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QuestScout — Find your questing partners

QuestScout finds you questing partners on your map or across your realm. Raise a hand for help, offer it to someone else, or just keep questing and let the addon bridge the gap.
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v0.3.42-forever

File nameQuestScout-v0.3.42-forever.zip
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SpankadinSpankadin
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Forever
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Supported game versions
  • 1.60.1

What's new

QuestScout

Questing partners on WoW Forever. TagAlong groups you with players on the same quest, one step per key press you already make. Quest Link Coloring shows what every quest link in chat is to you. A dungeon finder is on the way.

0.3.39

A real icon, finally. The placeholder teal badge is replaced everywhere it showed: the minimap button, the bar, the window, the quest log flag, toasts and the step button. The minimap button also wears the gold ring every other minimap button has, so its square corners no longer show through, and its icon reads bigger and clearer than before.

A chat-grabbed name sticks around longer. The bar's "Whisper and invite X?" prompt from a public chat post used to drop itself after three minutes; that read as too short to notice before it was gone. Five minutes now.

Try this: look at the minimap button, the bar, the window portrait and a flagged quest in your log — all four should show the new badge; check the minimap button sits inside its gold ring like the others around it; post a quest request in chat and confirm the prompt is still there a few minutes later.

0.3.38

What a quest asks of you, on the board. Hover a row for "Kill", "Collect" or "Kill & Collect" — the quest's own objective shape, read from the game's own data for a quest of yours, from Questie's database (when installed) for one you aren't on. A quest neither classifies (an escort, a reputation turn-in, an object to use) gets no line rather than a guess. A new Filter menu choice, Type: Any / Kill / Collect, narrows the board the same way Level and Source already do; a quest whose shape isn't known stays under either choice.

Collect quests get a drop-rate line, Questie installed. "32% from Timberling Lasher" — the best known chance among the mobs that drop the item you need, for the one quest you're actually looking at right now, not a wiki tab away. Nothing when Questie doesn't know, or the item only comes from a vendor.

The tag column finally has a header. The one-letter column by Quest (E elite, G group, D dungeon, R raid, P pvp) had no header at all before this — hover it now for what every letter means, instead of only finding out one at a time from whichever row happens to carry it. Escort quests get a letter too (C): Blizzard tags them same as the others, QuestScout just wasn't reading for it.

Try this: hover the tag column's header; hover a quest row with a kill or collect objective and read the new line; flip the board's Filter menu to Type: Collect and watch quests you're only killing on drop off the list; if you have a collect quest from a mob (not a vendor), see whether a drop-rate line shows up under it.

0.3.37

The board's headline count was missing people. A QuestScout player heard only through their zone flag (no quest in common with you) never counted toward "N of us" or the footer's "N QuestScout players, you included" — now they do, same as anyone else heard, even though they still won't get a row of their own without a shared quest.

A full party no longer gets offered help it can't accept. A regular member of an already-full party of five was being picked as an Offer help target, same as someone in an open group with room; the button did nothing useful since there was no room. Fixed: a full party's members now read the same as its leader does, "5 in a party of 5", nothing to click.

Rest of world sorts by zone now, not level, by default — so it reads as clusters of nearby zones instead of one flat list ordered by quest level. Anyone who already picked a sort of their own keeps it.

Ask for help, right on the bar. A new button next to the expand arrow flags every quest you have open at once (the same "Select all" this already did from the quest log's gear menu), so the bar reads as two plain choices side by side: Ask for help, or the expand arrow to search for others. A player's whisper suggested exactly this split.

Two small fixes: a Lua error from hovering a non-mine row's disabled flag badge; the want-help flag appearing to jump to a different quest while dragging the board's scrollbar (the hover-freeze that stops that didn't recognize a scrollbar drag as "hovering the list").

Try this: flag a couple of quests with "Ask for help" at once instead of one at a time; scroll the board by dragging its scrollbar while rows are changing and confirm nothing visually jumps; have a second account join a full party of five on a quest of yours and confirm its row reads "in a party of 5" with no button.

0.3.36

Who's asking, without saying who. The nameless pop-ups (someone nearby wants help, someone's on your quest, a QuestScout player wants to join you, or offers to help) now show the other player's level and class — "Someone nearby wants help with Wailing Caverns · 30 yd (Level 23 Rogue)" — so you can judge a match before anyone's name is on the table. Their name still isn't: it travels with the pop-up only so its button can act on the right person, same as before, and stays off the screen until a group actually forms. The level and class ride the same hidden fields every QuestScout message already carries, so this needs nothing new sent and nothing from players on an older version (they just won't show it yet).

Try this: have a second account flag "want help" on a quest you're on, at a different level: your pop-up should read their level and class, never their name, with the usual Group up button working the same as before.

0.3.33

Every party shows, a full one too. A full questing party is still five people working the quest, so a party announces whatever its size (an instance or a raid stays silent, as does paused, off or sharing off), and the row reads "5 in a party of 5", "2 in a party of 2, 5 in a party of 5", with nothing to click. The report says why this client is or is not announcing ("announcing: yes (4 open quests, in a party of 5)" or the reason for silence) and how many senders it heard but left off the board, and why (in my group, quests set aside, aged out).

