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About XeroKill

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    Bronze I
  1. UPDATE: Map Section for PickIt

    With the coming of Atlas of Worlds, the map tiers have been completely revamped, and as such the default PickIt is out of date when it comes to the map section. Here is an updated version that you can copy/paste into your PickIt so that you can properly control which maps the bot will loot. I have not included any notes other than denoting unique maps because so much has changed and it will have to be determined which maps are bot worthy and which maps should be avoided. Please feel free to make note of which maps are good and bad, and for what reasons. Also, please point out any errors in spelling or syntax if you notice them, and don't forget to pester Alk to add this to the default PickIt ASAP. Lastly, I don't know if this has been posted elsewhere but I didn't find anything so I decided to make one myself and share it for those that were interested! ///////////////////////////////////////////////////////////////////////////////////// // // // M A P S // // // ///////////////////////////////////////////////////////////////////////////////////// // Sac Sets [Type] == "Sacrifice at Dawn" # [StashItem] == "true" //Sacrifice map [Type] == "Sacrifice at Noon" # [StashItem] == "true" //Sacrifice map [Type] == "Sacrifice at Dusk" # [StashItem] == "true" //Sacrifice map [Type] == "Sacrifice at Midnight" # [StashItem] == "true" //Sacrifice map [Type] == "Mortal Grief" # [StashItem] == "true" //Über map [Type] == "Mortal Rage" # [StashItem] == "true" //Über map [Type] == "Mortal Ignorance" # [StashItem] == "true" //Über map [Type] == "Mortal Hope" # [StashItem] == "true" //Über map // Prophecy Map Fragments [Type] == "Eber's Key" # [StashItem] == "true" // Map Fragment [Type] == "Yriel's Key" # [StashItem] == "true" // Map Fragment [Type] == "Inya's Key" # [StashItem] == "true" // Map Fragment [Type] == "Volkuur's Key" # [StashItem] == "true" // Map Fragment // Endgame Labyrinth Map Fragments [Type] == "Offering to the Goddess" # [StashItem] == "true" // Map Fragment // Take all maps, or comment out if you want to specify which map rarity to pick up below // [Category] == "Map" # [StashItem] == "true" // [Category] == "Map" && [Rarity] == "Normal" # [StashItem] == "true" // Take all normal maps // [Category] == "Map" && [Rarity] == "Magic" # [StashItem] == "true" // Take all magic maps // [Category] == "Map" && [Rarity] == "Magic" # [SellUnid] == "true" // Sell all UnID magic maps (for controlling/rolling your own magic maps) // [Category] == "Map" && [Rarity] == "Rare" # [StashItem] == "true" // Take all rare maps // [Category] == "Map" && [Rarity] == "Unique" # [StashItem] == "true" // Take all unique maps // Comment out the maps bellow that you DON'T need - Because of value of higher tier maps, recommend taking all T10+ maps // Alternative method for running maps is to collect all maps but set map runner ipd to run only magic/rare maps setup before hand // Tier 1 [Type] == "Arcade Map" # [StashItem] == "true" [Type] == "Crystal Ore Map" # [StashItem] == "true" [Type] == "Desert Map" # [StashItem] == "true" [Type] == "Jungle Valley Map" # [StashItem] == "true" // Tier 2 [Type] == "Beach Map" # [StashItem] == "true" [Type] == "Factory Map" # [StashItem] == "true" [Type] == "Ghetto Map" # [StashItem] == "true" [Type] == "Oasis Map" # [StashItem] == "true" // Tier 3 [Type] == "Arid Lake Map" # [StashItem] == "true" [Type] == "Cavern Map" # [StashItem] == "true" [Type] == "Channel Map" # [StashItem] == "true" [Type] == "Grotto Map" # [StashItem] == "true" [Type] == "Marshes Map" # [StashItem] == "true" [Type] == "Sewer Map" # [StashItem] == "true" [Type] == "Vaal Pyramid Map" # [StashItem] == "true" [Type] == "Vaults of Atziri" # [StashItem] == "true" // Unique // Tier 4 [Type] == "Academy Map" # [StashItem] == "true" [Type] == "Acid Lakes Map" # [StashItem] == "true" [Type] == "Dungeon Map" # [StashItem] == "true" [Type] == "Graveyard Map" # [StashItem] == "true" [Type] == "Phantasmagoria Map" # [StashItem] == "true" [Type] == "Villa Map" # [StashItem] == "true" [Type] == "Waste Pool Map" # [StashItem] == "true" [Type] == "Hallowed Ground" # [StashItem] == "true" // Unique // Tier 5 [Type] == "Burial Chambers Map" # [StashItem] == "true" [Type] == "Dunes Map" # [StashItem] == "true" [Type] == "Mesa Map" # [StashItem] == "true" [Type] == "Peninsula Map" # [StashItem] == "true" [Type] == "Pit Map" # [StashItem] == "true" [Type] == "Spider Lair Map" # [StashItem] == "true" [Type] == "Tower Map" # [StashItem] == "true" // Tier 6 [Type] == "Canyon Map" # [StashItem] == "true" [Type] == "Quarry