Skip to content

Sanctum Planner

Lailloken edited this page Aug 15, 2024 · 6 revisions

Feature Overview

  • scans the entire floor, creates a schematic, and overlays it onto the game client

  • shows the maximum number of potential connections for each room

  • lets you highlight rooms, and will then check and highlight the required/available pathing

    • "target": high-value room you want to reach

    • "avoid": room with bad afflictions you want to avoid

    • "preview": shows only those rooms that can be reached from here


Requirements

  • this feature is based on finding and connecting specific pixels on screen

  • you have to do two types of calibration: paths & rooms

  • the feature's accuracy depends on your calibration, so do it properly and follow the instructions if you want the feature to work properly


User Interface & Settings

  • this feature has its own section in the settings menu, with UI and sub-feature settings
main UI-elements & user interaction screenshot
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)
image
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
image
optional cheat-sheet panel:
- shows room objectives on the current floor

- shows specific information for special fountains
image

Initial Setup

  • 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)

    • this only has to be done once (unless the in-game UI receives updates in the future)


  • 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)
  • since there is no previous data to display, only the frame will be shown

    image


  • the overlay can be "locked" by pressing SPACE, i.e. it won't hide when releasing TAB

    • pressing ESC will unlock and hide it again

    • locking it will also reveal calibration and scanning options in the bottom-right corner

      image

    • if there is no calibration-data, the individual buttons will be highlighted red


  • 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:

      image

    • if successful, the calibrate paths button should no longer be highlighted red


  • 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)

    • you need to snip the upper part of a room, avoiding any reward-icons inside:

      image

    • if successful, the calibrate rooms button should no longer be highlighted red


  • if both calibrations were successful, the scan button should become available:

    image

    • 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)
  • click the scan button to scan the floor-map

    • wait for the scan to complete (the button has a built-in progress bar)

  • if the scan is successful, the overlay will be updated and shown on screen

  • if the scan fails, the overlay will remain hidden and an error-message will appear

  • in either case, it's good practice to do additional calibration passes to make scanning more accurate, so keep reading


  • 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):

    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
      image image
    • look for paths that are "spotty" in comparison and do another calibration-pass on that specific path:

      image

    • 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:

      image

  • do repeated calibration-passes, followed by re-scans, until the majority of paths is more or less "spotless"


Trouble-Shooting

  • 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
  • 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
  • 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)

General Usage

  • 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
  • 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)


  • the following examples had all-seeing eye active, but usage without it is largely the same:

    • instead of marking rooms on the whole map, you can mark them as they are revealed when advancing room by room

    • you'll check the newly-revealed rooms in game first, then pull up the overlay to potentially mark them or check their connection-count


  • check the visible rooms ahead for rewards you want to get or afflictions you want to avoid

    • left-click "target" rooms to highlight them and the possible paths green:

      random example 1 random example 2
      image image
    • 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
      image image
    • if rooms become completely inaccessible due to having to avoid prior rooms, they'll be highlighted black

    • rooms you click always have a thin white border, but paths they create do not

    • 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
      image image
    • 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
      image image

  • 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

  • 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
    image image
    room 3 room 4
    image image
    • 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
  • you can hold middle-click and hover from one room to another to compare their reach

    2024-08-14.14-16-46.mp4
    • this is for situations where the next choice is more or less a coin-flip

    • this can be used to see if anything ahead tips the scale for one choice over the other

Clone this wiki locally