v0.10.1
What's new
Changelog
0.10.1
- Level splits: compare with one run you pick. Compare with: One run I pick, and the run to compare with is chosen from every timed run (name, class, highest level and its time) - on launch day your stress test run, not the faster beta runs that came along with the settings.
- Fixed: a new character's macros could land on each other's buttons. Macros any class can use (an emote, /sit, /reload) are made as account macros since 0.10.0, and each new one moves the others in the game's sorted list: made between the buttons, two of them could swap places (seen with /chicken and /laugh on a new rogue). Character setup now makes every macro first and puts the buttons on after. If a character set up with 0.10.0 has two swapped, swap them back once - its class's profile follows.
- Quest item buttons: things to use get a button wherever they came from. A Bogling Root, a Sprouted Frond or a Severed Voodoo Claw had none when the quest's reward window was answered before Headstart could read it (an addon that turns quests in for you, or Quest rewards itself). Now an item of the sorts that are things to use - Other, Explosives, Devices - gets its button without that; a scroll still only as a quest's reward.
/headstart questitemssays, item by item, why it has a button or not. The buttons are softer - rounded corners, a dark rim - and how many you carry is larger and outlined, over a cooldown's shade. - The x on the small windows is quieter (New at your trainer, Better gear): a little smaller, grey until the mouse is on it. New at your trainer is one low row - its heading, the spells' icons, the x - not a box with the icons under the heading.
0.10.0
- Skip quest (new; Routes, Settings; off until you turn it on). Right-click a step in RestedXP's guide and pick Skip quest: every step of that quest is skipped at once - the pick-up, the kill or loot step, the hand-in, and the "Go to" steps that lead to them - for the quest a launch crowd makes hopeless (one spawn with a queue, its items looted bare). A step that also serves another quest keeps going; only the skipped quest's lines in it count as done. The quest is not abandoned, and RestedXP won't take or hand it in for you meanwhile. One line in chat says what went ("Skipped Darkness in the Glade: 4 steps."). Right-click a skipped step for Undo skip, or
/headstart unskipfor the last one;/headstart skipskips the quest of the step you're on. Skips are kept per character and guide, through a /reload. - Talent builds (new; Bars & windows page). A levelling build for each of the nine classes, made on Forever's own talent trees (read from the game's data - Forever changed many talents): its three trees with every talent's points, and what to take at each level under them. Pick any class to look at. Follow on this character, and the talent points notice says which talent the build takes next - "2 talent points to spend - next: Deflection 2/5" - and its tooltip the next ones; it reads your own talents from the game, so a point taken out of order still counts. The builds are Headstart's own suggestions, not tested to 60 on every class.
- Level pace (new; Routes, Settings; off until you turn it on). A small box under the RestedXP guide: your level, the XP still missing and the time to level at your pace (XP over your last 10 minutes of play, time AFK or dead left out), and what grinding here pays: XP a minute from your own last kills within 200 yards or in this subzone. While a RestedXP step works on quest objectives, it watches what the step pays - the quests' reward XP plus the kill XP you got meanwhile - and once it has run five minutes and pays under half of what grinding here would have, or has cost you two deaths, it says so in one line, once per step ("Harpies: 14 min for 440 XP so far. Grinding here pays more: skip it?"). It never skips anything for you. When a coming step needs a level (a
.xpline), it says how far short you are and about how many kills here that is. With the guide window hidden, the step line goes to chat instead. - Quest mob markers (new; Journey page, a card on All features; off until you turn it on). A sword on the nameplate of an enemy you still need for a quest - one to kill, or one that drops what a quest wants - from the game's own quest lines on the unit, and on the mobs your RestedXP step names (its
.moblines). Only living enemies: quest givers show the game's own ! and ?. The icon stands beside the plate's health bar, or over the name where none shows. With Questie's nameplate icons on, Questie's are shown and these are left out. (Through the betas it marked the NPC a step says to talk to as well, and could turn the game's friendly NPC plates on for it; plates it turned on are put back as they were.) - Quests on NPC tooltips (new; Journey page, a card on All features; off until you turn it on). Hover an NPC: its tooltip lists the quests it has for you - ! to take, ? to hand in. The game says what an NPC offers only once you talk to it, so two things are told: your RestedXP route (the steps ahead that take or hand in a quest at that NPC, marked route), and what each NPC offered when you talked to it, remembered for all your characters and listed until you have done the quest or taken it. A quest to take is coloured by its level where the NPC said it. Not in combat. With QuestieDB installed - the Questie team's open quest database, an addon that works without Questie - every quest an NPC has for you is listed, talked to or not: the ones your level, race and class can take now, with the quests before them done. With Questie itself, which lists an NPC's quests on its tooltip, these are left out while Questie's are on, so nothing shows twice.
- Quest item buttons (new; Journey page, a card on All features; off until you turn it on). The items in your bags that a quest gave you as its reward and that you use - Really Sticky Glue, a Sprouted Frond; not food and drink, potions, bandages, recipes or gear - as buttons on screen, so they needn't be dragged onto your bars. A click uses one, as from your bags; its cooldown and how many you have show on it. Rewards are known from when this is on; Quest items too (off until you turn it on) adds the items the game counts as quest items, a vial to fill, a sapling to plant. An item already on your action bars gets no button, and Shift+right-click takes one off ("Show them again" brings them back). Size, a row or a column, and Arrange (
/hs move) to place them. The buttons change out of combat. - World marker (new; Journey page, a card on All features; off until you turn it on). Your map pin, shown in the world: a mark and how far it is in small letters, with an arrow at the screen's edge while it is behind you - and only within the distance you set (400 yards to begin with). The game works out where your pin is on the screen but Forever doesn't draw its own marker there; Headstart draws one. Put a pin with Ctrl+click on the world map (tracked for you: the map puts it untracked, and only a tracked one has a spot on the screen), or
/headstart way 45 62in the zone you're in (/headstart wayalone takes it away). A quest you set the game to track is shown the same way. Follow RestedXP's arrow puts the pin where RestedXP's arrow points, the step you're on, every time - as Naowh Forever does; nothing on a hearth step or where RestedXP has no place to go, and a pin the game takes away before you're there is put back. Where the game has the step's NPC within 60 yards of RestedXP's spot - the giver of a quest to take, the NPC a done quest is handed in to - the pin goes on the NPC instead (RestedXP's spot is the guide's, and on Forever an NPC may stand some yards beside it). Where the NPC the step is at has a nameplate on the screen (friendly NPC plates on, in the game's settings), the marker stands right over the plate - over the NPC's "?" or "!" - and stays while you stand there, where the game takes the pin away; elsewhere it is on the pin's spot, which has no height. Hover the mark: its tooltip names the NPC of the RestedXP step and the step's quests - to take, to hand in, to do - (or the quest you track, or your own pin) and how far; a click still goes through to the world behind it./headstart way logsays what it chose and why, the last fifteen times. A map pin has no height of its own - the game keeps its spot at yours, and Forever tells an addon no height that could fix it - so its mark moves with you as you jump. While Glimmer lights the step's NPC it steps aside - the sparkles and the quest over the NPC say the same. It fades in and out, never snapping, and so does Glimmer's light. - Arrange: snapping you can see, and anchoring where you choose. While you drag, the element stands where it will be let go, a line runs along the edges it lines up with, and the element it lines up with is outlined in blue. An edge or the middle lines up with the same of another element or of the screen, or goes beside another with a gap between (Gap: 0, 2, 4 or 8 on the top bar); a snap that would lay it partly over another isn't taken (inside a larger one, a text on a bar, is). Hold Alt for no snapping. Hold it over another to anchor it: let go, and a small window asks where it goes - above, below, left or right of that one, lined up at either edge or the middle, on it, or where it was - each shown as you point at it; Esc or Cancel leaves it as it was. Before, it snapped only as you let go, any edge to any other, and anchoring left it lying over the other element. Arrange's own bar (Grid, Snap, Done) can be dragged out of the way, and opens at the bottom of the screen where at the top it would lie over an element, which then couldn't be taken hold of.
- Swing timer: the ranged bar in the main hand's place, bars that fade between swings, and far fewer settings. The ranged bar now stands where the main hand's does - you don't swing and shoot at once: the one swinging shows, else the one you used last. Visible has a fourth choice, Faded between swings: the bars stay in their place, see-through until they swing. The Combat bars page lost what needn't be a choice: the preview runs by itself while the page is open; Frame, Texture, Text and Font come with the preset; out of range is always shown; the range text is sized with the bars' text; and Move bars, Width, Height and each bar's own switch gave way to one Arrange button on each card, where every bar is placed and sized. What you had set stays as it was.
- Flight timer: a card of its own, with Land in it. Where you fly to in large letters and where from under it (by way of the first stop, where there are stops); at the left a ring round your portrait - or your side's flight mount, with the portrait off - that fills as you fly; at the right the time left and the clock time you land; and at the right end, after a dotted line like a ticket's stub, Land, which lands you at the next flight point on the way (its tooltip names it) and lights under the mouse. What's going on - timing a first flight, landing, landing at the next stop - is said in short where the landing time stands, and at length in the card's tooltip. On a direct flight Land is there but quiet: there is nothing to land at before the end. Blizzard's own Land button is see-through while the card shows, and back as you land. The ring is the game's own cooldown sweep: it draws itself, where the old bar was moved by Headstart as you flew.
- Arrange shows every combat bar as it is. The cast bar, the ranged swing bar and the rest each show a sample while Arrange is open, without the unlocked glow - before, a bar with nothing to show was an empty outline beside the others.
- Character setup's menu holds only its pages. "Whose is what" stood under it as three entries with icons and read as more settings; it is said in the page's corner now: bars every class's own, the interface every character's.
- Lighter while it runs (a performance pass before release). Each feature still does the same, with less work behind it:
- Quest mob markers read a mob's tooltip once per kind of mob until your quest log changes, instead of for every nameplate at every update.
- The range bar and Range text share one reading five times a second (each used to ask every item and spell for itself). How far your spells reach a target is asked once per target.
- Boats on the world map are placed ten times a second, not every frame.
- The world marker sets its text and position only when they change.
- Quests on NPC tooltips skips hostile mobs and finds hand-ins through an index. (A neutral quest giver, as in Booty Bay or Gadgetzan, can be attacked but is not hostile: its quests still show.)
- Quest item buttons read only the action bar slot that changed and don't lay out unchanged buttons again.
- The cast bar no longer re-applies its whole look at the end of every cast.
- Glimmer asks for its cursor file IDs once.
- Code nothing used is removed: 15 unused functions and test hooks, two Character setup options nobody read (skipIntro, rankUp), and a value saved and never read.
- Talent builds for tanking, healing and damage. Next to each class's levelling build, the Talents page now has builds for a role at 60: a tank build for Warrior, Paladin and Druid (bear), a healer build for Paladin, Priest, Shaman and Druid, and a damage build for every class whose levelling build isn't already one (Fury, Marksmanship, Assassination with Mutilate, Shadow, Elemental, Fire, Destruction, Balance). All 51 points of each are in the order to take them, and each is checked against Forever's own trees. Follow one and the talent points notice says what's next.
- The world marker no longer gets in the way of clicking the NPC. No part of the marker takes the mouse. What it stands for (the quest to take or hand in) is now on the NPC's own tooltip when you hover the NPC the step is at. With Quests on NPC tooltips on, that tooltip already shows it, marked route.
- The range bar in more detail. It now says Melee range, Charge range (or the band of whichever spell of yours has a minimum reach), Dead zone (too close for that spell, too far for melee: a hunter's 5 to 8 yards, a warrior's before Charge), In range within the reach of your spells that can hit an enemy (this was "Cast range"; a 40-yard heal no longer counts), or Out of range, now in a clear red. Each has its own colour: Melee range green, In range blue, Charge range purple, Dead zone yellow, Out of range red (a hunter's Melee range is orange and In range green). Your melee abilities (Heroic Strike, Sinister Strike and so on) are now asked too, so standing at a mob out of a fight says Melee range, not In range. Spells only for friends (blessings, heals, seals) are not asked, so they can't hide an attack of the same reach (a paladin's Exorcism), and a long reach that isn't an attack (Mind Vision's 100 yards) doesn't make a far mob In range. The bar goes away when your target dies.
- Simpler settings, in a quieter look. Each settings page is one list in a rounded panel: every feature a row with its icon, its name, a line saying what it does and its switch. A feature with settings says how many ("3 settings") with an arrow: a click on its row opens them in a band under it, one to a line with a line between, and shuts them again; it is kept as you leave it, and switching a feature on opens its settings. The switch is new - a pill with a round knob that slides across, drawn pixel for pixel at the size it is on your screen, so it is as sharp as the text at any resolution and UI scale - and is the only switch: a feature's settings are checkboxes, quiet light ones (pixel for pixel too), and their whole row ticks them. The whole row lights under the mouse, edge to edge. Orange now only marks a switch that is on and the tab you are on (a line under it); the window, its menus and the list have soft shadows. The row of section links under each page's title is gone, and the foot of the window has one button, Arrange on screen; Tour, Move settings and Reload UI are quiet words beside it (the window's own X closes it).
- The Levelling tab is now Routes, and simpler. Its menu is Next route, All routes and This run, with Settings at the foot. It opens on Next route: the route to take now, how many of its quests are left and where to start, one button that loads it in RestedXP, your talent build, what your trainer has for you and this run beside it, and the next three routes under it (the list of every other route ran out of the window). All routes lists your race and class's routes by level - or every race's - with how far you are in each and which one to take; Load puts one in RestedXP, Edit opens it in the route editor, and Import a route and Share are at its foot (Share was a page of its own). The routes switch is the first row of Settings, which is now one list like the QoL pages. With the routes off, their pages say so and switch them on.
- Talent builds moved to QoL (Levelling, Talents), the trees and the order by level side by side on one screen, with "Follow it on this character" at the top and a way to the talent points notice's settings. Interface keeps the talent window's own settings, under Talent window.
- New at your trainer: a small window, not a chat line. When you level and your class trainer has something new for you at that level, a window shows each spell's icon and rank and about what they cost; point at one for the spell. Only what came at that level and that you haven't trained - a spell you skip no longer comes back at every ding - and a spell goes from it as you train it. After a fight, never in one. Its x puts it away; it moves in Arrange on screen. (Reminders, New at your trainer.)
- Glimmer lights quest givers, and makes quest objects plainer. An NPC with a quest for you - to take or to hand in, as Quests on NPC tooltips knows it - lights up as you face it - with a RestedXP guide leading, only the NPC its step is at: orange sparkles all over it, the game's own quest glimmer made large and many, with the quest's name in yellow over its own (and "+2" for more). The NPC looks as it does without Glimmer - its name small and green, no plate, health bar or level. Quest objects get the same sparkles, falling over them, with the quest's own line and its count ("Gnoll Paw: 3/8"), counting up as you loot. On the Glimmer card, under What lights up: quest givers, and each kind's text, can be switched off on their own.
- Restock buys nothing until you set a number. Every reagent and the ammo start at 0 (it bought the data's number - 40 Symbols of Kings, a hunter's 1000 arrows - unless you changed it). The number is how many to have: with 10 in your bags and 40 set, 30 are bought. Each reagent's row says the usual number for it.
- Glimmer leaves your interact key alone. Turned off in the game's settings, Enable Interact Key stays off (it was turned on again at every login); the card says when it is off, with a button to turn it on. And it sees Naowh Forever's Glimmer, a part of Naowh Forever: QoL now, and says so on its card.
- Fewer lines in chat. Gone: the skipped intro cinematic, each instance entered under the limits and its copy notes, the time at each level (the splits show it), the quest reward picked and "pick the one you want" (the game shows both), "joined X's group", a party member's newer Headstart, answers to your quest group request (the eye counts them), "nothing here is one of your class's spells" at a weapon master, an upgrade's line beside its window, logs packed and samples dropped, "mail goes to X". The durability warnings and the Camping 101 reminder are mid-screen only. Errors, answers to what you typed or clicked, and what was bought, sold, mailed or deleted for you still say so.
- Fixed: the talent key in a fight below level 10. Pressing it could be blocked ("Headstart tried to call the protected function PlayerSpellsFrame:SetAttributeNoHandler()"): Talents before level 10 changed how Blizzard's window decides its tabs. It changes nothing of Blizzard's now: below level 10 the talent key opens Headstart's Talents page (QoL).
- Dual Wield, Mail and Plate Mail are on the Class trainer's list. A rogue's Dual Wield at 10 (a warrior's and a hunter's at 20), Plate Mail and Mail at 40: auto-train buys them like your other spells, and the trainer reminder names them. They were left to you as "not a class spell". The list is also brought up to the game's newest build (Salvation, Revoke, Frost Blast, Arcane Wrath and others).
- Level splits: fewer settings. Where the splits stand is set with Arrange on screen (they no longer take clicks or drag on their own), and their background and clock are fixed; the X and Y sliders, Lock position, Background and Times over an hour are gone. The minimap button's switch is on QoL, General only.
- Lines one pixel thin at any UI scale. The window's borders and dividers are drawn exactly one screen pixel, so they no longer come out one pixel here and two there.
- A smaller window with four tabs (the settings redesigned). The Headstart window is 980 by 600, down from 1140 by 680. It now has four tabs: QoL (what Headstart does for you), Interface (what it puts on your screen and does to Blizzard's bars and windows), Routes and Character setup. The menu is regrouped. Quests is a page of its own: world marker, quest item buttons, quest mob markers, NPC tooltips, sharing and rewards. Invites moved to Group, the talent window and talent builds to a new Talents page, and General went to the bottom of the menu. Old page names still lead to the right place. On General, the accent colour card no longer keeps an empty row for its reload note; picking a colour says in chat that it shows after Reload UI. A tab at the top clears a search, as a page in the menu does (its results stayed over the other tab's page), and a search no longer starts the swing timer's sample swings on your bars.
