Patch notes

What’s new

How fast each version levels: the simulator.

Addon

What changed in the Palmpilot addon for WoW: Forever, newest first. The Palmpilot app installs new versions by itself; in game, type /reload to load one.

v0.4.99

Added

  • Two sliders under Settings > Palmpilot > Map and minimap size Palmpilot's icons, from 0.1 to 2.0 times their usual size (1.0 the default), one for the world map (the guide's steps and their numbers, quest objectives and hand-ins, the quest log's pins, available quests, flight masters, innkeepers, mailboxes, repair vendors and trainers, caves, dungeon entrances, gather nodes and patrols) and one for the minimap (the step to do, the junk vendor's bag, the rim arrow, quest objectives, gather nodes and patrols). What is on screen resizes at once; the lines, the hover areas and the map's Palmpilot button stay as they are. /pp mapscale <0.1-2.0> and /pp minimapscale <0.1-2.0> set the same; alone, they say the current size. Per character.

v0.4.98

Added

  • An item's tooltip says what one sells to a vendor for ("Sells for 1s 23c", in the game's coins), except at a merchant, where the game shows it; from the codex's data when it is loaded, else the client's own price. /pp prices on|off and a switch under Settings > Palmpilot > Guide window turn it off. The codex's item page keeps its "Sells for" and "Costs" chips, and WoW: Forever's own items (the ones Classic never had) now have a sell price there too.
  • Group, dungeon and raid quests are marked in every quest header as Questie marks them: "[18+] Mercenaries" for a quest that asks for a group, "[18D]" a dungeon quest, "[60R]" a raid, "[18P]" PvP, on the map pins' tooltips, the available quests' "!", the quest log's pins, the codex's quest pages, search results and chains, and the guide's list, where a group quest's steps wear a quiet "(elite)" tag.
  • Any quest in your log can be pinned, not just the one the guide is on: /pp pin <name or id> (part of the name is enough; when it fits more than one, the matches are listed), Alt-right-click on a quest's title in the game's quest log or "Pin to Palmpilot" in its right-click menu, Alt-right-click on the quest's pins or its hand-in "?" on the world map (the tooltip says so with Shift held), and the codex's quest page, whose "Pin to guide" button becomes "Pin: stay on it" once the quest is in your log (for one not in your log yet it ranks the pick-up nearer, as before). A quest the route has no steps for is led from your quest log: each open objective at its nearest known spawn (the same data as the map's quest pins), with the arrow and the window's objective lines as for a route step; when no spawn is known, the window shows the log's objectives and says there is no known place. One pin at a time; it lets go by itself when the objectives are done or the quest leaves the log, or with Unpin and /pp unpin.

Changed

  • The "!" and "?" marks on the world map are the other pins' size (12 px, the current step 15) instead of 16 and 20.

v0.4.97

Added

  • A Palmpilot button on the world map, beside Questie's, that opens a menu of what Palmpilot draws there: guide pins, quest objectives, the hand-in "?" of quests in your log, available quests, repair vendors, your class's trainers, flight masters and innkeepers, mailboxes, patrols, dungeon and cave entrances, herbs and ore, and the hover areas, each a switch saved per character, with Show all and Hide all. /pp map opens it too; /pp map <switch> on|off, all and none set it from the chat line. The switches are the settings page's and the slash commands' own flags, so all three agree; with everything off nothing of Palmpilot's is on the map.
  • Available quests, as Questie shows them: a yellow "!" on every quest giver in the zone whose quest you could take now (not in your log, not done, your level, race and class allowed, the quest before it in its chain done, none of the quests that withdraw it taken). Quests more than three levels above you wait for "Also quests above my level". The tooltip lists each quest as "[level] Title" in its colour and names the giver; Alt-click opens the quest in the codex. /pp available on|off, /pp available above on|off.
  • Repair vendors and your class's trainers on the zone's map, in the game's tracking icons, beside the flight masters, innkeepers and mailboxes (/pp townsfolk repair|trainer on|off).

Changed

  • The mage's talent trees and builds follow WoW: Forever's client 1.60.1.70707: Arcane Focus is gone (the Arcane, Fire and Frost spec builds open the Arcane tree with Wand Specialization, Arcane Resilience and a point of Improved Channeling instead), Arcane Resilience sits in the first row and Missile Barrage in the second, Improved Fire Blast in the third, Critical Mass has 3 ranks and Incineration 5 (the Fire build's two points move across; Combustion needs Critical Mass 3/3), Improved Fireball is now Accelerant and Elemental Precision is Precision (every spell's hit).
  • One route addon instead of one per race: the addon list shows "Palmpilot: levelling routes" (Palmpilot_Routes) in place of "Palmpilot: Dwarf route", "Human route", "NightElf route", "Orc route", "Scourge route", "Tauren route" and the two Skyborne routes. It holds every route as text and Palmpilot builds only the one your character follows at login, so memory and load time are as before. The old Palmpilot_Route_* folders are no longer used and may be deleted from Interface/AddOns (the Palmpilot app moves them out by itself; CurseForge leaves them). /pp routes shows what loaded.

v0.4.96

Changed

  • The arrow on the minimap's rim that points to the step beyond it is half again as big.

v0.4.95

Changed

  • The map pins' sword, bag and cog are no longer tinted per objective: the game's cursors in their own colours, as the other icons.

v0.4.94

Changed

  • The map pins wear the game's own icons, the ones Questie shows: the yellow "!" to pick up a quest and "?" to hand one in (grey while the quest's objectives are not done), the minimap tracking icons for flight masters, innkeepers, mailboxes, trainers, repairs and vendors (a vendor is the small brown pouch), and the game's sword, bag and cog cursors for kills, drops and objects, each in its objective's colour. The coloured discs and the current step's gold ring are gone; the current step is only a little bigger, and a later step keeps its small list number at the icon's corner.
  • Pins are Questie's size: quest marks about 16 px, objectives 12, townsfolk 14.
  • A pin's tooltip opens with "[level] Title (xp)", as Questie's does.

v0.4.93

Fixed

  • The whole game stuttering from a fresh login until a /reload, with Palmpilot_World (detailed world paths) installed: the continent's walked-ground data was decoded in one go, which on a busy client at login ran past the game's script limit, was thrown away and started again every tick for the whole session. It now decodes a few milliseconds a frame in the background; until it is done (a few seconds after login) the arrow follows the zone's trails or the straight line.

v0.4.92

Changed

  • /pp perf names Palmpilot's own functions by CPU (the planner, the arrow's way, the pins' tickers, the patrols and more) with /console scriptProfile 1 on, says how much Lua memory each Palmpilot addon holds, and every part of its report stands on its own, so one failing part cannot stop the rest.

v0.4.91

Added

  • Questie-style pins for every quest in your log are back on the world map, rebuilt light: a sword where a quest's creatures stand, a bag on the ones that drop what it wants, a cog on objects, in each objective's colour, and the game's "?" at the hand-in once the quest is done; Questie's tooltip (Shift for more), Alt-click opens the quest in the codex, hovering shades where the spawns are. The places come from a small file shipped with the addon (Data/QuestSpawns.lua, 171 KB) instead of loading the codex, nothing runs between frames, a map's pins are worked out once until your log changes and capped at 150, and /pp questpins says what the last refresh cost (/pp perf lists it too). Settings switch "Questie-style quest pins" and /pp questpins on|off; off, nothing is registered at all. Default: on.
  • /pp perf: where Palmpilot's time goes in the game: hitches (frames over a tenth of a second) and the event handled just before each, the event handlers' time, and with /console scriptProfile 1 every addon's CPU and our frames' share. /pp perf reset starts the counts afresh.
  • Pin a quest to the guide: the Pin button under the step (or right-click a step in the list) keeps the guide on that quest's kills and items until they are all done, then it lets go by itself. Click Unpin to let go sooner; /pp pin and /pp unpin do the same.
  • Mouse-wheel zoom on the game's world map, back from 0.4.89 and rewritten so it cannot touch the map art or the explored areas: scroll to zoom in towards the cursor and out, drag to pan; the map opens at the whole zone every time. On by default; /pp mapzoom off (or the Settings checkbox) turns it off.

Changed

  • An "On the way" drop lists its creatures as the "Drops from:" block does: the item first, then each creature on its own row with its drop chance and level, likeliest first.

Fixed

  • Alt-click on a world map pin (a rare's patrol, a quest objective) opens the codex in front of the map instead of behind it.
  • Quest object, townsfolk, dungeon, cave, gathering and patrol pins show in zones you have explored: they sat under the explored map art and were invisible there (back from 0.4.89, the smallest form of the fix). /pp pinlevel off leaves them at the map's default level.

v0.4.90

Fixed

  • Back to the previous version's guide and map: the quest pin, the Questie-style pins for every quest in the log, the world map's wheel zoom, the map pins' new level and the other changes of the last version are taken out while the game's stutter and the undiscovered-looking map are looked into.

v0.4.89

Added

  • Pin a quest to the guide: the Pin button under the step (or right-click a step in the list) keeps the guide on that quest's kills and items until they are all done, then it lets go by itself. Click Unpin to let go sooner; /pp pin and /pp unpin do the same.
  • Questie-style pins for every quest in your log on the world map: a sword where the creatures to kill stand, a bag on the ones that drop what the quest wants, a cog on objects to use, each in its objective's colour, and the hand-in's "?" once a quest is done. Hover for the quest and the count (Shift for more), Alt-click to open it in the codex. A switch on the settings page, or /pp questpins off.
  • Scroll the mouse wheel over the world map to zoom in towards the cursor, and drag to move around while zoomed; the map goes back to the whole zone when you change maps or close it. /pp mapzoom off turns it off.

Changed

  • An "On the way" drop lists its creatures as the "Drops from:" block does: the item first, then each creature on its own row with its drop chance and level, likeliest first.

Fixed

  • Alt-click on a world map pin (a rare's patrol, a quest objective) opens the codex in front of the map instead of behind it.
  • The quest object, flight master, innkeeper, mailbox, cave, dungeon entrance, herb and ore pins on the world map were hidden under the map's explored-area art; they now draw over it.

v0.4.88

Added

  • Dungeon entrance pins name the key a locked door needs ("Needs: [The Scarlet Key]"; the Skeleton Key, Crescent Key, Key to the City, Onyxia's Drakefire Amulet, Molten Core's attunement) and the keys inside; Alt-click the pin to see how to get it in the codex. The dungeon guide lists each dungeon's keys too, a click opens one in the codex. (Pins: /pp dungeonmap on.)
  • Flight masters, innkeepers and mailboxes on a zone's world map, in the game's tracking icons, named on hover; your side's only. Two switches on the settings page, or /pp townsfolk off and /pp townsfolk mail off.