Group Finder listings as rows of their own. A new board group "Group Finder" lists every listing the last search returned: the quest's title (or "<zone>: no quest named"), the leader's level, the zone, "<Leader>, party of N, listed M min", your quests first, then your zones, then the newest, at most 20. The leader's name is shown: a listing is a public post with that name on it, where a QuestScout announcement is a background signal, so the two consents differ and your own fellow players stay nameless until grouped. Two row actions: Ask sends one whisper to the leader asking to join them (they listed themselves to be whispered; it goes under the ledger like any first contact, the click is the trigger, and it never invites them to your group), after which the row reads Asked; Finder opens the game's window. A lister who runs QuestScout gets the quiet handshake instead. Hover a row for the lister's level, class and how long the listing has been up.

Not yet verified in game. A new settings section with one switch per piece of code that touches a protected game call and has not yet been seen working in a client: the search from the any-key trigger and the listing of yourself (both of 0.3.32, on while you check them), and the whole-category search of 0.3.33 (off: it widens the Group Finder search from your zones to every listing on the realm; /qs finder all runs one by hand). The report lists each switch and its state. The rule from here: new protected-call code ships off behind a switch until confirmed; a Beta tag is reserved for a build that is nothing but such a path.

Try this: group up by hand into a full party of five with a second account on one of its quests: the second account's row reads "5 in a party of 5"; /ta report on the five: "announcing: yes (...)". Open the board with a Quests & Zones listing up on the realm: the "Group Finder" group with the leader's name, level and age; Ask whispers them once and the row reads Asked; nothing invites them. Settings > Not yet verified in game: three switches; the report's "not yet verified in game:" line matches.

0.3.32

Grouped players are back on the board. A player in a party you cannot join through QuestScout (its leader has no QuestScout, or the group is theirs) used to vanish from every board the moment they grouped: nothing announced, no row. Now a party announces like anyone else as long as it has room, and the row counts them and says so: "2 solo, 2 in a party of 2"; "3 in a party of 3" with nothing to click; "2 of 5 forming" with Join when the leader runs the group with QuestScout. Still hidden: a full party, and anyone in an instance or a raid. At twenty live users, two grouped players were most of an empty board. The open-quests message now carries whether the party takes joiners, so a 0.3.3 to 0.3.31 client reading a 0.3.32 party shows it as it always did (in a party, nothing to click) and groups with it through the same handshake.

The Group Finder on the board. On a key press, at most every three minutes, out of combat and never while your own Group Finder window is open, QuestScout searches the game's Group Finder ("Quests & Zones") for the zones you have quests in. A listing with a quest id shows on that quest's row as "in Group Finder" with a Finder button that opens the game's own window (its buttons whisper or invite; QuestScout contacts nobody and shows no name; hover the row for the lister's level, zone and party size). A listing in one of your zones counts on the zone's row ("1 in Group Finder"). This is the one source that works with nobody else running the addon, and it shows players without it. Settings > What I see > "Read the Group Finder for people on my quests"; /qs finder searches now (a typed command counts as a key press), /qs finder open opens the window. If the game ever blocks the search from an action-button press, the report says so and only the typed command searches.

List yourself in the Group Finder, behind a click. The bar's gear menu: "List me in the Group Finder for <zone> (replaces your current listing)". One click creates one listing for the zone you stand in, with the quest you raised a hand on there (else your lowest quest id there). The game has one listing slot per player, so the item says it replaces whatever you had, and the notice confirms it. QuestScout removes its own listing when you leave the zone or log out, never one you made yourself; uncheck the item, or /qs finder unlist, removes it by hand. Never automatic.

The files check. Every file now carries the version it was last changed in, and the report's "files:" line (and one chat line at login) names a folder holding files from two versions, or a file that did not load: "files: MISMATCH ... Flow.lua loaded 0.3.31-beta, expected 0.3.32". Two half-updated folders cost a round of testing each on 2026-10-10 by looking like network failures.

A newer version is announced once. A peer's open-quests message carries its version; a client that hears a newer one prints one line, once per version and account: "QuestScout 0.3.33 is out (you run 0.3.32)". No new traffic: ten characters on a message that already goes.

Smaller. The automatic timing pings stop by themselves on 2026-11-30, this build's dead-man date (/qs ping still sends one by hand). The Checks window refuses a budget probe within two minutes of the last one and says how long to wait. /qs recon show lists the zone activities of category 116 with ids, names and map ids. /ta probe prints what GetAutoCompleteRealms answers.

Try this: group up by hand with a friend (not through QuestScout) on a quest a second account has: that account's board shows "1 in a party of 2" on the quest, with Flag rather than Join. Open the board: a quest with a Group Finder listing reads "in Group Finder" with Finder; click it. Gear menu > "List me in the Group Finder for <zone>": the game's own Group Finder shows your listing; walk out of the zone: it is gone and the bar says so. /ta report: "files: N of N at this build's version (0.3.32)".

0.3.31-beta

The two times apart. For every kind of message this client sends on its prefix, the report now gives the seconds it waited in our own queue before the game took it (backoff included, with a retried count) and, separately, the seconds from the game taking it to its echo coming back. A long echo can no longer be read either way: "N: sent 3, echoed 3, queued 0.25 s (worst 1.2 s), retried 0, accepted to echo 14 s (worst 144 s, 1 late)". An echo is matched to the oldest unmatched copy of its text, so a repeating message's long echo is no longer mistaken for a short one.

