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Changelog

What's new

Every release of the PoE 1 app, newest first. The app updates itself when you start it; this is what changed.

207 releases in the last 30 days

v2.23.43

  • PoE 2 Reforge no longer ends early. When a run fed every stack in one inventory column, the next read stopped at that now-empty column and the run said "Done" with stacks to its right still unreforged. Later reads now go as far as the first one did. Each press also makes one fewer copy.

v2.23.42

  • Jewels, Flasks, Tinctures and Clusters: "Would this stop?" The same button Items, Fossils and Harvest have, beside Clear all, testing your targets against an item you copied in the game with the settings the run would use.

v2.23.41

  • The Loadout row keeps its height. When its buttons wrap under the list (Russian, or a narrow window), the row could grow and leave gaps above the list and above the buttons. Delirium Orbs showed it most. The row is now exactly as tall as its controls on every page.

v2.23.40

  • Russian: the tables speak Russian. Some column headings were still in English: Scarab Prices' Scarab, Held and Break-even, Tujen's Cost, Tier, c/artifact and Verdict, and the Loadouts page's Name, Craft and Target. No column heading's tooltip was translated, and neither were Tujen's verdicts (Eligible, Bought, …) or its artifact tiers. All of them are now in Russian.

v2.23.39

  • No visible change. Code that existed in several copies now exists once: the Loadout row's select / Update logic (Fossils, Harvest, Implicits, Delirium Orbs, Tujen and PoE 2's pages), the target-list reader and "Would this stop?" (Fossils and Harvest), and the Mod DB key reader (Items and the specialty pages).

v2.23.38

  • Fossils and Harvest: "Would this stop?" Items has a button that tests your targets against an item you copied in the game. Fossils and Harvest use the same target card and the same stop rule, but didn't have it. They do now, beside Clear all, and the test uses exactly the targets and Stop when setting the run would use. It spends nothing.

v2.23.37

  • PoE 2 Reforge saves loadouts. Reforge now has the Loadout row the other PoE 2 pages have. A loadout keeps what to reforge, the ticks and the press count, and never the bench's calibration. Opening it from Loadouts or Home goes to Reforge with that setup.
  • PoE 2 Reforge fits the window in Russian. The catalyst list is now laid out like the essences: one row per catalyst, a column for the plain one and a column for the Refined one, each tick showing its price. Before, two columns of long Russian names made the page wider than the window, so it scrolled sideways and its right edge was cut off.
  • Loadout tooltips name the page. On PoE 2's pages they showed an internal key ("Load a saved poe2_tablet loadout").

v2.23.36

  • Items: shields are an item type. The Mod DB offered shield mods, but Items had no Shield type, so a shield craft ran as "Any". A mod a shield can't roll got no ⚠, a stash sweep accepted any item, the Mod DB didn't reopen on the shield, and Clipboard on a shield set nothing. A Mod DB pick under Offhand → a shield base, or Clipboard on a shield, now sets Items to Shield and its base, and works like every other slot. Clipboard leaves a Spirit Shield's base on Any, because its requirements read Int both for a plain one and for one that rolls minion mods.
  • Body armour with Base on Any: no false ⚠ on the top defence tiers. The best "% increased Energy Shield", "% increased Evasion Rating" and their hybrids roll only on body armour and shields, and the app said they couldn't roll on "Body Armour" when no attribute base was picked. Arm then asked about them. It now checks whether any body armour base can roll the mod.

v2.23.35

  • PoE 2 Reforge: no false stop when the game is slow to answer. After each move into the bench and each Reforge press, the run checked the bench once. If the game hadn't shown the result yet, it stopped with "Reforge made nothing" or "the inventory is full". It now looks again, for up to about half a second, before deciding.

v2.23.34

  • PoE 2 Tablets: the run waits for the game's answer before the next orb. The game shows an orb's result only when the server answers. The run read the tablet right after each click, so with some lag it could count one orb twice (and stop early with "Out of …" or the Safety limit while orbs were left), or click the next orb before it had seen what the last one did. It now reads again until the tablet changes, for up to about half a second.

v2.23.33

  • Maps: a Vaal is checked before the map is reported. With Corrupt at end on, a map was reported "Done — target crafted" from what it looked like before the Vaal whenever the read after it saw no change: Stop pressed at that moment, or an empty Vaal stack. With an empty stack, every map after it in a sweep was marked done without being corrupted. The app now reads the map again, and if it still isn't corrupted the run stops and says the Vaal stack may be empty.
  • Stop is no longer reported as an error. Pressing Stop while a Transmute, Scour, Alchemy or Regal was being applied ended with "Stopped on an error." and offered a bug report. It now just says "Stopped."
  • Clicks stay on their item on small screens. The small random offset on each click is now limited to the cell's size in every craft, as it already was on basic grid rolling. Before, on a very small stash grid a rare click could land on the neighbouring item.
  • Tujen and the scarab trip: a crash no longer leaves the page running. If either ever hits an internal error, it now ends with "error: …", and the bug report includes where the error happened.