- Settings cards side by side. A card that holds only settings is half the page wide, and the cards fill two columns instead of a single list with half-empty rows. A card with a preview or a talent tree keeps the full width. Character setup's pages work the same way. A setting whose name doesn't fit beside a wide control puts its name above it.
- Every feature has its own main switch, in its card's head. That includes Bank deposit, Mail to alt, Invites, Invite and Leave buttons, Quest sharing, Quest rewards, Reminders, Level-up screenshot, the class trainer, the skins, chat buttons, whisper sound, bag bar and micro menu, window scale, bag position, the talent window and the intro cinematic. For a feature with several settings, switching it off keeps your choices, and switching it back on restores them. On All features every card now has a switch instead of "On" or a name. General's two cards are off All features (they're on General). The Loot log is part of the Loot feed card, since it records while the feed is on. Talent builds: the switch follows the build you're viewing on this character, and the trees stay browsable with it off. RestedXP skin's switch stays off and says why when RestedXP isn't loaded. A Move settings text from someone else doesn't bring the choices a switch keeps while it is off (Invites from anyone, say): only All of it, for a text of your own, does.
- All features: groups fold. Click a group's heading (Levelling, Automation and so on) to fold its cards away, and click again to bring them back. Headstart remembers which groups you fold. Each heading shows how many of its features are on, e.g. "9 of 14 on", even while folded.
- Search lists name matches first. Settings whose name matches what you typed come before ones that only mention it in their description.
- Character setup no longer freezes the game while it applies. Bars, macros, key bindings and game settings now go on a little each frame (three buttons, thirty keys, twenty-five settings) instead of all at once. A new character is set up in a second or two with no lag. A fight pauses it, and it picks up again when the fight ends. Something held on the cursor pauses it too, until you drop it. While it runs, switching profile, undo, Put back everything, Save bars and Save interface wait instead of catching the bars half done. Key bindings change one action at a time, so a fight in the middle never leaves an action unbound. Set up new characters by themselves now starts the moment the character logs in, while the loading screen is still up, and does the work in one go where nothing is seen (it waited until a few seconds after the intro, when you could already move and saw it happen). Chat windows, key bindings and the Edit Mode layout wait for the game to load its own first, which would otherwise overwrite them. If the setup is still running when the loading screen goes, the intro plays on until it is done (six seconds at most) and then ends.
- Character setup: set up new characters by themselves (new; Character setup page; off until you turn it on). A new character's first login puts your saved bars, macros and interface on at once - what Apply both does - without the window. With no bars saved for its class nothing is put on and the window opens as before; with no interface saved the bars go on alone and chat says so; where it would take something off it asks first. It all happens under the login's loading screen, before you can move. No reload is asked: everything works without one, and a /reload when it suits you finishes it (the line in chat says so).
/ysetup debugshows when it ended. Your main's macros that no class owns - an emote, /sit, /reload, an item by its ID - are made as account macros, once, so the next new character of any class finds them and makes none (a macro that casts or shows a spell stays the character's own; /ysetup undo leaves the account's ones, as they serve every character). - Mail to alt marks what it would send. At an open mailbox, before you press Send, a small mailbox sits on each item in your bags that Send would mail to your alt; they go as you press it. Not when everything is sent as the mailbox opens, and only on Blizzard's own bag windows (a bag addon's own bags get none).
- Bank deposit is a Deposit button: nothing goes to the bank by itself. It deposited as the bank opened, so mats you took out went back in the next time you opened it. Now the Deposit button under the bank window (the "Bank mats" button, renamed) does it on a click, and only then. It waits while an item is still moving or on your cursor - clicking into a move under way could leave an item stuck as "Item is locked" until a relog - and gives up after a while, saying why. The "Deposit when the bank opens" switch is gone; the Bank deposit card turns the button on and off.
- Glimmer: quest objects are larger. The crates, plants and totems a quest needs are drawn half as large again as herbs, ore and chests.
- Glimmer: herbs light up only with Herbalism, ore only with Mining. A miner's walk was lit by every flower on the way. Where the game won't say which professions you have, both still light up as before.
- Class trainer: saves for the route's next buy (new, on unless turned off). On one of Headstart's routes, "If I can afford it" spells now also leave you the price of the next thing the route buys - a weapon at a vendor ahead that you don't have yet - with your Money to save on top. On a Night Elf Rogue in Dolanaar, Gouge was trained and then the Stiletto couldn't be bought. Chat says what the spells were left for; "Always" spells are learned as before, and Learn them under the trainer's window still buys them now. The switch is "Save for the route's next buy" on the Class trainer page.
- Macro helper: Stealth that stays on is
/cast [nostealth] Stealth. It made/cast !Stealth, which in Forever took Stealth off again when pressed twice. Prowl the same. A macro made before keeps its text: make it again, or change!Stealthto[nostealth] Stealth. - Talent window: never larger than fits your screen. Set larger than that, it was held at the top of the screen and couldn't be moved up or down. Now a size above Blizzard's own is made only as large as fits, with a little room to move it; smaller sizes are as you set them.
- Combat bars: the yards to your target from your own spells too, and as a text of their own (Range text, new). The range bar's yards came only from asking whether items would reach, and the game often doesn't answer for an item you don't carry, so only "Out of range" showed. Now your own spells that reach from you on are asked too. The range bar also says Cast range, in a colour of its own, past melee but within your spells' reach, and made narrow it shows the yards alone (they and "Out of range" were written over each other). Range text puts the yards on screen on their own, at a size you set, where you like: unlock the bars and drag it, or use Arrange.
/headstart rangesays what the game answered. The ranged swing bar is in Arrange for anyone with a bow, gun or wand, not only for a hunter. - Talents before level 10 (new; Bars & windows, Talent window; on unless you turn it off). Your talent key (N) opens the talent tree before level 10 too, to look at and plan; Blizzard opens it only from 10, and the key did nothing before. The points to spend still come at 10.
- Upgrades: a profession's tool is never offered. A Mining Pick, a Blacksmith Hammer, a Skinning Knife, an Arclight Spanner (and Forever's own hammers and knife) and fishing poles could be offered as a better weapon to equip. Not any more, however they score; and one you choose to wear is measured like any weapon, so nothing weaker than it is offered either.
- Combat bars, cast bar: Blizzard's bar no longer flashes up on a cancelled cast. Blizzard's own bar was see-through while Headstart's showed, but a cast cut short makes it hold up and fade out by animation, and an animation's alpha is the bar's while it plays. Now those fades go from nothing to nothing while Headstart's cast bar stands in for it, and are put back as they were when it doesn't.
- Skip cinematics is Skip intro cinematic: a new character's opening flight, and nothing else. It ended every cinematic that could be cancelled; now only the one a level 1 character logs in to, and on any other character nothing listens for a cinematic at all.
- The intro cinematic's skip no longer brings a second loading screen. A new character's opening flight starts while the login's loading screen is still up, and Character setup ended it right then: the world was loaded again behind a second loading screen. Now a cinematic is ended only once the login's loading screen has gone - the same call Escape makes, at the moment Escape could - and only while one is running.
- Level-up stats in chat is gone: the game writes them itself again. From build 1.60.1.70425 Forever's chat says what a ding gave you - hit points and mana, talent points, and each stat, Spirit too - as Classic did. Headstart's own lines, there because Forever said only "Congratulations, you have reached Level 2!", would have said each twice: the switch (Reminders page) and its lines are taken out.
- Checked against build 1.60.1.70425: nothing else Headstart uses changed - the game's documented functions and events, the trainer window (it groups its spells now; Headstart buys by the game's own numbering), the chat windows' functions, the bags, the cast bar, the minimap's addon list (Headstart is in it) and the Interface number (16001).
- A new character starts on a RestedXP guide, and you pick which (Character setup, Interface tab). Without Headstart's routes a new character's RestedXP was blank: RestedXP marks a default in its menu but loads none by itself. Now each race has its guide, for the account: the one you pick from every guide RestedXP has loaded that begins at level 1 - or, not picked, Headstart's opener for the race where the routes are installed (the first one that is for the character's class), or else RestedXP's own free starter for the race (Northshire, Shadowglen, Coldridge Valley, Durotar, Tirisfal Glades, Mulgore). Still only for a character at level 5 or below, and only with "RestedXP guide for a new character" on. A picked guide that RestedXP no longer has, or one for other classes only (a Rogue's opener picked for Night Elves, on a Night Elf Druid), gives that character the default instead of an empty guide; the choice says which guides are for some classes only.
/headstarthelp says what/headstart startis now: the tour of Headstart's window.
0.10.0-beta7
- Combat bars: which bars show is each character's own. The swing timer, health, power, cast bar, combo points and range bar were the account's: turned on for a warrior, they showed on your mage too. Now each character keeps its own, and one that hasn't chosen starts with what the last character of its class chose (or, for a class none has chosen for yet, with what the account had). The look - colours, sizes, texture, where the bars stand - is still one for all. Blizzard's own Personal Resource Display and swing timer, which the game keeps per character: the class's are put on only the first time an interface goes on a character, and never over a choice made there afterwards.
- A shared interface has one character that keeps it up to date: the one it was saved on. Every character on it saved its own changes into it, so each login on another asked whether to take them - and taking them made that one's next change the one to ask about, round and round. Now the others take the saved one's changes at login, unasked, and say so in chat (Keep it up to date off: they keep what they have until you Apply interface there). To make another character's screen the saved one, use Save interface there. Chat windows that are the same as saved are left alone, so taking a change elsewhere no longer asks for a reload for nothing.
- Put back everything Headstart changed (new; General page, Character setup's Bars tab,
/headstart putback). Asks first, then turns quality of life and Character setup off - each feature puts back what it changed as it goes off - and puts this character's bars, macros, key bindings, game settings, graphics and sound, which bars show, the Edit Mode layout, the chat windows and RestedXP's windows back as they were before Headstart first changed them. Only what Headstart changed: bars it never touched are left alone (an addon can't place mounts or toys). For that, the copy Character setup keeps the first time it is opened on a character now holds the interface too, not only the bars and macros, and Apply interface keeps it before it changes anything. Other characters: put back on each. The levelling routes stay. - The settings menu, regrouped, shorter, with clearer names - and All features in the same groups. General first (Skip cinematics, Headstart's minimap button, the colour of its windows), then Automation (Class trainer, Vendors & restock, Bank & mail, and a new Quests & invites page: invites accepted and sent on a whisper, quests shared and accepted, quest rewards picked), Levelling (XP bar, Reminders, Instance tracker, Journey), Combat (Combat bars, Trinkets & gear sets, Death recap), Loot & gear (Glimmer, Loot feed & log, Upgrades, Other characters), Social (Chat, Group) and Interface (Bars & windows, Skins). The flight timer and the camp icon are on the Journey page, the damage meter's and RestedXP's looks share Skins, and Quality of life's switch (everything at once) is at the top right of All features.
- A page's settings are all in sight. The cards on a page start open: nothing to press to find a setting or a feature's switch (they started folded, with an "Open all" at the right, which is gone). A card you fold yourself stays folded.
- Class trainer: gold left for everything else, and it can stop at a level. "Silver to keep" (one sum, 2 silver at level 5 and at level 50 alike) is gone. Spells set to "If I can afford it" now leave you a share of the money you came with (half unless set, so more as you level), never less than a full repair of the gear you wear (worked out from the game's own repair prices; /headstart repair says it, beside what a vendor asks for today's wear). Money to save keeps a sum on top for something you are saving up for - a weapon at 7, your mount - written as 1g 50s. What they left is named under the trainer's window, with a Learn them button: bought now, as far as your gold goes. A class with a sum of its own keeps exactly that. Train spells up to level: spells taught above it are left for you, named in chat, dimmed in the list. "Always up to level" and its "Set to Always" button are gone; "All spells" is "Set every spell to".
- The instance tracker starts off on a new install (Instance tracker page, or the welcome's Essentials). An account that had Headstart keeps it as it was. Its page is a settings page like the others now - the switch at the top of its card, this hour's and today's counts under it - and the runs are in a window of their own, the Instance log (its Open button, /headstart instances, or a click on the on-screen icon). The switch was behind a Settings tab at the top right.
- Glimmer (new; Loot page, a card on All features; off until you turn it on). Herbs, ore, chests, quest objects and your fishing bobber light up as you walk up to them: the object your interact key would use, the game's own choice, within some fifteen yards. Herbs and ore are coloured by your chance of a skill-up (orange, yellow, green, grey, and red when your skill is too low - the game's own "unable" cursor decides that); chests gold, quest objects yellow, the bobber blue. Five looks of Headstart's own (Glints, Halo, Ripple, Beam, Marker), with size, brightness and colour, and a preview on the settings page that shows the three states an object can be in. Nothing lights up in a fight, nor in instances unless you want it there. It turns on the game's soft targeting for objects and shows the object's name plate while it is lit; what those settings were is written down first and put back when you turn Glimmer off (also when that happens in a fight, once it ends). Quest loot sparkle (a switch in the card): the game's own sparkle on lootable quest items, which shows only while its outline effect is off - turning it off again needs a restart, and says so. Where Naowh Forever's Glimmer, Forever Loot Sparkles or Lueur is loaded, the card says so.
- Character setup: Save and Apply at the top, for bars and for the interface. The page opens on two rows: your bars (the profile, with Plan bars, Save bars and Apply bars) and your interface (which one, who saved it and when, whether it is on this character, with Save interface and Apply interface). Save interface was the third row of the Interface tab, and Save bars a row whose button said "Copy". The Interface tab keeps the saved interfaces and what Apply interface brings; "Stop automatic spell placement" moved to the Bars tab, "New characters get" to New characters. Save interface is on the minimap button's right-click menu too.
- The welcome is a tour over Headstart's window, and turns nothing on. Hints one at a time, each a bubble in your accent colour pointing at the part of the window it is about (ringed while it speaks): the search, All features, the Automation group, General, Character setup, Levelling, Arrange and the Quality of life switch. Next, Back, or Skip at any hint; the Tour button at the bottom (and /headstart start) runs it again. It was a window of four questions with an Everything that turned on restock, the trainer, banking and invites in one click; now nothing is picked for you - you turn on what you want where the tour shows it.
- Character setup keeps a character's bars the first time you open it there. Its page or the planner, before anything can be moved or applied: Put back (Bars tab) brings those bars and macros back, whatever was applied since. The page says so on a character it isn't on yet.
- Boat timer (new; Journey page, a card on All features; off until you turn it on). At a dock or a zeppelin tower: when the boat there gets in and leaves, and on board when it arrives. The timetable is Headstart's own - every boat and zeppelin's round measured in the game - and where each boat is in its round is kept right by what Headstart players see: one who rides a boat tells the others in guild and group when it left or got in, and one who logs in asks for the latest. Every Headstart player does that, timer shown or not; it shows nothing, and looks at where you are only near a dock. On the world map (a switch of its own, on with the timer) your side's boats and zeppelins, and the one both sides take, are where they are now on their course - the game's own path for each - turned the way they are going (the game's own boat and airship icons), kept on the map the way the game keeps its own icons, so they move smoothly and follow at once when you zoom or change zone; point at one for where it is bound and when it gets in.
/headstart boats seensays what was last seen of each and how far off the timetable was then. Nauticus isn't needed for any of it. - RestedXP's guide stays as it is when quality of life is turned off and on. With a Headstart look on RestedXP, turning quality of life back on, changing a colour, and every login loaded RestedXP's guide again (its own redraw does): the steps were worked out anew and what the guide showed changed. They draw the window in the look and leave the guide alone now; only picking another look draws the guide again, as RestedXP's own theme list does.
- Character setup's Apply bars puts on the bars alone, as it says. On a new character (where it asks nothing) it put the saved interface on too: chat windows, Edit Mode, key bindings and game settings. Apply interface is the button for that.
- Removing Headstart leaves the game's settings and RestedXP's as they were. Glimmer's soft target settings and RestedXP's own trainer automation (off while Headstart's auto-train is on) are given back as you log out, and taken again at the next login: with the addon folder deleted, nothing of ours stays in them. (Glimmer's quest loot sparkle, a choice of its own, still stays until it is turned off: putting it back only shows after a restart.)
- The opening flight follows Skip cinematics. Character setup had a switch of its own for it ("Skip the intro cinematic"), and turning Skip cinematics off left that one skipping the flight. The switch is gone; Skip cinematics decides.
- The first login of a new install is the welcome's. The reminders (trainer spells, talent points, repairs, what you can craft) wait until the welcome is answered or closed, and come a few seconds after: they were up to four chat lines and a talent notice three seconds after the welcome came up, from things nobody had turned on yet.
- Character setup: a spell's macro has a name of its own. The macros Headstart makes for a spell (the question mark that waits for one you haven't learned, and every spell on the mouseover list) were named by the spell's last word, and many spells of a class share one: a priest's Heal, Flash Heal and Greater Heal were all "Heal", a paladin's Holy Light and Flash of Light both "Light", a hunter's eight Shots, a shaman's nineteen Totems. A button's macro is read back by its name, so with two of them on your bars both were read as the first and saved so: one spell on two buttons and the other gone from the profile. Spells that end alike are now named in full ("Flash Heal", "Flash of Light", "Frost Resi Totem" where the name is too long); a spell that shares its last word with no other keeps the short name. Macros already made under an old name are given the new one at the next login - only Headstart's own, never a macro of yours - and stay on their buttons. Two macros of your own under one name are told apart where the game says which one a button holds.
- Saved chat windows keep Trade when saved outside a city. A chat window's own list loses a channel as you leave it, so an interface saved out in the world had no Trade in it, and Trade was taken out of the chat of every character it was put on. The game's own list for the window is read too now.
- Instance tracker: logging out inside an instance. A run you logged out of and were not in at the next login (it was reset, or the game put you at the door) never ended, and going back in within four hours was told as that same run and not counted. It ends when you were last in it now. A reload more than four hours into a long run was counted as a new instance, and the money made before a reload inside was dropped from the run: both put right. The logout is only listened for while you are inside one.