Changed

  • On the map, the guide's flight, inn, hearthstone, trainer and spirit healer pins wear the same tracking icons; the Palmpilot window keeps its own.
  • The icon in the middle of the screen while you work a camp is a quarter smaller than the arrow, centred where the arrow was.

v0.4.87

Fixed

  • The Palmpilot window, the arrow and the side notes wear their old icons again (the skull to kill, the bag for drops, the hand for objects, footprints to explore); Questie's sword, bag and cog stay on the map pins.

v0.4.86

Added

  • Warrior specs: Fury and Protection have talent builds of their own (Arms keeps the levelling build). Arms and the levelling build weigh a slower two-hander's bigger Mortal Strike and Whirlwind hits, Fury Whirlwind and its crits (Flurry); Protection values stamina, armour, defense and block, keeps its shield for Shield Slam, and buys Shield Block, Revenge, Shield Bash and Taunt at the trainer. A two-hander replacing two weapons is weighed against the off hand's half damage.
  • Paladin specs: Holy and Protection have talent builds of their own (Retribution keeps the levelling build). Retribution and the levelling build weigh Seal of Command, which favours a slow two-hander once it beats Seal of Righteousness; Protection values stamina, armour, defense and block, keeps its shield for Holy Shield and keeps buying Seal of Righteousness; Holy weighs gear as a healer (intellect, healing, mana regeneration) and no weapon damage.
  • Rogue specs: Assassination and Subtlety have dagger builds of their own (Combat keeps the levelling build). The weapon comparison weighs Sinister Strike's bigger hits with a slow main hand, Backstab with a dagger for the dagger specs, Instant Poison's procs (a faster weapon procs more, so a fast off hand wins) and the off hand's half damage; the dagger specs value crits more (Lethality) and buy Backstab and Ambush at the trainer.
  • Specs for mages, warlocks and priests: each spec (Arcane, Fire, Frost; Affliction, Demonology, Destruction; Discipline, Holy, Shadow) has its own levelling talent build. The item comparison counts "+Frost damage" and the other schools only for the spells your spec casts (a Frost mage takes the Frost ring, a Fire mage the Fire one), your wand at Wand Specialization's bonus, Spirit for what Arcane Meditation, Meditation and Spirit Tap make it return, and a Holy priest's Spirit for Spiritual Guidance; Discipline and Holy value +healing more.
  • Hunter specs: Beast Mastery, Marksmanship and Survival each have their own talent build and stat weights. Every hunter's ranged weapon is now also worth what Aimed Shot and Multi-Shot add with it, so a slower bow, gun or crossbow beats a faster one of the same DPS; a melee weapon counts Raptor Strike and stays mostly a stat stick.
  • Shaman specs: Elemental, Enhancement and Restoration each have their own talent build and stat weights (Elemental and Restoration weigh gear as casters). With Windfury Weapon a weapon's DPS counts 40% more against its stats, and Stormstrike makes a slower weapon worth more, so Enhancement favours a slow two-hander.
  • Druid specs: Balance, Feral Combat and Restoration each have their own talent build and stat weights. In Cat and Bear Form a weapon's damage does not count, only its stats, so a feral druid (and the levelling build from Cat Form) is no longer told to take a staff for its DPS.
  • Hovering a quest objective's pin on the world map shades the area its creatures or objects are in, in the objective's colour with a thin border, as the modern quest map does; spawns far apart get an area each. It goes when the mouse leaves the pin.

Changed

  • The plan and its time estimates follow your spec's kill speed: a Protection warrior or paladin, a healer or another spec that kills slower than the levelling build gets plans and times that allow for longer fights and more eating and drinking. The levelling spec (and Auto until you spend points elsewhere) is planned exactly as before.
  • Map pins look like Questie's: quest objectives wear Questie's sword, bag and cog, each objective in its own colour, and a place to reach a magnifier. Hovering a pin gives Questie's tooltip: the quest as "[15] Title" in its level's colour (or the NPC in green with the quests it gives or takes), each objective with its count, and "(Hold Shift)"; hold Shift for the rewards, every objective of the quest, the creatures with their levels and drop chances, the chain, how far it is and the codex hint. Alt-click on an objective's pin opens its quest in the codex.
  • Specs: pick how you play your class (Settings > Palmpilot > Talents and gear > Spec, or /pp spec <name>), or leave it on Auto to follow the tree you have spent the most talent points in (the levelling build below level 10). The talent plan, item and weapon comparison, the codex's best gear and the trainer's advice follow the spec; each spec has advice of its own. /pp spec says which spec is used and why.
  • The settings cog sits boxed in the Palmpilot window's top right corner, where the dungeon guide has its close button.

Fixed

  • Item comparison: "Equip:" stats in Classic's wording count (+spell damage and healing, +healing, mana per 5 sec, hit and crit, attack power, defense, block, dodge and parry), spell power counts as healing too, and attack power as ranged attack power too, as in the game.
  • Codex best gear: school damage counts (a Frost mage's best ring is the +Frost one, a Fire mage's the +Fire one), as do the equip effects of the items the codex takes from Classic. New stat searches: heal, mp5, hit, crit.
  • Codex: a creature's drops and an item's droppers say the same both ways: Miner Johnson lists his Gold-plated Buckler and Miner's Cape (49.2% each; a loot group's equal shares were read as 0%), and every creature an item names as its dropper or vendor lists the item.
  • Codex: no empty framed box where a page has no map to show.

v0.4.85

Changed

  • Item comparison for paladins: a main-hand weapon also counts the Seal of Righteousness damage it gives a second, at the seal rank you know. The seal hits harder with a slower weapon, so a second it is nearly the same at any speed; the roundings in its rule tip it a little one way or the other, and the tooltip says what the seal hits for with the new weapon and with the worn one.

v0.4.84

Changed

  • A quest's codex page shows its whole chain, first quest to last in order, each linked with its level and the quest you are on marked in gold (25 around it for a longer chain, the rest folded). Under it: the quests it opens beside the chain (a branch, another chain) and what opens it (a quest from another chain, a breadcrumb); quests your race can't take are left out.

Fixed

  • Patrols on Teldrassil and in Darnassus are named under the step and drawn in red like everywhere else; before, none of the island's 23 patrols ever warned.
  • In the codex, a recipe item's line under "Made by" lists every way to get it: a vendor of your side with its zone, the quests that reward it, its likeliest dropper and a world drop. A vendor of the other side comes last and is marked so (Recipe: Blood Sausage no longer sends the Horde to Stormwind), and an item's "buy from" names a vendor of your side first.
  • Dungeon guide: a boss's loot opens its codex page on a click or an Alt-click (Shift-click still links it), in the boss pane and the Loot tab. The codex now knows what raid and dungeon bosses drop from their own loot tables (Ragnaros' Band of Accuria, Perdition's Blade and the rest, each with its chance and the boss it drops from); an item it still lacks opens a codex search for its name.
  • Scrolling a long codex page with the mouse wheel moves its cards up; it no longer pushed the whole column down, leaving a gap under the header. A card scrolled half out is cut at the top of the page instead of drawing over the header.
  • The guide no longer puts a grey "Kill here" over a farming step: its lines' icons and the step's mark say it.
  • The arrow's way no longer leads up cliffs it can't climb, as it did from Thelsamar over the ridge into Stonesplinter Valley in Loch Modan: the map data now knows where steep rock parts two stretches of walkable ground, and the way goes round by the road (with "Detailed world map paths" ticked in the app; Elwynn Forest and Dun Morogh always).

v0.4.83

Changed

  • The Palmpilot window, the codex, the dungeon guide, the PvP tracker and the map carry Palmpilot's crest at the left of their title bars, before the name.

Fixed

  • The settings cog in the Palmpilot window's title bar is a square icon the size of the others, on their line and as far in from the right as the crest is from the left, lit on hover; it no longer sits low in the frame's corner.
  • Dungeon entrances on the world maps (/pp dungeonmap on, /pp worldmap): the late dungeons and the raids have their doors now (Dire Maul's wings, Stratholme's two gates, Scholomance, Zul'Gurub, both Ahn'Qiraj gates, Molten Core, Onyxia's Lair, Naxxramas; Upper Blackrock Spire and Blackwing Lair through Blackrock Spire's door). Dungeons through one door share its pin, which names each; a click opens them in turn.
  • Upper Blackrock Spire is a dungeon of its own in the dungeon guide (/pp dg), with its bosses, quests and floors: its creatures and objects in the codex open it, not Lower Blackrock Spire, and inside the instance the guide opens on the part you stand in.
  • Dungeon guide: Kirtonos the Herald (Scholomance, where the Brazier of the Herald summons him) and Ouro (Temple of Ahn'Qiraj, at his mound) are on the map.

v0.4.82

Fixed

  • Dungeon guide: a summoned add (Ragnaros' Son of Flame) opens its codex page on a click; the codex keeps the creatures a boss's script summons, placed where the boss stands.

v0.4.81

Added

  • Codex: a creature or object inside a dungeon or raid (Lethtendris in Dire Maul) shows the dungeon on its page, as a chip, a "Where" row and the floor's map beside it; "Show on map" opens the dungeon map (/pp dg) on its floor with it ringed and named. The dungeon guide now has Dire Maul, Stratholme and Scholomance too.
  • Dungeon guide (/pp dg): a boss's adds (how many, their spells, what they do as they die, as Garr's Firesworn erupt), what it does below a share of its health and as it dies, from cmangos' data and boss scripts. Molten Core lists Majordomo Executus and Ragnaros, in the encounter order; Darkmaster Gandling, Ramstein, Timmy and Sapphiron have their places.
  • Codex and dungeon guide link both ways: a boss's items, adds and quests open their codex page, and an item a boss drops or a quest done inside opens the dungeon guide from its codex page.

Changed

  • Dungeon guide: the boss's details sit in the window, right of the map, as the codex's pages look: a header with chips, then Abilities, Adds, Phases, Loot and Quests under heading bars with icons; with no boss picked, the dungeon's overview.

v0.4.80

Added

  • The codex's map has a Previous button beside "Next map", to step back through the maps of a page.

Changed

  • Codex: an item's "Made by" lists the recipe with its skill colours (orange, yellow, green, grey), how it is learned (at a trainer, from the start, or the recipe item, a link to its page with who sells or drops it), and each reagent as a link to its page with where it comes from.
  • Patrol pins: each patrol the guide warns of gets a small warning pin on the world map and the minimap, on its red path where it comes nearest your way. Hover it for who it is ("Shadowforge Ruffian", "Level 37 elite, patrols here"); Alt-click opens the creature in the codex.

