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Roadmap & changelog

Now, next, and never — visible statuses instead of confident predictions. Dates appear only when we can commit to them.

Live now — v1.2.0

  • Measured float detection and the full cast → bite → catch cycle, including background mode without window focus.
  • Persistent spot memory (versioned schema, export / import) with planned visits, measured reliability and mob history.
  • Optimised rounds (nearest neighbour + 2-opt, three modes) — the site demo runs the same planner, verified against the bot's Python planner at every build.
  • Licences: machine activation, server-side validation, SHA-256 manifest on the distribution package, manual bitcoin rail with explicit admin approval.

In development

  • Spot-to-spot travel — the odometer + auto-run controller pass unit tests (zero drift at rest, verified arrival); in-game validation of the full path is the remaining step.
  • Corpse-run recovery — the failure chain (death seen only while idle, no ghost confirmation, no corpse navigation, ambiguous resurrection signal) has been documented; a bounded state machine with per-step timeouts is being implemented. Until it holds in game, death keeps the bot stopped and asks for a human.
  • Inventory & vendor — the offline planner (bag math, sell/restock lists, bounded vendor-trip plan) is implemented and unit-tested with a defined BagSnapshot contract; wiring the data feed from the game is the current step.

Planned — no date promised

  • Grind & XP farming, gathering, killing mobs (combat), questing, battlegrounds — combat roles in written design only; they depend on a combat-detection layer that does not exist yet. Nothing here runs in game today. When real work starts, the module ledger moves them to In development first.
  • Scripting (bounded custom tasks) and follower assistance — designs sequenced after navigation and combat prove themselves.
  • Additional game clients (TBC / WotLK profiles) — after the core in-game validation, never before.
  • Spot map sharing between users.

Never — unless this page changes first

  • Memory reading or injection into the game process.
  • Any "safe" or "undetectable" claim — see the compatibility page for the honest version.
The detailed, versioned changelog lives in docs/changelog.html. Every entry cites the measurements or tests that justify the change.