- A window opened comes up over the others: the loot log, the chat log, Characters and the quest group finder opened under Headstart's window (they were a layer below it); the death recap and the Equip window come up on top too.
- Smaller: the line under the XP bar says "Levelling in", spelt as everywhere else (a bar whose words you wrote yourself is left alone); gold on Journey's pages is darker, so it reads on the parchment.
0.10.0-beta6
The whole addon was read through before this release - for taint, for what it costs, and for whether off means off - by seven reviews of its parts, each finding checked against the code before it was put right. No taint was found in what is on for a new install, with one exception that is fixed (the instance warning, below). What changed:
- Move settings: a text from someone else can switch on nothing that acts for you. It could carry "mail to another character" with its writer's character as who gets your mail, restock with nothing kept, the class trainer, invites from anyone - and Import took all of it. Now Import leaves what acts for you as it is here and says what the text would have switched on (the mail's with who it would go to); All of it is for a text of your own. A text with the wrong kind of thing under a name (a word where a table is read) no longer stops the login: such a line is not taken. Macros that run code inside a route's
.macroline are left out like the others, a remembered-macro list closes up behind one taken out, and each character's own level splits stay behind as the window says. - Upgrade alerts: Equip puts the item in the slot it was compared with. A ring, a trinket or a one-hand weapon went into the first of its two slots, taking off the better of the two you wore. And the Equip window goes when upgrade alerts are switched off, with what was waiting.
- Restock bought an item twice when it was both a class reagent (or your ammo) and on your own list: once now, to the larger count. Its list takes a typed item ID with a count ("6265 20"), as its text always said.
- Shift at the trainer and at a vendor is read as the window opens, while the key is down, not a moment later (pressed and let go at once, the spells were bought all the same).
- Other languages: the game's own sentences for loot, experience, reputation and skill are read where their blanks are numbered ("%1$s"), which German, French and others do. They were a broken pattern there, and Journey, the loot feed and the run log raised an error at every such line.
- The instance limit warning and the camping reminder are shown on the game's own message line, not put into Blizzard's raid warning frame: that ran Blizzard's code from Headstart, and a real raid warning in an instance could then fail in it.
- Values the game keeps from addons (names, IDs, power, in a fight or an instance) are asked whether they are such before anything else is asked of them, everywhere one could be tested first. The range bar asks only about something you can attack (a friend clicked on in a fight was thirteen refused questions, five times a second).
- Trinkets: a swap that had to wait for a cast was dropped for good if a fight began meanwhile (the Carrot stayed on); swaps switched off in a fight put your trinket back when it ends. Bag bar and micro menu: set back to shown in a fight, the buttons take the mouse again when it ends, not after a reload. Loot feed: switched off with a line up, it stays off. Loot log and chat log are not deleted by the main Quality of life switch, only by their own.
- Character setup. What it keeps per character is tied to that character: one made again under a deleted one's name no longer starts as "set up", with the old one's bars to undo to. The automatic save of your bars into the profile holds off where the two are known to differ - a profile deleted under the character, an undo, a plan saved and not applied, an apply stopped by a full macro list - until you apply the profile or save the bars: each of those wrote the bars over the profile four seconds later. Undo goes back onto the profile the bars were of. Bars only stops Blizzard's own placing of new spells at once (it stayed on for the first session, and each spell trained was placed twice). "Bars before Headstart" puts the game settings and keys back too. The interface's undo copy is no longer thrown away by Bars only, and is the first values however many times the interface is applied. With its Key bindings switch off a character's keys are not saved as everybody's. Switched off, it stops placing and saving at once, as it said.
- The welcome's answers do what their cards say: Nothing also switches off mail to another character, sharing every quest and trinket swaps; Friends only narrows "Anyone" to friends.
- Trainer page: every level's spells are listed (it stopped at 30, so "All spells: Never" did not reach a spell first trained later, and it was bought). Its switch reads as it is set while Quality of life is off.
- Smaller: the XP bar's "Your own" text can be chosen from a preset; Journey's Start over asks first; the minimap button has a switch on Bars & windows (its only one was on a page that is not there while the routes are off); run recording, the splits box and the routes' automation do not run while the routes are off, whatever they are set to; the window menu opened by its key opens at the pointer (it opened below the screen and swallowed the next click); the party panel has a place without the splits box; a role's routes are not handed to RestedXP with the routes off; party messages are only taken from the party's channel; the splits' level line is not said while the splits are off; an upgrade to an account from an older version asks what other addons do once they are all loaded.
- Sturdier: each feature starts and switches by itself, so one that fails (a frame of Blizzard's that another build hasn't got) no longer stops every feature after it; the error is still shown.
- Tested now: everything switched on and off again in one session leaves nothing listening or ticking but the loader and the save of a run log at logout, and each of 56 features switched by itself goes back to what a new install has (
tools/smoke_idle.py).
- Move settings: a text from someone else can switch on nothing that acts for you. It could carry "mail to another character" with its writer's character as who gets your mail, restock with nothing kept, the class trainer, invites from anyone - and Import took all of it. Now Import leaves what acts for you as it is here and says what the text would have switched on (the mail's with who it would go to); All of it is for a text of your own. A text with the wrong kind of thing under a name (a word where a table is read) no longer stops the login: such a line is not taken. Macros that run code inside a route's
Graphics and sound are part of the saved interface (Character setup, Interface: a switch, Graphics and sound). Save interface saves what the Options window's Graphics and Audio pages set - quality and effects, the raid settings, frame rate limits, anti-aliasing, render scale, brightness, the interface's size, every volume and which sounds play, the mouse - and Apply interface or Apply both puts them on, the quality preset before what is under it. The game keeps these per install, so on the install they were saved on nothing changes; they are for another install, like the live game after the beta. Not the monitor, the window, the resolution, the graphics card or the sound device.
/ysetup undoputs back what you had. An interface saved before this has none of it: press Save interface once on the character it came from.Game settings: the rest of the Options window. The saved interface now also holds controls, mouse and camera, combat, names and nameplates, chat bubbles, social, pings, accessibility, colour blindness and subtitles - about 110 settings more, by the names Blizzard's own pages use. Not the language, the network, or which help tips and tutorials you have seen.
Undo of game settings puts the graphics quality preset back before the settings under it (a preset sets them all).
Skip cinematics (Headstart, QoL, Bars & windows, Cinematics; a card on All features). A cinematic is ended as it starts: in this game that is a new character's opening flight over its zone. On unless you turn it off - the one thing Headstart does without being asked; it takes nothing and changes nothing of yours, and chat says that it did it. Hold Shift as the cinematic starts (as you enter the world, for the opening one) to watch it. A ride the game shows as a cinematic is left alone.
The welcome window was lost on a new install whose first login is a new character. It was put up five seconds after the login, under the character's opening flight over the zone, and the Escape that ends the flight closed it with every other window - already written down as seen, so it never came back. Now it waits until the screen is there (no cinematic, no fight), and counts as seen only once it has stayed up for a few seconds or you have clicked in it. Closed before that, it comes up once more; still unseen, the next login asks again.
All features: a front page for the settings. Every feature as one card with its name, one line and its switch, so nothing has to be found before it can be turned on. Click a card for its settings.
The menu is grouped by what you are doing: Combat, Levelling, Loot & bags, Social, Interface. Death recap and Characters have pages of their own. Pages with nothing switched on are dimmed.
Features are called by their names (Death recap, Restock, Upgrade alerts ...), and every setting's text was rewritten: a short name, then one plain sentence that says what it does. The search also finds a feature by other words for it ("died", "altoholic").
XP bar preview. Draw the bar as it would be with no rested XP, rested, or rested with completed quests, so the colours can be set without waiting for the real thing.
New in this version on the All features page: the newest features as cards, until you hide them.
Every window, popup and chat message was reworded the same way; the flight timer, the swing bars' edge and Headstart's name in chat follow the accent.
Save interface now also carries whether the game's damage meter is on, and whether it resets in a new instance.
Save interface carries RestedXP's look, not only where its windows are: the theme (Headstart's RestedXP skin is one), scales, font size and text colours. RestedXP keeps these per character, so a new character used to get its defaults.
Interfaces have names. A saved interface is called Main, and you can save more (Healer, Tank) under Character setup, Interface: Save as, Rename, Delete, and which one new characters get. Each character is on one. Copy interface is now Save interface.
Every character on an interface keeps it up to date, not only the one it was first saved on: change something on any of them and it is saved when you leave Edit Mode or log out. Only a real change is saved.
Changed on another character? At login the setup window asks: Update puts the change on this character, Keep this character's saves this one over it. Until you answer, nothing is saved over the change.
An interface saved by an older version lacks the damage meter and RestedXP's look. Apply interface and the first-login window say so; saving it again fixes it. The window also says how old the saved interface is.
First login: Apply both. With an interface and bars both saved, one button puts on both, with one reload. Apply interface alone no longer ends the window: after the reload it is back with the bars still to do.
Loot feed: Cards. A second look for the feed: each line on a dark plate with a bigger icon, and what the stack sells for to a vendor at the right. Look and Vendor price are under Loot feed; the price can be shown on plain lines too.
The minimap button is a standard one (LibDBIcon, shipped inside Headstart with LibStub, CallbackHandler and LibDataBroker): it sits right in its ring, and addons that gather minimap buttons into one place take it. It stays where you had it.
Headstart has its own icon: an ember H on a dark disc, on the minimap button, in the addon list and on the All features page.
Fixed: the Trainer page listed the wrong spells. It showed talents no trainer teaches (Riposte, Blade Flurry, Hemorrhage...) and left out spells you start with, such as Sinister Strike and Eviscerate, whose later ranks you do pay for. It now lists what the class trainer teaches, at the level of the first rank you pay for, with how many ranks. The trainer data is from build 70334 and no longer holds the ranks of talents with several points, which also made the trainer reminder count them.
Auto-train: First rank only. A fourth choice per spell: the spell itself is learned, its later ranks are left for you. For a spell you start with, nothing is bought.
RestedXP skin: the line under the header no longer runs across the class icon.
Redirect is gone from the rogue's spells (trainer list, bar planner): it is in the client's tables and not in the game.
Trinket buttons: your own look, with a working preview. Size, side by side or stacked, when they show (always, in combat, out of combat), which click uses the trinket and which lists your trinkets, and the list on hover. The preview at the top of the card is two buttons you can hover and click, in three states: ready, on cooldown, and a swap waiting for the fight to end. Reset position is new too.
Trinket auto-swap, finer. A used trinket stays on while its effect is still on you (taking it off used to end it). A trinket in your bags counts as ready with 30 seconds left, since equipping one costs 30 anyway.
Lighter: Character setup keeps its two and a half thousand profession spell names as one text (some 230 KB less held), the trainer data builds only your class at login, your bars are read again only when a button really changed (not for every macro that shows another spell), and putting on gear redraws the swing bars and trinket buttons only for weapons and trinkets.
Fixed: trinket buttons set to show only in combat (or only out of it) could show at the wrong time until the next fight.
Spell data checked against foreverchanges.pro for all nine classes (build 70338). The trainer list no longer holds a hunter's pet's abilities, procs named like spells (Chilled, Clearcasting, Impact), Season of Discovery leftovers (Aspect of the Viper, Shadowfiend, Black Arrow) or what is left of Classic's passive talents; it now has what Forever trains that Classic made a talent (Blessing of Kings, Omen of Clarity, the later ranks of Holy Shock and Trueshot Aura). The bar planner lost the same wrong spells. Which spells are talents, and the level each can first be taken, now come from Forever's own trees (Holy Shock 30, not 40; Blessing of Kings is trained, not a talent), read from the site's talent calculator by
tools/fetch_talents.py.tools/check_spellbook.pyruns the comparison again.Named interfaces, from a second review, before anyone has used them: a chat window's channels are read whole (leaving a city left a hole that cut the list, and the cut list would have gone to every character); RestedXP resizing its own windows, or channels in another order, no longer counts as "changed"; a character saves nothing until its screen has been looked at once after the reload; what Apply didn't put on a character (a part switched off, or a UI suite's) is not saved from it; Undo takes the character off the interface; the first interface saved is the one new characters get whatever it is called; the setup window marks a character done only when something was applied.
Trainer data: a rank that comes with a talent point is not listed as trained (priests were told to train Holy Nova), and a rank is one spell (Immolation Trap and Lightning Shield were listed twice). Auto-train's First rank only no longer buys a later rank when the trainer's rank text hasn't loaded.
A macro edited in place is remembered in the profile again.
With AppelSwingsForever loaded, Headstart's swing timer says so and starts off.
Combat bars: Blizzard's or Headstart's own, your choice. Swing timer, Bars: "Blizzard's, restyled" (as before, placed in Edit Mode) or "Headstart's own". Headstart's own swing bars now each stand by themselves: Move bars shows them all to be dragged one by one, and Size and position sets each bar's width and height. A swing bar can be turned off on its own.
Combat bars: the text is in the game's own font (Font: Blizzard's or Headstart's).
Combat bars is a card a thing, each whole: Swing timer (its settings, its look, each bar's place and size), Health and power bars (the same, with a frame and texture of their own, and Blizzard's resource bar's two settings under a heading of their own) and Cast bar. The two sets of bars are unlocked for moving separately. On every page the cards of features that are off stand under the ones that are on.
One card a feature: the loose cards named Look, Text, Colours and Set several at once are now small headings inside the card of the feature they belong to (XP bar, Damage meter skin, RestedXP skin, Class trainer). Swap rules is called Mounted and swimming.
Move your settings (the Move settings button at the foot of Headstart's window, or
/headstart transfer): everything you have set up as a text you can copy - your settings, what each class's trainer may buy, your quest reward lists, your own routes, and Character setup's bar profiles, macros and saved interface. Paste it into Headstart on another install - the live game when it opens, another computer, a friend's - press Read to see what is in it, then Import. The game keeps each client's settings in its own folder and carries nothing over; this needs no folder to be known. Run logs and each character's own records stay behind. What an import replaced is kept, and Undo last import puts it back. A macro that runs code (/run, /script) is left out unless you ask for it: right for a text of your own, not for a stranger's. Nothing in the text is ever run when it is read. The window is two steps: 1, copy the saved file (it says which, and where it goes); 2, or carry the settings as a text, with Export and Import (also/headstart exportand/headstart import). It reads the game's own saved file too, pasted whole.In the beta, Headstart's window says that its settings stay in the beta: a banner at the top of All features, with Show me how (it opens Move settings) and Hide for a week. It comes back after the week, because it is about something still to do; on the live game it is never there.
Key bindings are part of the saved interface. Save interface now keeps your keys, action by action (a default you took off stays off), and Apply interface / Apply both puts them on a new character with the rest - the page said it did, and it did not. A switch of its own (Key bindings, on), and
/ysetup undogives back the keys you had. An interface saved before this has none in it: press Save interface once on the character your interface comes from.Talent points to spend are said on your screen, not in chat: a small icon and a line of words near the top of the screen while you have a point to spend, out of a fight, gone when the last point is spent. Click it to put it away until your next level; it moves in Arrange. As an icon alone, words alone, or the line in chat it used to be (Reminders).
The camp icon starts by the top right, left of the minimap and the quest list, not right of the middle of the screen. Where you have put it, it stays.
The XP bar is no longer among the welcome window's Essentials (many have another addon draw theirs): it is turned on with Everything, or on its own page.
Safer for a character you already play. A sweep of what a new install does to a finished UI, and what Character setup and the features that spend gold can cost:
- Class trainer buys your class's spells and nothing else. A weapon master and a riding trainer open the same window; with gold in the bag it bought every weapon skill there, and riding the moment the window opened. Now only the spells your class learns from its trainer are bought, anything else is left to you and said in chat, and with no spell list for your class nothing is bought. It does not ask: it starts off, you turn it on, and chat says what it learned and for how much.
- Quest rewards are no longer picked on a new install. That was on up to level 10 whatever you answered in the welcome window; it is something you turn on now (the welcome's Automation, Everything, or the Gear page). An account that had Headstart keeps it as it was.
- Nothing on a new install stands on Blizzard's windows or acts for you, also after you turn the routes on: the Bank mats and Mail to my alt buttons, release at a death skip, abandon skipped quests and sharing and accepting route quests each start off. Accounts that had them keep them.
- Character setup keeps every copy. Each apply, each planner Save and apply and each switch of profile writes your bars and macros down first;
/ysetup undosteps back one change at a time (five are kept), and the bars as they were before Headstart first changed the character are kept for good:/ysetup undo first, or Put back on the Bars page. A second apply used to overwrite the only copy, and the planner and a profile switch took none. - Undo never leaves you with empty bars. With the character's macro list full it used to clear the bars, fail to remake the macros and throw the copy away. It now checks first and changes nothing until there is room.
- An account-wide macro of yours is never deleted. One that read exactly like one of Headstart's question-mark macros was used as one and deleted when the spell was learned.
- Apply interface asks first, and both it and the apply dialog say what can't be put back by an addon: chat windows and the Edit Mode layout (Bars only leaves them).
- RestedXP's settings are left exactly as they were. Pausing its reward picking for one quest window could switch that setting on for good for anyone who had never set it. And with the routes off, RestedXP's route loading is called straight through, untouched.
- Character setup, the rest. A rank you drag onto a slot yourself is left alone (a new rank from the trainer only replaces the button Headstart put there). A rank you wrote into a macro of your own stays where the character knows that rank. A switch of profile on a character whose bars were never set up asks first; one that can't make a macro the profile needs (the macro list is full) takes itself back instead of leaving half of each. An empty Main is saved into when you switch to it. The macro helper only writes over the macro you opened. Apply bars asks as the bars alone, and Enter in those dialogs is Bars only. A new character is level 1 exactly. And the trainer never treats a price it hasn't been given as free.