Fixed

  • Patrol warnings: a patrol in another zone is no longer named because it walks near your way on the map, as Uldaman's Shadowforge dwarves in the Badlands were from Stonesplinter Valley in Loch Modan, high above them. A patrol counts when it walks in your zone, the step's zone, or a zone your way passes through.

v0.4.79

Changed

  • Quest data: a quest one database files at the character's own level (-1) takes the level another gives it, a quest whose kill credit cmangos gives to a creature no one meets names the one you go to (with cmangos' count), and the routes are laid anew from it.

v0.4.78

Added

  • Repair and restock notes: when your gear wears down (an item at 20% or all of it at 30%), or the arrows, bullets, food or drink you have been using run low, a side note in the guide names the vendor who repairs or sells it with the fewest yards off your way, and the time that adds ("Repair and restock: gear at 25%, 120 arrows left. Andrew Krighton, 150 m off the way (+20 s)."). It waits until the task at hand is done, unless an item is broken or you are out, when it shows in red. At a vendor who repairs, chat says what the repair costs. Only a note: the guide never sends you there. Turn it off in the settings or with /pp supplies off.
  • Patrol warnings: when the way to the current step, or the step's camp, comes near a creature that walks a patrol path and is well above your level or elite, the step says so ("Patrol: Defias Patroller (level 22 elite) walks across your way") and its path is drawn in red on the world map and the minimap. More route caution (/pp caution) warns sooner.
  • Rare alerts: a rare or rare elite on a nameplate, targeted or moused over shows a small alert at the top of the screen with its name, level and best drops (from the codex, when it is open), in red for a rare elite. Once per creature every 5 minutes; /pp rares lists where you last saw each rare, and /pp rares off (or "Rare alerts" in the settings) turns the alerts off.
  • The codex (/pp codex) finds creatures by what they do and where: type "food vendor near", "repair", "inn", "fp", "mage trainer", "stable master near me", "rares 10-20" or "rare elite elwynn". "near" lists the nearest first with the distance, a zone's name keeps to that zone, and a level range to those levels. The filter row has Role, Rank and Near buttons for it, and a Creatures button to start one.
  • Codex pages: a vendor's goods with their prices and how many a limited stock holds, an item's vendor price, a creature's services (Innkeeper, Flight master, Repair, Trainer...) as chips, and a rare's respawn time ("Respawn 1.5-2.5 h").
  • "Link in chat" on every codex page, and Shift-click on any codex link: an item's or quest's link, or a creature's or object's name with its nearest place ("[Hogger] Elwynn Forest 27, 86").

v0.4.77

Changed

  • Small fixes and data updates.

v0.4.76

Added

  • The Deeprun Tram between Stormwind's Dwarven District and Ironforge's Tinker Town: the guide takes it when it is quicker than walking or flying. The arrow leads to the tram's entrance ("Take the Deeprun Tram to Ironforge"), at the entrance the window says to board the tram, inside it says "On the Deeprun Tram to Ironforge", and once you are out at the other end it walks you on to the step. The tooltips give the wait for the next car and the ride, from the game's own tram timings.
  • The way to a far step can now combine a flight with a boat or the tram, for example flying from Ironforge to Menethil Harbor and taking the boat to Auberdine, or taking the boat and then flying on from the far dock. The window and the arrow show the leg you are on, and the tooltips list every leg with its time: "Fly 3 min to Menethil Harbor, walk 366 m, boat to Auberdine (~2 min wait, 2 min crossing), walk 654 m: ~9 min". The guide plans with the same combined ways.
  • The hearthstone now combines with flights, boats and the tram: when it is ready and quicker, the way to a far step can be the hearth to Ironforge and the tram to Stormwind, or the hearth to Thelsamar, the flight to Menethil Harbor and the boat to Auberdine. The window says "Hearth to Ironforge, then take the Deeprun Tram to Stormwind", the arrow "Hearth to Ironforge", the hint "Hearthstone is ready: use it, then …" (also for a step off your home's map), and the tooltips list every leg. Once you have hearthed, the next leg leads. The guide plans with the same ways, the stone's hour cooldown priced as before.

Changed

  • The Alliance and High Order routes now take the Deeprun Tram between Stormwind and Ironforge where it is quicker, with "Go to the Deeprun Tram at Stormwind" and "Take the Deeprun Tram to Ironforge" steps, and some city errands are reordered around it. The Human, Dwarf, Night Elf and Scourge routes were relaid.

v0.4.75

Added

  • The way to a far step can fly, sail or use the hearthstone when that is quicker, by the flight paths you know: the arrow and the drawn path lead to the flight master or the dock first ("240m ~6min (fly 3min)" over "Fly to Thelsamar"), the window says "Fly to Thelsamar, Loch Modan" (at the flight master, which node to pick) or "Take the boat to Auberdine", and after landing the path goes on from the landing spot. The step's and the map pins' tooltips give the legs and the whole time, "Walk 240 m, fly 3 min to Thelsamar, walk 180 m: ~6 min", or the boat's wait and crossing; the world map draws the flight or crossing as a line. The times are the flight times and boat waits the guide plans with.
  • Walking past a flight master whose flight path you do not know, the window says to learn it on the way. Opening the flight map now counts every flight path it lists as known, including ones learnt before Palmpilot was installed.

Changed

  • The item comparison on gear tooltips reads each stat as what you wear against the new item, with the change and its score: "Stamina 3 vs 4 (+1, +0.6)", the numbers on the right, the stat that moves the score most first, green for a gain and red for a loss. A stat only one of the two items has shows as "3 vs 0" or "0 vs 3".

Fixed

  • The codex no longer lists chests with no known place under an item's "Found in" ("object 2847" on Merc Sword's page led to an empty page).
  • The step's mark (! or ?) no longer stays on screen on the Professions and Gear tabs: it goes with the Guide tab.
  • Random-suffix stats ("of the Bear", "of the Monkey", …) count in the item comparison, gear suggestions and bag upgrades: the game's item stats leave them out, so a worn "Soldier's Armor of the Bear" counted as armour alone. They are now read from the item's tooltip, in your client's language, without counting anything twice.

v0.4.74

Added

  • A quest step's tooltip, on the world map and minimap pins and in the guide window, is laid out as Questie's: who gives or takes the quest, "[15] Report to Ironforge" coloured by how hard it is for you with the XP it pays at your level, its money and whether it is in your log or complete on the right, what the quest asks (once the codex has been opened, or from your quest log), the reputation it gives, "Next in chain:" with each following quest and its XP, and "Unlocks:" with the quests it opens beside that chain. The distance and the codex hint stay at the bottom.
  • "Drops from:" gives each creature's level beside its drop chance, e.g. "Black Bear Patriarch (45%, level 16-17)", and the level alone where the chance is unknown.

Fixed

  • Minimap pins and the path sit right indoors (a city's halls, a cave): the indoor minimap shows fewer yards, and where the client does not say how many (Classic Era) the outdoor scale put Ironforge's pins too far out.

v0.4.73

Fixed

  • A quest item's droppers are no longer cut at eight: every creature that drops it in the quest's zone or near where the quest is done is named, in "Drops from:", the tooltips and the step's targets. Red Leather Bandanas in Westfall now names the Defias Smuggler, Pathstalker and Raider as well.

v0.4.72

Fixed

  • The codex opens a quest that only some classes can take (The Forging of Quel'Serrar, say): clicking it, from an item's quest line or anywhere, did nothing. A creature with a type but no level no longer breaks its tooltip either.

Changed

  • The talent trees and suggested builds follow WoW: Forever as launched (28 Oct): the Frost mage tree as it now stands, Elemental Precision at 3 ranks.
  • "Drops from:" lists each creature on its own line. A creature you also need to kill for another quest says so on its line ("· kill for The People's Militia: 9/15") instead of a second line, and those all show first; the others only fill up to three rows, the likeliest first.

v0.4.71

Changed

  • Route caution builds up with your level: none at level 1, all of it from level 12 (at -3: -1 from level 5, -2 from 9), so a new character is not sent between start zones for safety.
  • The step to do now stays on top of the world map and the minimap, above Questie's icons too.

Added

  • Farm the lowest-level camps (default off, for Hardcore or a careful run): where a quest's creatures stand in several camps of different levels, the guide sends you to the lowest-level camp unless another is much nearer. In the settings under Route and planning, or type /pp lowcamps on. It takes effect once the routes carry their camps' levels (the next route build).

v0.4.70

Added

  • The palm crest is Palmpilot's icon in the game's AddOns list (each of its parts too).
  • Route caution, from -3 to +3 (default 0): below 0 the guide plans as if you were that many levels lower, so it does easier quests first, waits longer for harder ones and steers wider of dangerous creatures, for Hardcore or a careful run; above 0 it takes harder quests sooner. In the settings under Route and planning, or type /pp caution -2.

Changed

  • Smaller map pins everywhere (steps, caves, dungeons, quest objects, gathering nodes), and on the minimap the pins and the gold ring scale with the minimap, so Classic Era's smaller minimap gets smaller ones.
  • A continent's map (Kalimdor, the Eastern Kingdoms) shows the quest steps alone; caves, dungeons, objects, nodes and errands wait for a zone's map.
  • Cave entrances wear a plain minecart instead of the pickaxe icon.
  • The step to do now sits above every other pin on the world map, other addons' (Questie's) included.

v0.4.69

Added

  • The codex finds gear by what it is: type /pp codex stam 9-14, /pp codex best mainhand 9-14 or 2h dps lvl 10-15 quest safe (also in the codex's search box). Filter by slot, armour or weapon type, stat, level range, source (quest, vendor, drop, crafted), quality, binding, class and "safe" (no elites or dungeons, for Hardcore), sorted by the stat or by Palmpilot's own score for your class. A filter row under the search box does the same with clicks, and each result shows its stats and where it comes from.

v0.4.68

Fixed

  • The arrow no longer turns back and forth on the last stretch to a target away from the paths players walk (the Scourge Cauldron at Dalson's Tears in Western Plaguelands): once you are walking the line it drew to the target, it keeps pointing at the target.

v0.4.67

Changed

  • When the guide weighs what to do next, it now counts kills that also serve another quest of yours on the same creatures: in Northshire, the Stolen Books come with Echo Ridge's kobolds, so Brotherhood of Thieves (the bandanas) comes first for more characters.
  • A quest only joins a camp's bundle for free when the camp's kills cover most of its work; otherwise it has to be worth the extra walk and work (an Orc warrior no longer farms Canvas Scraps on the side at Tiragarde Keep).

Fixed

  • A timed quest the guide plans to pick up is now counted to its end when the guide compares plans, so a plan that stops early no longer looks better than it is.

v0.4.66

Added

  • Learn First Aid and Cooking: once you may (First Aid from level 1, Cooking from 5) and while you don't know them yet, the guide adds "Learn First Aid from " and "Learn Cooking from " when your way passes their trainer in your zone (Goldshire, Kharanos, Dolanaar, Razor Hill, Brill, Bloodhoof Village, Shen'dar Village), never as a long detour, and only once each. Where your route has "Camping 101: Cooking", that quest is your cooking lesson. On by default; turn it off on the settings page ("Learn Cooking and First Aid") or with /pp secondary off.