Map" # [StashItem] == "true" [Type] == "Racecourse Map" # [StashItem] == "true" [Type] == "Ramparts Map" # [StashItem] == "true" [Type] == "Spider Forest Map" # [StashItem] == "true" [Type] == "Strand Map" # [StashItem] == "true" [Type] == "Thicket Map" # [StashItem] == "true" [Type] == "Vaal City Map" # [StashItem] == "true" [Type] == "Wharf Map" # [StashItem] == "true" [Type] == "Whakawairua Tuahu" # [StashItem] == "true" // Unique // Tier 7 [Type] == "Arachnid Tomb Map" # [StashItem] == "true" [Type] == "Armory Map" # [StashItem] == "true" [Type] == "Ashen Wood Map" # [StashItem] == "true" [Type] == "Castle Ruins Map" # [StashItem] == "true" [Type] == "Catacombs Map" # [StashItem] == "true" [Type] == "Cells Map" # [StashItem] == "true" [Type] == "Mud Geyser Map" # [StashItem] == "true" [Type] == "Olmec's Sanctum" # [StashItem] == "true" // Unique // Tier 8 [Type] == "Arachnid Nest Map" # [StashItem] == "true" [Type] == "Arena Map" # [StashItem] == "true" [Type] == "Atoll Map" # [StashItem] == "true" [Type] == "Barrows Map" # [StashItem] == "true" [Type] == "Bog Map" # [StashItem] == "true" [Type] == "Pier Map" # [StashItem] == "true" [Type] == "Shore Map" # [StashItem] == "true" [Type] == "Tropical Island Map" # [StashItem] == "true" [Type] == "Maelström of Chaos" # [StashItem] == "true" // Unique // Tier 9 [Type] == "Coves Map" # [StashItem] == "true" [Type] == "Crypt Map" # [StashItem] == "true" [Type] == "Museum Map" # [StashItem] == "true" [Type] == "Orchard Map" # [StashItem] == "true" [Type] == "Overgrown Shrine Map" # [StashItem] == "true" [Type] == "Promenade Map" # [StashItem] == "true" [Type] == "Reef Map" # [StashItem] == "true" [Type] == "Temple Map" # [StashItem] == "true" [Type] == "The Coward's Trial" # [StashItem] == "true" // Unique [Type] == "The Putrid Cloister" # [StashItem] == "true" // Unique [Type] == "Acton's Nightmare" # [StashItem] == "true" // Unique [Type] == "Hall of Grandmasters" # [StashItem] == "true" // Unique [Type] == "Mao Kun" # [StashItem] == "true" // Unique [Type] == "Poorjoy's Asylum" # [StashItem] == "true" // Unique // Tier 10 [Type] == "Arsenal Map" # [StashItem] == "true" [Type] == "Colonnade Map" # [StashItem] == "true" [Type] == "Courtyard Map" # [StashItem] == "true" [Type] == "Malformation Map" # [StashItem] == "true" [Type] == "Quay Map" # [StashItem] == "true" [Type] == "Terrace Map" # [StashItem] == "true" [Type] == "Underground River Map" # [StashItem] == "true" [Type] == " Map" # [StashItem] == "true" [Type] == "The Vinktar Square" # [StashItem] == "true" // Unique [Type] == "Caer Blaidd, Wolfpack's Den" # [StashItem] == "true" // Unique // Tier 11 [Type] == "Bazaar Map" # [StashItem] == "true" [Type] == "Chateau Map" # [StashItem] == "true" [Type] == "Excavation Map" # [StashItem] == "true" [Type] == "Precinct Map" # [StashItem] == "true" [Type] == "Torture Chamber Map" # [StashItem] == "true" [Type] == "Underground Sea Map" # [StashItem] == "true" [Type] == "Wasteland Map" # [StashItem] == "true" [Type] == "The Perandus Manor" # [StashItem] == "true" // Unique [Type] == "Oba's Cursed Trove" # [StashItem] == "true" // Unique // Tier 12 [Type] == "Crematorium Map" # [StashItem] == "true" [Type] == "Estuary Map" # [StashItem] == "true" [Type] == "Ivory Temple Map" # [StashItem] == "true" [Type] == "Necropolis Map" # [StashItem] == "true" [Type] == "Plateau Map" # [StashItem] == "true" [Type] == "Residence Map" # [StashItem] == "true" [Type] == "Shipyard Map" # [StashItem] == "true" [Type] == "Vault Map" # [StashItem] == "true" [Type] == "Death and Taxes" # [StashItem] == "true" // Unique // Tier 13 [Type] == "Beacon Map" # [StashItem] == "true" [Type] == "Gorge Map" # [StashItem] == "true" [Type] == "High Gardens Map" # [StashItem] == "true" [Type] == "Lair Map" # [StashItem] == "true" [Type] == "Plaza Map" # [StashItem] == "true" [Type] == "Scriptorium Map" # [StashItem] == "true" [Type] == "Waterways Map" # [StashItem] == "true" // Tier 14 [Type] == "Palace Map" # [StashItem] == "true" [Type] == "Shrine Map" # [StashItem] == "true" [Type] == "Springs Map" # [StashItem] == "true" [Type] == "Volcano Map" # [StashItem] == "true" // Tier 15 [Type] == "Abyss Map" # [StashItem] == "true" [Type] == "Colosseum Map" # [StashItem] == "true" [Type] == "Core Map" # [StashItem] == "true" [Type] == "Dark Forest Map" # [StashItem] == "true" [Type] == "Overgrown Ruin Map" # [StashItem] == "true" //Tier 16 [Type] == "Forge of the Phoenix Map" # [StashItem] == "true" [Type] == "Lair of the Hydra Map" # [StashItem] == "true" [Type] == "Maze of the Minotaur Map" # [StashItem] == "true" [Type] == "Pit of the Chimera Map" # [StashItem] == "true" [Type] == "Vaal Temple Map" # [StashItem] == "true"
  2. More options for using flasks

