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Cuppa Corrupted Gauntlet updated to v1.5.7.
fixed an issue where the bot could get (rarely) stuck dropping & picking up "extra" armor parts
Cuppa Corrupted Gauntlet updated to v1.5.6.
  • fixed issue with swapping prayers at the hunllef in the regular gauntlet (which possibly also effected the corrupted hunllef for some people)
  • added logic to avoid dead ends in the hunllef fight (or spaces where there is no other way out)
  • rebalanced some danger weightings in the hunllef fight, to further avoid tornados, with slightly more tolerance for escaping over danger tiles
  • some attempts at optimization
Cuppa Corrupted Gauntlet updated to v1.5.4.
Cuppa Corrupted Gauntlet updated to v1.5.3.
Cuppa Corrupted Gauntlet updated to v1.5.2.
- if we have extra armor parts that didn't get used (for any reason) drop them before entering the boss room
- added logic to escape the hunllef fight if we (for any reason) are missing a bow/staff entirely
- fixed issue where bot could randomly stop attacking an npc
- improved picking up ground item logic
- fixed (?) uncommon issue where the bot thought it lit the next room where it didn't
Cuppa Corrupted Gauntlet updated to v1.5.1.
Cuppa Corrupted Gauntlet updated to v1.5.0.
- lots of efficiency improvements during prep
- bot will mage/range enemies while performing actions in the room (such as taking 1 ore/bark/linum/root/fish between attacks)
- bot will perform more actions while running across rooms (grinding crystals, making potions, etc
- re-ordered the settings UI a bit
- bot will open the chest before taking a break
- more randomization in the lobby (just a tiny bit more random delays & rarely walking to other tiles near the gauntlet entrance that I've seen real players idle on)
Cuppa Corrupted Gauntlet updated to v1.4.11.
Cuppa Corrupted Gauntlet updated to v1.4.10.
- when enabled, 1-tick prayer flicking will only activate when we have 0 or 1 potions left, AND we have medium-low prayer (to save doses for stamina)
Cuppa Corrupted Gauntlet updated to v1.4.9.
- overhauled 5:1 bossfight logic (again)
- if the bot can't melee hit, it'll now walk around (rather than using a suboptimal weapon or idling)
- added logic to avoid getting "dragged" into kicking (if you're in ranged/mage combat with a npc and remove your weapon, you can get dragged; bot will now avoid that)
- more accurate tracking of hits
- other general improvements i forget
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