Changed

  • Quests that need the same creatures are done in one visit: before you fight a camp, the guide sends you to pick up a nearby quest whose kills or drops come from the same creatures (Kobold Candles from William Pestle before Fargodeep Mine's kobolds for Gold Dust Exchange and the Lost Books), also in the plan right after a /reload. It walks at most three minutes out of the way for it, does a camp's open work (a mine's, say) in one stay, kills the creatures that also cover another quest's drops first (Echo Ridge's kobolds before the Stolen Books), and leaves an elite's part until you are the level for it.
  • Selling junk is now only a side note, never a step: the guide no longer sends you to a vendor to sell ("Vendor: sell your junk" is gone from the steps and the list). When your bags are filling up and a vendor is within about 150 m, a note under the step says how many junk items you have, what they are worth and who to sell them to. It waits until you finish what you are doing, unless your bags are full, when it shows in red. Gear upgrades and things to buy at vendors are as before.

Fixed

  • Named elites the route did not mark as elite (Shinyfinder Narf, Nimsy, Geosculptor Yip and others) are now planned as elites: alone they count three levels higher, so the guide waits a little longer before sending you to them.
  • The arrow under your character now points the same way as the yellow path on the minimap and the world map, at the path's next turn, and its distance and time are that path's. Before, the two could point different ways (in Elwynn by Fargodeep Mine, the arrow went south while the path went west to Stonefield Farm).
  • Dragging the Palmpilot window's bottom-right corner changes its height again: the window no longer snaps back to its old height while you drag.

Removed

  • /pp guide show N is gone: the guide window's size is set only by dragging its bottom-right corner, as the settings page's row slider went before it.

v0.4.65

Added

  • Upgrades in your bags: when armour or a weapon already in your bags is better than what you wear, the Gear tab lists it under "In your bags" with its slot, what it replaces and how much better it is, and the guide shows a short side note ("Upgrade in your bags: ..., see Gear."). Click the item (or its Wear button) to put it on, out of combat; shift-click links it. Items your class can't use are left out, and one you are too low level for is marked "from level N" until you can wear it. On by default; turn it off on the settings page (Guide window, "Upgrades in your bags") or with /pp bagupgrades off.

Changed

  • The pace bar now judges your whole play session instead of starting over at every level: from the moment you log in until you log out (a /reload carries on), it compares the experience you have gained against what the guide's plan expected in the time you played, AFK time left out, so "4 min ahead" or "5 min behind" is for the session and a level-up no longer resets it. The fill is still your experience in this level, and the white mark shows where the guide's pace for the session would put you in it now. Hovering over it shows your time played this session, the experience gained against the guide's, and your time played in all and in this level (as /played says it).
  • The "ahead", "on pace" or "behind" line now sits on the pace bar itself, so it no longer covers the quest tracker under the guide window.
  • When your class trainer also gives or takes a quest of yours a few steps away in the guide (a class quest at level 10, for one), the guide now does your training and that quest in one visit, side by side, instead of sending you to them twice. The same goes for a vendor, innkeeper or flight master who is also a quest giver. Training still waits until you have the level for it.

Fixed

  • A creature's tooltip no longer says it drops something "wanted by a later quest" when that item only drops while you are on the quest (the Vial of Animal Blood from Stonetusk Boars, for one).
  • The hearthstone goes where the game says it is set: binding at an inn the guide didn't pick, or with the addon off, now moves where the guide hearths you to (and "Hearthstone is ready" with it), and a "Set your hearthstone" step is only done once you have really set it, not by walking past the innkeeper. Already bound at that inn, the step isn't offered.
  • Gear suggestions weigh a two-handed weapon against both your main hand and your off-hand, and no longer suggest an off-hand item while you wield a two-hander.

v0.4.64

Fixed

  • Clicking the big find button (the skull with a star) in a fight no longer makes the game say Palmpilot was blocked: in combat it only targets the creature, and puts the star on it once the fight is over. If the game ever blocks Palmpilot again, the addon notes what was blocked, and a report you send includes it.

v0.4.63

Changed

  • The purple bar under the guide window is now a pace bar. It still fills with your experience in this level, and a white mark shows where the guide expected you to be by now. The bar turns green when you are ahead of the guide's time for the level, stays purple on pace, and turns gold when you are behind, and a short line under it says by how much ("4 min ahead", "on pace", "5 min behind"). Hover over it for the guide's time for the level, your time in it and your experience. Time you are AFK is not counted. Until the guide has a time for the level (just after logging in, or when its plan does not reach the next level yet) it is the plain experience bar.

v0.4.62

Changed

  • The guide window's side notes (a gear upgrade, bags nearly full, talent points, a hearthstone ready and the like) now sit below the current step and its objectives, after a small gap, each with its own icon: the Gear tab's for a gear upgrade, a coin for the junk.

v0.4.61

Fixed

  • A low-level quest that leads on to quests at your level is no longer skipped as "too low": Skyborne characters who outlevel Zephras Isle's main chain now finish it and take the way off the isle instead of grinding there from 14 to 21.
  • The arrow no longer rocks back and forth by a doorway or at the edge of open ground (Darkshire's town hall, for one): a turn of the way is passed only once you are through it.
  • The guide prices the walk to a boat or zeppelin and on from the far dock like any other walk, so it no longer sends a Horde character from Mulgore to Westfall by Grom'gol for "... and that note you found" before reporting to Thrall.

v0.4.60

Fixed

  • High Order Skyborne: the guide now knows the Skyborne Portal from Dalaran to Stormwind is a few seconds' click, not a long walk, and takes it for any trip between the two (Stormwind's trainers included). Long trips within one continent also look at the boats and portals now.

v0.4.59

Added

  • The codex marks what our own recordings have confirmed: a quest someone was seen being given, handing in or paid for, a creature or object met, an item's drop rate measured in play.

v0.4.58

Added

  • The way to someone inside a building goes in through its door in every zone now, and the arrow says when they are upstairs or downstairs, not only in Elwynn and Dun Morogh.
  • "Detailed world map paths" in the Palmpilot app's settings: the arrow and the guide find their way round mountains, caves and buildings in every zone. It uses about 50 MB more memory in game, so it is off unless you tick it.

v0.4.57

Changed

  • Which creatures the guide calls elite, rare or a boss comes first from what players see in game, and the addon now also notes each creature's type (beast, humanoid and so on) when you meet one. In the codex, Quartermaster Zigris is a rare elite, High Priestess Hai'watna and Sulhasa elites, and the Thessala Hydra no longer a beast.
  • Selling junk waits until the task at hand is done: while you are still killing or collecting for the step shown, the guide no longer breaks off to send you to a vendor, unless your bags are completely full.
  • The addon's recordings stop growing without end: the quest log keeps its latest 8,000 entries and the fight records their latest 15,000, so logging in and out stays quick. Nothing is lost: the Palmpilot app has already sent the older ones.

Fixed

  • One error in the addon no longer stops the rest of it: everything else that runs on the same game event still runs. The error is kept, and a report you send with /pp report includes the latest ones.
  • Forever's new low-level quests that the game lists at level 60 (Magma or Lava?, Shipping Label and others) are no longer valued as if they paid level 60's experience, so the guide stops chasing them.
  • The quests of the new dig in the Wetlands (Songblade Search and the two after it) and Forever's other dungeon quests no longer appear as ordinary steps: they count as dungeon quests and show only with dungeons on.
  • The codex (/pp codex) no longer shows a made-up 40% drop chance: where the chance is not known it says so, and where Classic's loot tables know it, it shows that.

v0.4.56

Fixed

  • A new character is really sent to its first quest giver now: the guide no longer keeps the step its very first plan led to (made before it knew where you stood), and the quest log loading at login no longer counts as a quest event that holds the plan.

Added

  • Near a quest giver or trainer who stands upstairs or downstairs in a building, the arrow says so under the distance (Goldshire's inn, Northshire Abbey's library, the Thunderbrew Distillery's cellar and more in Elwynn and Dun Morogh), read from the buildings' models.

v0.4.55

Fixed

  • The way to someone inside a building goes in through its door, read from the building's model: Northshire Abbey's trainers, the inns, Stormwind's and Ironforge's shops (Elwynn and Dun Morogh for now).
  • For the first 30 seconds after you log in or /reload, the guide plans afresh each time instead of keeping its first guess, so a plan made before your quest log and position had loaded no longer sticks (a new Human was still sent to the wolves before A Threat Within).

v0.4.54

Fixed

  • A new character is no longer sent to the wolves first: the guide made its first plan before the game said where you stood, and then kept it. Now the plan is made again once your place is known, so a new Human starts with A Threat Within from Deputy Willem.

v0.4.53

Fixed

  • When a hand-in opens a quest at the same person whose objective is work you are about to do anyway, the guide takes it right away: a Human hands in A Threat Within and takes Kobold Camp Cleanup from Marshal McBride before farming the Kobold Vermin for the Nibbled-On Book, so the kills count for both.

v0.4.52

Added

  • The arrow steers you round creatures three or more levels above you (and elites) when a way round is known, instead of walking you through their aggro range.
  • Cave and mine entrances are pinned on the world map with their names ("Jasperlode Mine entrance"). Turn them off with "Cave entrances" on the settings page or /pp caves off.
  • "Avoid high-level mobs" on the settings page (/pp danger on), off by default: the plan also weighs walks past such creatures, priced by how often a pass turned into a fight in recorded play (about 1 in 13).

