This release mainly focuses on adding Beguiling enemies and a whole host of map-related improvements.
General changes:
#210
Various columns in the main routes table were flagged for sorting when they shouldn't have been. Furthermore, the sorting of all other columns have been repaired (some were broken, such as views).
#211
Removed ads from the login/register pages (ads provider didn't like it).
#215
Enemy visuals now display a star when an enemy is an elite, and you're zoomed in enough.
#217
Enemy forces are now displayed whenever you mouse over an enemy. If the enemy is part of a pack, all its pack-members' enemy forces are shown.
#219
Enemy display type selection now persists across sessions.
#208
Added new enemy visual display: enemy types. These are icons for humanoids, beasts, dragonkin etc. This will help determine what CC an enemy is susceptible to.
#213
Added new enemy visual display: enemy classes. There's a differentiation between melee, ranged, caster and healer-type enemies. Each enemy has now been marked accordingly. An enemy is ranged when it uses non-magical ranged attacks, caster when using magical ranged attacks and healer when it can cast heals. Note: enemies are only marked ranged/caster if they will stand in place and not move unless line of sighted. If an enemy sometimes casts a spell it is probably still marked as melee.
#207
Enemy visuals now display an eye icon if an enemy may see through stealth (Truesight).
#214
Enemy visuals now display an orange dotted border if an enemy is deemed 'dangerous'. Dangerous enemies are manually marked by me and generally mean that either an enemy is exceptionally strong compared to other enemies, or if they have an ability that may easily wipe your group if ignored.
#212
Enemy visuals now also scale according to zoom level. If you're zoomed out, enemies are displayed smaller than when you're fully zoomed in.
#205
Enemy visuals now scale according to their health. The lowest and highest health of non-boss enemies is taken and the size of the enemy is calculated based on their health, interpolated between the min/max.
#130
Registering now gives the option to select your region, so that specific features work accurately.
#186
Fixed Season 3 affixes being incorrect. They still are, but at least this week is fine now. See the warning in the /affixes page.
#129
Route overview tables now display current/max enemy forces.
#138
Reworked the changelog. It's now paginated and each release has their own page. Also, once a new release has been pushed, the top header will display a NEW tag until you've viewed the changelog.
Map changes:
#184
Added Beguiling support. Beguiling is handled by 'presets', if it works the same as Infested, there will be 3 different 'presets' of Beguiling enemies. The first preset is this week, the second preset next week etc. After the third preset we should be back at the first preset again. The first preset has been added to all dungeons.
#169
Added simple custom error pages. I'm looking to refine these further, but they're in Keystone.guru style now.
#139
Patrols and enemy packs can now be marked as 'teeming' and belonging to a specific faction (think Siege of Boralus).
#185
Interally reworked the way affixes and affix groups are handled (a group is pretty much an affix set that you encounter every week). This now works with M+ Seasons, allowing for cleaner code and making it very easy to add new affixes/seasons. The only change for you is that the /affixes page will be more accurate going into the future, around the weeks where a new season is announced.
As part of the above tickets, I've also fixed an issue that was introduced with the introduction of Teams where filtering Routes on the /routes page or in your profile, teams pages would no longer work. This has been corrected.
Map changes:
#188
Finishing deleting an object (or cancelling it) will no longer remove all raid markers from view. A refresh would bring them back, but that's not ideal of course.
#190
Demo routes now properly have group player specializations and attributes.
#191
Changing drawing color now properly changes the color of drawn Paths.
#192
Floor switcher is now initialized on the current floor, plus using it to change floors now always works.
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