Every channel send counted, by source. "channel sends: last minute 3 (N 1, B 1, D 1), last two minutes 6; since login N 16, B 17, D 17, T 2, core 2": everything this client put on the channel against the budget the game measures, the shared core's own hello and catch-up included.

Every drop has a name. The network line now reads "dropped 3 (expired 0, replaced 0, retries used up 3, queue full 0, no channel 0, unsendable 0)". A refusal is recorded with our own sends in the 30 seconds before it and in the minute before it, since the channel's bucket regains slowly and a drain is felt for half a minute: "last: 8 on CHANNEL 42 s ago after 6 sends in 30 s (9 in 60 s)".

A storm can never start again. The outbox's bookkeeping after a send runs guarded: an error there used to leave a message the game had already taken in the queue, to be sent again every quarter second until the channel refused it. That happened on 2026-10-10 between 19:22 and 19:35 after a /reload on a half-updated folder; every refusal and drop in that report came from it. Every call between the timing file and the others is guarded by function name for the same reason.

Checks window: three budget experiments on a private prefix nobody listens to. "0.3.31 1." bursts twelve whispers to yourself then twelve on the channel, and the reverse 45 s later: do the two share one bucket? "0.3.31 2." (on the other account) sends twelve on the channel, then "0.3.31 3." on this one sends three: is the channel budget per sender or shared?

Try this: /ta report after ten minutes of play: the own-echoes line with queued and accepted-to-echo apart, the channel sends line, and the dropped reasons spelled out. Wait two quiet minutes, then the two bucket experiments.

0.3.30-beta

The timing lines keep waiting, and count late answers. A ping, a typed whisper's echo and an accepted invite now stay on the waiting list for five minutes. An answer after ten seconds is a sample counted late, so the line reads "2 samples (2 late), median 14 s" instead of throwing the number away; "still waiting" names what is sent and not yet back, and only five minutes of silence counts as "without an answer".

The hello wait follows the handshake alone. The self-whisper ping no longer drives it; it is a diagnostic. The wait is twice the handshake round trip plus a second, and 8 s until the first handshake has been measured. An echo landing at 14 s would otherwise have made a 29 s wait, over the 12 s ceiling, and held every stranger step for a whole session on a number the handshake may not share. The report prints the handshake median, the self-whisper echo and the typed-whisper echo side by side, so the two paths can be compared.

Own echoes, by kind and with their gap. The report counts every echo of our own messages on the prefix by kind (N, B, D, T, ...) with the gap from its send and the worst gap, and says when the last one came. When a message's first word is your name but its full form is not yours, both forms are printed: that is what tells a late echo from a self-match that fails.

The report's errors are this session's. Error lines from earlier sessions (the log keeps 300 lines across sessions) are counted with the time of the newest, never listed as live.

Checks window. Five convenience buttons for the sitting: the zone demo, the busy board demo, the probe, the report box and the pop-up sample; the version button now checks against the running version.

Try this: /qs ping, then /ta report after a minute and again after five: the ping lines move from "still waiting" to "(late)" samples or to "without an answer"; the "own echoes on our prefix" line says what came back and how long it took; the error block reads "errors: none this session".

0.3.29-beta

A refused press is never silent. When whispers are too slow for QuestScout to tell a QuestScout player from a stranger (the 12 s ceiling of 0.3.28-beta), the bar now says so the moment it matters: "Chat is lagging right now, holding off" when the hello key or the Invite button would have contacted someone without the addon and did not, and when a step that would have appeared was held instead. The line stays about eight seconds, or until the next step runs; hover it for the round trip and what still works (QuestScout players keep grouping through the quiet handshake). Bar text only, nothing sent. /qs checks > "0.3.29 1." previews the line without any lag.

The report's hello wait line names every source. Beside the wait and the round trip it uses, the line now ends with the handshake median, the self-whisper echo and the typed-whisper echo side by side, each with its sample count, so the self-whisper ping can be compared with the first handshake median after a cold restart.

Try this: /qs checks > "0.3.29 1.": the bar reads "Chat is lagging right now, holding off" for about eight seconds; hover it. /ta report: the hello wait line ends with "sources: handshake ..., self-whisper echo ..., whisper echo ...".

0.3.28-beta

A zone elsewhere must beat the one you are in. A zone's pull is the players open to company there times the quests of yours there. Another zone shows on the board and the bar only when its pull is at least twice your own zone's: "1 open to company in Ashenvale (2 quests of yours)" is noise while five players are around you on three quests of yours, and news when nobody is. With no company around you, or no quest of yours where you stand, there is nothing to beat and the floors of 0.3.27 alone decide (two quests of yours there, one flagged player, two from 40 players heard). /qs zone demo skips the margin: it is a look at the rows, not a match.

"This zone only" means this zone only. With that filter on (or "Leave out players on other maps"), the zones elsewhere leave the list, the bar's line and the one-time pulse alike; the bar's tooltip says how many were left out and by which filter. Before, the list hid them while the bar still suggested one, which read as the filter being ignored.