    I use both and it strikes a great balance. For certain flasks that I want to use under very specific conditions I will use a combat skill in the bot to setup those conditions. For the reactionary stuff like healing, curing conditions, or just using elemental / defensive flasks at a certain Life/ES, I stick with AutoPot. The only thing I don't use is the bot's built-in flasking functions as they just do not work reliably enough, but I do use the bot's chicken rather than AutoPot because the bot doesn't detect external disconnects and won't recast auras if another program forces a disconnect.
  3. How to get bot to do only maps?

    Maps have to be in your stash tabs that the bot is setup to look at. In the Pickit section there is a section that allows you to outline which tabs the bot will look at and which tabs will perform certain functions. You need to have your maps in one of the tabs for either "Stash Tabs" or "Map Tabs". If they are in any other tabs, the bot will not recognize them. Also, if you intend to have to bot roll your maps then you need to keep the required currencies in one of the "Stash Tabs" as the Currency tab is separate and the bot will not pull Transmutation, Alteration, Alchemy or Chaos orbs from those tabs. http://imgur.com/a/Qls8W
  4. How to set up enduring cry to manually casted? thanks~

    It is not casting because of the min. monster required setting. I have found that those settings are not reliable at all because the bot has to track so many variables and by the time the bot determines the skills needs to be cast, the fight is over and everything has changed. I don't think the check for monster density (IE min monster) is checked before other values and so it doesn't prioritize this value before your other skills. I would remove the min. monster setting and just let the bot use the skill on a faster cooldown. You will waste some casts on a small number of enemies, but it better than nothing and if you are melee you will most likely get a good cluster for the second cast. You could also lower the range to something like 5 - 7 and make it the highest priority. What this will do is the bot will move into closer range before casting EC, hopefully getting a larger group in the process. Does priority 11 even work? I thought the top value was 10... but I don't recall where I got that idea. I have never used a value higher than 10, and my skill chains work very well.
  5. More options for using flasks