Fixed

  • The way to something inside a cave or mine goes in through its entrance instead of over or through the hill above it (Jasperlode Mine's books from Northshire, for one).
  • Human warriors are no longer sent to Marshal McBride for "A Scribbled Letter": it is the hunters' letter. Hunters are not shown it at level 1 any more, and Night Elves see "Iverron's Antidote" from level 4, when Dirania offers it.

v0.4.51

Changed

  • Up to level 5, quests one level above you still count as your level, but quests two or more levels above now count in full again, so a level-2 Dwarf or Gnome does the boars before the Frostmane troll cave.

v0.4.50

Fixed

  • Dwarves and Gnomes are sent for A Refugee's Quandary again: pick it up from Felix in Anvilmar on your first visit at level 4 and grab his three boxes in the troll cave on your way back to Nori (250 XP for a couple of minutes).

v0.4.49

Changed

  • Up to level 5, quests one level above you no longer count as harder, and those further above count a level less, so the plan stops avoiding easy starting-zone work (the Webwood quests in Shadowglen are now done in one trip). Coldridge Valley still sends you to the boars before the Troll Cave.
  • This replaces "Follow-ups right away" from 0.4.48: that setting is gone, as it barely changed the plans once this was in.

v0.4.48

Changed

  • When a hand-in opens new quests nearby, the guide now also weighs doing them straight away: a fresh Dwarf hands in Dwarven Outfitters and kills A New Threat's troggs beside Sten Stoutarm before heading to the boars, instead of coming back for them at level 4. Turn it off with "Follow-ups right away" on the settings page.
  • The "Palmpilot" title sits at the left of the window's title bar.

v0.4.47

Fixed

  • A Tauren in Camp Narache no longer walks to Bloodhoof Village for Sharing the Land at level 2 and back again: the camp's own quests and hand-ins come first, as they did before 0.4.46.

v0.4.46

Fixed

  • The guide no longer sends a fresh Dwarf or Gnome into the Frostmane troll cave right after the wolf quest: creatures above your level count as harder again, so the boars come first and the trolls a level later.
  • The tab icons no longer cover the window's "Palmpilot" title when the window is narrow; the title is cut short instead.

v0.4.45

Changed

  • Paladins are now advised to take both points of Improved Judgement at levels 10 and 11, before Conviction. In Forever, Judgement doesn't use up your seal, so you cast it every time it is ready, and making it come back sooner is worth about twice as much as a point of Conviction while levelling. Conviction follows at 12-14, and its last two points come at 22-23.

v0.4.44

Added

  • Skyborne characters get a route. Both start on Zephras Isle with the isle's quests and trainers. The High Order then takes the skycutter to Dalaran and the portal to Stormwind; the Windshapers go to Mulgore and Orgrimmar. Before this, a Skyborne character had no route at all.
  • A PvP tracker (/pp pvp, the banner icon on the guide's title bar, the minimap menu, or a key in Key Bindings): your PvP rank with its badge and the Rank Points to the next, this week's cap and the season's end; this week's and last week's honor, kills, battlegrounds and Rank Points; the pace to the weekly reset and what the next rank asks; honor an hour this session; and a chart of honor per week with your rank. /pp pvp history lists every week in chat.
  • The arrow and the guide's travel times know the way through caves and mines, all 275 of them in the open world, even ones nobody has walked yet: the tunnels come from the cave models themselves, and the way in goes through the mouth, not through the rock.
  • "Deathskip hints" on the settings page (or /pp deathskip on), off by default: below level 10, where there is no resurrection sickness or repair, the guide says when dying and releasing gets you to the next step at least 30 seconds sooner than walking ("Faster: die here and release, the graveyard is closer"). With it on, a timed quest such as Scalding Mornbrew Delivery can take one kill on the way, like Grik'nir deep in the Coldridge troll cave, and a death back to Anvilmar keeps you in time. It is only ever a hint.
  • When you die, the guide says whether to run back to your corpse or take the spirit healer, and the arrow points there. It compares both: the run back, against resurrection sickness (none to level 10, then up to 10 minutes) and the repair bill. While you are sick the plan does hand-ins, pick-ups and other errands, and leaves the fighting until the sickness wears off. Hover the line under the advice for the numbers.

Changed

  • The guide, the professions guide and the gear suggestions are now tabs of one Palmpilot window, switched by their icons on its title bar (the map for Guide, the pickaxe for Professions, the armour for Gear); the chosen one has a gold ring. The window opens on the tab you left it on. /pp gather, the minimap menu and the key binding open it on Professions. The Gear tab lists the vendor upgrades nearby (with Add) and the best reward to pick for the quests in your log, and the Guide tab says "Gear upgrade at ..., see Gear" when there is one. A picked rare recipe or skinning camp stays pinned on the maps on the other tabs too. The codex and the dungeon guide are still windows of their own.
  • Drag the grip in the window's bottom-right corner to resize it: the guide's step list shows as many steps as fit, and the other tabs scroll with the mouse wheel when they are longer. The size is kept per character. The "Steps shown" setting is gone; your old choice becomes the window's starting height, and /pp guide show N still sizes the window for N steps.

Fixed

  • The Human and Orc routes no longer send you to Skyborne-only quests (Welcome to Azeroth, Journey to Sentinel Hill), which other races are never offered.

v0.4.43

Changed

  • The settings page is in sections: Route and planning (with a Reset to defaults button), Guide window, Map and minimap, and Automation. The zones and their presets have a page of their own, and each tooltip says the default.
  • The guide changes its mind less: after you take or hand in a quest, the next steps it shows stay unless a new order is clearly better (12% by default; the Plan stability slider on the settings page, or /pp stable <percent>, tunes it). A hearthstone, a death, a flight, Skip or Later still change it at once. It can cost a few minutes over a level band for far fewer changes.

Fixed

  • "Keep" on items in your bags, and "wanted by a later quest" on creatures, now only count quests in your log or ones your route takes within five levels of you, so you're no longer told to keep Silverleaf or Refreshing Spring Water for a quest you'd never be sent to.

v0.4.42

Added

  • "Fixed route" on the settings page (or /pp fixed on): the guide follows one order from where you are to 60, step after step like a written guide, and never reorders it, not at a level, a login or a zone. Steps you have done are passed, and a step not offered yet waits in its place while the guide shows the next one. A quest you take that is not in it is added once where it fits best, and an objective you walk away from stays in its place: the guide mentions it when you pass nearby and brings it back before its hand-in. /pp fixed refresh takes the route anew. It is slower than the live plan (about 10-15% to level 12); off by default.
  • A big find button, beside the quest item button, when the step hunts one named creature such as Gruff Swiftbite, Hogger or Elmpaw: it shows a skull with a star and the creature's name under it, and a click targets the creature when it is in range and puts the star raid marker on it, so it stands out among the others. Hover it for the creature's level, rank and where to find it; Alt-click opens it in the codex. It waits for the end of a fight to change, hides once the creature is dead, and has a key in Key Bindings under AddOns. Turn it off with /pp findbutton off.
  • The guide tells you when a quest in your log is no longer worth finishing, such as one whose hand-in is far away for little experience: hover the line for why, click it to abandon (the game asks you to confirm). It only says so once the quest has been off your plan for a few minutes, and never for a quest that gives an upgrade or leads to more of the route.
  • Alt-click any of Palmpilot's own pins to open it in the codex: a guide step's pin on the world map or minimap opens its quest; a herb or ore node opens what it gives; a recipe's vendor or dropper, a skinning camp, a quest object, or a dungeon boss or quest opens its page. Alt-clicking a step in the guide's list or an objective line opens the quest too. A plain click does what it always did, and the pins' tooltips say "Alt-click: open in the codex".
  • The dungeon guide (/pp dg) has the raids: Zul'Gurub, Ruins of Ahn'Qiraj, Molten Core, Onyxia's Lair, Blackwing Lair, Temple of Ahn'Qiraj and Naxxramas, under a Raids heading after the dungeons, each with its level and size (20 or 40 players). Each has its maps floor by floor, the bosses with their abilities and loot, and its quests; item tooltips say which raid boss drops an item. The levelling guide still plans dungeons only.
  • On the way to a step, the guide window says when your path runs past creatures you still need for a quest, such as "On the way: kill Prowler for Protect the Frontier (3/8)", and the guide counts those kills as made on the way.

Changed

  • The vendor upgrades under the guide's armour icon are armour and weapons only: no more bags, pouches or herb pouches. Each row shows the item's icon and name in its quality colour, its slot and kind ("Two-Hand · Axe"), what it replaces, the gain in plain words ("+1.4 DPS, +2 Strength", "+12 Armor"), and the vendor, price, distance and any limited stock. Hover a row for the item's tooltip (hold Shift to compare with what you wear, shift-click to link it). Gear your class can't use yet, such as mail before level 40 or a weapon you haven't trained, gets a note instead of an Add button. The panel no longer lets the step behind it show through.
  • The arrow's text is short: just the distance and the time, such as "1242m ~3min". The arrow itself shows the way.
  • The automatic quest dialogs no longer repeat the game's own "Quest accepted" and "completed" lines; they speak only when they leave a quest to you or pick a reward.
  • The codex has a new look. Each page opens with a large framed icon, the name in its quality or kind colour, a line saying what it is and where ("Level 12 Elite Beast · Elwynn Forest"), and its key facts as badges (XP, money, levels, sell price, world drop). The sections sit on cards, drop chances show as bars, and hovering any item, creature or quest shows its tooltip. The zone map is framed, with a legend for its pins, and shows the whole zone as if fully explored, even the parts your character hasn't discovered yet. With no page open, a start page shows search tips, the pages you read last and your pins.

Fixed

  • The guide only sends you to your class trainer when there is something worth buying, and when two trainer visits come close together it makes one visit for both, unless an important spell is waiting. Right after logging in or a /reload, the guide no longer shows a step you put off with Later for a moment.
  • Looting grey items while you fight on the way no longer makes the guide change its mind about the next step.
  • The gold ring around the minimap's edge arrow is back to its normal size; only the arrow inside it is bigger.
  • The codex now has the green and blue world drops and the items with random enchantments, like Training Sword. An item's page lists its possible "of the Owl", "of the Bear" (and so on) enchantments with their chances and stats. Searching "of the Owl" finds the enchantment and the items it can appear on, and "Training Sword of the Owl" finds Training Sword. It also has many more vendors' wares, dungeon drops and crafted goods: about twice as many items as before.

v0.4.41

Added

  • The dungeon guide's map (/pp dg) zooms: scroll the mouse wheel over it to zoom in where the cursor is (up to 4x), drag it to look around, or use the plus, minus and whole-floor buttons at its top right. Picking a boss or quest from the list zooms in on its pin, and another floor or dungeon starts at the whole floor.
  • A codex: an in-game encyclopedia of WoW: Forever's quests, creatures and items, in a window as large as the world map (it shrinks to fit a smaller screen; drag its corner to resize it, Esc closes it). Search it by name (/pp codex wolf, the book icon on the guide's title bar, or the minimap button's menu): the results stay on the left, the page opens on the right with a map of the zone and its places, and you can click through from a quest to its giver, what it asks for and who drops it, from a creature to its drops and quests, from an item to who drops or sells it and the recipes that use it, with back and forward. "Show on map" pins a page's places on the world map and the minimap. Alt-click a quest in your quest log or any item to open its page; /pp codex target (or Alt-click the target frame) opens your target's. Pin a quest and the guide fits it into your route, even when its giver is far away; pin an item and its whole material list sits on top of the guide, counting what your bags and bank hold. Click the cross to unpin.

Changed

  • The guide counts a quest giver's talk as 6 seconds instead of 10, closer to how quickly players actually pick up and hand in, so its time estimates are shorter and a hand-in or pick-up a few steps away weighs a little less.
  • Playing alone, the guide no longer sends you into a camp of elites. When you're near one it suggests it ("+ Kill 4 Mo'grosh Ogre (elite, nearby): find a group"), and in a group it plans it like any other work. A single named elite, like Elmpaw, is still planned once you're the level for it.
  • When the guide has to grind you to a level before more quests open, it now counts how long that grind really takes and the experience it brings, instead of ten minutes whatever the levels. The level timer now runs through the grind too, instead of stopping at it.