Lag lines in the report. The whisper and invite lag on the beta server is measured, not guessed: /qs report now carries the game's answer times as seen from this client, each with the last, median and worst of the newest 20 samples and a count of the unanswered: a visible whisper from its send to its echo in your chat; a hidden whisper to yourself and a channel message to their echoes (one pair every ten minutes while not paused, the first shortly after login; /qs ping sends one now and prints the lines four seconds later); the handshake from the hello sent to the reply back; an invite from InviteUnit to the game's "You have invited" line, to the party forming and to the player joining; an invite you take from its request to your accept and from there to being in the party. Your own typed whispers and /invite count too, so the numbers are the game's pace, not QuestScout's. A second line counts the game's visible refusals ("chat throttled", "invite restricted") and a third breaks the outbox's refusals down by result code and says how many came within five seconds of a burst of our own sends. Nothing new goes out that a player could see; the pings are two 16-character messages no client reads. The lag may be the beta server's alone: these lines are a diagnostic, nothing depends on them.

The hello waits as long as whispers need. QuestScout reads a player at your mob as someone without the addon when its hidden hello gets no reply, and that wait was a fixed 2.5 seconds. It now follows the whisper round trip the report measures: twice the round trip plus a second, never under 2.5 s. With nothing measured yet it waits 8 s, long rather than short: a QuestScout user misread as a stranger is worse than a slow stranger invite. When whispers are so slow that even 12 s would not do, no stranger step is made at all, no whisper and no invite to anyone without the addon, until they recover; the report's "hello wait" line says so and counts the steps held. A reply that arrives after the wait still counts: a stranger step waiting for the hello key is taken back before any press, and the quiet handshake decides instead. And an invite that outruns the other side's reply (the invite rides the game's path, the reply the whisper path) is no longer ignored: when the handshake settles on "they invite" and their invite is already on screen, it is taken.

"Inviting..." until the game answers. From the press that sends an invite until the game's "You have invited" line, the bar reads "Inviting a QuestScout player to <quest>..." (or "Inviting Mira..."), then "Invited". If the game never answers within a minute the line reads "No answer from the game to the invite", never "declined". Nothing new goes out: it is the game's own acknowledgement, read.

Try this: /qs ping, then /qs report: the "timing" lines with samples for the hidden whisper and the channel, and the "hello wait" line with the wait they give. Whisper anyone by hand, send a QuestScout invite (the bar reads "Inviting..." then "Invited") and take one on a second account: the visible whisper, invite and accept samples fill in. With a second account flagging a zone of yours while five players are around you: the row stays away until that zone has enough company; Filter > This zone only: the bar's line is the quiet line again and its tooltip names the zones left out.

0.3.27-beta

Flag a zone, not a quest: "Open to company". One click says you are questing in this zone and open to company; it covers every open quest you have there (the quest log's header) and follows your turn-ins and pick-ups by itself. The click is in the bar's gear menu ("Open to company in Darkshore"), in the quest log's own gear menu, on the zone's row of the board, or /qs zone. It is a softer signal than a raised hand: QuestScout players anywhere can see that a player is in your zone and how many quests they have there, never which, and nothing else happens from it. No pop-up, no invite, no offer comes from a zone flag; on other boards it only ranks you above a plain sender (and below any raised hand) as the Join target. It ends when you put it down, when no quest of yours is left there, ten minutes after you leave the zone (a flight or a vendor hop keeps it) or after 30 minutes away from the keyboard. Nothing is sent while you are out of the flagged zone.

Zones with company: where your quests and other people meet. A new group on the board, between "In your zone" and "Other zones", with at most three rows: your own zone when it has company (or your flag), and the top two zones elsewhere where QuestScout players are open to company and you have at least two quests that are not grey. Each row: the zone, the level span of your quests there, how many of yours ("3 of yours"), who is there ("2 open to company"), and Flag zone for the zone you are in, greyed with the reason for the others. Hover for your quests there by name. When the bar has nothing more pressing to say, its line is the top zone: "2 open to company in Ashenvale (3 quests of yours)"; the bar pulses once when a zone qualifies or when you arrive in a zone with company, no sound, no name, once per zone per ten minutes. From 40 QuestScout players heard a zone needs two flagged players, not one.

Arriving in a zone. Your announcements go at once instead of on the minute (at most once per 20 seconds), so other boards see you and yours sees them within a second or two. Nothing is flagged by arriving.

On the wire. The flag is 4 characters on the open-quests message that already goes every minute; with "Share my quests with nearby players" off it travels alone as a 33-character message with no position and no quest. Older clients ignore both. /qs zone demo fills the zone rows with made-up players from your own log for three minutes; nothing is sent.

Try this: /qs zone demo: the board shows "Zones with company" with your own zone first (teal) and two of your other zones; hover a row and its greyed Flag zone; the bar reads "N open to company in <zone> (M quests of yours)". Gear menu > Open to company in <your zone>: the notice, "· open to company" on the bar's quiet line, Flagged on your zone's row. Turn in your last quest there, or leave the zone for ten minutes: the flag ends with a notice. With a second account in another zone of your log flagging it: your board gets the row and the bar's line within a minute, their board ranks you above a plain sender on a shared quest; nothing pops up on either side.

