#424
Reworked the front page to make it more clear that MDT import is a feature. Also updated some information and added a dungeon selector so you can more easily jump to a demo route.
Mapping changes:
#252
Operation: Mechagon Workshop: added missing enemies. Also fixed various issues in the admin section.
This update features a major rewrite of the map backend code. If you find any issues, please don't hesittate to report them to me directly on Discord, Reddit or Github!
Map changes:
#358
Internal change to make sure client and server are more up-to-date with one another.
#414
Switching floors while actively drawing lines will no longer result in a cascade of "Finish" lines, eventually clogging up the entire screen if you let it go that far.
#413
Raid marker assigning (using right click on an enemy) now works again.
#204
Enemy packs are no longer sometimes drawn multiple times when switching floors, leading to a layered polygon with ever increasing opacity.
#415
Rewritten the way the site handles displaying everything on the map. The benefits are greatly improved performance, mostly related to switching floors (should be instant now) but also in general when using the site. Many things were overhauled and/or rethought, hoping to improve the mapping experience as a whole. Also, various minor bugs have been fixed in the process of this rewrite.
MDT Importer changes:
#390
By ConnerS: if a pull that is imported from MDT were to be empty when importing it in Keystone.guru, the importer would skip the pull altogether. However, this would create a gap in your pull indices, for example: 1, 2, 4, 5 (where 3 would be a pull that was removed). This has been fixed so the counter properly increments as expected.
Team changes:
#416
If you received an invite link for a team you're already a part of, the 'Return to Team' button would produce a 404 not found error.
#403
When editing your Team/Profile you can now instantly navigate to a specific section using URL anchors. Refreshing the page will now put you back where you were.
#402
From the enemy information panel you can now report issues with enemies. I will review any reports manually and make adjustments as necessary.
#395
Added various exclamation and question marks.
#400
From this modal, you can now select the draw gradient to be applied continuously as you make adjustments. The gradient is now also per-route and not per-browser.
#392
To make space for the above, the draw settings have been moved to a modal, activated by a new "Draw Settings" button.
#401
From this information panel, you can now see if the enemy spawns a Sanguine pool or not.
#389
From this information panel, you can now see if the enemy Bursts or not.
#388
From this information panel, you can now see if the enemy Bolsters others or not. This also shows what specific enemies the current enemy may also bolster. Think Soggy Shiprats, or the adds of Sam'rekh (fear Awakened enemy) (they don't bolster anything else but their own kind).
#399
A list of information about an enemy is displayed in the edit sidebar as you mouse over enemies.
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