Repository navigation
1.6.8
Improvements
- Added a few configurable delays:
- A delay on fight start (before picking a position and pressing f1 to get ready)
- A delay between the following character actions (to avoid having them start running all at once). This is more of a "minimal time between follower actions" than an actual delay, because if no follower action was done recently, no delay will be applied
- Added Sentry.io to regroup the error logs of all the users and be able to react to them more easily
- Harvestables & monsters on the last map of a path will now be fought/harvested as well
- There is now an option (disabled by default) in the settings to allow the bot to take over when you have no script running on a character and you manually start a fight on this character. The bot will then handle the fight itself using the regular fight AI.
Fixes
- Added a small delay between the click in the search bar and the input of the item name when using something in the inventory (such as the chests or the sacks or resources) to avoid typing before the search bar has actually been selected
- Reduced the chances to missclick on another cell when using a sun to reach another map
- If a fight has been started when the bot tries to reach the haven bag (for example if it's done harvesting a resource and tries to reach the haven bag to zaap somewhere else, but a resource defender has appeared), it will fight before resuming the operation
- Changed fight popup close behaviour a bit to try to avoid some errors that sometimes come up
Work in progress: Traffic duplication (VIP)
Almost time for the second premium feature! It is mostly done but I'm keeping it aside for now as it needs a bit more testing.
It will be an alternative way of capturing packets than the sniffer. The goal is to have an option that would be more reliable and avoid the sniffer seemingly unfixable issue that is packet loss.
I'll detail how it exactly works in a page on the website, but it is basically a hook on the game process to open 3 TCP connections at the same time when it's opening one with the game server:
- One to the actual game server (nothing changes on this connection, the client will still be the only thing sending packets to the server and receiving packets from it. No packet modification whatsoever will be involved)
- One to VLDBot to reproduce packets received by the client from the server
- One to VLDBot to reproduce packets sent by the client to the server