0.3.26

A square button when a step waits on you. When QuestScout has one thing ready that only your click can send, a 36 px button with the QuestScout badge appears above the action bars, right of centre, in the frame the game's own action buttons wear: a stranger at your mob to invite or ask, an invite from a QuestScout player to join (on Accept: Ask me first), a join request or an offer of help to answer. Under it, the action in gold ("Invite Mira") and the quest. It appears with one glow, a teal ring that pulses twice and then dims; no sound, and never again for the same step. Left click does it, the very same call the bar's button makes; right click is Not now; hover for the step's details; drag it where you like (the bar's gear menu resets it). It shows in combat too, the glow waits for the fight to end. It never shows for anything else: not for a match you could join from the board, not for a next-press step. The bar keeps its own row of buttons. Settings > General: "Show a square button on screen when a step waits on my click".

This release also carries 0.3.24-beta and 0.3.25-beta: the board's folding groups, Looking in one phrase, the settings labels, and Rally.

Try this: stand at a mob a stranger is fighting on your quest: the square appears with "Invite <name>" under it and glows once; hover it; right click: it goes. With a second account on Accept: Ask me first, send an invite: its square reads "Join".

0.3.25-beta

Rally. The Call group horn leaves the icon row and becomes a labelled button, horn and all, at the right of the bar's text line whenever a quest is at hand: the contested quest, the named mob near you, the mob you just fought, or the quest area you stand in. One click says the quest in /say and tells QuestScout players around (that part nobody sees in chat); whoever whispers inv is invited on your next press. The line's text stops before the button and ends in an ellipsis when it must; the button never covers it.

A rally is one line, and it keeps to a pace. Before, a call could go every 60 seconds, for any quest, while the previous one was still live. Now nothing goes out while a rally is live (five minutes), and the same quest is not rallied again until ten minutes after the rally; the button stays visible but greyed, and its tooltip says why and for how long ("a rally is out for Hogger, 4 min left", "rallied for this quest 6 min ago; again in 4 min"). It comes back by itself. Preview mode no longer starts the cooldown.

Try this: stand in a quest area: Rally shows at the right of the bar's line; hover it. Click: the /say line goes, the bar reads "Rally out for <quest>", the button greys with "a rally is out ... left". With a long bar line, the text ends in "..." before the button.

0.3.24-beta

The board folds into three groups. "Flagged by you" (a hand you raised yourself, or one that lapsed with Ask again), "In your zone" (the quest's own zone is your map; or it was seen at your mob or asked in your zone's chat; or its zone is not known and someone on it is on your map) and "Other zones". The first two start open, the third folded; a click on a header folds or opens it, and the choice is remembered. Each group keeps the board's sort inside it and follows the filter and the search; a group with no rows is not shown. While the search box has text every group is open, so a match is never folded away, and your folds come back when it clears. The count beside Filter counts quest rows, not headers.

The Status column is gone; Looking says it all. "2 of 5 forming", "1 solo", "2 elsewhere", "1 full", "1 not taking invites", "1 asked", "seen at your mob", "asked in chat", "your hand up", "ask ended". One column instead of two sparse ones: stranger rows had no count, solo rows no status, and most rows read "Solo". Status stays in the Sort menu. A quest's suggested group size no longer reads "1 of 3" (it looked like a group); the tag letter's tooltip has it. The compact board keeps the count alone.

Settings: every checkbox says what happens when it is checked. "Share my quests with nearby players, and see theirs", "Invite a stranger fighting a mob I tagged", "Ask a grouped player for an invite with one whisper", "Manage groups I make myself the same way", "Preview mode: show what a step would do without doing it", and so on down the page. Six options carry a grey line under them with the fact the label cannot hold: nearby players (your open quests and position go to QuestScout players on your map once a minute, never in chat), recent allies, quest areas, quest mobs only, invites on my mobs, the whisper. "Share my quests with nearby players" sits under "What goes out", since it announces. Nothing is called "hidden" any more. A long label takes its row alone so it never runs into the other column.

Try this: open the board: three group headers, Other zones folded; click a header; type in the search box: every group opens, clear it: your folds return. Looking reads a phrase and there is no Status column; Sort > Status still orders by it. Window > Settings: read the labels, find the six grey lines.

0.3.23-beta

The board's Zone column is now "Where", and it means one thing: the quest's own zone. Your quests read the quest log's header; a quest you don't have reads Questie's data. Before, the one column showed where the quest is on some rows and where its players happened to be standing on others, two facts under one header. Where the players are stays in the row's tooltip ("Seen in"); without Questie a quest you don't have leaves the cell blank rather than guess. Sorting and searching by zone, and "This zone only", follow the same rule.

No row has a blank Action cell. A quest of yours always had a button (Join, Ask, Flag, Flagged, Ask again). A quest you aren't on with nobody to offer help to right now (its players in another zone, in full or closed groups, not taking invites, or asked recently) showed nothing; it now shows a greyed Offer help whose tooltip says why, and the row stays so you can see who is on the quest. Greyed buttons (Offered too) now show their tooltip on hover.

Settings: one row for On, Paused and Off. "QuestScout on" and "Paused" were two checkboxes for one state; the General section now opens with QuestScout: On / Paused / Off. The bar's Pause button and /qs pause still do the same thing, and the row follows them.

