead of emoji, and they are clickable across their whole area rather than only where the drawing is. Emoji render as empty boxes under Wine, which is exactly where the Linux and macOS builds run.
- LINUX AND macOS GET THE INVENTORY TAB. Last release said it plainly: the Inventory tab was Windows-only and the other two builds kept the separate Gear Locker and Inventory windows. They are one tab now on all three, with the same "Group by bag" switch - off, it ranks everything wearable you own within each slot and marks what is an upgrade over what you are wearing and what is outclassed by something else in your bags; on, it shows where each item actually is. Both old windows are gone from the gear menu there too, because the Gear & Loot card is the way in.
- FIXED - THE INVENTORY TAB NO LONGER REDRAWS ITSELF ONCE A SECOND. It was rebuilding every row on a timer, which threw your scroll position back to the top while you were reading - so a long inventory could not be read past its first screen - and re-read the dump off disk each time for a file that had not changed. It now redraws when you open the tab, when you press Refresh, and when the game writes a new dump, which is every moment it can actually be out of date.
- MOTES IS ITS OWN CARD AGAIN, if you want it (thanks daetien-lab, #228, and everyone who said the same on Reddit). It became a tab inside Progress on 2026-08-19 and the answer we gave - the rate is on the Progress card's line - was true but not what people were asking for. Options - Cards & windows now lists Motes like any other card; tick the eye and it is back on the widget, with its count, its per-hour rate and its own star. It stays OFF unless you turn it on, so nobody's widget grows a row they did not ask for.
- AND THE REAL REASON IT WAS HARD TO FIND: Options could not reach half the mini-dashboard. Which stats show in the minimised pill has always been the star on a card header - and as cards folded into windows, five of those stars went with them. Options could only reach a star through its breakout checkbox, which exists for six of the ten, so Motes, Coin and Kills could only be switched on by opening the very window people were trying to avoid. Cards & windows now lists all ten with a tick box each. It is the same switch as the star, not a second one.
- FIXED (discussion #226, thanks LeBigNasty) - CLICKING A CREATURE'S NAME NOW OPENS ITS WIKI PAGE. The Drops tab has always told you to: step 2 of the ✦ marker's how-to-sync note reads "click the creature's name to open its wiki page", and the name was a plain label with nothing behind it. The wiki contribution pack had the same hole, on the one row whose whole purpose is "go and edit this page". Both are links now, on Windows, Linux and macOS - and they go to the page the wiki actually served when EQBuddy read it, so you land on the article the paste was written against rather than on a search result.
- FIXED (discussion #222, thanks bjstrange) - PULL-DOWN REFRESH WORKS ON EQBUDDY MOBILE WITH ONLY ONE CARD SELECTED. With two or more cards the page scrolls and your browser's own pull-to-refresh works; with one, the card fills the screen and the page itself cannot scroll, so there was nothing for the gesture to grab. The single-card view now provides the gesture itself, with a tab that follows your finger and says what will happen. It asks your PC for fresh numbers rather than reloading the whole page, so your place on the page - and the map's pan and zoom - survive it; if the connection has dropped it reloads instead, because then that is the only thing that helps. If the map is your only card, pull down from its heading: dragging the map itself still pans the map.
- FIXED (discussion #228, thanks joeymavity) - MEZ TIMERS STOP SWINGING BETWEEN TWO VALUES. If you cast a high rank, a mez broken early by damage could be mistaken for a measurement of how long that rank lasts, and overwrite the real duration EQBuddy had already watched you measure - so chips flipped between a short wrong number and the right one with nothing to explain either. EQBuddy checks: it takes a LONGER reading straight away, because an upgraded rank should not have to argue, but wants to see a SHORTER one twice before believing it, because two identical early breaks are far less likely than one. The trade is that a timer inflated by chain-mezzing now takes two clean casts to correct itself instead of one. And you can always type the duration yourself under Options - Alerts & chips, where your number wins outright.
- FIXED - EQBUDDY MOBILE NOW USES YOUR DESKTOP THEME. It never has. The phone page has been rendering in its own built-in colours since theming was added, ignoring whichever palette your widget is wearing, because the code that translates a theme for the phone threw an error every single time it ran and quietly gave up. Nothing looked broken - the page still had colours, just not yours - which is why nobody reported it. It had logged 563 times on one machine before anyone read the file. Pick a theme on the desktop and your paired phone or tablet now repaints to match, live, without a reconnect.
- FIXED - EQBUDDY MOBILE NO LONGER GIVES UP WHEN WINDOWS WON'T GIVE IT THE PORT. Ticking Enable could produce "Couldn't listen on port 47998 - only one usage of each socket address is normally permitted" and stop there, on a machine where nothing was using that port at all: no program, nothing in any connection list, nothing reserved. Some drivers and VPN or virtual-machine networking hold ports at a level Windows does not show you. It now asks Windows for a port it WILL give, remembers it, and tells you which one it used. The pairing code carries the port, so there is nothing for you to change.