    Priority: 10 - You want this to be cast before anything else and the cooldown will allow for other skills of a lower priority to be used while this skill is not available. If you put this skill at a lower priority than your primary combat skills, then it will likely never be used because monsters will be dead before they can be targeted for use with this skill. Cooldown: 5000 - This should be the duration of the flask in milliseconds, so if the flask duration is 6.9 seconds, for example, then this value should be 6900. You can add or subtract from this value to suit your needs. But if you want 100% uptime you want it to be no more than 100ms greater than the total duration, so no more than 7000 in this example. Max Distance: This is the same as a combat ability so you want to set this at least as high as your primary skill or slightly higher so that it casts the flasks right before it can cast your skill. I typically use 20 for melee builds and 35 for ranged builds. This can be adjusted to suit your needs. Play with this and the cooldown the most to fine-tune your usage the most. You can also set this significantly higher than your primary skill to use it more frequently, as in the case of a quicksilver flask where you want to use it in more than just combat. Min Distance: 0 - I have no idea why this option exists. Anything more than 0 causes the ability to never be used. Can anyone explain the need or use for this option? Target Selection: Set this if you only want the flask to be used against certain targets, should be self explanatory. (Note: The selection will include everything above the selected tier except in the case of "Normal Only" so if you choose Rare as the tier, the bot will use this skill against Rare and Unique mobs but not against Magic and Normal mobs.) Everything else should be left alone unless you have specific needs like a certain number of charges or a certain number of enemies to be present. However, I find that adding such conditions drastically reduces the odds that the ability will be used under the right conditions because the bot has so many variables to calculate that by the time it identifies the correct time to use a skill all the conditions will have changed. I have never really found a useful application of those options and they seem to cause more trouble than they are worth. Again, if someone else has made exceptional use of them, I would love to hear it so that perhaps I can refine my builds to include them if needed.
  6. Map AI

    I get that, but I was referring to upgrading the way the bot works in the general sense. I would not expect each map to have its own AI or special conditions except in the case where super unique conditions are required to even consider running the map, like a Unique map like Coward's Trial. However, even then, I would not expect the bot to run EVERY map perfectly, though it would be nice. I was just hoping to see the generic AI improved because as it stands the AI is generally failing to handle the most basic map functions. It should be able to handle simple terrain changes easier than it does. It should be smarter about how it searches zones, though I have no clue how that would be accomplished without memhacks and I admit my ignorance of how this is accomplished or how it can be done better... but I have used dozens of other bots in other games and they handle it very well. It should be able to locate arena zones and take or ignore them properly. Perhaps an option to tell certain zones to leave the boss alone, and it can do so because it can identify the arena, and that should be easier than ever since every single boss transition is now titled "Arena" so identifying the zone should be super simple. Basically, the request is that the map functionality should, in my humble opinion, be the most useful application of the bot as that is really what I would wager 90% of the users would want the bot to do well. I know you are working hard on the leveling AI, for example, and that is admirable and I wouldn't suggest that you abandon that effort, but ultimately the most useful application of the bot would be for it to reliably run maps efficiently and at least somewhat safely. As it stands now, even the most powerful build in the game is relegated to running Dried Lake endlessly instead of pushing maps, where the real currency is at. Please don't take this as a slam against the bot or a personal criticism, I love the bot and have been using it for years. However, the bot is definitely lacking in the most important area of operation. The area that most players will spend the vast majority of their time and effort trying to progress.
  7. Map AI

    With the introduction of the Atlas I have noticed that the Bot's AI is staggeringly underdeveloped. I really feel that some significant effort should be put into making the maps running a lot smarter. A few notes about this is that the bot seems to rarely take the Arena transitions to kill bosses, which is a huge loss on loot and map gains. Also, the method for searching a map zone seems to be, a bit daft at times. Often times the bot will spend a ridiculous amount of time aimlessly wondering over areas of the map that it has already explored and has difficulty with elevated terrains, despite the recent improvements. I am certainly open to suggestions on things I can do to make the experience better but sadly this community is very cagey with sharing details because a lot of member use the bot for financial gain, and feel they have to hoard their knowledge. This isn't aimed at everyone, obviously, but information isn't always the easiest to obtain on ways to most efficiently set up the bot. There are tons of guides on general settings, but rarely any specifics. At any rate, the may gist of this post is to suggest that the mapping be a priority focus and really expand on the functions the bot can offer in that regard.
  8. TCP Disconnect doesnt work

    I had a similar problem that I solved by actually keeping CPorts open and running. I use Gurud's Pot Script and it will use TCP drop even if the program isn't running, but the bot seems to need it running to work. Unless someone else knows what we would need to do to get it working otherwise.
  9. Best application to attach to?