Settings: "Finding players" is now two sections. "What I see" (nearby players, recent allies, tracker counts, quest areas, quest mobs only) and "What goes out" (invites on your mobs, the one whisper to grouped players, Raise my hand on, Someone near wants help), so every setting that can reach another player sits in one place.

Settings tab: dropdown rows run the full width (label at the left, the control at the right edge) instead of breaking the two-column grid of checkboxes, and the dropdowns are quieter: a flat dark box with the current choice and a small arrow, so the gold section headers are the loudest thing on the page.

Try this: open the board under Everything: the Where column names each quest's own zone (blank for a quest you don't have when Questie is off), and no Action cell is empty; hover a greyed Offer help for the reason. Window > Settings: General starts with QuestScout: On / Paused / Off; Pause on the bar switches it to Paused; the dropdown rows sit at the right edge.

0.3.22-beta

The Zone column prefers where the quest's target actually is over where it was picked up. With Questie installed, a quest's zone now comes first from its kill or interact objectives' own spawn locations (Questie's NPC and Object data), and only falls back to the quest's filed zone when nothing in it has that data. This matters for city bounty-board quests ("WANTED: ..."): before this, those all showed the city they were posted in (Ironforge, say) since that is literally how Questie files a quest's single zone; now they show where the named target actually is.

Try this: with Questie enabled, find a "WANTED:" or similar bounty quest on the board that you don't have yourself. Its Zone should name the target's own zone, not the city the quest was posted in.

0.3.21-beta

A quest of mine with its only other player on another map had stopped showing under "My quests only" or "Matches only." The engine was dropping that player's count entirely in those two modes, not just skipping them as a target, so the row fell back to "just your own flag" and Matches (which hides flag-only rows) hid it. Fixed: a player on another map still counts toward a quest of yours in every Show mode; only "Everything"'s separate list of quests nobody of yours shares stays scoped to itself, so this costs nothing extra in a crowd.

The Zone column now names the quest's own place, not wherever the last sender happened to be standing. Before, a quest you don't have showed one sender's current zone, picked arbitrarily when more than one sender was heard on it, and wrong the moment that sender moved. With Questie installed, QuestScout now reads the quest's real zone straight from Questie's database — works even for a quest you've never picked up. Without Questie, it falls back to the old guess (unchanged). "This zone only" follows the same rule.

Board row tooltips, redone as short stat rows. The wall of sentences ("Source: 1 QuestScout player on it: 1 solo", "Where: Ironforge · last heard 27 s ago.") is now the game's own two-column tooltip style: short label on the left, value on the right (Players · 1, Seen in · Ironforge (27s ago), Nearest · 120 yd, Want help · 1). "Seen in" replaces "Where" to keep it clearly about the players' last-known position, not the quest's own zone in the column next to it. Status reasons and notices are shorter too ("Not taking invites" instead of a sentence).

Try this: flag a quest, then have a far-away account also flag it (different zone): switch Filter > Show to Matches only — the row stays. Hover any row that isn't yours: the tooltip reads as short stat lines, not sentences. With Questie installed, check a quest you don't have against its known zone.

The Action column is a little narrower (86 to 76 px), so the board takes less width for the same buttons.

0.3.20

No names before grouping (the names pass, decision D1 of 2026-10-07). A hand raised near you, an answer to yours, a match, a join request or an invite from a QuestScout player names nobody until you are in one group: "Someone nearby wants help with <quest> · 6 yd", "Next press: invite a QuestScout player on <quest>", "A QuestScout player wants to join you on <quest>", "Invite from a QuestScout player" (the game's own invite box shows the name regardless). The pop-up's "..." player menu is gone from those; the button still acts on the right player. A player you are about to contact yourself keeps the name: one seen at your mob ("Invite Mira"), one who posted in chat. The Players tab and the Record name players as before.

Pop-ups: one at a time, one per quest per ten minutes. Whoever raises a hand on a quest, that quest pops up once, and not again for ten minutes; a repeat while it is up does not stretch it. One pop-up on screen at a time: one that waits on a click (an invite, a join request, an offer) takes the place of one that only informs; otherwise the newcomer is skipped and the bar carries it. Dismissed ones stay dismissed. Before, pop-ups were per player and three stacked; the audit's five-player run showed 160 on screen in 200 seconds.

Try this (two accounts): raise a hand on account B near A: A's pop-up and bar say "Someone nearby wants help with <quest>", no name, and Group up still reaches B. Raise hands on three accounts on the same quest: A sees one pop-up, not three. Have B invite A (Accept Ask on A): A's bar reads "Invite from a QuestScout player" with Join / Not now.

0.3.19-beta

A crowd costs little to draw. The audit's redraw blocker. The folded bar no longer tallies quests you are not on (it showed nothing of them anyway), the board paints only the rows in view (a pool of 14, moved as you scroll) and builds a row's tooltip when the mouse arrives, players heard are kept between redraws and rebuilt only when they send something new, and redraws from the network are batched to one a second (one every three seconds above 100 players heard); clicks still draw at once. In a simulated crowd of 300 players the folded bar went from about 195 ms to 15 ms of simulator time (about 3 ms in the game, estimated) and the open board from about 1300 ms to 60 ms (about 10 ms).

