LucidNav – Lucid Nightmare Maze Navigator

Real-time maze mapper and navigator for the Endless Halls, helping you to obtain the Lucid Nightmare secret mount.

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 checkpointsSave / 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.