Fixed

  • "Applejack Still" in Elwynn Forest is now known as a repeatable level 7 quest that gives no experience (it used to show as level 1, worth 40 XP). Its worth is the Thunder Applejack for "An Apple Treat". The same rules fix the level and experience of the few other quests the databases give no level.

v0.4.40

Added

  • Quest object pins: while a quest still needs something you loot or use in the world (crates, nets, plants), its places in your zone show on the world map and the minimap, with a hand to use it or a bag to loot it. The tooltip names the quest and how many you still need. Turn them off on the settings page or with /pp objects off.
  • Where you find quest objects, herbs and ore is now recorded, so the pins and the gather guide's nodes include the places players actually found.

v0.4.39

Fixed

  • Reaching a new level no longer reshuffles the guide's order: the plan already counts the levels its steps bring, so after a ding it keeps the step it was leading to unless something is clearly better, and the next trainer visit is planned ahead instead of appearing at the ding.

  • The dungeon guide's map pins (/pp dg) now stay on the caves and rooms the map draws. In Wailing Caverns, Lord Pythas, Skum and the Deviate Faerie Dragon stand in caves the game's map picture doesn't show, so they're listed with "(not on the map)" and have no pin. Quest pins in parts the map doesn't draw (Wailing Caverns' east caves, Sunken Temple's upper ring) are gone instead of floating on blank parchment.

v0.4.38

Added

  • "Fewer trips" on the settings page (or /pp sweep on): the guide does an area's quests in one sweep, picking up everything nearby and doing the work before walking off to hand in elsewhere, and then hands in together. Quests normally left out for their time come along when their giver and work are on the way (Good Steel's mining tools in the Jasperlode Mine). It can take a few minutes longer than the quickest order; off by default.

Changed

  • Elite creatures count as three levels higher while you play alone, so the guide waits before sending you after one (Elmpaw, an elite of 12, now waits until about level 14). In a group they count at their own level, and the guide plans again when you join or leave a group.
  • Gold Pickup Schedule now reads "Kill Gruff Swiftbite to get Gold Pickup Schedule" and points to Forest's Edge: he drops it 80% of the time, so it is one kill instead of farming gnolls at Stone Cairn Lake for a 3% drop.

v0.4.37

Added

  • New gathering path: turn it on with the Path button on the Next node heading, or /pp gather path on, and the walking way to your next herb or ore node and on through the next few nodes of the loop is drawn on the world map and the minimap. Off by default; remembered per character.
  • Two icons in the questing guide's title bar open and close the professions window (the pickaxe) and the dungeon guide (the skull).

Changed

  • The old shopping list view of everything around you (/pp guide area, its list icon and its setting) is gone; the guide shows the route.
  • Quests started by an item say how you get it: "Kill Elmpaw to get Elmpaw's Head" when the item always drops, "Loot Aged Envelope from Benedict's Chest" or "Pick up Chen's Empty Keg" when it lies in the world, and "Farm ... for ..." only when it takes many kills.
  • The arrow on the minimap's edge, pointing to a step further than the minimap shows, is bigger.
  • The professions window (/pp gather) is easier to read: tabs that look like tabs, with the chosen one underlined; sections with headings and icons (Loop, Next node and Best zones for herbs and ore; Next craft, Plan, Shopping list, Recipes to buy or find and Rare recipes for crafts; Leathers and camps for Skinning); a shopping list with each material's icon, have/need in red, yellow or green and where it comes from underneath; and rows you can click marked with a ">". Restart now sits on the Loop heading.
  • The addon notes whether the creatures you meet are normal, elite or rare, and their health, so the guide can learn which of WoW: Forever's own creatures are elite.
  • Hover a farm step in the guide's list for why it is worth it: the quests the item starts and what they lead to, with their experience and rewards (The Collector leads to Manhunt: 1,060 XP and a reward), and that the kills give their own experience on the way.

Fixed

  • The money for your junk in the guide's headline shows the game's coin icons: its lettering made "4s 75c" look like "48 75c".

v0.4.36

Changed

  • The gather guide's herb and ore pins wear the icon of what they give (Copper Ore, Peacebloom), and nodes of several kinds on the same spot share one pin with the icon of the kind most common in the zone. Hover a pin for every node that grows there, each in the colour your skill sees it and with the skill it needs.

Fixed

  • In a camp, things to pick up from the ground (junk piles, crates, plants) now come before the kills, in the guide's list and in the window's lines, so the kills come along on the way. While you collect drops, the window also lists other quests' kills on the same creatures.
  • Training after a level-up no longer pulls you away from a camp where you still have objectives when the guide walks past the trainer a few minutes later anyway (a level-8 paladin among Jerod's Landing's murlocs was sent to Goldshire and back before finishing them).
  • The way drawn to the next step on the minimap and the world map runs in smooth, straight lines along the ground players walk, instead of zig-zagging sideways every few yards. It still bends round lakes, cliffs and buildings.
  • A quest whose objectives the game lists in another order than the guide (such as "Slimy Menace": murlocs and Murloc Streamrunners) no longer mixes them up: the guide's step, its count under the compass and its icon now name the objective still to do ("1/4 Murloc Streamrunner"), not one already done.

v0.4.35

Added

  • The gather guide is now a profession guide, with a tab for each profession you have. Crafting tabs (Alchemy, Blacksmithing, Enchanting, Engineering, Leatherworking, Tailoring, Cooking and First Aid) lay out the way up to your rank's cap the way levelling guides do, in brackets such as "1-40: Rough Sharpening Stone x53", picked for materials that are easy to come by (vendor reagents, gathered and skinned materials, common drops) over rare ones. Where another recipe would do nearly as well, a bracket offers it ("or Rough Weightstone"); click to take it instead. Below are the shopping list for the rest, counting what is in your bags and bank and updating as you craft. Each material says where it comes from: click a gathered one to open its gathering tab, or a vendor's for a waypoint to the nearest vendor. The plan uses the recipes you know and the ones trainers teach. Recipes from vendors and drops that would help are listed beside it, and at your cap it says which rank to train next.
  • Rare recipes: each crafting tab lists the recipes near your skill that drop, are world drops, are quest rewards or are sold in limited stock. Click one for a short guide: who drops it and how often, their level and zone, or who sells it, with their places pinned on the world map and the minimap.
  • Leather farming: each leather on a shopping list, and each leather on the Skinning tab, comes with the best camps of beasts to skin for it, nearest your level first: the zone and camp, the beasts, their level and the skinning skill they need. Click a camp to pin its beasts on the world map and the minimap. The Skinning tab also says how high a level of beast you can skin.

v0.4.34

Added

  • A gather guide for Herbalism and Mining, in a window of its own: /pp gather, the minimap button's menu, or a key under Key Bindings, AddOns. It walks you round a loop of the herb or ore nodes in your zone that still raise your skill, says how far the next one is (click it for a waypoint), skips nodes you have just visited until they grow back, and names the best zones for your skill. While it is open, the loop's nodes are on the world map and the minimap. /pp gather mining or /pp gather herbalism switches profession, and /pp gather restart starts the loop again from the nearest node.

v0.4.33

Changed

  • The guide window's text sits a little nearer its edges again.
  • Talent suggestions follow the game's current talent trees (the priest trees changed) and are re-scored: every class keeps its build, and mages, paladins and shamans take a few talents in a different order.
  • Plans from level 20 on count the better gear you pick up as you level (quest rewards, then dungeon blues from 30), so later quests and kills are priced nearer what they really take.

v0.4.32

Fixed

  • The guide list's zone names and steps line up with the text above, and a step's icon no longer covers its number.
  • The bronze band under the guide window's buttons is drawn.

v0.4.31

Changed

  • The guide window's step and list have more room around them.

Fixed

  • The bronze band under the guide window's buttons shows.

v0.4.30

Changed

  • The guide window is dark all over, as the dungeon guide's lists are, and Later, Skip and Report sit on a bronze band at its foot like the title's. The step list no longer has a border of its own.

v0.4.29

Changed

  • The guide window's step list sits in a sunken panel, as the dungeon guide's lists do, with its divider and scroll bar nearer the window's edge.

v0.4.28

Changed

  • Palmpilot's windows are the dark grey of the game's own windows, and their text sits clear of the metal edge.

v0.4.27

Added

  • The dungeon guide's quest tooltips (on the map and in the quest list) now say what the quest asks for, who gives it and takes it in, the quest before it, its XP and its rewards.

Changed

  • Palmpilot's windows wear the game's own metal frame over its rock background, with the title centred in the top and sunken panels behind the dungeon guide's list and map. The talent planner too.

Fixed

  • Dungeon guide pins land on the right floor. In Gnomeregan, Blackrock Depths and other dungeons where the floors overlap, quest and boss pins no longer sit outside the drawn map; the marker for where you stand follows too.

v0.4.26

Added

  • A big button with the item your current quest step needs, shown while you are near the step: click it to use the item, or to put on one you must wear. Shift-drag moves it; /pp itembutton off hides it.

Fixed

  • With dungeons on (/pp dungeons on), a dungeon run counts as done once you have been inside, and it no longer waits for a quest you cannot pick up yet: runs could be offered again and again, or never, while their quests filled your log.

Changed

  • The talent planner now assumes your first talent point comes at level 10, unless the game shows you have Legacy's Talented perk: then it uses the level your points actually started at (9 down to 5). Set it yourself with /pp talents 5 to /pp talents 10.
  • The line to your next step is now the guide's yellow with a dark brown edge, easier to see, and it shows on the minimap too (/pp path minimap off turns that off).

v0.4.25

Changed

  • On by default for new and existing characters: the guide's pins on the world map and minimap, the walked way to your next step on the world map, and accepting and handing in the guide's quests. Turn them off with /pp pins off, /pp path map off and /pp auto off, or in the settings.
  • Choosing a quest reward is now your call by default: the window stays open with the guide's pick marked "Best for you" and selected. /pp auto reward on (or the settings) takes clear picks for you.
  • Without a recorded way, the world map's line runs straight to your next step.

v0.4.24

Added

  • A "Dungeon guide" button on the world map. Inside a dungeon the guide opens on the floor you're on and shows an arrow where you stand, when the game lets addons see your position there.

v0.4.23

Changed

  • The route skips quests that take a long time for little experience, such as slow drop farms, and zone visits that don't pay for the trip. A skipped quest you already have is still finished.
  • Your hearthstone is only set at the newest inn the route has reached, and only when you pass by.
  • Flight paths are picked up when you pass the flight master, not as trips of their own.