- And the advice that used to come with that error - "change the port and try again" - has gone, because there was never anywhere to change it. That was the same defect as telling you to import a file without saying how.
- THE THEME WINDOWS CAN BE RESIZED. Quests, Progress, Gear & Loot and Kills & Drops all opened at a fixed size and refused to be dragged, because they draw their own frame and the resize was never put back. Drag any edge; each window remembers its own size. Ctrl+wheel still zooms the text and the window together.
- FIXED - THE QUESTS SCREEN ON EQBUDDY MOBILE COULD GET STUCK ON "Waiting for the quest catalog from the PC..." FOREVER (thanks David, who found it on his phone within minutes of the last build). Turning Quests ON in the (gear) Screens picker was enough to do it: the PC ships the 1,200-quest catalog once per device to keep the phone quick, and it counted that as sent even when the screen you added had not been on your page to receive it. It never sent it again, so the screen you had just switched on was the one screen that could never load. The same miss could leave the zone map blank if you turned the map off and back on in the same zone. The PC now re-sends whatever a screen needs the moment you add it back, and the page notices a catalog arriving instead of quietly ignoring it.
- EQBuddy is a BETA - if something reads wrong, tell us: (gear) - Help - Send feedback.
EQBuddy v1.98.1
What's new in 1.98.1
- YOUR /OUTPUTFILE DUMPS NOW IMPORT THEMSELVES. Type /outputfile inventory in game and EQBuddy reads the file within a second or two - no menu, no Import button, no hunting through the game folder for a file you didn't know the name of. It works because the game already announces every dump it writes, by name, in the same log EQBuddy has been reading all along; nothing was listening to that line until now. Same for /outputfile achievements, which marks your raid clears and Sky rewards from before EQBuddy.
- It TELLS you what it did - "Read your inventory dump (18:47) - 3 items ticked" - with an Undo beside it, because a change you didn't watch happen should be reversible. The Undo puts back only what the import ticked; anything you ticked yourself is left alone, and a witnessed raid kill is never taken away. It says the dump was read even when nothing changed, so "EQBuddy did nothing" and "EQBuddy never saw my file" stop looking identical.
- GEAR & LOOT OPENS LANDSCAPE INSTEAD OF PORTRAIT, and the wishlist tab is called "Wishlist" instead of "Gear". It was 520px - a card's width, borrowed from the widget where narrow is right because the card shares your monitor with the game. A window doesn't, and at that width the loot rows and their filter/sort strips scrunched into a tall ribbon. It's 880 now. The tab rename is because "Gear" in a window called Gear & Loot reads as "my gear" and then shows you things you don't have.
- THE GEAR TAB NOW HANDS YOU THE COMMAND INSTEAD OF JUST NAMING IT. It used to say "Import an EQ Legends Tools shopping-list HTML in Options" and stop there - a job with no directions and no tool. There's now a one-click copy of /outputfile inventory right on the tab, on the full list as well as the empty one, because the person most likely to need a fresh dump is the one whose import has gone stale.
- And the empty tab explains what a gear list actually IS - a wishlist you build on the eqlegends.tools website and export - instead of saying "shopping list" as though everyone already knew. It used to name two completely unrelated imports in two sentences side by side, which read as one set of instructions and sent at least one person into Options looking for somewhere to feed a file that imports itself.
- EQBUDDY MOBILE SHOWS THE COMMAND AS TAP-TO-SELECT TEXT rather than a copy button, on the Gear checklist and on Raids. A copy button on the phone would put the command on the phone's clipboard, which cannot reach the game running on your PC - so the phone tells you what to type and where to type it instead of offering a button that does nothing useful.
- GEAR LOCKER AND INVENTORY ARE ONE TAB NOW, called Inventory, with a "Group by bag" switch. They always read the same file - the /outputfile inventory dump - so two separate windows off one dump just made you guess which was the real one. Off, it ranks everything wearable you own within each slot and marks what's an upgrade over what you're wearing and what's outclassed by something else in your bags. On, it shows where each item actually is. Both windows are gone from the gear menu, and so is Gear & Loot itself - the card on the widget is the way in, same as Quests and Progress.
- ON WINDOWS FIRST: the Inventory tab is on Windows this release; Linux and macOS keep the separate Gear Locker and Inventory windows for now and get the tab next. Everything else in this list - the automatic imports, the copy button, the Wishlist rename, the wider window - is on all three today.
- EQBuddy is a BETA - if something reads wrong, tell us: (gear) - Help - Send feedback.