- Before you play, in the welcome window (after Apply, and from its button): what is on now that is worth a look first - what spends gold, what moves your items, what answers for you, what Character setup can and can't put back - each with a button to its settings. The settings themselves say the same where it matters (Silver to keep starts at 2 silver and is per class; Gold to keep starts at 0; mail to a wrong name is gone).
- Money in chat is written as the game writes it (coins), not as "2134c" or "0.21g".
Cards fold. A settings page with more than one card opens as a short list of its cards, each with its switch: click a card's head to open it, click again to fold it. Which ones you opened is remembered, Open all at the top of the page opens every card (and folds them again), and the search and the page's links open the card they lead to.
A feature's switch is in the head of its own card. While the feature is off the whole card is greyed and nothing in it can be clicked or changed. Health and power bars is one card for Headstart's two bars and the two changes to Blizzard's resource bar; its switch turns all of it off and brings back what was on.
Shorter pages. Trinkets: gone are spacing, opacity, cooldown numbers, tooltips, where the list opens, the trinket-count switch and the three fine settings of auto-swap (they stay as they were set). XP bar: colours come as a set (Violet, Blizzard's, Ember, Muted, Class colour) instead of six pickers, and the bar is always hidden at the level cap. Trinket auto-swap has its switch on its own page and no card on All features.
XP bar text is a layout you pick (Detailed, XP and time to level, Level, XP and percent, Level and percent, Nothing). Your own keeps the nine text boxes, in a card that is greyed until you choose it.
Combat bars, Look, is six choices instead of sixteen switches and colour pickers. Colours come as sets (Muted, Deep, Blue and orange, Bronze, Grey, Class colour); the frame is one choice (Bronze, Silver, Class colour, Thin dark line, None) and so is what a bar says. Gone from the page: the separate outline, light edge, name position, edge colour, Blizzard's frame, background, swing length, weapon icon and the per-hand colour pickers.
Swing timer preset Soft: softly shaded bars in muted colours on a half-clear back, with only the name on them.
Headstart's own swing bars are empty between swings (they stood full; Full between swings brings that back). The light edge round a bar is quieter, leaves the corner pixel out so the frame reads as rounded, and every line is one screen pixel at any UI scale.
Journey (Levelling, Journey; on unless turned off;
/hs journey): your character's road logged as you play - yards travelled on foot, in the saddle, flying, swimming and as a ghost; where the hours went (on the road, in combat, in towns, flying, away, dead); gold earned by source and spent by kind; your best find and loot by quality; zones, flights, hearthstones, jumps; enemies and the ones you met most; quests, deaths, levels and how long each took; sessions and habits. Kept as totals per character, small (a few kilobytes, and as much again for each chapter). A window in the game's own look (the quest log's parchment, the game's icons) tells it a page at a time, with a last page made for a screenshot. It is told at level 20, 30, 40, 50 and 60, and at no other level: reaching one writes a chapter, the journey as it stood that moment, and that is what the window shows until the next (earlier chapters are a click away). From the second chapter on, a page sets the levels since the last chapter against the road before it: gold, enemies, quests and yards by the hour, and how often you died. It also counts the messages you write, by where (guild, party, whispers, say; how many, never what), and notes the level at which you learned to ride. From the level 50 chapter the road page says when you learned to ride, or that you are still on foot (and the gold page says how far your purse is from a mount, from 40); under 60 it is told as a pit stop, at 60 as a road walked to its end. On the loot page, green and better have the bars, on a scale where one epic can be seen beside hundreds of greens; white and grey are a number each. Feats of the road is a page of six tallies with milestones (marathons on foot, enemies, quests, gold, zones, flights): how far you are to the next milestone of each, and which is closest. The enemies you met most are shown with their own portraits where the game gives them (an enemy you had targeted when it died; not in dungeons). A level's pace is weighed against its size (monsters' worth of XP an hour), so neither the first levels nor the last always win. A small note comes up as a chapter is written (a switch). To see how a chapter reads, the settings show the window with a made-up journey at the level you pick (also/hs journey test 60).Cast bar (Combat bars; off until turned on): your casts and channels on a bar of Headstart's own in the swing timer's look, with the spell's name, the time left and its icon. Says Interrupted or Failed in red when a cast is stopped short. Blizzard's own cast bar is made invisible meanwhile (a switch). Moved and sized like the other bars, and in Arrange.
Range bar (Combat bars, Swing timer; off until turned on): a bar of Headstart's own that says In range or Out of range for your target, in combat and out of it, with how far it is as a span in steps of 5 yards (5 to 40), in the same look as the other bars. Moved and sized like them, and in Arrange.
Out of range is written on the swing bar, where the time is, while your target is out of range for that attack. The grey fill alone could not be seen: a bar between swings is empty. The setting is now called Show out of range.
Arrange (
/hs move, or Arrange in the settings window): a grid over the screen and a handle on every Headstart element that is on - swing, cast, range, health, power and combo bars, XP bar, the talent points notice, trinket buttons, loot feed, camp icon, flight timer, instance counter, quest group button, group buttons, splits. Drag one, or click it and use the arrow keys (Shift: ten steps). Edges and middles snap to the other elements, the screen and the grid. A click opens a small window with the element's X, Y, width and height to type into. Hold a dragged element over another to anchor it: moving an element in Arrange moves everything anchored to it. Not in combat.Health, power and combo bars in Blizzard's own colours (Colours: Blizzard's or Darker), shaded along and across the fill as Blizzard's resource bar is, with the percent at the left and the number at the right (Text: Percent and number, Percent, Number, None). A combo point flashes as you gain it, the spent ones flash as they empty, and the last point lights the whole row.
A new frame, Thin light line, is the default for the swing, health, power and combo bars, with a flat fill: one light line round each bar where the bronze frame was two. Everyone is moved to it once; Bronze and the others are still in the Frame list. The combo points have no words over them.
Health, power and combo bars wear the swing timer's look unless you pick a frame or texture for them alone. Blizzard's own resource bar, with its combo points, is made invisible while Headstart's health or power bar is on (a switch in the card; it shows again in Edit Mode).
Combo points in the swing timer's main-hand colour, or your class colour, and none shown on a dead target. As a row of squares that fill, in the same look as the bars: a bar of Headstart's own beside health and power, moved and sized by itself. Only on a class that has them.
Health and power bars of Headstart's own, in the same look as the swing bars: each moved and sized by itself, shown always or only in combat, health in the game's green or your class's colour, power in the game's colour for rage, energy or mana. Off until turned on.
Settings sliders are compact (a track and the number), so two fit on a row. The mouse wheel moves one step.
Swing timer: the game is asked about your target's range again when a fight starts and when the target changes. It has one switch for the range check, and Blizzard's bars share it.
Bar planner: an Items tab with the usable items in your bags (hearthstone, potions, bandages), and items, macros and spells can be dragged onto a planner button from your bags, the macro window and the spellbook. A macro with the question-mark icon shows the spell it casts, as on your real bars. Esc, or a click beside the buttons, puts down what you carry instead of closing the planner.
RestedXP skin (Headstart look): steps no longer show through under the guide's title, and the title's field grows for a two-line name.
Macro helper: many more ready-made macros, 11 to 18 a class, gathered from the Classic class guides that agree with each other: stance macros, mouseover heals and interrupts, pet control, Stealth and forms that stay on, Pick Pocket openers, downranked spells on a modifier. Each is listed only for a character whose class has the spells it needs, and gets a short name of its own. Left out on purpose: anything that needs /focus or names an item you may not carry.
The button on your bag for the Characters window is a small round mark in the money bar: hover it for every character's gold, click it for the window.
Macro helper: build a macro a line at a time. Pick a spell, when it should cast (in stealth, not in a stance, in combat, with Shift held ...), on whom (the friend or enemy under the mouse, yourself, your pet), and whether pressing again keeps it on - then Add line. Switches put the icon line, /stopcasting and /cancelform in and take them out. The text itself can be written in. New rogue presets: Stealth, then Sap, Cheap Shot, Ambush or Garrote on one button.
Macro helper: your macros for the class under the presets. They are remembered on the account, so a new character of the same class is offered them, greyed until made. Export gives them as plain text to paste anywhere; Import takes such a text in. Click one to load it, change it and Save changes; the x on it deletes it (it asks first). "Or else" hangs a spell on the last /cast line after a semicolon:
/cast [stealth] Sap; Stealth.Macro helper: presets as a gallery. The ready-made macros are tiles with the spell's icon and a name, four across, in place of a dropdown; point at one for its text, click it to fill in the choices on the right.
Talent spells the planner didn't know: Riposte, Cold Blood, Adrenaline Rush, Preparation, Ghostly Strike, Inner Focus, Shadowform, Silence, Divine Favor, Sanctity Aura, Amplify Curse, Curse of Exhaustion, Demonic Sacrifice, Fel Domination and Feral Charge can now be planned on a bar and used in macros.
A dropdown menu closes on Esc, on its own button again, and on a click anywhere else.
Resource bar: hide the spend flash (Combat bars; off until you turn it on). Blizzard's energy, rage and mana bars keep the part you spent up as a pale block that fades; with this on the bar is at its new value at once.
Swing timer: a Slim look, and the new default: low flat bars close together, a nearly black back, each hand in a quiet colour with a brighter line at the front of the fill, the hand's name in small letters. Pick Slim or Classic (the look from before) under Swing timer, Look, Preset.
Bar planner opens on the stance or form you are in. A warrior's bar 1 is always a stance's bar; the planner opened on the page no stance shows, with buttons the warrior never sees. It follows as you change stance, and Attack is drawn with your weapon's icon as on the real bar.
Settings two to a row. A setting is its name at the left of its half and its control at the right, and the page uses its full width. What a setting does is shown when the mouse rests on its row; what a card is about, when it rests on the card's head. Dropdowns are one width, sliders keep a row to themselves, and rows that were only words are gone.
A new look: warm charcoal with an ember accent instead of grey and blue. Pick another accent, your class's colour, or the old look under All features. The RestedXP and damage meter skins follow it unless you chose a colour for them.
Fixed: Apply took your hearthstone off the bars. An item you carry and put on a button yourself always goes back on (the "Items" switch is only about a main's items this character hasn't got), and what you changed on your bars a moment before pressing Apply is saved into the profile first.
A profile remembers your bars as you change them. Drag a spell to another button while levelling, put a potion on one: a few seconds later it is in the profile - there when you come back from another profile, and on your next character of the class. Spells planned for later levels keep their buttons. A switch of its own (on). And the card at the top of Character setup now says in one line where this character stands and the one thing to do next, if anything.
Profiles (Headstart, Character setup). A warrior tanks and deals damage; a druid heals and claws. A profile is your bars under a name ("Tank"); make another ("DPS") and switch between them: the profile you leave is saved as your bars are that moment - what you moved by hand is remembered - and the one you go to is put on. Only the buttons that differ change, and a mount or toy button no profile holds is left alone. A profile can have its own interface too (off unless you turn it on for that profile): which Edit Mode layout is active, which extra bars show, where RestedXP's windows are - so a healer's screen comes with the healer's bars. Switch from the settings, a right-click on the minimap button, a key ("Next profile") or
/headstart profile Tank. The planner plans the profile you are on. Your two specs: the profile you were on in each is remembered, and when you change spec Headstart asks whether to switch to that spec's profile (or switches by itself, or does nothing). And the Character setup page is four short tabs now - Profiles, Bars, Interface, New characters - under one card with the profile you are on, Plan bars and Apply.Bar planner: Save and apply takes away the question marks you no longer ask for. Chose "Only spells" (or fewer levels ahead) after question-mark macros were made? They come off their buttons and are deleted - the spell itself goes in where you know it. And setting up again only ever deletes macros that are exactly Headstart's own: a macro of yours that begins the same way (a "!Stealth" one, one from the macro helper) is left alone.
Fixed: Headstart never recognised its own question-mark macros. The game gives a macro's text back with a line break at its end that was never written, and every check compared the text exactly. So a question mark was not swapped for its spell when you learned it, the planner showed it as a "?" instead of the spell, a plan saved from such bars kept it as a macro of yours, and setting up again could make it a second time. The text is read without what trails it now, everywhere.
Setting a character up again no longer takes your interface back in time. A character that has been set up before is asked every time, and the answer under Enter is Bars only: the saved bars go on, and Edit Mode, the bars you switched on, chat and game settings stay as you have them now. "Everything" still puts the saved interface back, and says whose it is and how old.
Character setup carries RestedXP's windows over: where the guide window, the arrow and the item and target buttons are, and how big. RestedXP keeps those per character, so a new character had them back in the middle of the screen. Saved with Save interface (or Copy this layout) and put on with the rest of the interface; a switch of its own.
Character setup says when your choices aren't on your bars yet. Changing a choice (question marks to "Only spells", say) changes nothing on a character until the layout is put on it again - the question marks stay. The page now says so, in gold under the saved layout, until you Apply to this character.
Character setup: talents are talents. A spell a talent gives (Blade Flurry, Mortal Strike, Premeditation) counted as a level-1 spell, so a new character got a question-mark button for something thirty levels and twenty talent points away. Such a spell now has the level its row in the tree can be reached, is marked "talent, 30+" in the planner, and never waits as a question mark: it keeps its button and goes in when you learn it. How many levels ahead a spell waits as a question mark is now a setting (10). The planner's spell list is in the order you learn them, with your race's spells after the class's. Spell levels are regenerated from the newest client data.
Macro helper (
/headstart macro, and "Macro helper..." on the bar planner's Macros tab; part of Character setup): the macros every class ends up wanting, made by ticking what the button should do. Pick a spell, then: pressing again doesn't turn it off (Stealth, a form, Auto Shot, a wand), cast on who the mouse is over first, Alt casts on yourself, stop what you're casting first, leave your form first, switch to a stance first (a warrior's Charge from any stance). The macro's text is shown as you tick. And a short ready-made list for your class: a rogue's Pick Pocket with an opener, a warrior's Charge-or-Intercept in one button, a druid's heal out of any form, a healer's mouseover heals. It writes macros of this character; it presses nothing for you.Character setup: Copy this layout asks before it replaces a saved layout - a plan you made, another character's bars or this one's from before - and says what it would replace. And Save interface and Apply interface are buttons of their own: chat windows, Edit Mode, game settings, which bars show and the camera, without touching one action button.
Bar planner: the question marks Headstart made are spells, not macros of yours. A plan saved from bars that had Headstart's waiting macros on them (for spells not learned yet) kept them as macros: they were listed among your macros, and would never have been swapped for the spell when you learned it. They are read as the spells they stand for now, and plans already saved that way are put right at the next login.
Bar planner: the saved plan wins on a character that never had it put on. Open the planner on, say, a level 15 of a class you already have a plan for: it shows the plan, not whatever the game dropped on that character's bars as it levelled (which it used to, button by button). On a character set up from the plan, and where there is no plan yet, it starts from the bars as before. Where the two disagree a tab at the top says which one you're looking at - "Saved plan" or "My bars" - and a click swaps it.
Every window, one click away: right-click the minimap button (or Headstart in the addon list) for a menu of every window of ours that is on - characters, chat log, loot log, instances, settings. Each also has a key of its own (Key Bindings, AddOns, Headstart), and
/headstart menuopens the menu.Characters (Headstart, QoL, Characters; off until you turn it on;
/headstart alts): what your other characters carry, have banked and own, seen from the one you're on. Gold: hover the coins in your bag for every character's gold and the sum (/headstart goldsays it in chat). Tooltips: an item's tooltip says which of your other characters has it ("Duplo: 4x, bank 12x"). The window: your characters with level, gold and when last played; pick one for what it has - laid out as a bag is, icons with their count and their quality's colour, sorted into crafting materials, recipes, gear, consumables and the rest - and its currencies, or all of them to find who has a thing. Soulbound items, quest items and the hearthstone are never noted; food, drink and grey items are hidden unless you ask for everything. A small button on your bag opens it. Gold is noted the moment it changes, bags and currencies a few seconds after the last change (never in a fight), the bank while it is open - and each character has to have played once with this on.Fixed: "you can make 2 item 3530 from your bags" - an item the game hadn't loaded yet was named by its number. The line now waits a moment for the name.
Instance tracker: the copy's ID (as Nova Instance Tracker tells them apart): while you're in a dungeon, the ID of the copy is read off the first creature or object the game lets us read (your target, what the mouse is over, a nameplate, what you loot), and shown in the log. Back in the same copy without a reset is the same instance however long you were out; another copy is a new one even when nobody saw a reset. Where the game keeps those IDs secret it is told as before (the same dungeon, the same leader, within the minutes you set).
/headstart instances idsays what could be read where you stand. Also: a reload inside a dungeon is no longer noted as having gone back in, the log has headings and the date, and a row keeps its highlight under the mouse.Welcome window (
/headstart start; shown once on a new install, a few seconds after the first login): not everyone wants all of Headstart, and what people want isn't one dial from little to much, so it asks four questions, each answered by itself. Routes of your own (off / on: your runs recorded as you level and saved as routes you make yourself, played back in RestedXP), On your screen (nothing / essentials / everything), Does things for you (nothing / for friends: invites and shared quests, no gold and no items / everything: restock, training, banking, picked quest rewards and screenshots too) and New characters (Character setup off / on). Each answer is a card that says what it turns on, before anything changes; a question you leave unanswered stays as it is. Three quick picks answer them all at once: Minimal, Recommended, Everything. What another addon of yours already does is left off and named. It takes the place of the Get started page, which is gone from the window; a Welcome button at the bottom of the settings opens it again.Whisper sound: a file of your own, and a shorter list (Headstart, QoL, Chat): write where a sound file of yours is under the game's Interface folder (AddOns\whisper.ogg) and it is the whisper sound - any sound you have, from any UI you used before. The game's window clicks and rustles (backpack, menu, page turn, coins and the like) are out of the list; one you had picked still plays.