Fixed

  • The guide no longer walks you towards an errand when the plan is to fly, which sent players the wrong way and back.
  • No more flying straight back to the town you just landed from.
  • With a full quest log and nothing you can do yet, the guide now says to grind instead of sending you from inn to inn.
  • Grey quests are only handed in when you pass by.

v0.4.22

Changed

  • Small fixes and data updates.

v0.4.21

Changed

  • Small fixes and data updates.

v0.4.20

Changed

  • Small fixes and data updates.

v0.4.15

Changed

  • The routes are rebuilt along the order they shipped in: an import that moves a place by a few yards no longer reshuffles a whole route, and a route is laid anew only where a fresh laying is clearly quicker (the Orc and Undead routes this time).

v0.4.12

Added

  • A party panel in the guide window (/pp party on, or the switch on the settings page): in a party, a row per member under the step list with their current step as your route words it, whether they are on the way, there or done, how far away they are and which way, and their count on your step's objective. Members running Palmpilot tell each other their steps; a member without it shows what the game says of them. Off by default; click the "Party" header to fold the rows away.

Changed

  • Every objective line in the guide window carries the icon of what it asks (the skull for kills, the bag for drops, the hand for objects, the footprints for a place), not only the one being done, so two lines of killing and a line of looting read apart at a glance. Every row of the step list wears its kind's icon in a column before the number too: the "!" and "?" of pick-ups and hand-ins, the class icon of the trainer, the vendor's bag, the flight master's wings; zone headers and the done line have none.
  • The header over a camp's objectives names the work instead of "Gather here": "Kill here", "Loot here", "Collect here", "Explore here", "Kill and loot here" for two kinds, "Work here" for more.

v0.4.11

Changed

  • Talent advice uses Forever's own talent trees (Sacred Arbiter, Holy Conduit and the rest), and every class's levelling build now spends each point where it saves the most levelling time. A paladin no longer gets Deflection early: Benediction, Conviction, then Seal of Command at 15 and Pursuit of Justice at 16 and 17 with talent points from level 5.
  • Talent points waiting to be spent show as a short list in the guide window, one line a talent: "5 talent points:" then "5x Conviction". The level-up message and /pp talents next list them the same way.

Fixed

  • A level-1 Gnome or Dwarf in Coldridge Valley is no longer sent to Felix Whindlebolt for A Refugee's Quandary (offered from level 3) or to Grund Drokda for Grund and Gozwin (from level 4); a few other quests the routes had only from recordings now wait for their level too.
  • When the guide sends you to an NPC who has nothing for you yet, it now notices even if no window opens: after you target them in reach for a few seconds, or stand at them for half a minute, or if they open a different quest straight away. The quest is set aside until your next level or hand-in and the guide moves on (click it in the list to bring it back).
  • The Great Outdoors and Camping 101 in Kharanos and Goldshire are no longer left half-done in your quest log: their rest buff and cooking lesson now point to the campfire and the cook, and a few deliveries to the NPC you bring them to.
  • Quests started by an item a creature drops ("Farm Riverpaw Runt for Gold Pickup Schedule") are planned more sensibly: kills of any creature that drops the item, made for other quests, now count towards it, and a far-off farm is no longer slipped in "on the way" as if it were a quick pick-up.

v0.4.10

Changed

  • Quests well below your level count for less: a level or two below is unchanged, four to six below the guide picks only when they are close at hand, and far below (a level-2 delivery at level 30) it no longer offers them at all, not even in passing. Quests you already hold are still handed in when you are near.

v0.4.9

Added

  • Report a mistake: the Report button in the guide window's bottom-left corner (or /pp report) opens a small box to say what went wrong at the step you are on, with quick reasons to tick (wrong place, not possible, bad order, already done). The report keeps the step, where you stood and what the guide planned next, and goes with your next upload from the Palmpilot app, so the step can be put right.
  • /pp reports lists the reports you made; /pp reports delete N takes one back before it is uploaded.

v0.4.8

Changed

  • Smoother play: the guide works out its next steps in about two thirds of the time it took, and the slowest moments (taking or handing in a quest, a new level, reaching a new area) no longer cause a hitch: what took up to a tenth of a second now stays under 30 ms. The steps it shows are the same as before. /pp why now times the whole of each plan.
  • Quests at your level come first: the guide counts work above your level as harder, more so the further above and the lower your level, and takes it later unless it saves a good walk. In Coldridge Valley a new Dwarf or Gnome now does The Boar Hunter first and The Troll Cave a level or two later, instead of being sent into the troll cave at level 2.

v0.4.7

Changed

  • The arrow leads the way people really walk: along roads and paths, round mountains, lakes and city walls nobody walks across, and out of a building by its door first where the guide knows the door. Where nobody has walked yet it points straight, as before. The guide's travel times follow the same ways.
  • The guide plans again when you reach or leave a town, a camp or a group of quest givers, or turn off the way, rather than every few yards: the step shown changes less often while you walk, and planning takes about half the time.

v0.4.6

Changed

  • The guide weighs what a flight path saves you later: a flight master near your route is worth a stop when the flights it opens save more time on the way back to that area than the detour costs (Darkshire's at level 15 on the way through Duskwood).
  • Working out the plan takes about half the time it did, with the same plans, so the guide keeps up more smoothly when things change.

Fixed

  • Standing on a quest you have begun, the guide no longer sends you off by hearthstone to hand in deliveries elsewhere: the objectives left right where you are, and the hand-in nearby, come first, then the plan leaves. The hearthstone no longer makes far-off steps count as "near" while you are on your way somewhere, nor brings far hand-ins within reach of a batch. /pp why says when work begun here went first.
  • A creature's tooltip names each item once, however many quests want it: "Drops Linen Cloth (55%), wanted by 4 later quests" instead of four lines.
  • The "Drops from" line shows only for things creatures drop: collecting oats from sacks no longer lists gnolls and boars as droppers.

v0.4.5

Added

  • A "Pins on the map" switch on the Palmpilot settings page. The map pins are off until you turn them on, and the switch is per character: a new character starts with them off. /pp pins now says so while they are off, how to turn them on, and that only the vendor's bag shows meanwhile, once your bags are nearly full.
  • The step to do now stands out on the map: its pin is a little bigger and sits on a dark disc with a softly pulsing gold rim, so a yellow ! or ? is easy to find on the yellow world map, on the minimap too.

Fixed

  • The guide's plan now changes during play as it would after a /reload: once you finish a step or an objective, take or hand in a quest, gain a level or use your hearthstone, the next steps are worked out afresh from where you stand. Before, the old plan was kept until a reload, and could send you 700 yards away past quests ready to hand in right beside you. While you walk to a step, the step shown still holds still.
  • Quests ready to hand in nearby are handed in before the guide leads you away, when together they are worth a good part of your level: a level-10 paladin with six quests ready in Eastvale was sent to Stormwind and Westfall and only came back for them at level 15. Finished quests now count for what they pay when the guide weighs one order against another. /pp why says when such a batch goes first.

v0.4.4

Fixed

  • The guide no longer sends you to a flight master whose flight path you already know: your capital's from the start (a Human is never asked to get Stormwind's), or one you talked to while the guide showed another step.
  • Walking paths learned from your play are kept from one data update to the next: a newer saved-variables file holding fewer of your walked trails no longer replaces the ones recorded before, so the guide's walks (Dun Morogh's, after 10 Oct) stay on the roads.

v0.4.3

Added

  • The step to do now has an icon for what you do there, beside it in the guide window and on its map pin: a skull to kill, a loot bag for drops, the hand for objects to use or loot, footprints for places to find, ! and ? to pick up and hand in, your class for the trainer, the vendor for junk, the innkeeper, hearthstone and flight master for those stops. Hover it for its name; /pp icons lists what each shows in your client.
  • Under the current step, a "Drops from" line names the creatures that drop what the step needs, likeliest first: for an item to collect, and for an item that starts a quest. A rate is shown only where one is known.
  • The addon notes what your kills drop for your quests, so the guide's drop rates and kill estimates can come from real play instead of old databases.

Changed

  • The direction arrow under your character is a third bigger, and /pp arrow size <0.5-2> makes it smaller or bigger (1 is the default; /pp arrow on|off works like /pp compass).
  • The guide now knows that creatures above your level take longer to kill and cost more eating, drinking and deaths, and that those below give less experience. A new mage or priest is no longer sent to fight creatures two or three levels up first; the guide picks the work that levels you fastest for your class and level, and counts a level-up's free refill.
  • Quests that start from an item a creature drops are priced by the kills the drop usually takes, so the guide no longer treats them as a quick stop.
  • The time to your next level on the plan now counts experience from kills as you make them, and no longer counts the same work twice when several quests are ready to hand in.

Fixed

  • The Later and Skip buttons take your click again. The list's empty rows below the steps it shows were still catching the mouse over them (and over the game under the window). In the area view, with no errand picked, the two buttons are now greyed out, since there is nothing for them to act on.
  • The direction arrow is far steadier and more accurate: along walked trails it no longer swings round towards a trail point beside or behind you and back again (on our trails it did so on one step in six, and could leave you going back and forth for good), it keeps up with your turning on every frame instead of ten times a second, and it glides to a new direction instead of jumping.
  • Exploration quests ("Scout through the Jasperlode Mine", "Find...", escorts) no longer show their hand-in before you have been there: the guide sends you to the place first, and never offers a hand-in while the quest log says the quest is unfinished.
  • Creatures that live in two places far apart are no longer looked for in the empty ground between them: the Riverpaw gnolls for "Riverpaw Gnoll Bounty" and "The Collector" are at Forest's Edge or by Stone Cairn Lake, not by Goldshire. The guide sends you to the nearest camp with enough of them and names it, as the world map does: "Kill Riverpaw Runt in Forest's Edge, 1.2 km south-west".
  • A quest ready to hand in right beside you is handed in first, instead of being left behind for work farther away.
  • Work a short walk from where you stand is done before the guide takes you out of the area, instead of sending you away and back again for it: at Stormwind's gate with Humble Beginnings ready and the wine shop's quests nearby, it no longer goes to Goldshire first and returns to the city.

v0.4.2

Changed

  • Where several steps wait at one quest giver, the guide now also weighs the work beyond them, instead of looking at the same plan three times and missing a quicker one.
  • The guide counts a camp's work as you do it, so a short errand no longer looks quicker than finishing the camp you are in.

v0.4.1

Added

  • Your character's talent points per tree are noted with the character, so the app and palmpilot.me show your spec (most points in Retribution: a Ret paladin) with its icon.
  • The addon notes its own version at every login and /reload, so recordings are always matched to the version that made them.

