v2.4.2
2.4.2 - 2026-06-26
Added
-
Radar: Expedition explosive/remnant post icons.
-
Mouse-over entity in game state. The entity currently under the cursor is
now tracked and reset cleanly when nothing is hovered.For plugin devs —
GameHelper.RemoteObjects.States.InGameState.MouseOverEntity
(anEntity, reachable asCore.States.InGameStateObject.MouseOverEntity).
Use it to act on whatever the player is hovering (tooltip, highlight, price
lookup, etc.). It follows the host→sub→entity pointer chain each frame; when
nothing is hovered itsAddressisIntPtr.ZeroandIsValidisfalse, so
always gate onIsValidbefore readingPath/Id.
2.4.1 - 2026-06-25
Added
-
LootValue plugin. Reads ground/inventory item identity from memory and
prices it against poe.ninja / poe2scout — no clipboard copy required. -
Item identity components for plugins. Two new entity components were added
to support price lookups and item identification.For plugin devs:
GameHelper.RemoteObjects.Components.Base— present on item entities. Exposes
BaseItemName(localized display name, e.g. "Greater Orb of Augmentation")
andInternalName(locale-independent BaseItemTypes id, e.g.
CurrencyAddModToMagic2). UseBaseItemNameas a price key for non-uniques
andInternalNameas a stable cross-language/patch key. Reading these means
you no longer need the user to copy an item to the clipboard to learn its name.GameHelper.RemoteObjects.Components.RenderItem— present on item entities.
ExposesResourcePath, the full 2D inventory art (.dds) path. The basename is
a stable, unambiguous identity for uniques (each has its own icon) and matches
poe.ninja / poe2scout'sIconUrlbasename, so it works as a unique price key
without reading the item's name. Currency tiers share one art — preferBase
for non-uniques.
-
Universal font in core. DejaVuSans + GNU Unifont are bundled and applied
app-wide so non-Latin glyphs (item/affix names, etc.) render correctly.For plugin devs —
GameHelper.Utils.UniversalFont(ApplyFromSettings(),
ApplyConfigured()). The core applies this for you; you generally just get
correct glyph coverage in yourDrawUIfor free. -
Chat-active detection via UI flag. Whether the chat box is focused is now
read from a UI element flag instead of inferred from background color
(more reliable).For plugin devs —
GameHelper.RemoteObjects.UiElement.ChatParentUiElement.IsChatActive
(abool). Check it before sending input or reacting to key presses so you
don't act while the user is typing in chat. -
More Atlas/map data exposed (
ImportantUiElements) and partial parsing of
in-map content info, used by the Atlas plugin. -
Radar: Rituals, Breaches, Abyss, Sacred Water, Research Strongboxes,
Runestone encounters and adjustable Runestone socket-count display; Breach
Strongholds and Hive Fortresses are now identified. -
HealthBars: Ward and Life are now combined into a single bar.
-
pull-external-plugins.battogit pullall plugin repos cloned intoPlugins. -
Memory read-failure diagnostic tool for troubleshooting offset/read issues.
Changed
- Updated offsets and signature patterns for game patch 0.5.4.
- Radar no longer recalculates paths that have already been reached, and hides
them once reached. - Discord invite URL updated to the new server.
Fixed
- App locking up completely after the earlier memory-read hardening.
- Many memory-read exceptions are now caught instead of crashing reads.
- Bad pointers used when parsing Atlas nodes.
- Disabled plugins' settings being overwritten on close.
- Co-op (multiplayer) read fix.