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Releases: visua0/Melvor-Idle-Combat-Simulator-Reloaded

Combat Simulator Reloaded v1.5.3

25 Aug 19:06
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  • Add MICSR version to settings export
  • Fix history tracking bug
  • Fix combat stats in item tooltips

Combat Simulator Reloaded v1.5.2

25 Aug 12:31
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  • Fix equipment importing bug
  • Fix AgilityCourse.getObstacleTooltip performance issues

Combat Simulator Reloaded v1.5.1

24 Aug 22:53
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v1.5.1

  • Fix version check
  • Fix auto eat import bug

Combat Simulator Reloaded v1.5.0

24 Aug 22:28
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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  • Max Actions has been replaced by Max kiloticks (i.e. limit to the number of ticks to simulate, in multiples of 1000)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

23 Aug 23:15
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Pre-release

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

21 Aug 19:49
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Pre-release

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

20 Aug 15:21
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Pre-release

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

19 Aug 23:18
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Pre-release

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

20 Jul 21:56
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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

29 Jun 19:29
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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