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Sanctum Planner
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scans the entire floor, creates a schematic, and overlays it onto the game client
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shows the maximum number of potential connections for each room
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lets you highlight rooms, and will then check and highlight the required/available pathing
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"target": high-value room you want to reach
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"avoid": room with bad afflictions you want to avoid
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"preview": shows only those rooms that can be reached from here
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this feature is based on finding and connecting specific pixels on screen
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you have to do two types of calibration: paths & rooms
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the feature's accuracy depends on your calibration, so do it properly and follow the instructions if you want the feature to work properly
- this feature has its own section in the settings menu, with UI and sub-feature settings
main UI-elements & user interaction
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screenshot |
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floor-schematic overlay: - hold TAB to activate it (hides on release)- press SPACE to "lock" it and make it stay until ESC is pressed- left-click a room to mark it as "target" and highlight available pathing- right-click a room to mark it as "avoid" and highlight potential funnels- middle-click a room to only show those rooms that can be reached from there (can be held down to hover back and forth between rooms) |
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scan & calibrate buttons: - available once the overlay is "locked" - left-click scan to scan the map- hold right-click on scan to display how the tool analyzed the floor-map- left-click calibrate XYZ to calibrate the pixel-checks- hold right-click on calibrate XYZ to delete pixel-data and start over |
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optional cheat-sheet panel: - shows room objectives on the current floor - shows specific information for special fountains |
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NOTE
: these instructions are very detailed because this feature's results are highly-dependent on how well you set it up-
it may look like a lot of work at first glance, but it isn't really (if you read carefully and don't skip stuff)
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this only has to be done once (unless the in-game UI receives updates in the future)
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this feature has to be enabled in the settings menu first: go to
Sanctum Planner
and tick the checkbox -
enter a
fresh Sanctum floor
(i.e. every single room is still accessible) -
the overlay is accessed by holding TAB, and hides again on release
- it only works within actual Sanctum content (the entrance with Divinia, waypoint, and stash doesn't count)
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since there is no previous data to display, only the frame will be shown
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the overlay can be "locked" by pressing SPACE, i.e. it won't hide when releasing TAB
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pressing ESC will unlock and hide it again
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locking it will also reveal calibration and scanning options in the bottom-right corner
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if there is no calibration-data, the individual buttons will be highlighted red
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click
calibrate paths
to open the snipping tool-
for more precision use the
right mouse-button
to snip a screen-area (the area can be moved/resized with WASD afterwards) -
you need to snip the middle/brown part of a
straight path
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if successful, the
calibrate paths
button should no longer be highlighted red
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click
calibrate rooms
to open the snipping tool-
this time, you can snip the screen-area with normal clicks (this calibration doesn't require much precision)
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you need to snip the
upper part
of a room, avoiding any reward-icons inside: -
if successful, the
calibrate rooms
button should no longer be highlighted red
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if both calibrations were successful, the
scan
button should become available:- it will be highlighted red if there is no available floor data, or if the available data and the current floor don't match (e.g. if the previous scan was for floor 1 and you're now on floor 2)
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click the
scan
button to scan the floor-map- wait for the scan to complete (the button has a built-in progress bar)
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if the scan is successful, the overlay will be updated and shown on screen
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if the scan fails, the overlay will remain hidden and an error-message will appear
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in either case, it's good practice to do additional calibration passes to make scanning more accurate, so keep reading
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you can hold right-click on the
scan
button to view how the tool analyzed the floor-map (from now on referred to as analysis-image):-
ideally, you'd want paths to be colored as solidly as possible (NOTE: at higher resolutions, it needs to resemble a more or less uniform bar-code):
below 1440p 1440p and above -
look for paths that are "spotty" in comparison and do another calibration-pass
on that specific path
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if the scan failed completely, the analysis-image will mark the problem-area with a teal cross, and you should do another calibration-pass
on that specific path
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do repeated calibration-passes, followed by re-scans, until the majority of paths is more or less "spotless"
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if you accidentally screen-cap incorrectly (e.g. outside the brown area in the middle of the paths, or outside the boundaries of a room), scans may become inaccurate
- you can clear calibration-data by holding right-click on a
calibrate XYZ
button, then start over
- you can clear calibration-data by holding right-click on a
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the analysis-image (holding right-click on
scan
) shows the recognized room-grid by placing red crosses- if these crosses are misplaced, you'll have to reset and recalibrate the room pixel-data
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as mentioned earlier, pathing between rooms will be colored on the analysis-image, and the quality of the coloring represents the tool's accuracy
- the paths need to be as "spotless" as possible, and they need to be of
a single color
(multiple colors per path indicate incorrect connections)
- the paths need to be as "spotless" as possible, and they need to be of
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whenever you look at the Sanctum floor-map in game, hold TAB to activate the overlay
- when entering a new floor, lock the overlay by pressing SPACE so that scanning is made available
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optionally, you can hold ALT to temporarily increase the overlay's transparency (to more easily read and check the rooms underneath when the overlay is locked)
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the following examples had all-seeing eye active, but usage without it is largely the same:
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instead of marking rooms on the whole map, you can mark them as they are revealed when advancing room by room
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you'll check the newly-revealed rooms in game first, then pull up the overlay to potentially mark them or check their connection-count
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check the visible rooms ahead for rewards you want to get or afflictions you want to avoid
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left-click "target" rooms to highlight them and the possible paths green:
random example 1 random example 2 -
right-click "avoid" rooms to highlight them and possible "funnels" purple ("funnel" refers to room-constellations where, once entered, you'll not be able to avoid the clicked room):
random example 1 random example 2 -
if rooms become completely inaccessible due to having to avoid prior rooms, they'll be highlighted black
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rooms you click always have a thin white border, but paths they create do not
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you can mark multiple rooms purple (some may be blacked out due to being inaccesible in the final configuration, so check for white borders in case you want to de-select them again):
random example 1 random example 2 -
when both markers are used, you'll be able to tell from the highlighting if the "target" room can be reached without issues:
merchant reachable benevolent fountain unreachable
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- if there aren't any special rooms to target or avoid, you can simply use the number-tags on each room to find paths with the most potential connections
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to improve readability and make the information more digestible, you can middle-click a room to treat it as the "most-recently completed room" and remove old/irrelevant data, for example:
room 1 room 2 room 3 room 4 - optimally, you'd "pre-mark" the room you're about to enter so that old/irrelevant data is already removed from the overlay the next time you access it
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you can hold middle-click and hover from one room to another to compare their reach
2024-08-14.14-16-46.mp4
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this is for situations where the next choice is more or less a coin-flip
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this can be used to see if anything ahead tips the scale for one choice over the other
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