v1.27.1
New feature: delve-helper
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categories: experiment, proof-of-concept, UI-testing, coding-practice, fluff
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description: feature that helps you find hidden delve-passages (it's a HELPER, not a solver, i.e. it's not 1000% accurate and requires basic deduction by the user)
delve-helper.webm
Delve-helper: setup
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this feature has to be enabled and calibrated in the settings menu
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open the delve-map (e.g. via Niko) and find a large area with chambers
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zoom into the delve-map as far as possible (that's also the default), then open the LLK settings menu, go to the delve-helper section, and enable the feature
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a sample grid will open with which to calibrate the grid size (it's NOT click-through), so you have to get used to moving the map underneath by clicking its side-edges that are not covered
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align the borders of the chamber-area with the grid and resize it until they match more or less (also use the borders of biomes/tiles to double-check)
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you can close the grid by pressing ESC
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this is also where to resize the button with which the feature can be toggled (it's free floating, so it can be dragged and positioned across the screen, just like the alarm and notepad icons)
- optionally, you can have this button shown only while you're in the azurite mine (enabling this will scan the client.txt-file generated by the game, which may or may not affect general performance depending on its file-size and your hardware)
Delve-helper: usage
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this feature can be toggled by clicking its button (right-clicking will reset the grid)
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important note: you ONLY need to input pathing for sections (squares in the grid) that actually have a node/checkpoint
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that means: do NOT click sections that only have a path but no node/checkpoint (because the code assumes that every path set by the user has a node/checkpoint and thus includes that in its calculations)
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PROs: fewer clicks needed, more visibility, faster inputs
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CONs: you can't feel the weight of your clicks, this feature can't account for path collisions (i.e. whether a path blocks the way to a hidden node/checkpoint) but only with neighboring nodes/checkpoints
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always make sure to set the pathing correctly (it's sometimes a bit difficult to tell at first glance in which direction paths lead because nodes are not always centered in the sections, and pathing can be quite crooked sometimes)
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interaction-loop:
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align the map with the grid so that the hidden node is somewhere around the center
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set the paths for nodes/checkpoints around the hidden one by clicking the directions next to the center of a section
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after every (logical) surrounding node/checkpoint has its pathing marked, right-click the center of the hidden node's section/square to mark it as such
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plausible nodes will be marked green, unlikely/impossible nodes will be marked red
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integrated QoL: you can click the center of a section to toggle between zero and four paths
- this means you can mark three-way intersections with two instead of three clicks
Feedback
- v1.27 feedback thread for specific feedback on this version
- post general feedback, ideas, and opinions HERE