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The current goal is a full release before POE2 1.0 to then allow for sunsetting the old version
before the next big
patch. Below is a list of what is left to do.
Modules
Crafting interface
Emulator integration
Calculator integration
Simulator integration
Data browser integration
Affinities integration
Features
Legacy mode toggler
POE2 : Integrate reference texts
Add UI setting to show reference texts or not
Crafting : make UI more responsive
Optional fullscreen crafting interface
Modify item (rarity, remove corruption etc)
Emulator : spending overview
Emulator : spending details
Emulator : view actions history
Emulator : item changes view on action
Inventory : import all
Inventory : delete all
Item : auto-save
Data browser : search
Implement poe.ninja currency prices
Patch selector
Patch data comparer
Import / Export User settings
Path of Building Item Export
Manually change modifier values on an item
Manually change item quality
Manually change item property values
Implement memory strands
Compute pseudos (pdps, edps, tot resists, etc) on item output
User setting option to toggle pseudo computing
Allow for pastebin and gist importing
Change item level for editable items
Edit item implicit values
Implement a seperated emulator/calculator UI version as an option
POE1 : Implement a "best bench block" suggestion in some way
Data Browser
Items
Modifiers
Gems
Monsters
...
Simulator integration (Currently working on this)
Simulator configuration interface
Step configuration interface
Link configuration interface
Save, load, new simulation functionality
Create a simulation from the crafting setup
Simulator worker
Realtime mode
Export/Import Simulation
Export/Import entire simulation saved data
Fullscreen interface implementation
Create a step from the crafting interface current setup
Copy simulation
Debug mode
Add an option to step configuration to set a step as a starting step
Make it possible for a step to route back to a step that routed to it
Fixed mode
Rule 10 Output
Action step mode : Condition check
Copy conditions from a route feature
Allow for splitting work into multiple workers
Let the user default if they want <,<=,=,>=,> for the value comparison of a requirement.
Copy step feature
Simulation results output
Items output
Cost breakdown
Simulation specific requirements
Pseudos and properties
Unrevealed/Veiled affixes
Weighted sum support
Fixes, adjustments and bugs
Change starting item functionality
Add an optional textarea description field for steps
Refactor saved data to convert crafting method identifiers to permanent identifiers
Refactor saved data to convert omen identifiers to permanent identifiers
Refactor saved data to convert requirements identifiers to permanent identifiers
Make simulations accessible when no base is selected
Add validation when changing start item to make sure the change is legal
Issue with "Simulate this outcome" from calculator where if we have a blank setup
it will not
take the latest item state (New body armour -> orb of alchemy -> switch to chaos orb -> set
requirement -> simulate this outcome)
Make the simulator have default values (1) for things like open prefix/suffix when
the user has
none specified.
Make sure there is more error details bubbling to the user when the simulation
stops.
Apply unique identifiers to crafting methods for legacy durability
Make it so it does'nt default on special bases when selecting a base
Find a way to handle having a legacy item in inventory
Fix issue where changing item base with a filter selection keeps the filter on but the filter selector
is not set right
Fix issue where item computed pseudo values are pre-quality
Make it so its possible to reveal (poe2) modifiers when an item is corrupted.
Data parsing
Flask mods : issue with enchantment -1 per use toggling for some explicits
POE1 : Betrayal master exclusive drop mods (ex tag: elreon_veiled_prefix)
POE1 : Incursion modifiers (manual mappings)
POE1 : Synth modifiers
POE2 : Waystones
POE1 : Maps have issues with pack size mod always being there
POE1 : Clusters are missing corrupted modifiers
POE1 : Necropolis modifiers
POE1 : Tinctures have double items with no implicits
POE1 : Amulets showing eater/exarch implicits and should not
POE1 : Heist Body armour and weapon enchantments
POE1 : Harvest enchantments
POE1 : Abyss jewel issue (0% chance to Avoid being Chilled, (20-25)% chance to Avoid being
Frozen)
POE1 : Primordial Remnant quant/rarity mod not showing
POE1 : Logbook and memory implicits showing for all mapping bases
POE1 : Invitations all mods have 0% increased Pack Size in your Maps and they have logbook/memory
implicits
when
they shouldnt as well, corrutps seem off also
Misc
Custom user price setting
Path of Exile Sign-on for character item import
Bulk pricing setting and toggle
Patreon Sign-on
Speed up fossil optimizer
Add blight ring enchantment required oils
Add a notice for modifier type pools for when weightings are not know (synth mods)
Ad space
Item has been destroyed
X
X
Class details
Item details
One or more issues encountered while attempting import