Releases: visua0/Melvor-Idle-Combat-Simulator-Reloaded
Releases · visua0/Melvor-Idle-Combat-Simulator-Reloaded
Combat Simulator Reloaded v1.5.3
- Add MICSR version to settings export
- Fix history tracking bug
- Fix combat stats in item tooltips
Combat Simulator Reloaded v1.5.2
- Fix equipment importing bug
- Fix AgilityCourse.getObstacleTooltip performance issues
Combat Simulator Reloaded v1.5.1
v1.5.1
- Fix version check
- Fix auto eat import bug
Combat Simulator Reloaded v1.5.0
Update for 0.21
Changes:
- The simulator now uses the offline combat code to simulate combat, as a result it is:
- a lot slower (sad)
- a lot more accurate (probably)
- a lot easier to maintain (yay)
- New option "Manual Eating": performs "smart" manual eating, limited to at most 1 foodstuff per tick, off by default
- New option "Heal After Death": eat food to heal to full HP after player dies, on by default
- Signet chance now uses the same time period as other statistics
- Dungeon simulations now simulate each monster in a dungeon context
- Default simulations per monster has been reduced to 1k (from 10k)
- Max Actions has been replaced by Max kiloticks (i.e. limit to the number of ticks to simulate, in multiples of 1000)
- Verbose logging has been removed
Known issues: - Importing settings can cause a few seconds of lag
- When selecting a different game mode than the one that is being played, the dmg and hp amounts in the combat stats overview will not update accordingly
- Importing settings exported from earlier MICSR versions (including the pre-releases) is not supported and will break the simulator, you can manually fix them though
Combat Simulator Reloaded v1.5.0-7
Return of the Jet Engine
Notes:
- Simulate BLOCKING runs the same simulation on the main thread as earlier pre-releases, same warnings apply as before.
- Simulate All and Simulate Selected use web workers and should be safe to use.
- gp/h, signet chance, and pet chance are broken
- idk if ITM works
Combat Simulator Reloaded v1.5.0-5
Changes w.r.t. v1.5.0-4:
- Fix CombatData.modifiers bug, all calculations now use SimPlayer.modifiers
Changes w.r.t. v1.5.0-3:
- Fix import/export
- Fix Lowest Hitpoints in case of deaths
- Fix auto eat wrong tier bug
- Fix equipment tooltip
- Fix slayer task UI clash
Updates Show Modifiers to v0.2.2:
- Fix Summoning non-cb modifiers
- Fix non-integer modifiers
Notes:
- Simulation uses the ingame combat functions, it is significantly slower than previous versions, but should be accurate.
- Default simulation trials has been reduced to 1k (from 10k), and a limit of 1M ticks are simulated per monster. This may affect accuracy. The tick limit can be changed in the sim options tab (input is in kiloticks)
- You can no longer change game modes in the sim, if you want to do simulations for standard/hc/adv, then you have to load such a character.
- The webworker is not updated and entirely disabled, the simulation happens sequentially on the main thread, this will freeze the tab and thus the game.
- You can only simulate a single monster/dungeon/auto slayer category at once
- signet chance and pet chance are not computed
I would advise running simulations on a dummy character, and not on a character that you care about.
Combat Simulator Reloaded v1.5.0-4
Changes w.r.t. v1.5.0-3:
- Fix import/export
- Fix Lowest Hitpoints in case of deaths
- Fix auto eat wrong tier bug
- Fix equipment tooltip
- Fix slayer task UI clash
Updates Show Modifiers to v0.2.2:
- Fix Summoning non-cb modifiers
- Fix non-integer modifiers
Notes:
- Simulation uses the ingame combat functions, it is significantly slower than previous versions, but should be accurate.
- Default simulation trials has been reduced to 1k (from 10k), and a limit of 1M ticks are simulated per monster. This may affect accuracy. The tick limit can be changed in the sim options tab (input is in kiloticks)
- You can no longer change game modes in the sim, if you want to do simulations for standard/hc/adv, then you have to load such a character.
- The webworker is not updated and entirely disabled, the simulation happens sequentially on the main thread, this will freeze the tab and thus the game.
- You can only simulate a single monster/dungeon/auto slayer category at once
- signet chance and pet chance are not computed
I would advise running simulations on a dummy character, and not on a character that you care about.
Combat Simulator Reloaded v1.5.0-3
Notes:
- Simulation uses the ingame combat functions, it is significantly slower than previous versions, but should be accurate.
- Default simulation trials has been reduced to 1k (from 10k), and a limit of 1M ticks are simulated per monster. This may affect accuracy. The tick limit can be changed in the sim options tab (input is in kiloticks)
- You can no longer change game modes in the sim, if you want to do simulations for standard/hc/adv, then you have to load such a character.
- The webworker is not updated and entirely disabled, the simulation happens sequentially on the main thread, this will freeze the tab and thus the game.
- You can only simulate a single monster/dungeon/auto slayer category at once
- signet chance and pet chance are not computed
I would advise running simulations on a dummy character, and not on a character that you care about.
Combat Simulator Reloaded v1.4.3
Changes:
- Fix ancient magick force hits
- Improve simulation failure messages
- Fix adventure mode combat triangle
- Reduce redundant stat recomputing
- Add pet Mark
- Fix undiscovered-items-filter bug in loot interface
Combat Simulator Reloaded v1.4.2
Changes:
- Remove placeholder monsters from ITM, resolves #14
- Implement Ahrenia affliction, progresses #14
- Add "Simulate Selected" button, implements #47
- Show reason for simulation failure
- Remove "per item" loot sell options, resolves #45
- Remove superfluous plot options
- Add god dungeon shard drops to the loot interface, implements #48
- Fix loot dropdown sorting
- Fix Cloudburst staff max hit increase, fixes #49