Releases
v2.0
v2.0 — Lure Targeting & Direct Memory Attack
Latest
Compare
Sorry, something went wrong.
No results found
What's New in v2.0
Lure Targeting Strategy
Lure mode for AoE hunting — cavebot walks the path while dragging monsters, then stops to fight when enough mobs are gathered
Lure timeout — fights with fewer mobs after waiting too long, preventing stuck situations
Floor change awareness — auto-fights before stairs/ladders regardless of mob count
Direct Memory Attack (Fix 24)
Eliminated Game::attack() entirely — replaced with direct memory write to m_attackingCreature for zero crash risk
Two-phase targeting: DLL memory write (red square) + proxy packet (server combat)
No Lua VM involvement, no re-entrancy issues, no stale pointer crashes
Creature Scanning & Targeting Pipeline
DLL map tree walk for O(log n) creature scanning every 100ms
Correct creature position offsets (Fix 19: all creatures use same offset)
Player position from proxy packets (Fix 19: DLL struct was stale)
Auto-targeting with 50ms loop, 500ms resend interval
Combat System
Unified auto_combat action — AOE (Inner Flame) > Spell (Kiaiho) > Rune priority
All combat actions respect lure_active flag
Protection Zone detection from server messages
Cavebot Engine
Recording & playback with walk_to, use_item, use_item_ex, floor_change support
Actions map simplification (80+ raw waypoints → ~15-20 navigation nodes)
ASCII minimap with sequence-based floor splitting
Cancel-walk retry, door detection, floor skip logic
Bug Fixes
Fix lure walk-fail crash (_get_lure_settings() 3-value unpack bug)
Fix lure/pause fight loops breaking prematurely
Add lure diagnostic logging (targeting, combat, cavebot)
Numerous creature scanning, position, and targeting fixes (Fix 7-24)
Infrastructure
DLL v50 with WndProc hook, light patch, named pipe commands
Centralized constants.py and offsets.json
Electron dashboard with real-time stats, creatures, minimap
MCP server with full bot control via Claude Code
You can’t perform that action at this time.