  • The Status column says what the people looking are doing, not where they are. Open (a group is forming or open; the Looking column shows its room, "2 of 5"), Solo, Full, Not taking invites, Asked. The row shows the best situation among everyone on the quest, and nearest solo players still sort first. When your ask is over (answered no, or never answered: nothing says which) the player stays in the count with the status they had, with no Join until the cooldown ends, and the tooltip says "You asked recently." A quest of yours whose players are all in another zone offers the Want help button ("They're in <zone>. Raise your hand so they can find you."). The Zone column keeps saying where.
  • A search box on the board. At the right of the Filter strip: type any part of a quest's name or its zone (several words must all be found) and the list narrows as you type. Escape clears it; Filter > Clear filters does too. It is not saved between sessions.
  • Above 40 players heard the board opens on Matches (a quest of yours with someone on it), unless you ever picked a Show choice yourself. The line beside Filter says "Showing matches · N more in All"; at 30 players or fewer it goes back to Everything. Filter > Show picks for good.
  • A quiet signal for a raised hand. When more players are on a quest you asked help for, the bar pulses once and says "3 others on <quest>" for a few seconds. No names, no sound, nothing when the count falls or stays.
  • The tracker's [N] counts only your map. Players in another zone no longer add to the number after a quest's name.
  • A paused player answers no hello. While paused (or off) a hidden hello gets no answer, so nobody learns you are there.
  • The saved log names nobody who did not answer. "No answer from <name>" is gone (a silence is recorded as "no group formed", like a decline), and the hidden-send lines and the ask lines no longer carry the target.
  • The other faction is never shown. N, B and D carry your faction letter; a message from the other faction is dropped (counted in /ta report). Messages without the letter (older versions) are kept.
  • A slow answer to an invite no longer cancels it. An invite of yours that is still open (60 seconds, like the game's) holds your one-person party, so a player on Accept Ask who needs 20 seconds to click still joins.
  • Hands a person raised keep a hello slot. Of the four hellos that may wait at once, the last is kept for a match involving a hand a person raised, so a nearby mate or a mob helper never takes it.
  • Counts stay steady in a crowd. The windows that keep a player counted after their last message stretch with the announcement interval (up to three times at 400 senders).
  • /ta report: the network line shows how many sends the channel's own throttle (result 8) refused. A refusal with 8 now holds only channel messages for 5 seconds; whispers and party messages go on.

Try this: open the board with another account's crowd (or Settings > Demo > Show a busy board): the board scrolls smoothly and tooltips still show on every row. Pause, then have another user walk into your quest: nobody gets a hello answer from you (their /ta report shows no R from you). Raise a hand on a quest and let a second player join it: the bar pulses once with the count.

Also in this beta:

The group panel reads like a game panel. The panel that fades in when QuestScout puts a group together (/qs briefing shows a sample) has no sentences any more. A title bar with the badge, GROUP FORMED and the count (2/5); a PARTY section with the class icon, the name in class colour and a short chip for why they are here (MUTUAL, HELPER, HAND UP, ALLY, CHAT · SHARE...); the five seats as discs, the open ones empty; SHARED QUESTS with the title in its level colour, n/m and a progress bar each; NEXT as LABEL / value rows (MOBS count for both, SHARE next key press, ENDS when nothing is shared); Keep group and Leave; a thin bar along the bottom that runs down with the time left. Same rules as before: once per group, no sound, never takes a click, waits out combat. A group button on the bar (while grouped) shows it again whenever you want.

The bar folds and opens with a button, not a click on its text. A + / - button sits next to the X; a click on the row's text only selects it and drags (a tooltip still shows the whole line). Before, a click on the text folded the board, which happened by accident.

0.3.18-beta

A crowd no longer breaks it. The audit of 2026-10-09 ran the real addon in a simulated crowd and found three launch blockers; this beta fixes them.

  • The quiet handshake keeps addon users apart from strangers. A player who has sent anything on the addon's prefix is never turned into a stranger because an answer was late. The wait for the answer now starts when the hello really leaves, one more hello goes out after the first window, and after 15 seconds a silent player is simply left alone (nothing is sent, nobody is invited). At most four hellos wait for answers at once; the rest come back with the next message from those players. Before this, with four users on a quest 40 percent of decisions took an addon user for a stranger, with ten 81 percent, and in one run a player on Accept Off was whispered and invited.
  • One outbox, below the game's allowance. Every hidden message leaves by one queue that keeps to 8 at once and 0.8 a second. What backs something the player did goes first (the hello and its answer, a join request, an offer, a call, a hand just raised), then the party's messages, then the repeating announcements, then asking recent allies. The next copy of an announcement replaces one still waiting, the oldest low-priority message goes first when the queue is long, and a message the game refuses is tried again after 2, 4 and 8 seconds. Nobody is answered with a whisper any more: every player on the channel already hears everyone's open quests and hands, and the replies were one whisper per nearby quest-mate per minute, which used up the whole allowance above about 55 of them. How often the open quests and the hands repeat now follows the crowd: every 60 seconds with fewer than 40 senders heard in the last two minutes, 90 with 40 to 150, 120 with 150 to 400, 180 above, with 15 percent jitter.
  • One whisper per chat post. When several QuestScout users see the same LFM, LFG or share request, the one with the best rank (a hash of their name and the post, the same on every client) sends a short claim on the channel first and the others stand down; a chat step shows after two seconds, once the claims are in. Nothing on the wire names the poster. Before this, with 20 users near one post, 58 percent of posts got two or more whispers.
  • Two automatic hands no longer start a group by themselves. The mutual handshake needs at least one hand raised by a person. Two hands raised for their players show as a match on the bar and the board ("Join"), and one press on Join starts it.
  • /ta report has a "network" line: senders heard, the send tier, what the outbox sent, was refused, retried and dropped, and the claims.
  • Wire: a new message kind P (the claim); older versions ignore it. The whispered N and B answers are no longer sent; older versions still read them.