Talent window: the see-through slider and the size buttons can be read: with the window seen through, they stood grey on whatever was behind it. Each now has a dark plate of its own, and brighter words.
XP bar: a new look (Headstart, QoL, XP bar): your XP as a gradient from one colour to another, a clean seam where it meets the completed quests' part (the spark shows only against the empty bar; the Smooth texture is now a sheen of our own over the whole bar, where the game's bar picture faded each part at its own end), a line of words over the bar as well as under it, numbers with their thousands apart (4,585 / 6,500), and new first words: XP left to the level, your percent once the finished quests are handed in (), time this level and this session, time to level with XP an hour, completed and rested percent. Words you set yourself are kept.
XP bar: blue means rested (Headstart, QoL, XP bar): our bar was blue whether you were rested or not, which read as rested when you weren't. Your XP is now purple with no rested XP and blue while you have some, as Blizzard's bar does it. The rested XP now reaches on from where you are, as on Blizzard's bar, instead of being a block after the completed quests: it sits behind them and shows where it reaches past them.
RestedXP's pins show above the game's quest markers on the world map (with routes on). They sat on the lowest marker layer, so a quest area or another marker over the same spot hid where the route wanted you. Other addons' pins are untouched.
Classic ding information (Headstart, QoL, Reminders; on unless you turn it off): "You have gained 19 hit points. Your Strength increases by 1." - the lines Classic wrote at a level-up, which Forever leaves out. Health, mana and each stat that went up, in the game's yellow, a moment after the ding.
Run logs and scan results are out of the account's saved file. That file is read in whole at every login on every character, and the run logs of every character you had played were in it: some seventeen megabytes in memory on an account with nineteen logs. Now a character's run log is kept in that character's own saved file (
HeadstartRunLog), read only on that character. A log still in the account's file - of a character not logged in since this version - is packed to text the first time you log in (a moment longer on that one loading screen, and a line in chat): a third of the size, checked to unpack to exactly the same log, and it moves to its character's own file the next time that character logs in. This run, Save as route and the level splits work as before; another character's packed log still shows in the list of logs with its size and when it was played. What/headstart scanfound is in the window addon's saved file (HeadstartScanDB, inHeadstart_Options.lua), read only when that addon is. If you read these from the saved files with tools of your own: a character's log is inWTF/Account/<account>/<realm>/<character>/SavedVariables/Headstart.lua, and a packed one is{ packed = { track = { "return {...}", ... }, ev = { ... } }, ... }, each piece plain Lua.Free while off. A part of Headstart you haven't turned on now costs nothing at all: its frame isn't made, it listens for no event, no timer runs and no hook does work - and all of that goes away again when you turn it off. Before, most parts listened always and looked at their setting each time. With everything switched off Headstart listens for one thing (other addons loading); it was ninety-two event registrations, twenty-seven of them events that fire many times a minute, and five timers. A new install as it comes went from 120 registrations and five timers to 41 and one (the Journey's look a second). This is counted at every change by a test that logs in with everything off and fails if anything is left running, so it stays so. Settings still take effect at once, without a reload.
Lighter while on, too. The camp icon's clock runs only while a camp buff with a timer shows (it ran every frame for everyone, the icon being on by default). The loot feed and the flight bar run nothing per frame. The instance tracker listens for experience only inside an instance, and the level splits and the XP bar redraw only when the second shown changes. The chat log keeps a line as three numbers, not a table. What crafts with what (some 2,300 small tables read in at every login) is one number an item.
/headstart perfshows what Headstart costs - memory, and time out of each frame, by the game's own profiler - beside the addons that cost the most.With a feature turned off: the flight timer no longer times and learns flights in the background, the instance tracker turned off inside an instance ends that run, trinket swapping turned off puts back what you wore, and with Release at death skips off the Spirit Healer isn't accepted for you either. A chat log or loot log left from when its feature was on is dropped at the next login.
Loot feed and loot log (Headstart, QoL, Loot; off until you turn it on, also in the welcome window): what you just got as a few lines on screen that fade - items with their icon in their quality's colour, money, experience, reputation; the same thing again adds to its line. Choose which of them show, the lowest item quality, how long a line stays, and where it sits. The loot log (
/headstart loot) lists every item and reputation gain with its time, and this session's sums: money looted, what your loot is worth at a vendor, experience - and each an hour. Read from the game's own chat lines, in any language; a line the game keeps secret is passed over.Chat log (Headstart, QoL, Chat; off until you turn it on, also in the welcome window): every line your chat windows show is kept for the character - earlier sessions too - and a window of its own shows it large: every line in its colour, as text you can mark with the mouse and copy. Pick one of your chat windows or all of them, and search. The chat itself gets its old text back: a login or a reload leaves the chat windows empty, and the last hundred lines each of them showed are put back (how many is yours to set), so you can scroll up in chat as if you had never left. A button on the chat's button strip (over the chat menu's) opens the log, and so does
/headstart chat. How many lines are kept is yours to set (1000), as is whether they are kept between sessions; a line where each session began is in the log. The combat log's window isn't kept, nor a line the game keeps secret.Character setup is a tab of its own, beside QoL and Levelling at the top of the window: the bar planner, and a main's bars, macros and interface on a new character (it was the page Bars & setup under QoL). It can be switched off whole, and so can Levelling: the tab stays, and shows only its switch and what it is. On a new install Character setup is off: no window on a new character's first login, and nothing is ever placed on your bars, until you turn it on. An account that already had Headstart keeps it on. It is an addon of its own now, the folder
Headstart_Setup("Headstart: character setup"), loaded only while it is on - turning it on loads it there and then, turning it off takes a /reload to free the memory. Headstart is three folders now:Headstart,Headstart_Options,Headstart_Setup.What happened, when you die (Headstart, QoL, Death recap; off until you turn it on, also in the welcome window): a panel under the Release button. At the top the killing blow - its picture, its name, who, and how much, with crit and overkill. Under it the last things that happened to you, each a bar as long as the hit was hard: the hardest in large gold letters, crits and crushing blows marked, heals and dodges between them. Then what you took this fight by spell. The hits are noted as they land (the game says how much, not by whom); who and with what comes from the game's own damage meter once the fight is over. Nothing is shown or said while a fight is on. Where the game keeps the numbers secret it says how many hits were hidden.
/headstart deathshows the last one again; Preview in the settings shows a made-up one.Old run logs are cleared away, the ones still used are kept. At login, the run log of a character not played for 30 days is deleted - except this character's, a fastest run's (one that holds the best time to some level among its class's runs in the level splits) and one a route of your own was saved from. It says so in chat when it does. It used to keep every log forever unless you set a number of days; the number is still yours to set (Headstart, Levelling, Route settings; 0 keeps them all). A route saved before this version doesn't say whose log it was made from, so every log of that race is kept until it is saved again.
The window is an addon of its own now: the folder
Headstart_Options("Headstart: window" in the AddOns list). The settings window and the route editor - some two hundred kilobytes of code - are loaded the first time you open the window (/hs,/headstart, the minimap button) and not at every login; someone who never opens it never has it in memory. The list of quest IDs/headstart scanasks about is in it too. If the second folder is missing or turned off, opening the window says so in chat. CurseForge installs every folder; by hand, unzip all of them.The run log no longer grows without end on an account that doesn't use routes. With routes off, position samples (where you were every 2 seconds, nine tenths of the log) are no longer written: nothing reads them then. Events (quests, levels, deaths, purchases) are recorded as before, with where they happened. And once, at login: the old position samples of your other characters are dropped, with a line in chat saying how many. Nothing of the character you're on is dropped, no events are dropped, and an account that has ever had routes on keeps every sample, routes on or off: the route work is done from them.
/headstart scansays so when its quest list isn't in the build (Data/QuestIDs.lua is a developer's file), instead of erroring.Interface without the bars (Character setup, Interface): Save interface saves this character's chat windows and tabs, Edit Mode layout, game settings, key bindings, which bars show and the camera - and leaves the class's saved bars alone. Apply interface puts the saved interface on a character without touching a single action button or macro (also
/ysetup ui,/ysetup ui copy). The game settings and key bindings it changes can be undone; chat windows and the Edit Mode layout can't be put back by an addon.Headstart starts quiet. On a new install nothing that spends gold, moves your items, joins or forms a group for you, takes screenshots, puts a bar or buttons of ours on your screen or changes one of Blizzard's windows is on until you turn it on: vendor restock, banking as the bank opens, accepting group invites and shared quests, the whispered invite, the screenshot at a ding, the XP bar, the trinket buttons, the Invite and Leave buttons, the better-gear alerts and moving the talent window all start off; recording runs and the level splits box start with the routes. What stays on is seen and harmless: tooltips, the flight timer, the camp icon, one-line reminders. The welcome window (above) asks which of them you want. An account that already had Headstart keeps everything exactly as it was.
Set up layout is safe on a character in play. It asks first when the character is past level 10, has macros of its own or more than a dozen buttons, saying what would go, and offers Bars only (no macro of yours deleted, no game setting, chat window or Edit Mode layout touched). A copy of your bars, macros and changed game settings is kept each time: Undo (Character setup, or
/ysetup undo) puts them back. The first-login window is only shown to characters up to level 10. The bar planner's Save and apply no longer changes game settings, chat or Edit Mode at all, leaves alone a button it can't hold (a mount, a toy, a pet's - shown in the planner as it is on your bar), and a spell you took off a slot after setting up is no longer put back. Each character keeps the layout that went on it, so another character of the class saving a new one doesn't change what lands here. The level 1 opener route is only loaded on a new character.Other addons doing the same thing are looked at properly. Whether ours starts off now follows the other addon's own setting, not only that it is loaded: EllesmereUI (flight timer, repair warning, window mover, talent window skin, quest auto-accept, XP bar, swing timer, invite auto-accept, chat, bags), Leatrix Plus (flight times, quest automation, blocked shared quests, invites, chat buttons), Naowh Forever and NovaInstanceTracker (our instance tracker starts off beside it). Where one of them has the feature on, the setting says so. With a bag addon that draws its own bank (Baganator, EllesmereUI Bags) the Bank mats button now stands by itself at the top of the screen while the bank is open; it was hidden with Blizzard's bank window.
Quality of life off means off: accepting group invites, the whispered invite, sharing every quest and accepting shared ones kept running with the main switch off. The menu's dots go grey with it, and each page says so.
Lighter. The level splits box no longer rebuilds every row twice a second (only the clock and the level in progress; the rest on a ding or a setting). The run log reads the quest log once per sample instead of on every quest-log event, and no longer makes a row every two seconds while you stand still. The camp icon ignores aura changes that aren't a camp's, reads nothing in a fight and does nothing at all while it's off. Bag changes start no work for better-gear alerts or craft reminders while those are off, and the bag walk no longer makes a table per slot. The spell tables of the eight classes you aren't playing are let go at login. A character never set up does nothing on spell changes.
Lighter still. The end of a fight no longer re-applies the chat buttons, bag bar, micro menu and talent window when the fight held nothing back (it did after every fight), and your numbers aren't read ahead for the gear comparison while both things that show it are off. The XP bar's words work out only the values they show, each second. The instance icon is drawn again only when something on it moves. Gear wear is looked at once for a burst of wear, not once a piece. Craft reminders count nothing for a kind you know no recipe of. The flight bar's words are written once a second, not ten times. The settings window does nothing while the mouse is still, and search no longer rebuilds its text at every keystroke. Some two thousand small tables of profession spells are plain numbers now. The window's Where next?, This run, Share and Route settings pages are made the first time each is opened, and a QoL page opened by name no longer builds the XP bar page first. The talent window's textures aren't touched while see-through is 0, and its slider and size buttons are made only once their option is on. The flight bar's knob moves one piece, not five. This run's list is made again only when the log has another event in it. The damage meter look isn't laid out again when the game redraws the window with every piece still in place, and with no RestedXP look picked RestedXP's redraws and step changes are let pass without a look.
Safer in a fight. Group leader, "is this you" and cast checks the game can keep secret are no longer tested raw (Invite/Leave buttons, the instance tracker, the run log). A window being dragged when a fight starts is let go before the lockdown. The damage meter skin never moves a protected piece in a fight or keeps a secret size. The swing timer's Test never shows or hides Blizzard's own bars: its sample is drawn over them. Trinket buttons: a right-click now uses the trinket also with "cast on key down" on. Setting up chat windows ends with the Reload question, like Edit Mode does.
Settings fixes: the search box finds a card by its name ("flight timer", "restock") and lets go of the keyboard after a jump; clicking in and out of the swim-item box no longer wipes it; Instances' settings no longer run under the buttons at the bottom, its switch brings the icon back at once, and Clear the log asks first; opening a colour page no longer writes the colour down; Shift-click on a stepper's arrows moves ten at a time; the Levelling tab no longer opens an empty route editor when there is no route. Restock: a warrior or rogue buys no ammo until a number is set (it was 200). The Invite and Leave buttons start clear of the trinket buttons.
Window sizes (Headstart, QoL, Bars & windows): the social window and the group finder smaller or larger, 50 to 150 percent. 100 is Blizzard's own.
Trainer: "Every spell" is a list now - Always, If I can afford it, or Never for the whole class at once.
The chat's buttons and the whisper sound are together on Chat; the damage meter and RestedXP skins have a page each; the bag bar and micro menu sit with the talent window and bag windows on Bars & windows. Every page lists its sections under its name, as links that scroll to them.
0.10.0-beta5
Auto-train is off until you turn it on (Headstart, QoL, Trainer). It spends your gold at the trainer, and nobody should find that out by installing Headstart. If you never touched the switch it is off now: turn it on there to have your spells learned for you again.
A spell always goes to its newest rank unless you set a rank for it in the bar planner. The "Put new ranks on the bars" switch is gone, and an old button still at a lower rank is no longer taken for a rank you chose: the planner renews it.
The flight timer's bar sits a little lower, clear of the names over it.
Bar planner and Set up, made simple. The planner now always opens with your bars as they are, plus what you planned for later levels - what you see is what you get. Save and apply changes only the buttons you changed in the planner: it never clears the bars, never deletes a macro of yours, and leaves alone a button the planner can't show (a pet's, a toy). "Class spells up to level" is gone as a setting: every spell at or under your level goes on its button, the next ten levels' wait as question marks, and the rest go into their slot when you learn them. Clearing the bars and the character's macros first is only for Set up layout on a new character.
0.10.0-beta4
Set up layout no longer drops the spells you know. "Class spells up to level" (10 to begin with) left every spell learned after that level off the bars, also on a character well past it: with the bars cleared first, a level 30 was left with a handful of buttons. The limit now only decides how far ahead buttons are made on a new character - a spell at or under your own level is always placed, and a spell above the limit goes into its slot when you learn it.
/ysetup debugsays what a layout would do on this character.The Invite and Leave buttons are easy to move while unlocked: drag them by the buttons themselves or by the blue edge, which is wider now. They could only be grabbed by a two-pixel rim.
Bar planner: it no longer takes your bars away. On a character that already had spells on its bars and no saved layout, the planner opened empty; adding the few spells you were missing and pressing Save and apply cleared every bar and put only those back, and deleted the character's macros. Now the plan starts from what is on your bars when nothing is saved for the class; Save and apply asks before it empties any button you have now (Keep them, Empty them, or Cancel); and a plan made on the character itself never deletes that character's own macros. Planning on your bars also works on empty buttons now: the game hides an empty button unless "Always show buttons" is on for its bar, and the planner then had nowhere to put a spell. And its list only offers the class spells your race gets: a priest saw every race's priest spells, a mage both factions' portals.
Fixed "Headstart tried to call the protected function PlayerSpellsFrame:SetClampedToScreen()" when the talent window was opened for the first time in a fight with "Move it by dragging" on: the window is now made movable when the fight ends.
0.10.0-beta3
Swing timer (Headstart, QoL, Swing timer; off until you turn it on): your auto-attack bars made to be seen, two ways. Blizzard's bars, dressed (to begin with): the game's own swing bars with our texture, your colours for main hand, off hand, ranged and out of reach, the frame round each bar off, text at your size, the weapon's icon beside the bar and the swing's whole length after its name; Blizzard still runs them, and their place and size stay in Edit Mode. Headstart's own bars: bars of ours in their place, with the time left and the swing's length ("0.8 / 2.6"), their own width, height and place, shown always, in combat, or only while a swing runs. Everything is put back when it's off.
The settings menu, sorted. QoL is the first tab and what the window opens on. Its menu is in four groups by where you meet a thing in play: On screen (XP bar, Camps & flights, Swing timer, Skins, Windows), Bags & gear (Bank & mail, Vendors, Gear & rewards, Trinkets & sets), Group & alerts (Group, Instances, Reminders & sounds) and New character (Character setup, Trainer). The RestedXP skin and the damage meter skin share one page, Skins; the talent window, the bag windows and the two bars below share Windows; the instance tracker's settings moved from Group to the Instances page (Log and Settings at its top right). The main switches no longer have a page: Quality of life is a switch at the top of QoL's menu, Routes one at the top of Levelling's.
Bag bar and micro menu out of the way (Headstart, QoL, Windows; both as Blizzard has them until you choose): each can be shown only under the mouse, or hidden. They keep their place in Edit Mode and show while it's open. The strip of buttons beside the chat can be made slim - a third narrower, its buttons small with one plain icon each - or hidden, and the text-to-speech and social buttons over it hidden each on its own; the chat window can then be moved closer to the screen's edge in Edit Mode.
Bank and mail keep less for quests. An item stayed in your bags when any quest in your routes or in RestedXP's guides used it. Now only for a quest you'd still do: one in your log, or one you haven't done that isn't grey for your level.
RestedXP skins: Active Targets and Active Items take the look too - Blizzard's thin panel in the Blizzard look, your background and accent in the Headstart look.
Whisper sound: a speaker on every line of the list plays that sound without picking it, in place of the Play button.