v2.23.32

  • Sockets and Item Linking: a failed first read no longer gives a false reason. When the item couldn't be read at the start of a single-item run (for example, the game wasn't in front), the run stopped with "needs 6 sockets before linking (it has 0)". A read that returned nothing counted as an item with no sockets. It now runs on, as the other crafts do, and the clipboard warning explains what went wrong.

v2.23.31

  • PoE 2: number boxes are the same size as in PoE 1. On Waystones, Tablets and Fracture prep, boxes like "Wanted on it", "Mods ≥" and "Needed" stretched across the whole card. They're now sized to their contents, like PoE 1's Safety limit.

v2.23.30

  • When poe.ninja can't be reached, the app says so. Offline, Scarab Prices said "poe.ninja has none for this league", and Tujen and the Harvest reforge families said "poe.ninja returned nothing". That points you at the league, not your connection. Now they say poe.ninja did not answer. A league that really has no prices still says so.
  • Home: "The loadout you used last shows here".
  • Tujen: the offers table fits the window at its smallest size. Before, it had a scrollbar and the Verdict column was cut off. The item name now takes the spare width.

v2.23.29

  • A damaged settings or loadouts file no longer stops the app opening. If user_settings.json or loadouts.json couldn't be read (say, a write cut short by a power cut), the app quietly failed to start and left only a crash log. Now it keeps the damaged file as ….corrupt.bak, starts fresh, and tells you, the same way session history already did. PoE 2's own settings file is kept the same way; before, the next save overwrote it.

v2.23.28

  • Tujen: running out of one artifact tier no longer ends the run. A purchase that doesn't go through, with the price unchanged, means you're out of that tier. Three in a row ended the run, so with the Lesser offers first and no Lesser left, it never reached the Greater offers you could pay for. Now the run leaves that tier's later offers and keeps buying in the others. It doesn't reroll a window where it could pay for nothing.
  • Tujen: Stop no longer closes Tujen's window. Stopping while the run was copying an offer sent an Esc that closed the shop, and the offer was counted as unreadable.
  • Tujen: a run stopped during a reroll now says it was stopped, not "finished".

v2.23.27

  • The scarab vendor trip sells only the stacks it pulled. A stack taken from the stash goes to the first free inventory slot, so a scarab you already carried sat before the pulled ones. The trip handed over the first nine slots, so that scarab was sold and one pulled stack was left behind. With "Pause to confirm" off, nothing stopped it. The trip now reads each slot and hands over only full stacks of the scarabs it pulled. Anything else is left alone, and the log says so.
  • A pull into a full inventory stops the trip. A ctrl+click that took nothing was still counted, and the trip went on to the vendor. Now the stash count is read after every pull. If it did not drop, the trip stops before the vendor and asks whether your inventory is full.
  • Russian: the five messages added in 2.23.26 kept their Russian only until the next language-file build. They are now in the catalogue, and a test checks that the language file matches the catalogue.

v2.23.26

  • Fossils stop before a stack runs out. With one fossil stack empty, every later craft went ahead with the other fossils only, spending a resonator on a craft you did not set. The run now reads each fossil and resonator stack once when it starts (it hovers and copies, no clicks), counts what each craft takes, and stops before a craft a stack cannot fill. It names the stack that ran out. An empty or miscalibrated slot stops the run before the first click.
  • Card swaps stop at the first swap that changes nothing. A swap always gives a different card, so an unchanged card means the lifeforce has run out. The run used to wait for five of them (your fail-safe count). Now it stops at once, as Harvest reforges do, and puts the card back in the inventory.

v2.23.25

  • Stacked Decks never open on an item of yours. The opening is held on the first inventory slots, one per stack it took out. The game puts a stack in the first FREE slot, so an item of yours in one of those slots sent the decks elsewhere, and the run held Ctrl+right on your item, then counted the stack as opened. Each slot is now read before it is held. A slot without the decks is not touched: the run puts the decks back with the cards and says which slot to keep free.

v2.23.24

  • Harvest stops when the lifeforce runs out. A reforge that gives back the same item did not happen, and the Currency reforge has always stopped there. The gear reforge (one bench item, or a batch) kept clicking Craft up to the Safety limit and counted every dead click as a reforge. It now stops at the first one, puts a batch item back in the inventory, and says why.
  • Harvest no longer reforges an item that already has your target. The single bench item was reforged before it was read. It is now read first, as every other craft does.
  • Card swaps stop when the lifeforce runs out. The swap loop had no fail-safe at all. It now takes the one in Settings (on/off, and how many unchanged reads), and the dead swaps are not counted in the Vivid Lifeforce total.
  • Harvest follows your fail-safe settings. The Harvest page always used the defaults.
  • Fossils: running out of resonators is named. The click after the last resonator lifts the item, and the run ended with "No item at the configured position — Calibrate the target item again". It now stops at that click and tells you to put the item back from your cursor. In inventory mode it no longer goes on to the next item with the lifted one on the cursor.

The latest 20 releases. Older notes are in the app: Tweaks → What's new.

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