File Details
LucidNav-1.5.0.zip
- R
- Jul 5, 2026
- 65.41 KB
- 14
- 12.0.7
- Retail
File Name
LucidNav-1.5.0.zip
Supported Versions
- 12.0.7
LucidNav 1.5.0
A big update with three milestones of new features, clarity improvements, and fixes (1.3.0 → 1.4.0 → 1.5.0).
Highlights
- 🧭 Rune & orb icons on both the main map and the 8×8 grid — see your POIs at a glance
- 🔢 Live step counts on every navigation target, updated as you move
- ✅ Match tracker — tick complete it
- 🗺️ Cleaner, bolder 8×8 grid that reads like a real maze map, with hover edge-wrap h ints
- 💾 Named Save/Restore checkpoints that survive
/reload— no more screenshotting you r progress - 🚨 Unreachable-POI warning if you accidentally wall off a rune/orb
1.5.0
Added
- **Rune & orb icons on the maal rune glyph or orb icon (in th e POI colour), on both the main canvas and the 8×8 Grid Map, instead of just a coloured cel l / "R"/"O" text.
- Live step counts on navigation targets — each rune/orb/trap button shows its distance from your current room, updaten you're on it). Wall- and trap -aware, so it matches the real route.
- Match tracker — a per-cob pair as done; matched pairs di
m out. Persists across
/reload. - Unreachable-POI warning all toggle seals off a known run e/orb.
- **Player arrow on the Grid Marked with the same facing arrow as the main map.
- Current-room reference panN/E/S/W buttons to toggle the selected room's walls directly.
- **Edge-hover wall highlight*s exactly which wall you're abou t to toggle.
- Grid edge-wrap hints — hd Map to light up the exact cell
you'd emerge in after the maze's ±4 wrap (e.g.
South -> A7), Pac-Man-tunnel style.
Changed
- Overlapping / cross rooms now use a subtle amber tint instead of dashed walls, so int entional crosses don't look broken.
- Clearer 8×8 Grid Map — dropped the cyan cross-cell borders and dashed wall segments; blocked edges now draw as a single bold solid bar.
- Navigation messages dropped the
Hello, user!prefix.
Fixed
- Step counts no longer cut through trap rooms, so the displayed count matches the actual g uidance length.
- Grid Map no longer paints a false POI colour on the start cell (the ±4 wrap could pile a rune onto room 1); the current room and start room are now trusted anchors.
1.4.0
Changed
- Paper-style map — blocked walls are drawn as lines along the cell edges (open sides a re gaps) on both the main canvas and the 8×8 Grid Map; cells sit closer so the map reads li ke a hand-drawn maze.
- The teleport-trap room now uses the skull icon in the Grid Map (matching the main can vas).
Added
- Grid Map wrap markers — directional arrows and offset labels showing the maze's edge wrap.
1.3.0
Added
- Delete room (right-click → Delete room) and a red border for disconnected/orpha n rooms.
- Clear trap (right-click a trap room → Clear trap) to un-mark a mis-flagged trap.
- Map checkpoints — Save / Restore buttons (and
/ln save,/ln restore,/ln che ckpoints) that persist named, timestamped snapshots to SavedVariables and survive/reload— the in-game replacement for screenshotting your map.
Fixed
- Undo now refreshes the Grid Map — it used to keep showing the stale re-drawn state af ter an Undo.
Changed
- Cleaner layout — new rooms use a nearest-free-cell spiral search instead of sliding d own one axis; non-adjacent linked rooms get connector lines so links are never invisible.
- Overlapping cells stay clickable (current/selected rooms raised above neighbours).
- Lower memory use — throttled coordinate-label updates remove the main source of GC churn.
Requires World of Warcraft 12.0.x. This addon is a fork and enhancement of LucidNightmareNavigator by Debuggernaut, with UI work inspired by LucidNightmareMaze by Shtock.