Whisper sound (Headstart, QoL, Reminders & sounds; off until you pick one): a sound of your choice when someone whispers you. Some thirty of the game's own to choose from (alarms, bells, the raid warning, the ready check), and every sound another addon has registered in LibSharedMedia - a sound pack, Details, WeakAuras, boss mods - is in the list too. It can play on the Master channel, so you hear it with sound effects turned down. Battle.net whispers too, unless you turn that off.
Damage meter skin (Headstart, QoL, Skins; off until you pick a look): the game's own damage meter with its top bar put in order - the title on one line at the left, the fight's timer and the three buttons at one size at the right, where the timer used to push the title onto two lines. Headstart: a flat dark card, with the frame's colour and the accent yours to pick (or your class colour). Blizzard, tidied: the game's dark fill and thin frame, the title in gold. The bars stay with the meter's own Edit Mode settings.
0.10.0-beta2
Headstart no longer comes with levelling routes. It is the quality-of-life addon with the levelling tools: your runs recorded, a run saved as your own RestedXP route (This run, Save as route), the route editor, Share to pass routes on or paste one in, Where next?, level splits and death-skip handling. The routes that came with earlier versions are gone from the list after this update; your own saved and imported routes stay. With no route yet, the Levelling tab says how to make one.
Lighter and safer. A pass over all of quality of life for work done too often and for anything that could trip the game's protection. The XP bar no longer redraws itself every second (its look is set when a setting changes, the bar when your XP or quest log does, and each text only when it's a different one); the instance count is kept instead of walked from a week's log every second; trinket auto-swap walks your bags once a pass, not several times per trinket; the camp icon no longer redraws through a fight; your role for gear advice is kept between loots; the flight bar stops re-measuring names that don't change. Dragging on a trinket button in a fight no longer gives "Interface action failed because of an AddOn", and the trinket bar is built after a fight if you logged in during one. Windows opened in a fight get your place and size when it ends.
Buy later, the Camping 101 reminder and death skips no longer touch Blizzard's popups from addon code (which could make a later Delete-item confirm fail with "Interface action failed because of an AddOn"). Buy later looks once after a round of selling, not once per item sold; the Camping 101 reminder listens to your bags and quest log only while you're on one of its two quests.
With EllesmereUI: where one of its modules does the same job, Headstart's own starts off until you turn it on - the flight timer (Forever Essentials), the durability warning and auto-train (its QoL), moving the talent window (its Shifter), the sliders on the talent window (Blizz UI Enhanced), accepting shared quests (its Quest Tracker) and the XP bar (its Action Bars and DataBars). What you've set yourself stays as you set it. Main switches lists what it applies to.
Where next? (Levelling tab) for a character that didn't follow our routes: from its level and the quests the game says it has handed in, which of its routes to pick up and at which step, with how many of each route's quests are done and left, and a button that loads it in RestedXP right there. The route whose level range holds your level and has the most left comes first; a route below your level only when nothing else is left.
Main switches (Headstart, QoL, Main switches): all of quality of life off with one switch if you only want the routes, and the routes off with the other if you only want the quality of life. Your settings are kept and come back as you left them. /headstart qol on|off.
RestedXP skins (Headstart, QoL, RestedXP skin): RestedXP's guide window in two new looks, also in RestedXP's own theme list. Headstart: flat and dark like Headstart's own window, a rounded card with a thin outline, the title and a line under it in one accent colour - yours to pick, from a list, or your class colour - and the background colour too. Blizzard: the game's own window frame with the guide's name in its title strip, the game's dark fill, its thin panel round the boxes of the steps you're on, its slim scroll bar, gold titles; no colours to pick. In both, RestedXP's logo is gone: your class icon stands in the header and is the menu button (RestedXP's cog is put away), and the step boxes stand clear of the frame. For RestedXP's standard guide window; in its newer beta window only the colours follow.
Bag windows moved (Headstart, QoL, Bags; both off until you turn them on): drag Blizzard's combined bag, and the reagent bag on its own, by the title bar. They open where you left them.
Talent window: see-through, moved and sized (Headstart, QoL, Talent window). A slider for how much of the talent window's background is faded away, so you can see where you're running with it open; the talents, texts and buttons stay as they are, and past half see-through Blizzard's moving lights over the background are stopped too. Its size, 50 to 150 percent: taps of 5 and 1 on the window itself, and the window stays under the mouse as it changes. And it can be dragged, by its title bar or anywhere that isn't a button or a talent; it opens where you left it (the spellbook is the same window, so it moves too). The controls on the window itself can be turned off.
The window has two tabs, Levelling and QoL, each with its own menu down the left, so routing and quality of life weigh the same and there's no menu inside a menu any more. Levelling: This run, Share, Route settings, then your routes. QoL: Find a setting, then every QoL and character page, with Instances now one of them. The QoL pages are wider.
/hsand a right-click on the minimap button open QoL; the window opens on Levelling when routes are on.XP bar (Headstart, QoL, XP bar): Headstart's own experience bar in place of Blizzard's (which is made invisible and click-through while ours shows). A blue bar with your level, XP and percent on it, and a line under it: time to level, completed quests, XP an hour. After your XP, in orange, the XP of the quests in your log that are done and not handed in yet; after that the rested XP. It starts in the middle of the screen above the action bars; drag it while unlocked. Its width, height, texture, the three colours (the game's colour picker), background, ticks and text size are yours to set, and every change shows on the bar at once. Six texts - three on the bar, three under it - say what you write in them, with (XP an hour) (time to ding) (kills to ding, from your last kills' XP) filled in; always or only under the mouse. Pointing at it shows all of it at once.
Mail and the bank never take anything a quest needs. Not what a route's steps still need, and not what RestedXP's guides use (its "Item used in guide" tooltip) - also when the item is on your own Always send list, which used to win.
Instance tracker (Headstart, QoL, Instances; /headstart instances): how many new dungeons and raids you've gone into this hour and today against the limit, and how long until the next slot frees, so you know before the game says "You have entered too many instances recently". Chat says the count as you go in, and the middle of the screen warns one before the limit and at it. On screen while you're in an instance or have gone into one this hour (or always): a small icon with the hour's count on it - green, yellow one before the limit, red at it with the wait for a slot - with today's count and your latest runs on a hover; or a small log; or nothing. Click it for the Instances page, Shift-drag to move it. Every run is logged for a week: where, when, how long, the XP and the money. Going back into the dungeon you just left, with the same group leader and no reset seen, within 30 minutes is the same instance (the game keeps the copy's ID secret on Forever, so this is how Headstart tells); a reset makes the next one new, and a reload inside carries the run on. Forever's limit isn't known: it's a setting (5 an hour and 30 a day to begin with; Headstart, QoL, Group), each character on its own or the account together, and when the game says too many, the page shows the count it was at.
A new look for the flight timer: a small dark card with where from > where to and the time left in blue on top, a thin blue bar with a small round portrait of your character where you are now (or a lit dot), and a quiet line under it (timing a first flight, an estimate, landing) beside a Land button on a flight with stops.
Mail to my alt sends to the full name. Forever's mail needs a character's name and surname ("Please enter a full character name" with the name alone), and Headstart cut the surname off what you typed. Now the full name is kept; type just the name and it adds the surname of one of your characters it knows (one saved before this is filled in the same way). A name it can't complete is never used: nothing is sent, and the button and chat say the surname is missing. The button on the mail window follows the name as soon as you change it. A letter the game refuses stops the sending with what to fix, and so does no answer within 10 seconds, so the Send button never gets stuck again.
Copy this layout on a levelling character no longer wipes your planned spells. Copied on, say, a level 5 over a layout planned to 60 (or copied from your main), it used to save only what that character's bars held, and every spell it hadn't learned yet was gone - or saved as a macro. Now a spell above your level keeps its saved slot when yours is empty there, and a question-mark (or spell) macro Headstart made is saved as the spell it stands for. What you changed - a macro added, a spell moved or taken off - is saved as before. To take off a spell you can't have yet, use Plan bars.
Level splits: compare with any run, your class, or your class and race (Route settings, Level splits, "Compare with"; any run by default). Dwarf and Gnome count as one race here, as they share the start and the route. Runs now keep their race; an older run counts under class and race only if the game can still tell its race.
Trinkets & sets (Headstart, QoL): ItemRack's useful half. Trinket buttons on screen with their cooldowns, one per trinket you have (worn or in your bags: none with none, both with two or more; or always both): click one for the trinkets in your bags and click one to wear it in that slot; right-click a button to use the trinket. Nothing opens on a hover. Swap trinkets for me: put your trinkets in an order, and when the one you wear has been used, the first ready one goes in, and a higher one goes back as soon as it's ready (the 30 seconds a trinket gets as it goes on don't count); a trinket you put on yourself that isn't in the order is left alone, and each slot can be left out. Swap when mounted: Carrot on a Stick while you ride, your trinket back when you get off; and an item of your choice while you swim. Equipment sets: the game's own sets on keys (Key Bindings, Headstart, "Equipment set 1" to 5) and /headstart gear <name or number>. Trinkets and armor can't change in a fight: a trinket you pick in one waits (chat says so, and it shows small on its slot's button) and goes on the moment the fight ends. The swaps it makes by itself (swap trinkets for me, swap when mounted or swimming) are off until you turn them on, and pause while you're flagged for PvP: on a PvP realm every change is yours unless you say otherwise.
Better gear never offers less damage for more armor. A one-hander was offered over your two-hander: paired with a shield from your bags it lost DPS, but the shield's armor counted for enough to pass. Now nothing that lowers your role's number (DPS, healing or spell damage) is offered, however much toughness it adds; a tank is weighed on toughness as before. The tooltip still says what it would do. And while you wield a two-hander, no one-hander is offered at all (nor a shield or off hand): the two-hander is your choice.
The Camping 101 reminder says it once. "Mining is done: hand it in to Yarr Hammerstone" came again at every loot: the quest log answers "not complete" for a moment while it updates, and that made the reminder forget it had said it. Now it's said once, and again on coming into Kharanos at most every two minutes.
Bank mats works again. A check added in this release stopped it at the first stack with "the bank closed before the rest went" while the bank was open: it asked the game whether you were at a banker, and on Forever the bank opens without saying so. It now looks at the bank window itself.
The new character window closes once you click Apply to this character (it stays, and says why, if you're in a fight).
Settings, redesigned. Each page opens with its icon, what it's for, and who the settings on it are for ("Every character on this account", "Every Paladin"), saved as you change them. The menu has an icon per page and a dot that is green while something on that page is on. Settings come in cards with an icon; a feature with one switch has it in the card's header, and the rows under it dim while it's off. Under every setting is the first line of what it does, so you can read the page without pointing at anything (the (i) still has the whole text). "Find a setting" at the top of the menu searches every page by name and description, and picking a result opens its page with the setting lit up.
Buy later and vendor restock no longer error at a vendor. Both asked the game for an item's price in a way only the old Vanilla interface has, which Forever doesn't load ("Shopping.lua:116: attempt to call a nil value" at a vendor selling a weapon you were saving for).
Restock: ammo for warriors and rogues too, and throwing weapons. The ammo row shows for every class that shoots, and each keeps its own number (a hunter 1000, a warrior or rogue 200 to begin with); before, a warrior with a bow bought a hunter's 1000 arrows with no way to change it. With a throwing weapon in the ranged slot, more of the same one is bought.
The Headstart window opens on QoL & settings while the routes are off (on Routes while they're on), its Settings pages are built the first time you open each one so the window opens at once, and the better-gear window has Headstart's own look, its icon framed in the item's quality colour, and stays where you drag it.
Level splits compare each level with the fastest anyone got there, not with one "best run". The run that got furthest isn't the fastest at every level: one that stopped at 11 may have been six minutes quicker to 10, and against the furthest run the splits showed a lead that wasn't there. Now "vs best", the colours and the level-up line use the fastest time any of your other runs reached that level, "± level" the fastest anyone took over that one level, and Time stays green while you can still beat the fastest to your next level.
Level splits: a "± level" column. How much each level alone won or lost against the best run's same level, "-0:40" in green for 40 seconds faster, beside the level's own time. The live row shows it too. Its own switch under Level splits.
Save as route: a death skip says exactly where you died, "Die right here (28.8, 83.3)", with a pin on that spot, and which Spirit Healer that brought you back at. Where you die decides which healer you come back at, so our general wording ("in the cave") isn't enough there. It is the death you made for that step, even if you did the next stop first.
0.10.0-beta1
Save your run as your own route (This run, Save as route). A run that followed our routes becomes a route of our own steps, as we wrote them (level gates, conditions, waypoints, notes), in the order you played them; steps you skipped are left out, and what you did that our route doesn't have gets a step of its own from the log (a quest stop at each NPC, objectives finished, trainers with what you learned, vendors with what you bought, flights, the hearthstone, death skips, and grinds: at least 10 kills over 3 minutes in one spot right before your next stop). It is split into one part per zone you levelled in, chained so RestedXP moves on by itself, and named by levels, zone and race ("1-6 My route: Dun Morogh (Dwarf/Gnome)"), never by character. One set per race, Dwarves and Gnomes sharing: saving again from any character of that race replaces that set and your edits to it; other races' sets and our routes stay. Edit it in the Routes list like ours (drag steps, edit any line, delete); RestedXP lists it under Headstart Launch, My routes. Delete my route (This run) takes it away again; your run log stays.
Death skips: Headstart now accepts the resurrection at the Spirit Healer itself when the death was a death skip. RestedXP only does it while its death-skip step is still the active one, and several end as soon as you arrive (the Kharanos ones end on entering Kharanos, where the healer stands), so sometimes nothing happened. Any other death is still left to you.
Your place in a route survives an update. RestedXP remembers the step you're on by its number, so when a Headstart update adds or removes steps before it, a /reload puts you somewhere else (a run was moved past the trogg hand-ins, the Dark Iron spies and Farsen straight to the walk to Loch Modan). Headstart now remembers the step itself and puts you back on it, and says so in chat.
Dun Morogh: Camping 101: First Aid (270 XP): taken from Eric at the campfire right after training First Aid, Linen Bandages to 20 as you go, handed in to Thamner Pol at the level-10 visit to the Distillery. And the grind before the death skip at Brewnall now aims at 5800/6500 XP (Bellowfiz's 875 then makes 10) instead of just "level 9", which let a run come out of Bellowfiz 51 XP short.
Dun Morogh: when Bellowfiz leaves you just short of 10 (within 300 XP), a step says to kill a mob or two on the way to the Thunderbrew Distillery first, so the level-10 training steps don't skip themselves. A run came out of Bellowfiz 51 XP short.
Trainer settings: every spell in the list has its icon, learned yet or not.
RestedXP's "go to" icon (the red smudge in front of travel lines) is a clean grey map pin while the routes are on. And no more "Cast Find Minerals" steps (or other tracking spells): a buff addon keeps those up.
Level splits: the XP/hr line also says how far into the level you are, "XP/hr: 15.5k 1.2k / 2.8k".
The run log takes half the room. Standing still, the position samples between the first and the last on one spot are left out (one kept every 30 seconds, and the last one before you move or log out), so play time and every move come out the same. Logs from before are thinned once the same way at login: measured on a real log, 46,760 samples become 23,981 with the play time unchanged. Run logs (Settings, Route) shows how much room every character's log takes, deletes one character's log (it asks first; this character's starts again from now), can delete at login the logs of characters you haven't played for a number of days (off until you set it), and deletes the quest scan's results.
Dun Morogh, Never Saddle on Quality: the leopard pelts are marked optional (kill the Elder Snow Leopards you meet at the quarry, don't go looking), and the step goes away at the point where you'd go back to Rudra instead of staying in the window into Loch Modan. The trip back to Rudra still only shows with all six pelts.
Camp HUD reads every station. The tent says "Rested XP" instead of "You", the fish bowl "All stats +5%" instead of "All", the lute gives three rows (armor, all stats, resistances), the mana well "Mana +40/5s", and the long names are cut to what you'd say ("Attack Power", "Crit"). It looks as Campfire's does now (white for a stat with no colour of its own, the colour taken from any word so "Melee Attack Power" isn't grey, a stronger shadow, less dimming while the numbers are a few seconds old), and its campfire icon is Headstart's own, so it shows without Campfire installed.
Performance and taint pass. The gear sim keeps its answer while you point at an item (the tooltip asked five times a second), and the better-gear check only looks at new items after a loot, and waits for a fight to end. The flight bar draws when it moves a pixel, not every frame. Dropdown menus no longer leave hidden rows behind, the bar planner's search only redraws the list, and macros are looked up once per Apply to this character instead of once per button. "Open Headstart" in the game's Settings no longer closes Settings (that is blocked from addons and dropped unsaved changes). A skill-up in a dungeon no longer errors (the chat text is secret there). Edit Mode's fallback waits out a fight and stops when the account's layouts are full. A menu left open closes when a fight starts, a spell is never placed while you carry a button on the cursor, and the bank stops moving items the moment the banker closes.
The better-gear window grows with its text, so the lines no longer run into the buttons, and an armor-only piece says "+4.0% toughness" without "+0.0% DPS" in front. A piece that is better and takes nothing from you (a belt with 6 more armor) is offered for any real gain; the 2% only holds back trades, like less DPS for more armor. Two upgrades for one slot (two pairs of boots from one quest) give one window, for the better one, and each window is checked against what you wear right before it shows, so it never offers something worse than what you just put on; one already up closes when your new gear beats it. A shield or held item is never offered while you wield a two-hander (the tooltip still says what it would do). Equip pressed in a fight puts the item on as soon as the fight ends; pressed while the game says no (casting, eating, stunned), the offer comes back instead of being lost.
