Edit 2: A few more issues have been fixed: Edit: A new build has been released that should fix some of the movement issues and the bot not updating. Please download and test the new version. #45 [02 May 14 00:14] You will need to download a clean copy of the Release version. The Beta version will not be updated soon, because it is a different set of code now. Here is the changelog, but you are always encouraged to check the Exilebuddy (SotV) Release/Beta Revision Guide for the latest information.
The process crashes for some reason for me, and is hard to kill in windows. I've installed a fresh, clean one, and it simply freezes hardcore, i'll check the event log and try compability modes to see if it fixes anything.
Tried with three different pc's now, they're all running updated win7 (two of them barebone, one is on top of slackware), they all worked just fine with the other version, none are working now. The process crashes as i mentioned when opening the .exe, and refuses to get killed hardcore, probably locked waiting for some kernel resource caused by a buggy driver or similar.. Either way, only way i can kill it, is to reboot. Tried compability mode, tried running as adm, not sure what fails
I got the same problem. After I run the application it crashes ... I try to run it again but it shows, that process is already running.
Make sure you have .Net 4.5.1 installed. If you still have problem's please open a support thread and attach the contents of the logs.
Hi. Bot feels much slower this version. He's taking few steps then standing still, walking into corners much more. Also, the bot is not using quicksilvers enough this version.
Net 4.5.1 is still installrd. Ive botted until the patch with the exact same setup. It doesnt crash in the same manner either as it does when missing the framework. Ill try reinstalling it once im home.
I'm getting the impression it moves around with considerable less problem than before. It also seems to handle doors much better than before. It still backtracks a bit and runs too far into corners etc. but it's definitely an improvement (with exception of the move/stop/move twitchy movement and non-usage of Quicksilvers which I assume is a temporary thing).
maybe being slow will make it more human... making it less detectable? just maybe? here's my number? call me?
If the movement system that was swapped in needs to be tweaked some, it will. Exploration didn't change at all, it's still using the old system. The new system will be in Beta when it's finished. The new code does have a few different logic checks for ignored nodes to identify pathfinding issues. However, the old system seemed extremely broken in this patch, to the point where the bot felt unusable even when doing basic testing. I was not comfortable simply putting out an update using it seeing how bad it was. Choosing between not releasing an update today, using the old system that seemed even more broken before, or using a newer system that the bot will be switching to (it's just not tweaked yet), the last option felt like the best thing to do. So, improvements will be worked on this weekend for it, as the new code will fix a lot of problems the old code had, it's just not as smooth yet, because the old system worked an entirely different way. I actually did run the bot quite a lot using the new system, and it wasn't anywhere as bad as some people are saying it is for them. It's not as smooth looking as the first version, but it wasn't by any means "unusable".
Same problem here. He takes a few steps, stand still for about 1 second and then move a few steps again.
same issue here, bot doing stop every 3-4 step (it look VERY SUSPICIOUS IN TOWN) nad bot dont use quicksilver flask