Compass Forever

Uncover every zone map for the Explorer Legacy point: the shortest route through each zone, an arrow to every exact spot, and markers on the world map.
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v1.7

File nameCompassForever-v1.7.zip
Uploader
Chairface30Chairface30
Uploaded
Oct 15, 2026
Downloads
8
Size
3.2 MB
Flavors
Forever
File ID
9185476
Type
R
Release
Supported game versions
  • 1.60.1

What's new

tag 9b2c9bfccc748816749271b4469d9f5fe4600755 v1.7
Author:    Chairface30 <chairfaceserverop@gmail.com>
Date:    Wed Oct 14 21:33:53 2026 -0400

Compass Forever v1.7

commit 522b24af56653992bb643b49e8ec17ca3e033695
Author: Chairface30 <chairfaceserverop@gmail.com>
Date:   Wed Oct 14 21:33:53 2026 -0400

    Compass Forever v1.7

    Co-Authored-By: Chairface Chippendale <chairfaceserverop@gmail.com>
    Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

commit 3f31abfee1bd79f64dfbfa27d36ed36d4a6b6070
Author: Chairface30 <chairfaceserverop@gmail.com>
Date:   Wed Oct 14 21:07:42 2026 -0400

    Layers show the game's own map data, not the addon's derived points

    Data/MapData.lua (tools/build_mapdata.py, from the client's tables and
    terrain): each zone's real edge (its chunks' outline), the walkable
    crossings over it into each neighbour (ways in and out), the world map's
    place names (AreaPOI), area triggers (AreaTrigger, circles and boxes in
    yards) and each area's hover box (WorldMapOverlay HitRect).

    The Standing points, Area spots and zone-line Zone entrances layers are
    gone; Zone edge, Ways in and out, Place names, Area triggers and Area
    hover boxes replace them. /cf data lists the game data too.

    New file in the TOC: needs a full client restart.

    Co-Authored-By: Chairface Chippendale <chairfaceserverop@gmail.com>
    Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

commit 251f4039c358e2004fb0608e0a99bb530dde7ced
Author: Chairface30 <chairfaceserverop@gmail.com>
Date:   Wed Oct 14 21:04:18 2026 -0400

    Stop button on the arrow; path searches never stuck behind a line

    The arrow gets a close button (StopRoute: the route, a picked area, any
    flight or boat), and the window's and world map's route buttons stop any
    route in their zone, single-area ones too.

    GraphPath tries strict -> ground (off the zone's ground) -> ends (start
    and end may reach the network across a line when nothing nearer does)
    -> loose (lines crossable at LINE_COST = 1000 yd each). Strict still wins
    whenever it finds a way.

    Co-Authored-By: Chairface Chippendale <chairfaceserverop@gmail.com>
    Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

commit 68cd1fa9a12304c77f6125a449b4455ca3252efb
Author: Chairface30 <chairfaceserverop@gmail.com>
Date:   Wed Oct 14 20:55:23 2026 -0400

    Map layers: flight masters for everyone, the map's data for its authors

    Layers.lua: a Layers button on the map with a switch per layer.
    Everyone: flight masters (known green, unknown yellow) and area outlines.
    Mappers (ns.CanEdit) also: standing points, area spots, zone ground,
    zone entrances (zone line middles), walls/zone lines/roads/ledges (own
    and built-in), the walking network (cut, one-way, zone-line and road
    links coloured), portals and boats, and unreachable areas (worked out in
    the background, "plancosts" event). /cf data [zone] prints it all.

    Editing: a Ledges mode (ticks on the drop side, Ctrl-click flips) and an
    Edit built-in button that takes over a zone's built-in lines.

    New file in the TOC: needs a full client restart.

    Co-Authored-By: Chairface Chippendale <chairfaceserverop@gmail.com>
    Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

commit ed18de5c35ef9a324a0bb871a59239ac951eef29
Author: Chairface30 <chairfaceserverop@gmail.com>
Date:   Wed Oct 14 20:44:46 2026 -0400

    Walls never crossed; zone lines only in and out; one-way ledges

    - Attach's fallback (no terrain-clear waypoint near) no longer reaches
      through walls; drawn road links that cross a wall are dropped.
    - Drawn road links crossing a zone line are kept out of in-zone paths.
    - Ledges (Data/Ledges.lua, db.ledges): crossed only from the left of the
      way they were drawn to the right. Graph links carry upA/upB per
      direction; road links and Attach (start out, goal in) are directed.
    - Built-in lines can be taken over to edit (db.takeover, Edits.lua);
      bake_edits replaces a taken-over zone's lines.

    New file in the TOC: needs a full client restart.

    Co-Authored-By: Chairface Chippendale <chairfaceserverop@gmail.com>
    Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

commit 00fc5f21b1095b515af14be21911688f11235a27
Author: Chairface30 <chairfaceserverop@gmail.com>
Date:   Wed Oct 14 20:37:47 2026 -0400

    Routes go one area at a time, nearest first

    Start route picks only the nearest area to where you start (you in the
    zone, where you walk in, or a flight landing); once it is uncovered the
    route picks the nearest one left from where you are. The full planner
    (2-opt, moves, Held-Karp) and the replan when walking costs arrive are
    gone. Skip picks another area; skipped ones come back last.

    Co-Authored-By: Chairface Chippendale <chairfaceserverop@gmail.com>
    Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

commit 668ec9b15ef5888ff09eed0d5e71547ca55983e7
Author: Chairface30 <chairfaceserverop@gmail.com>
Date:   Wed Oct 14 20:26:06 2026 -0400

    Remove the corpse arrow and lines (the rest of 1a67b70)

    1a67b70 only took Corpse.lua's deletion; this is the arrow, minimap,
    route drawing, TOC, test and changelog edits that go with it.

    Co-Authored-By: Chairface Chippendale <chairfaceserverop@gmail.com>
    Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

commit 1a67b70b3cb43878d1fe330a0d6727d74219097e
Author: Chairface30 <chairfaceserverop@gmail.com>
Date:   Wed Oct 14 20:25:50 2026 -0400

    Remove the arrow and path to the corpse

    Corpse.lua is gone; the arrow, minimap button and route lines (window,
    world map, minimap) no longer lead a ghost back to the body.

    Co-Authored-By: Chairface Chippendale <chairfaceserverop@gmail.com>
    Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

commit 3aa7a904a736d7f1537d64638981979263aa3018
Author: Chairface30 <chairfaceserverop@gmail.com>
Date:   Wed Oct 14 20:24:07 2026 -0400

    Keep paths inside the zone: its ground from the terrain

    Data/Territory.lua (tools/build_territory.py) gives each zone's chunks and
    its subzones', grown by 4 chunks, as a grid over its map. Paths kept in a
    zone (stop to stop, and from the player in it) and the planner's costs
    don't step off it, closing the gaps between the hand-drawn boundary walls;
    before, an in-zone path could reach nearly the whole continent. A search
    with no way through on the ground falls back to the old one.

    New file in the TOC: needs a full client restart.

    Co-Authored-By: Chairface Chippendale <chairfaceserverop@gmail.com>
    Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

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