Gear sim (Settings, QoL, Gear & rewards: Show it in item tooltips): every piece of gear you point at says what wearing it would do for you - "+4.2% DPS, +1.0% toughness (Retribution)" - worked out from your own attack power, crit, spell power, health and armor with the item swapped in for what it replaces. Your role comes from the talent tree with the most points (or what your class levels as before that), or set it yourself. It reads "Equip:" lines too (spell power, healing, crit, hit, attack power, mana per 5). Spell power counts for a melee paladin (seals and Judgement) and a melee shaman (shocks); a weapon's "Chance on hit: N damage" counts at about one proc a minute; and against a two-hander you wield, a one-hander comes with the best off hand in your bags and an off hand (a shield) with the best one-hander in your bags - or an empty main hand - as the game's own comparison does ("..., with Seedcloud Buckler"); a shield no longer looks like an upgrade next to your two-hander. A levelling estimate: set bonuses, on-hit effects and trinkets aren't in it. The upgrade notice uses it as well ("for you, over ...: +4.2% DPS"): anything that fills an empty slot, any gain that costs you nothing, and a trade from 2% better.
The interface is the account's, not a class's. Chat windows and tabs, Edit Mode, game settings, raid frames, the camera and which bars show are saved once, by the newest Copy this layout on any character, and every class gets them - set up a paladin main, and a new rogue has the same chat without copying anything on a rogue. Bars stay per class. A saved plan holds bars only, so a level-1 character's defaults never replace your interface. The newest interface you had copied before becomes the shared one.
"Set up layout" is now "Apply to this character" (and the planner's "Save and set up" is "Save and apply"): it puts the saved layout on the character you're on, which "set up" didn't say. Spell buttons: Only spells (the default for a class you set up now), Spells with a question mark until learned, or Macros for every spell - mouseover spells and your own macros are macros whichever you pick, profession spells never. A downranked button's macro casts its rank ("Holy Light(Rank 2)"). Character setup and the planner show how many of the game's 30 character macros the layout takes.
The bar planner, round two. Forms and stealth: a "Bar 1" choice plans the bar your Stealth, Cat or Bear Form, or each warrior stance swaps in (read from the game's own form data). The list has three tabs: Spells now also holds Attack and your weapon spells (Throw, Shoot, Shoot Bow ...), Professions has what a profession puts in your spellbook (Find Minerals, Smelting, Cooking, Basic Campfire, Disenchant ...), and Macros has your account's and this character's macros, with a button to open the macro window and make more. Long key names fit their button ("Mouse Button 5" is M5). Fixed: a bar's planner buttons could stay on screen after closing it, when a bar before it wasn't shown. Character setup copies Attack and the weapon spells from a main too (they were dropped), and setting up a character again - after changing the plan mid-levelling - keeps the macros you made on it and only clears Headstart's own question marks.
The routes can be switched off as a whole (account-wide, for every character): no Headstart routes in RestedXP, and nothing that works off them (items kept or bought for a route, the death-skip release, the Camping 101 reminder). Off for a new install, so Headstart can be just the QoL addon; an account that already played the routes keeps them on. Takes a /reload.
QoL & settings, reorganised. The window's first page is now "QoL & settings", with its own menu down the left: Camps & travel, Bags, Vendors, Group, Reminders, Gear & rewards; Character setup and Trainer; and Route settings. Each page has a heading and a line on what it's for, and every page lists one setting per line instead of a two-column wall, with each label kept clear of its switch, slider or box (cut short with an ellipsis rather than running under it). Every scrolling list has a real scrollbar now: grab the handle and drag it, or click above or below it to move a page.
Plan your bars on your real bars. The planner draws the plan over your own action buttons, where Edit Mode put them, so you see it as you'll play it - drag spells straight onto them. It's a picture laid on top (the real buttons are untouched until you Save and apply), and it goes when the planner closes or a fight starts. "As a grid" is still there for bars you haven't switched on, and opens by itself when a bar addon draws its own buttons. Every button shows its key binding top right, as the real button writes it, empty or not. A downranked button shows its rank big (R3); the learned-at level is no longer on the icons. The planner sits above the Headstart window, which steps out of the way while you plan on your bars.
Trainer defaults: "If I can afford it" and a 2 silver reserve for a class you haven't set up yet, so a new character never trains itself down to nothing; "Always" spells are still learned whenever the gold is there. The reserve is set in silver now. New on the Trainer page: "Always, up to level" with a "Set to Always" button, for the spells you want the moment you can, and "All: If I can afford it". A class you already set up keeps what it had.
Training at 10 and 12. Dun Morogh: from level 10, your class trainer in the Thunderbrew Distillery right after Bellowfiz at Steelgrill's Depot (~150 yards on); Paladins at 12+ also Brandur in Ironforge's Mystic Ward on the way through (Golnir, the Senator, Gryth). A logged run dinged 10 at Brewnall and learned nothing from 9 until 13: about 1.5 hours without Seal of Righteousness 2.
Character setup copies your raid frames too: class colours, power bars (or healers' only), buffs and debuffs, dispel indicators, incoming heals, aggro highlight, health text and bar colours, pets and main tanks - and the same for battleground frames - plus coordinates on the minimap and world map. Their size, groups and sorting already came with the Edit Mode layout. Chat windows also keep "Uninteractable" now, next to the name, background colour, transparency, channels and docking they already kept. Copy this layout again on your main to save these.
Auction house steps are short and optional: one line of what to buy, and that the auction house can't be counted on at launch (skip if it isn't there cheap). No more buying meat there for Cooking. And First Aid: trained from Thamner Pol in the Thunderbrew Distillery at the second Kharanos visit (about level 8); no route had it.
No more "kill boars/wolves for meat to level Cooking" steps: they sat in the window across whole zones, two or three at once (to 10, then to 50), for meat you loot anyway. Quest meat (Stocking Jetsteam) stays, and the cooking itself is the Thelsamar stop and the campfire on the boat.
Plan your bars (new character window, Settings, Character setup: Plan bars..., /headstart plan): build your action bars for the whole class on a level-1 character, with no main to copy from. Every spell your class will ever have - any level, from the game's own data, with its icon - and your race's racials, in a list you can search. Drag them onto the eight bars, or click a spell and then a slot; drag a slot to move or swap it, drop it outside to take it off, right-click to empty it. Downranking: the mouse wheel over a placed spell steps it down a rank (and back up to "highest"), Shift-click lists every rank with its level; a slot kept at a rank shows R and the number, gets that rank once you learn it, and the trainer's newer ranks never replace it - the same as a downranked button copied from a main. Save, and it is your class's layout: Apply to this character puts what you know on the bars now, and the rest goes into its slot the moment you learn it (or waits as a question mark, as your Character settings say). It opens on the layout you have, and asks before replacing one copied from a main. A new character with nothing saved gets a "Plan my bars..." button in the window it opens with.
Less text in the kill-as-you-pass steps (Thelsamar Blood Sausages' bear meat, boar intestines and spider ichor, and the like): just the kill line and the count. RestedXP's advice under them ("Don't go out of your way...", "You need 50 Cooking for...") is gone; warnings about the mobs stay.
Dun Morogh, arriving in Thelsamar: Honor Students from Brock and the hand-in at Thorgrum, the flight master a few yards on, come first now, with the Thelsamar flight path. RestedXP left the hand-in for the end, just before the flight out; easy to forget, and the flight path with it.
Thelsamar as a crafting stop (Loch Modan, at the first inn stop): Camping 101 Blacksmithing to 20 at the forge and anvil by the inn while you are still on it (the hand-in stays Tognus in Kharanos), and Cooking: Chunks of Boar Meat into Roasted Boar Meat at the fire outside, a point each up to 45 (10 for Auberdine, 50 for Darkshire later). The Camping 101 reminder also speaks up in Thelsamar now.
Mail stops in the routes: after each hearthstone stop from level 10 (the inn nearly always has a mailbox outside), a step to send your alt what the QoL mail picks (mats, recipes you can't use yet, your own list) and clear bag space. It skips itself unless you have set an alt and something in your bags would go, and it says how many stacks.
Elwynn at 6, an option for Dwarves and Gnomes (not Hunters or Warlocks): "5-6 Kharanos to Elwynn (Launch)" in RestedXP's guide list, under Headstart Launch, Launch day. Pick it by hand when Coldridge ends; the default stays Dun Morogh. Same death skip to Kharanos and its quick stops (the campfire and Camping 101, Senir, Tannok, Cooking, your trainer, the weapon, Tools for Steelgrill and the mining kit at Steelgrill's Depot), then Ironforge, the tram, the Stormwind flight path and Goldshire. From there "6-11 Elwynn (Dwarf/Gnome)": RestedXP's Human 6-11 without the Northshire and Human-only quests, coming back through Dun Morogh at 10-11 (Vagash, Farsen, the quarry), where Camping 101 Mining and Blacksmithing get handed in (mine Elwynn's copper on the way); then 11-13 Loch Modan. Made to time against Dun Morogh on the beta.
No map pins for the kill-as-you-pass loot steps (things you only pick up on the way): six or more numbered pins a step, all over the map. The step and its count stay in the guide window.
Dun Morogh: Frosthowl after Shimmer Ridge, not before. He's at the back of the Grizzled Den right under the ridge, and the cave's way out faces south: first meant out of the cave and back north up the slope (~3.5 min in a logged run); now the way out leads on to MacGrann's meat locker and Tundra.
Dun Morogh: a second chance at Frostmane Hold just before the hold. If you don't have it (the pick-up in Kharanos went by), the route sends you back to Senir first; with the quest the step never shows. A run got to the hold without it and killed headhunters for nothing.
Camping 101 reminder (Dun Morogh, Warriors, Paladins and Rogues): when your bags hold the ore and stone to take Blacksmithing to 20 (from wherever your skill is: Copper Rods to 10, Rough Weightstones to 15, Copper Bracers to 20), chat and the middle of the screen say so and where (the forge by Tognus in Kharanos; train Blacksmithing first if you haven't); when Camping 101: Mining is done, where to hand it in (Yarr Hammerstone). Again each time you come into Kharanos with it still to do. On autopilot the forge stop went by: in run 10 both quests were left undone (540 XP).
The splits sit on the lowest layer, like RestedXP's guide window: bags, maps and other windows open over them.
Dun Morogh, Father Gavin: the second Rime's Wrath (Avala's core) is only offered once you hand in the first (the ice elementals). The route asked for both at once, so that step couldn't finish; now it's taken when you hand in the first, and Avala comes after.
No death skip from level 10. On Forever the Spirit Healer gives 10 minutes of Resurrection Sickness (-75% stats and damage) as soon as you are 10, not from 11 at a minute a level as in Classic (an open Forever bug). Every death skip in the routes now goes away at 10: at 9 you still die and skip, at 10 the route has you walk or hearth instead.
Dun Morogh: sell your junk to Gretta Ganter (she's a vendor) right before you hand her Frosthowl.
Heavy Copper Maul (2H mace, 10.8 damage per second, level 11): a Paladin or Warrior who reaches Blacksmithing 40 makes it on the way through Ironforge at the start of Loch Modan (2 Light Leather at the auction house, the recipe from Bengus Deepforge, Weak Flux from Thurgrum Deepforge, the Great Forge), and equips it at 11. The route doesn't push the mining or the forge grind for it: the elite quest's Coldridge Hammer (8.3) covers 10-11. On Forever the Maul is learned at 40 (65 in Classic).
Quality of life in Settings. Headstart is also the home of the YippYapp quality-of-life features now, the ones that help on any character whether you follow a route or not. The QoL & settings page has the campfire icon, the bank, mail to your alt, vendor restock, party quests, quick group, reminders and better gear (below), and the Flight timer and Quest rewards moved there from the Route settings, unchanged.
Mail to my alt (Settings, QoL): for bag space - name an alt and a "Send to <alt>" button under the mail window sends what the bank would take (crafting mats no profession of yours uses, or all or none; recipes you can't learn yet) plus anything you put on your own list, twelve to a letter. If you like it happens as the mailbox opens (off by default: the postage, 30 copper a stack, is your money); hold Shift as it opens to send nothing. Never soulbound or quest items; of the mats and recipes, nothing the route still needs or AutoFeed's food (your own list goes as you made it); and nothing to yourself, so the same settings work on the alt. The name is kept per realm and faction. /headstart mail does the same as the button.
Vendor restock (Settings, QoL): at a vendor who sells them, your class reagents, your ammo and your own list are bought back up to the number you keep. The reagents come from the game's own spell data and are only bought while you know a spell that takes them, and only for the top rank you know (a druid with Rebirth 5 doesn't buy Maple Seeds). Hunters get the best arrows or bullets the vendor sells for their ranged weapon that they can use (1000 by default). Shift-click anything else into "Add to my list" with a count. "Keep at least (gold)" stops it before it eats your money; hold Shift as you open a vendor to buy nothing. Chat says what was bought, for how much, and what the money didn't stretch to.
Party quests (Settings, QoL): accept quests and escorts shared by guildies and friends in your party (or anyone in it, or nobody), and if you like, share every quest you take - not only the route's. Hold Shift as the quest opens to be asked. Leatrix Plus's "Block shared quests" declines them before Headstart sees them.
Quick group (Settings, QoL): into a group for a kill and out again without typing. A small bar with Invite (your target) and Leave group, both also on key bindings (Key Bindings, AddOns, Headstart) and /headstart inv, /headstart leave. Whoever whispers you "inv" (the word can be changed) gets an invite - guildies and friends by default, or anyone, or nobody - when you're solo or lead a group with room. Group invites from guildies and friends (or anyone, or nobody) are accepted at once; hold Shift as one comes in to be asked. Whispers can't be read during the game's chat lockdown, so none are answered then.
Reminders (Settings, QoL): at a ding (and at login), what your class trainer has for you now and about what it costs - the prices are remembered from your trainer visits - and talent points you haven't spent. A durability warning when your most worn piece drops under 25% (once, until you repair) and a "repair while you're here" when you come into a town under 50%; both lines can be set. And a screenshot at every ding.
Things you can make yourself (Settings, QoL, Reminders): you know the recipe and carry the mats for sharpening stones or weightstones, wizard or mana oil, or bandages, but have none in your bags - chat says the best one you can make and how many ("you can make 3 Coarse Sharpening Stone from your bags, and you have no sharpening stones - open Blacksmithing"). Stones only for the weapon you carry (blades sharpened, blunt weapons weighted). Once, and again after you've had some and run out. Each kind can be switched off, and "remind when I have fewer than" set.
Better gear (Settings, QoL): an item in your bags that beats what you wear in that slot - by the gear sim (above) - gets a chat line and a small window with an Equip button. Only what you can wear (the game's red text says no), grey to green by default, at least 2% better (anything for an empty slot, or a gain that costs you nothing, at any size), once per item and again after a ding. Rings and one-handers are measured against the weaker one you wear, a two-hander against main hand and off hand together.
Bank (Settings, QoL): crafting mats and recipes you can't use yet go to the bank by themselves when you open it, one stack at a time, and chat says what went. Crafting mats: "Not for my professions" (the default) keeps what a profession you have crafts with - ore for a miner, linen for a tailor - and banks the rest; or all of them, or none. Recipes go when you haven't got the profession or need more skill; one you can learn now stays, and one you already know is left for the vendor. Quest items, dynamite and other things you use, anything the route still needs and AutoFeed's food and water never go. Hold Shift as you open the bank to keep everything; a "Bank mats" button under the bank window (and /headstart bank) does it whenever you like. It stops when the bank is full or closes.
Campfire icon (Settings, QoL): a campfire on screen that tells you where you stand with camps. Grey with "No camp benefit" when nothing is going on; it lights up while a camp is within about 100 yards. Once you have Camp Benefits it burns down from the tips as the hour goes, with the time left and what it gives you under it ("Strength +6", coloured by stat). It follows the buff, not the fire, so it stays with you when you walk away. The game doesn't tell addons where a camp is, only that one is near, so there's no arrow and no distance. Buffs can't be read in combat, so in a fight it dims to show what it last saw. /headstart camp unlock to drag it, /headstart camp to turn it off. With the Campfire addon showing its own campfire, Headstart's stays hidden, so there is only ever one.
Buy later: a buy the route skipped because you were short (the weapons in Kharanos: Wooden Mallet, Large Axe, Gladius, Stiletto) comes back. Once you have the money, don't have it yet and it still beats your weapon, chat says what, how much and where; at any vendor who sells it, you're asked whether to buy it (hold Shift as you open the vendor to skip). Settings, Route: Buy later what I couldn't afford.
Auto trainer (Settings, Trainer): when you open your class trainer, your spells are learned at once. For every spell of your class (all its ranks) choose Always, If I can afford it, or Never, and set how much silver to keep: "If I can afford it" spells are only learned while you'd keep at least that much. Always spells go first, then the rest from the lowest level up; what had to wait is named in chat. Hold Shift as you open the trainer to train yourself. RestedXP's own trainer automation is switched off while this is on (and back on if you turn this off).
Cleanup by level. Every route is now checked for every race and class: the level you are at each step (from the quests you hand in and the kills they need), every quest's colour when you hand it in, and every mob you are sent to kill. No grey quest is handed in anywhere (green at worst), and no step outside a dungeon sends you at red mobs.
- Our Loch Modan now takes Dwarves and Gnomes to about 16, so some of RestedXP's later quests had gone grey for them: Messenger to Stormwind, A Free Lunch and its two follow-ups, and Hilary's Necklace are out of Redridge; the late copy of Encroaching Gnolls is out of Duskwood; Westfall Stew is no longer done by Dwarves and Gnomes, Fishin' Time not by Warlocks; the Buzzboxes and Tools of the Highborne in Darkshore are for Night Elves only now.
- Loch Modan's east: Ironband's dig (level 18 quests, troggs 17-20) comes last, after the lodge, the shore and Bingles' tools, at about 16; the step says to leave the Berserk Troggs (19-20) and the Large Loch Crocolisks (22) alone.
- Kept although grey for Paladins: The Test of Righteousness (for Verigan's Fist) and the Tome of Divinity (for Redemption).
