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Nock 2.0.9

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@NockHUD NockHUD released this 30 Sep 14:44
· 35 commits to master since this release
2.0.9
7cbd8f2

WoW Forever (beta)

  • No HUD: General → Visibility → HUD switches off the cluster and everything glued to it (bars, Range Finder, cooldown grid, cast bar, pet row, corner icons and buff row). Nock then runs for its alerts and tools alone: warnings, the aggro flash, range cues, the eating pill, the aspect ring, the tracking wheel, the weave key and the camera flip keep working. The setup wizard offers it as a "No HUD" choice.

  • Sweet spot on the weave strip (thanks sldo23!): the strip turns green and reads SWEET SPOT while you stand in the rest band, the narrow stretch just outside the dead zone where Auto Shot already reaches (about 8 to 10 yd). It lights the moment you are there and gives way to the glide while you run toward the target.

  • Aspect ring: no-mana tint. A learned aspect you lack the mana for is painted in the cooldown grid's no-mana blue, so you see it before you flick. Always on.

  • Tracking wheel: tiles no longer overlap. The eight tiles sit on a wider ring of their own, so the hovered tile no longer covers its neighbours. The pick is by angle, so the flick is no longer than before.

  • Setup wizard: Restock ammo. The wizard now offers the ammo restock switch next to the other vendor helpers.

  • Sting timers on the cooldown grid: a new Sting tile counts down your sting on the current target, whichever sting it is. The tile is lit while the target has no sting of yours, and shows the sting’s icon with the time left once it lands; it follows the target you have selected, so two stung mobs each show their own time, and a miss leaves the tile lit. The Sting tile joins the default grid and the Leveling pack; Serpent Sting, Scorpid Sting and Viper Sting also have a tile each on the cooldown board. If you arranged your own grid, add the tile from the board ("Sting (any)").

  • Quickstarts → Weaving: one page for everything a weave needs. Pick how you weave (turret, your own macros, or one key), then five cards (HUD, camera, weave key, macros, sounds) show what is ready and what still needs you, each with the switch or button that fixes it. The switches are the same ones as on their own pages.

  • Weave helper: the glide follows your movement keys. The bar used to run on the client's "moving" flag, which is also true while you hold W and S together or strafe, so it marched while your range did not. It now reads the bound movement keys (and both mouse buttons): W+S and a strafe freeze it, S in the middle of a run-in walks it back, and a turned character running W reads as running out. Forward and backward are projected onto the target's bearing (a strafe is left to the range ladder); a backpedal out learns its own leg time beside the run-out, a white swing landing on the way out no longer resets the bar, and any hit inside reach starts the way out. GO is offered from the rest band inside 10 yd, the bar draws from your first step, and backing out past that band tints the strip's border amber.

  • Weave key: an optional way to weave beside your macros. One held key runs you toward the target through the Movement Pad, letting go in melee strikes with Raptor Strike (a white hit when Raptor is on cooldown) and arms the camera flip, the next hold runs you back out on the turned character, and letting go in range turns the shot back on. Both bodies the key runs are yours to edit, with a reset to stock and a Movement pad switch; a stuck pad toggle after a lost release gets a one-line fix in chat; /nock weavekey for the report. Off by default: the wizard's new Weave key step (for weavers) or Utilities → Weave key, where the key is bound; also under Nock in the game's Key Bindings.

  • Camera flip: arms on the Raptor hit. The turn away now waits for your Raptor Strike landing (or the next melee hit) for one melee swing plus half a second instead of a fixed 1.5 s, so a white swing that lands on arrival no longer strands the turn.

  • Weave cue sounds: Alerts → Sounds → Weaving has a clip for STRIKE and one for RELEASE, the melee bar's "let go" moments, so your eyes can stay on the fight. Off by default. Two short clips ship with it: Nock Pop (the stock STRIKE sound) and Nock Click, both in every sound dropdown.

  • Camera flip: turn back when in range. On the way out the character now turns back on its own once Auto Shot reaches the target again and you let go of the movement key, so the shot key finds you already facing. Never while you are still running (a turn under a held key would run you straight back in, and addons cannot stop movement); the macro's face line stays as the fallback. On by default while the camera flip is on; Utilities → Camera flip → Turn back when in range.

  • Weave helper: turning round reverses the glide. The glide bar only knew that you were moving, so running back out mid-crossing kept it marching toward the melee end until you were back in range. Now a turn of more than 100° while moving (the camera flip, a mouse turn) flips the leg: the bar slides back the way you came at your measured pace, the melee bar says BACK OUT (or GO IN when you turn back toward the target), and a reversed crossing is never learned as a pace.