Changed

  • Recordings only ever grow: new things are added, nothing existing changes shape, so older recordings keep counting.

v0.4.0

Added

  • Quests that aren't on your route now have a place: their givers, hand-ins and kill spots are known for every Forever quest from 1 to 60, so the arrow can point at them.
  • Trainer advice: at your class trainer, each spell you can learn gets a mark (green buy, yellow later, red skip) with the reason on hover, and one chat line says what to buy. It keeps money back for a big spell coming within two levels and, from 36, for your mount. /pp trainer on|off.
  • A minimap button: left-click shows or hides the guide, right-click opens a menu, drag it around the minimap's edge. /pp minimap on|off.
  • Talent points from level 5 (one a level), as Forever is testing. This is the default; /pp talents classic goes back to points from level 10, and the addon switches by itself once the game shows which one it uses.
  • Paladins take Pursuit of Justice at levels 16 and 17 (was 26 and 27), and Seal of Command at 15.
  • /pp why also prints your run speed and where it comes from.

Changed

  • The guide changes its mind far less. It keeps the plan it showed you unless a new one saves real time, and hardly ever while you're on your way to a step.
  • The next step is chosen by playing each option ten steps ahead and finishing what it started, so it won't drag you off half-done work.
  • Kills that count for several quests at once are counted once: quests on the same mobs are picked up before you fight them.
  • Errands (trainers, vendors, innkeepers, flight masters, grey quests, quests off the route) are fitted in where the plan already walks past, instead of competing with the route.
  • Travel time comes from your character's real speed: Aspect of the Cheetah, Ghost Wolf, Travel Form and Pursuit of Justice once you have them, your mount once you've ridden it. A trainer visit that sells a speed spell is planned for.
  • Selling junk is suggested by how full your bags are (under 15% free, at least 3 slots) rather than at a fixed 4 free slots. Quivers and profession bags don't count.
  • Class quest letters only show up when you're near them, unless you've switched optional quests on.
  • Routes rebuilt from everyone's play with duplicate records removed; Westfall's Humble Beginnings, Goretusk Liver Pie and Westfall Stew are on the Human route.

Fixed

  • The arrow and the target no longer jump between maps or between two camps of the same objective.
  • During a flight the shown step stays put; the guide plans once you land.
  • An inn shows up as one stop, not once per step there.
  • An abandoned quest stays out of the guide until you've walked away from it and come back, or until your next session.
  • The arrow keeps its direction through short gaps (a loading screen, a moment without a position) instead of blinking off.
  • The arrow no longer walks you round a loop where two Westfall trails run side by side, and never sends you back along a way you just came.

v0.3.2

Added

  • Each character records its class, race, level, name and realm at login and at every level-up, so the Palmpilot app can show which character an upload is from.

Fixed

  • /pp shows the version you actually have installed.

v0.3.1

The first version published through palmpilot.me and installed by the Palmpilot app.

Changed

  • Routes and data rebuilt from the latest play.

v0.3.0

The rename. It may not have been published on its own: 0.3.1 is the first version the history shows as published.

Added

  • Opt-in automatic quest dialogs: accept the guide's quests and hand in finished ones by themselves (/pp auto on), and a key that targets the guide's next NPC (/pp auto key <key>).
  • Skipped steps can be brought back from the list (/pp guide skipped).
  • Class quests and training are planned at the trainer visits the route makes anyway, with selling done in the same visit.
  • /pp pins debug for when map pins don't show.

Changed

  • WoW Companion is now Palmpilot. Your settings, skips and recordings carry over: the Palmpilot app (or npm run migrate-savedvars) copies the old saved data, and a key bound to the old target button keeps working until you rebind it under Key Bindings > AddOns > Palmpilot.
  • The slash command is /pp (or /palmpilot), was /wc.
  • The guide window has palmpilot.me's look: gold-framed stone, the step in gold next to the game's quest mark, and a purple experience bar.
  • Later and Skip no longer need Undo: Later sets a step aside for a while and clears itself.
  • Class quests are on by default (all of them); turn them down with /pp classquests levelling|eventually.
  • Map pins sit under the game's own markers, and the junk-vendor bag stays clear of your arrow.

v0.2.1

Not published: played from the repository before the rename. Everything from 6 to 8 October.

Added

  • The guide plans live from your character: level, position, quest log and flight paths. /wc why prints the next ten steps and their cost.
  • Time to the next level from your own pace, shown inside the experience bar (/wc pace, /wc levels).
  • Forever's new quests: over 750 of them on the routes, placed from the game's map pins and from play, with every prerequisite respected.
  • Class quests to 60 and weapon training; class quest spells split into ones for levelling and ones for later (/wc classquests).
  • A levelling talent build per class with the next pick suggested (/wc talents next).
  • Stat weights per level band; the best quest reward is marked and selected before you hand in (/wc reward).
  • Dungeon runs as one step, opt-in (/wc dungeons on).
  • Flights between flight paths you know, and boats, zeppelins and the Darnassus portal as travel.
  • Grinding spots when the route says "Grind to level N".
  • Pins for the guide's steps on the world map and minimap, off by default (/wc pins on).
  • Selling junk: suggested when your bags fill up, with the vendor pinned, and a step of its own when a vendor is right there.
  • The game's waypoint on the current step, opt-in (/wc waypoint on).
  • Cloth donations offered from what's in your bags instead of being routed.
  • Quests started by an item say what to kill and to use the item once it drops.
  • A Later button that postpones a step for 30 minutes.
  • An audit log of what the guide did, for improving the routes (/wc audit).
  • Trail sharing (/wc export), the fight recorder (/wc fights) and drawing the walked way on the maps, opt-in (/wc path).
  • Zone presets and clickable lines in the area view (/wc zones).

Changed

  • Each race's route is its own addon, loaded only when needed (/wc routes).
  • Quests are weighed by what they're worth for the time they take; slow ones are optional (/wc optional on).
  • The list shows the current step, the plan and extras only; steps are numbered and keep their numbers, done steps fold away, and steps that can't be done yet are greyed out.
  • Routes plan for Forever's 40-quest log and hold pick-ups when it's full.
  • Trainer stops wait for the first hand-in; the minimap shows only the current step; quests you're too low for leave the list.
  • The arrow aims a little ahead along the way, so it turns smoothly at bends.
  • Only WoW: Forever is recorded.

v0.2.0

Not published: played from the repository.

Added

  • Live step choice instead of a fixed list, with zones you can leave out and an opt-in for dungeon quests.
  • A compass arrow under your character and walking paths between steps (/wc compass).
  • Quest item drop rates on tooltips (/wc drops).
  • Vendor advice: upgrades and bags worth buying (/wc vendors).
  • Detection of Forever's new quests.
  • Routes seeded from Classic for every race, with trainer, inn and flight stops.
  • Time per level (/wc levels).

v0.1.0

Not published: the first version, played from the repository.

Added

  • A quest route guide with waypoints for WoW: Forever.
  • Item comparison on tooltips (/wc compare).
  • A talent planner (/wc talents).
  • Quest data collection and a check of which game functions Forever supports (/wc collect, /wc probe).

App

What changed in the Palmpilot app (the recorder you run next to WoW: Forever), newest first. From 0.1.2 on the app updates itself; before that, it offers "Install and restart" or you download it again from palmpilot.me.

v0.1.10

Added

  • WoW Classic Era (Hardcore realms too) in the setup and Settings: the app finds your _classic_era_ folder, names each folder's game (WoW: Forever or WoW Classic Era), lets you choose one of each, and keeps each folder's own addon up to date, with its version on the main screen. Classic Era play is never uploaded; the Tester switch is for WoW: Forever only.

Changed

  • WoW: Forever's launched folder (_forever_) is the Forever folder now: the app finds it, and if you had the beta's _classic_beta_ folder chosen, it moves to _forever_ by itself once that is installed, installs the addon there and records your play from there.

v0.1.9

Added

  • WoW Classic Era folders (as in 0.1.10, which followed within the hour with the _forever_ folder).

v0.1.8

Added

  • A "Tester" switch in Settings. On (as it always was), the app sends your play to improve the routes, and you get the Tester role on the palmpilot.me Discord, which opens #route-feedback. Off, nothing is sent and the role is taken away; your play stays on your computer. The switch belongs to your account, so it stays as you set it after a reinstall or on another computer.

Changed

  • The app updates itself while WoW is running too, quietly in the background, instead of waiting until you close the game; and Check now works while you play.

v0.1.7

Added

  • Turning "Detailed world map paths" on or off now shows how far the download has got, then a tick once the world map data is installed (or removed), or the error if it did not go through. The tick also shows when you open the app again, read from what is in your AddOns folder.

v0.1.6

Changed

  • Small fixes and data updates.

v0.1.5

Changed

  • Small fixes and data updates.

v0.1.4

Changed

  • Small fixes and data updates.

v0.1.3

Fixed

  • The shield shows on the desktop shortcut and the taskbar after an update too (Windows kept the old icon for the same path until told to look again).

Changed

  • No line under your name while all is well; it only says "Uploading your play…" while a session goes up.

v0.1.2

Added

  • Updates without asking: the app checks when you open it, every 15 minutes or so, when your computer wakes or the network comes back, and within seconds of a new release. Never while you play: while WoW is open nothing is checked or installed ("Check now" says "Closed while playing"), and the addon and the app update right after you close the game. Turn the app's own updates off with "Update Palmpilot by itself".
  • "Check now" also looks for a new version of the app, not only the addon.
  • Approval comes through within a second: the app keeps a live connection to palmpilot.me, so it moves on the moment you're let in.
  • Uploads are grouped into play sessions.
  • The new shield logo on the app, window, tray icon and installer.
  • The app's own title bar in stone and gold (drag it, Minimise, Close to the tray), and a gold scrollbar.
  • WoW's own class icons for your characters, and your spec's icon once you have talents (hover for "Retribution Paladin, level 23").
  • Smaller uploads: after the first, the app sends only what is new since the last upload, about a tenth of the size for an ordinary session.

Fixed

  • "Uploading your play" no longer shows all the time: it shows only while files go up, and otherwise says "Uploads after each session".

v0.1.1

About this date: the version was set early on 9 October and was the published app later that day.

Added

  • Setup one step at a time: find your game, sign in with Discord, wait for approval, ready to play.
  • A class badge for each character (name, realm and level) in the uploads list.
  • Characters you haven't played with Palmpilot yet are listed in grey as "Not played yet" instead of as problems.

Fixed

  • The app's styling showed up broken in the installed app.
  • Approving a computer on palmpilot.me works.

v0.1.0

About this date: the first build, on 8 October. The history doesn't show when, or whether, it was published on its own.

Added

  • The first Palmpilot app for Windows: finds your WoW: Forever folder, signs you in with Discord, and waits for Simon to approve you.
  • Installs the Palmpilot addon and keeps it up to date, with a backup and rollback. Your other addons are never touched.
  • Uploads your Palmpilot saved data after each session, so the routes learn from your play.
  • Copies saved data from WoW Companion, the addon's old name, so nothing is lost.
  • Runs in the tray and starts with Windows (you can switch that off). A "Help and support" link goes to the Discord.