The 2 Oct beta build halves dungeon quests' extra XP, so the dungeon steps' "levels of XP" are smaller now (the Ruins of Lordaeron: over a level at 16, not two). A new server scan (/headstart scan) will give the exact numbers.
No grey quest is handed in anywhere on the route, for any race and class (checked on every build; the Paladin's Tome of Divinity, which teaches Redemption, is the one exception). New steps go where their quests are yellow or orange, green at worst.
Wetlands: A Lack of Virtue is out again. It's a level 21 quest you'd hand in at 29-30, for 44 XP.
Ruins of Lordaeron (group), at about 16: at the start of 16-19 Darkshore, from Auberdine: the Menethil boat on to Southshore, north round Dalaran and up Lordamere Lake into Tirisfal, Captain Truman's Abominable Creatures at the entrance, the three quests that start from loot inside (Bloodied Insignia, Crest of Lordaeron with its four possible spots, Remember That I Love You), then the hearth back to Auberdine. The three are handed in in Stormwind where the route's boat lands. About 35k quest XP at 16, two levels, and the mobs still give XP.
Loch Modan: Forever's Excavation Tools (1350 XP), at the dig where you collect the trogg idols: six tools lie on the ground round it, and the first one you pick up starts the quest (click it in your bags). Handed in to Prospector Ironband with Gathering Idols.
Flight timer: a slim route while you fly, with no panel behind it. The time left is on the left, big, in the fill's colour. The bar has a round node at each end and fills from the left in a colour that goes from amber at take-off to green as you get close. On a flight with stops on the way, a button on the right lands you at the next one (the game's own request stop); the bar then counts up, and a flight cut short is not saved as the route's time. On a first flight a light runs along the bar while it times it. In short: a bar while you fly, with where you took off, where you're going, and the time left. Each flight is timed the first time you take it and remembered for all your characters. Until then it uses RestedXP's time for that flight, or an estimate from the flight's length (shown as "about"), or it counts up while it learns. RestedXP's own flight bar is hidden while ours shows. A reload in the air keeps the bar going. The bar goes when you land (it checks a few times a second whether you're still flying; the game's landing event alone left it up, "landing", after Ratchet to Theramore). Drag it where you want it; /headstart flight shows a sample to move. On/off under Settings, QoL, Camps & travel.
New spell ranks from the trainer replace the old rank on your bars. A spell on a bar is one rank only, and Blizzard doesn't upgrade it (Headstart turns off Blizzard's placing of new spells), so a set-up character kept casting Rank 1. Only the slots from your main's layout are changed. A spell your main keeps at a lower rank on purpose (downranking) stays at that rank: copy your layout again on the main to save which ones. Turn it off under Settings, Character: Put new ranks on the bars.
Darkshore: Forever's Swelling Forces. Take it from Arbal next to Onu, and kill the Stormscale naga at the Ruins of Mathystra while you loot the Mathystra Relics there; hand it in with the relics. In a group, the naga's 20 Mathystral Amulet Fragments summon Baron Marinous (elite) at the Fathom Stone at the bottom of the pool; his Clouded Water Globe starts the quest of the same name for Onu.
Wetlands, Forever's Menethil quests: Spoils of War (timber and iron piles around Menethil), Alchemical Hazards (a stalker gland at Thelgen Rock, next to the excavation quests), Return the Statuette, and two notes carried in (Hollee's from Auberdine, Tom's from Southshore). On the second visit, Howin Kindfeather's Razormaw Needling and Trying Times (the razormaws on the way north to Dun Modr).
Redridge (second visit, around 26): Forever's Alther's Mill (Greater Tarantulas and their eggs, on the way east) and Missing In Action (escort Corporal Keeshan from the cave where you kill the Blackrock Champions; he's elite and tanks). Howling in the Hills and Gath'Ilzogg are left out (group quests).
Duskwood: Forever's Valor family. The Valor Family (the Raven Hill Tome, in a house in Raven Hill) from Sirra Von'Indi in Darkshire; Merrick's Bow from the bow the Lost Watcher ghost drops by the road (36,63), done where the 28-30 route kills its way through the south-west; Ira's Dagger's steps show if you have it.
Dun Morogh: the steps that always looked skipped at the blacksmith are sorted. Training Blacksmithing and taking Flintfire's Shipment there were duplicates (Headstart already does both on your first Tognus visit): gone. The weapons at Grawn Thromwyn (Wooden Mallet, Gladius, Large Axe, Stiletto) each need their price in your bags, which nobody has at that point: they now come again when you hand in Flintfire's Shipment, next to Grawn, after Stocking Jetsteam has paid.
Action bars without a reload, second try: switching them during play only saves the setting, and Blizzard shows the bars after a reload. So on a new character's first login Headstart now sets your main's bars while it loads, before Blizzard shows the bars, and Blizzard shows them itself. Apply to this character then has no bars left to change. The bars are also always checked a moment after Apply to this character, so a reload is asked for whenever they don't show yet.
Westfall, more on the one visit: Forever's Harvesting the Harvesters (as you go: Isosprings come fast from the Rusty Harvest Golems north of Saldean's Farm, the Gyrostabilizers are a rare drop from the Harvest Watchers; handed in if done, and its second part if a golem drops the Assembly), and at the end The State of the Mines, Moonbrook Espionage (the crates are in the tunnel to the Deadmines) with The People's Militia 2, and Explosive Consultation, handed in in Stormwind. The rest of the Toxic Soil chain needs 10 Coarse Dynamite (Engineering or the auction house) and is left out.
The route list folds by level bracket (1-10, 10-20, 20-30 ...): click a heading to open or close it. Only the bracket of the route you have open starts open; what you open or close is remembered.
Dwarves and Gnomes go from Dun Morogh straight to Loch Modan (not Elwynn, where launch-day Humans crowd the same quests): tram back to Ironforge, fly to Thelsamar, hearth there. Warlocks still go via Elwynn for their Voidwalker.
Loch Modan, the parts RestedXP left out (about 10,000 quest XP at 13-16, plus the kills):
- Stonesplinter Valley after the South Gate hand-ins: In Defense of the King's Lands 2 and 3, and Forever's Banner of the Fallen (plant the banner, hold off the waves, kill Headsplitter).
- The east: Farstrider Lodge (Crocolisk Hunting, Forever's Twisting the Knife, A Hunter's Boast), Ironband's Excavation (Gathering Idols, the Excavation Progress Report), Daggerfang, the crocolisks and Bingles' four tools, then the hearth to Thelsamar and Report to Ironforge on the way out.
- No more grinding to 13 before the South Gate hand-ins.
Apply to this character without a reload (try it): Edit Mode and the extra action bars are now switched through the game's own functions, which Blizzard's UI then applies itself, untainted. Headstart checks a moment later; if either didn't take, it falls back to the old way and the reload popup.
Chat windows are copied (Settings, Character, on by default): your main's tabs, what each shows (channels and message types), font size, colour, transparency, docked or where they float. Tabs the new character has that the main doesn't are closed. Copy this layout on your main again to save them.
Camera distance: copied from the main, and a new character comes out of the intro zoomed out instead of all the way in (once, at level 1).
Quest rewards stop at greens (on by default, Settings, QoL, Gear & rewards, per class): a choice with a green or better among it waits for you, and RestedXP's built-in reward picks wait too. A reward you picked by hand for that quest before is still taken again.
Hold Shift to stop all quest automation: with Shift held when you talk to an NPC, neither Headstart nor RestedXP accepts, hands in or picks anything in that window (RestedXP's own key is Ctrl; Shift now works too).
Dun Morogh: Father Gavin's chain (new in Forever, 3 x 700 XP), right after Dawn in the Mountains and before Vagash: Finding Warmth (firewood), then Rime's Wrath (Minor Ice Elementals) and Rime's Wrath (Avala). Its XP is most of the way to the level 10 Vagash now asks for.
Dun Morogh: level 10 before Vagash (a level 11 elite), for every class but Hunters: a Paladin gets Lay on Hands, everyone a new rank or two.
Dun Morogh: Never Saddle on Quality (new in Forever, 625 XP). Taken from Rudra Amberstill with Protecting the Herd, the 6 Pristine Leopard Pelts collected while doing the Gol'Bolar Quarry quests (the Elder Snow Leopards live there), handed in after the Stolen Blasting Powder.
Dun Morogh: the death skip after Brewnall no longer vanishes. It ended with the step after it, which was taking The Reports from Senir, and Headstart already has you take that when handing in Frostmane Hold: already done, it took the death skip with it and the route said to walk. That step is gone; the death skip now ends at Return to Bellowfiz. A new check keeps every route's death skips from being followed by a step already done.
11-12 Elwynn (Dwarf/Gnome): Warlocks now hand in Wanted: "Hogger" to Marshal Dughan (RestedXP kills him but had the hand-in switched off).
Dun Morogh: Frosthowl (new in Forever, 775 XP and 3s). Taken from Gretta Ganter on the first Brewnall visit, Frosthowl killed at the back of the Grizzled Den (in at the south entrance, 42,55) after the Shimmerweed on the ridge above it, handed in with The Perfect Stout.
Level splits handle long times: each column is as wide as its longest time, so hours (or days of /played on a main) no longer run into the next column. New settings under Level splits: times past an hour as 1:50:19 or 1h 50m, and the level and total columns can be hidden like vs best.
/hs opens Settings (again to close it).
The route list shows your routes only: the ones your race and class follow, in level order, without "(Dwarf/Gnome)" in their names, in smaller rows. "Show all" lists every route.
Release at death skips (on by default, Settings, Route): when the route step you're on says to die and respawn at the Spirit Healer, your spirit is released at once, and Headstart accepts at the healer even if RestedXP's step has already ended. Other deaths are left to you.
Dun Morogh, Frostmane Hold: no more climbing the side of the entrance to jump down into the Hold (it saved next to nothing, and after a late Evershine hand-in it pointed back up the mountain); walk in through the front. The Evershine hand-in says why it comes first: the route dies in the cave to get back to Kharanos.
Dun Morogh: a second forge stop at Tognus after handing in Frostmane Hold, to smelt and craft to Blacksmithing 20 there. A logged run had only 5 ore at the first stop and 21 by Frostmane Hold, and walked past the forge with both Camping 101 quests still open.
The run log records profession skill-ups (Mining, Blacksmithing, Cooking...), not weapon skills.
Coldridge ends with a death skip to Kharanos: after The Adventurer and Supplies to Tannok, go back to the trolls, grind to the XP Dun Morogh wants, and die in the cave. With The Adventurer taken, the Spirit Healer is Kharanos's (seen in a logged run; before it, you come back at Anvilmar). That saves the walk through Coldridge Pass.
Groups: Blackfathom Deeps at the Zoram Strand in 21-23 Ashenvale, about 41,000 XP on Forever. The Darnassus quests are taken at the start of the route (Hunters already have them from 19-21) and handed in on the route's Darnassus visit. Knowledge in the Deeps is taken in Ironforge with the Hall of Thanes and handed in on the way to the Wetlands.
Groups: the Hall of Thanes under Ironforge (new in Forever) in both Loch Modan routes: at about 13 on the Human route, 15 on the Dwarf/Gnome one.
Stormwind and Redridge arrows point to the right place: Forever draws those two maps differently from Classic, and the routes' map positions there (RestedXP's included) were for the Classic maps, 100-200 yards off. They're converted now.
Groups: the Stockade in the 24-27 route, with every quest picked up on the way (Lakeshire, Darkshire, Stormwind) and handed in after, about 38,000 XP on Forever.
New-character window: Apply to this character is instant again. Copy this layout... now opens the Character settings first, so you see what a new character will get before copying.
Skip the intro on new characters (on by default, Settings, Character): the intro cinematic or movie a level-1 character logs in to is cancelled as it starts.
Groups run the Deadmines. In the Duo and Trio versions, RestedXP's Deadmines steps always show and their no-dungeon alternatives go. Deadmines quests pay three to four times the XP on Forever. Solo, RestedXP's own dungeon setting decides as before.
A group role follows you from route to route: when RestedXP moves on, Headstart switches to that route's version for your role.
Only the solo routes and your own role's versions are handed to RestedXP, so login stays quick.
Routes to level 30. After 21, RestedXP's free 20-30 route: Ashenvale 21-23, Wetlands 23-24, Redridge/Duskwood 24-27, Wetlands/Hillsbrad 27-30 and Duskwood 28-30. Made fit for Forever: TBC-only quests and lines out, zones by map number. At 30 it hands over to RestedXP's paid 30-40 guide where you have it, else their free one.
Northshire and Shadowglen: Warriors, Paladins and Rogues are told to take Mining for Dummies from Rascally Rodents / The Woodland Protector. It teaches Mining with no trainer and no fee.
Routes to level 21 for every Alliance race and class. After the starting zones, Headstart now has its own copies of RestedXP's Forever routes: Elwynn, Teldrassil, Loch Modan, Westfall, Darkshore, Redridge and Darkshore/Ashenvale. They are cleaned the same way, editable in the route editor, and linked so each starting route leads on through them. At 21 they hand over to RestedXP's own guides.
The route list in the window scrolls.
"Keep what the route needs" only counts the routes your race follows: a Dwarf isn't told to keep meat for a Human quest in Elwynn.
Group play (duo and trio). In a party, a route quest you take from an NPC is shared straight away (on Forever, from any distance), and one a party member shares is accepted for you. Only route quests; anything else still asks, and holding Shift asks anyway. Headstarts in a party see each other's role and route step in a small list under the splits, and hear about a newer Headstart in the party.
Group roles: Settings, Route: Solo, Duo A/B or Trio A/B/C per character. Where a quest pick-up lies off the path the others walk, the Duo and Trio versions of a route give it to one member in turn; the others walk on and get the quest shared. Northshire and Shadowglen have such a pick-up so far; more come with the 11-30 routes.
0.9.0-beta1
- Settings per class. Each class keeps its own quest-reward settings (on/off, priority list, level limit, remembered picks) and its own Character setup: the saved bar layout and every choice of what carries over. Pick the class at the top of either tab; it opens on this character's class. Your existing settings carry over untouched: they become the settings of the class they were made on, and other classes start from the same choices (their own reward list, and your non-gear picks such as a profession book).
- Set up shows the settings first. The new-character window's "Set up..." opens Settings, Character tab, so you see everything that will carry over before clicking Set up layout there.
- Dun Morogh: Mining and Blacksmithing to 20 for the two Camping 101 quests (270 XP each, and the Sharpening Wheel). A reminder to mine every copper vein you pass until Mining 20 (most sit around the Grizzled Den and south of Kharanos). A stop at Tognus's forge and anvil to smelt and craft to Blacksmithing 20. Both hand-ins, shown only once the quest is done.
- Dun Morogh money: Cooking (270 XP for 1 silver) comes before class training, with a second chance once Stocking Jetsteam has paid. The Mining Pack (25c) only if money is left.
- Copper Ore, Bars and Rough Stones count as route items while you're on Camping 101: Blacksmithing, so the sell warning covers them.
- The run log records your money with every event, so the analysis can show what training and vendors really cost.
- Dun Morogh route, from a logged run: take Flintfire's Shipment at the same Tognus visit as Blacksmithing, hand in Senir's Observations before sitting at the campfire, and take The Reports when handing in Frostmane Hold (each was a separate trip).
- This run: click an action for its details beside the list. A quest shows when and where you took it, finished it and handed it in, from and to whom, and its XP and money. Everything shows where it happened, and a Wowhead link to copy.
- The window opens on the route you're on (the one RestedXP has loaded, else your race's starting route), not always Coldridge, so This run's "Add to route" goes to the right one.
- Quest rewards: a choice that isn't gear or food (a profession to learn, a mining pack or herb bag) is never made for you. It used to take the most valuable, which picked Mining. A choice you made by hand on that quest is still repeated.
- Keep what the route needs: items a route quest still needs (like 4 Chunks of Boar Meat for Stocking Jetsteam, from Coldridge on) say so on their tooltip, and selling one to a vendor warns you straight away so you can buy it back. Read from the routes themselves; on/off in Settings.
- Stop this run (This run page): the splits clock and the run log end there; Resume carries on without counting the pause. A run to beat off keeps a run out of "vs best".
- The run log also records sales and quest-item loot.
- Coldridge: kill trolls to 1040/1400 XP before turning in The Troll Cave, so you are level 4 for Nori's quest; keep 4 Chunks of Boar Meat when you vendor.
- Set up layout places AutoFeed's macros on a new character: when AutoFeed hasn't made them there yet, it's asked to make them (so it owns and fills them), and they go where they are on your main.
- Level splits: "vs best" compares against a run with every level timed. A run first timed part-way (for example a character that was already level 8) no longer blanks the column.
- Set up layout only asks for a reload when it actually changed your Edit Mode layout or which action bars are shown.
- Updates never overwrite your route edits. When a new version ships a changed route you have edited, you're told once in chat and the route gets a blue dot. Take the update gives you the new route with your edits on top (where we changed a step you changed too, yours is kept), Keep mine leaves it as it is, and Undo the update goes back.
- "Back to the shipped route" now asks first, since it throws your edits away.
0.8.1-beta1
First CurseForge build (same addon as 0.8.0).
0.8.0
First public version.
- Launch routes for RestedXP: Coldridge Valley 1-5 and Dun Morogh 5-11 (Dwarf, Gnome), Northshire 1-6 (Human), Shadowglen 1-6 (Night Elf), for every class.
- Routes cleaned of everything that never shows on WoW: Forever (Season of Discovery, hardcore and self-found steps, video links).
- In-game route editor with export and import.
- Level splits from /played, against your best run.
- Quest rewards picked for you from a priority list per class.
- Run log.
- Character setup from your main, with a choice of what carries over; leaves ElvUI, EllesmereUI, Bartender and Dominos alone.
- Settings in one place, with Route and Character tabs; hover the (i) on a setting for its details.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