    I use a simple AutoHotkey script when playing PoE and I attach to that. It does crash occasionally but far less than most I have tried.
  10. current known bug(s) for 53c

    I have noticed that Clearing Corrupt Areas doesn't work anymore either. When it is finished with the corrupted area it will TP to town then re-enter the portal infinitely. This happens whether or not the option to clear corrupted areas is selected or not. The odd times that the bot accidentally clicks into a corrupted zone will end with this result as well. It is horrible because A) It is easily detectable and B) it sucks down all my TP scrolls in a matter of minutes. I have not encountered the bug that Diety is referring to in a long time, but it used to be a very common issue.
  11. I can confirm this one as well. I just died to an Animated Guardian because the bot refused to kill the last blue mob that was sustaining him even though it was like 10ft away. For now, I will set it to chicken on sight for this clown, but it had been working properly in the past and I don't when this bug came back.
  12. Hello Alk, Good day to you. I wanted to take a moment to jot down a few bugs I have noticed with the 0.53b build. Key to press on fail chest opening: This function doesn't appear to be working at all anymore. I am having the bot open all chests and breakable objects because I am always worried that I will miss that exalt in a crate. However, the bot commonly gets stuck trying to open a breakable chest and will not activate the key I have assigned. This feature has always worked in previous versions, so this is a recent change. TCP Drop Chicken Method: This also appears to be malfunctioning because I have taken several deaths due to the bot not chickening. I have used an AutoPot script that chickens via the same method and it works superbly so I am assuming it is not a problem with Cports but with the bot using it correctly. I currently use the Esc & Click method and it works just fine, if not quite fast enough in this day and age of massive enemy DPS. Idle In Town: The other forms of idle work just fine, but when set to idle in town the bot just keeps on going. The idle timer says that it is waiting to be in town/hideout but never actually activates the idle. These are the three I have at the moment and I will add to this list if I come across anything else.
  13. It is funny because the community has been begging for this feature for a long time, and now that we have it, a lot of people are complaining about it. It would be nice to have it as an option, for those of us that are not as concerned with absolute efficiency over missing GG items. Personally, I am thrilled with the feature and look forward to seeing it refined, as there are issues with it.
  14. Fecund is now a hybrid part of Unwavering. It is not an independent roll as far as I could tell. If it does roll, I never saw it. [1011] used to be the mod for Fecund but it doesn't appear on its own anymore. // [1010] > "0" && [Rarity] == "Magic" # [RerollMods] == "true" // -- Unwavering -- Monsters cannot be Stunned // [1011] > "0" && [Rarity] == "Magic" # [RerollMods] == "true" // -- Unwavering -- X% increased Monster Life The Anarchic roll has two components. They always appear together when you perform an item dump. It was something that I spent a while figuring out because I usually try to roll multiple mods in order to make finding the values easier. I would often times get a blue rolled map that would have 3 different values and eventually I determined that Anarchic always appeared with 2 separate values. I don't know specifically what they indicate in and of themselves. I assume one is a true or false value to activate it, and the other is a variable that would allow them to increase the number of Exiles that can spawn. I think they wanted it to be a range, say Area contains 1 - 5 extra exiles, and that is what the second value is for, but they never implemented any value other than 2. That is an assumption, but both mods always appear together and uncommenting either value will reroll the Anarchic mod. Roll a map that contains only Anarchic and you will see both mods in the dump file. I edited out the extra maze map entry, thanks for that. As for the Untainted issue... I dunno. I just copied and pasted the list provided by Omega and then changed the arrangement of them to correspond with their levels from lowest to highest. I kept the Untainted entry for brevity, mostly as I don't think it is a physical map you can get either. I felt that leaving it in the list and commented was best since I didn't know for certain. Feel free to delete it or leave it. The basis for this list can be found here: http://pathofexile.gamepedia.com/Map#Maps_by_Level
  15. Gems not leveling

    I could not find any setting which controls the coordinates that the bot clicks for the gem leveling. However, you did state that you have quest tracking turned off. I have mine turned on and the bot finds the gems just fine. Perhaps try turning that back on. Also, did you restart everything after these changes, including POE? You might try that as well. Just restart everything involved.