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Summer/Fall 25 IOTMs#1688

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dsimich wants to merge 36 commits intomainfrom
summer25iotms
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Summer/Fall 25 IOTMs#1688
dsimich wants to merge 36 commits intomainfrom
summer25iotms

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@dsimich
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@dsimich dsimich commented Nov 3, 2025

Description

Catching up on IOTMs that don't have support yet

Monodent of the Sea:

  • Will Summon a Wave depending on path and location
  • Will banish/instakill if banish is available

Blood Cubic Zirconia:

  • Will only use substats up to how much we can
  • Casts all autoscend useful skills

Shrunken Head:

  • Will cast Prepare to reanimate your Foes against YR targets that weren't YR'd

How Has This Been Tested?

Mobius ring chooses paradoxes as expected. Fights time cops. Summons a Wave in the Themthar Hills

Checklist:

  • My code follows the style guidelines of this project.
  • I have performed a self-review of my own code.
  • I have commented my code, particularly in hard-to-understand areas.
  • I have based my pull request against the main branch or have a good reason not to.
  • I have updated the GitHub wiki path or IOTM support pages, as appropriate.

@dsimich dsimich changed the title Summer25iotms Summer/Fall 25 IOTMs Nov 6, 2025
@xn
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xn commented Jan 2, 2026

I used this branch for two runs. It failed both times in the same spot on round 27 of fighting a shadow slab. I haven't run Autoscend in a while, so I don't know if the same happens on the main branch. I included the session log if you're interested. Other than that small hiccup, everything else went smoothly. Happy to share the whole logs if you want them. Thanks for the work!
session.txt

Caused failure to nightcap. Thought we still had free advs to spend. Don't understand original condition... am I breaking something by moving it??
@Alium58
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Alium58 commented Jan 7, 2026

Fixed issue with failure to nightcap in latest commit. Script thought we still had free advs to spend. Don't understand original condition... am I breaking something by moving it??

autoEquip($slot[acc3], dartHolster);
}

item bcz = $item[blood cubic zirconia];
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we probably only want to equip one insta-kill item each time. With this logic the way it is, BCZ overrides the red dart, which is bad because we want the cooldown up as much as possible.

I'm in the process of adding Legendary Club support which also has an insta-kill that needs to go here. I think the right thing to do is calculate whether each is eligible in turn, store them as booleans and then pick which one to actually equip with an if/else?

@midgleyc
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midgleyc commented Jan 10, 2026

the BCZ blood geyser stun wants to check if we have cast it too much today (or possibly not cast it at all), just used it 9 times as a SC and delevelled myself to level 6

...and then this caused issues when fighting the infernal seals because it equipped the boot knife. Probably due to "effective", given my moxie was higher than my muscle.

They could both go up more if we're above level 13, but I think we'll
lose more than we could save if we level ourselves down.
@midgleyc
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I've also capped refract and sweat bullets at 6 per day for now.

I think the right move is something like "up to 6 is fine, and if it won't take us below level 13 casting is fine too". In unrestricted we can be very aggressive with this; in standard dropping back to the start of level 12 is still painful.

This was referenced Jan 10, 2026
}

switch(sk)
{
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Since the cast counts are 0 indexed, I think we want the comparisons to be strictly less than, not equal to. At present this allows up to seven casts instead of 6.

@midgleyc midgleyc mentioned this pull request Jan 23, 2026
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@midgleyc midgleyc mentioned this pull request Jan 25, 2026
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@crowkol
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crowkol commented Feb 1, 2026

I've run this a few ascensions recently. Last run it made it to the hedgemaze day two hardcore standard. No issues and faster than master.

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7 participants