Try this: with another QuestScout user, /ta report on both after five minutes: "refused by the game 0". With three or more users on one quest, Join on the board: nobody shows a "Whisper and invite" prompt for another QuestScout user. Post "LFM <your quest>" in General from a second account while two QuestScout users are near: only one of them is offered the Ask, after about two seconds.

0.3.17-beta

Hands raised for you travel as their own message. Players on older versions (0.3.14 and 0.3.15) read every flag on the channel as a hand someone raised, so they would have shown "wants help" notices for the hands QuestScout raises for you on group and elite quests. Those hands now go out as a message kind older versions ignore completely. They still see your open quests through the nearby layer, as before. This version tells the two apart: a hand raised for you ranks below one you raised, is quiet, and does not get past Accept Off. Try this: nothing new to do; the combined checklist at the top of TESTING.md covers everything since 0.3.15, with Deedsong and the standalone LibSpankadin disabled.

0.3.16-beta

Raise my hand on. New setting (Settings, Finding players): QuestScout can raise your Want help hand for you. None, Group & elite quests (the default: elite, group, dungeon and raid quests, or a suggested group of two or more) or All quests. A hand raised for you is marked as automatic on the channel and everywhere you see it: the quest-log badge is dimmer with the tooltip "Hand raised for you", it ranks below a hand someone raised themselves in matching and on the board, it makes no pop-up or sound and never starts an automatic invite, it respects Accept Off (only a hand the player raised gets past it), and it lapses after 30 minutes away, quietly, and comes back when you do. A hand you put down stays down, per character. Quests you set aside, grey quests and finished quests never get one. Twenty-two flags are two or three channel messages a minute, as before.

A new group explains itself. When QuestScout puts a group together on its own, a small panel fades in at the left edge of the screen, out of the way, and says what happened: why you were grouped ("You and Bob both asked for help with Wolf Trouble."), the quests you share with how far along each of you is, and what happens next (mobs you both fight count for both, a key press you already make shares a quest the others lack, the group ends by itself when nothing is shared, you can leave any time), with one friendly line to finish. It stays about half a minute (longer while the mouse is on it), fades out by itself, goes at once when the group ends, waits out combat and never takes a click: the X, Keep group and Leave are yours. Once per group. Drag it to move it. Settings: "Explain new groups". /qs briefing shows a sample.

Try this: Sort menu > Best match first, then Shift-pick Level: your quests come first, then those with someone near, then the most looking, and quests that tie on that are ordered by level. "Best match first" is a real sort you can stack now, with a score that can tie (it used to be a fixed order that left nothing for a second sort to do). The Sort menu works like the column headers: a plain pick sorts by that alone, Shift adds it as a further sort (or reverses just that one), Ctrl or Alt takes it out, and every sort in use has a tick.

The main way to sort is the column header: click it, click again to reverse. Shift and Ctrl or Alt are extras for stacking, each with a one-line hint in the header's tooltip.

0.3.15-beta

Try this: nothing new to click. Two things to read: the bar's quiet line says "Finding · 4 QuestScout players heard" while the game has not given the channel's roster count (it used to say nothing), and /ta report has a fuller "chat catcher" line that says how many public chat lines arrived, how many were read, and how many were left out and why (secret text, quiet states, your own lines, your group, QuestScout players...).

The ask ledger, which keeps two QuestScout users from both asking the same stranger, now works across the connected realms: its key is the stranger's name and realm under one shared salt, not your own realm id, so players on different realm ids of the same world see each other's asks and declines. Players still on 0.3.14 are held off too; an ask is sent under both keys for now. This ships the shared core 1.0.8 inside QuestScout, with the changes of 1.0.6 (a host may ask for no channel; QuestScout still does) and 1.0.7; the old key is sent only until the launch. /ta report shows how many ledger messages were sent and heard and which core versions the peers run.

A click on a column header (Quest, Lvl, Zone, Looking, Status) now sorts the list by it; a second click reverses it. The sorted column turns teal with a marker (^ the natural order, v reversed) and the Sort button says the same, e.g. "Sort: Level ^". The Sort menu gained quest name, most looking first and status.

Sorts stack: hold Shift and click a second column to sort by the first column and, inside it, by the second (up to three; the headers are numbered 1, 2, 3 and the Sort button lists them, e.g. "Sort: Zone ^, Level v"). Shift-click a column that is already in the sort to reverse just that one and keep its place; Ctrl or Alt-click takes a column out. A plain click goes back to one column.

Fixed: the board's Sort by level and the level filter did not see the level of a quest that is not in your log (the Lvl column did), so those rows were never sorted by level and kept their old order. They use the same level now.

0.3.14

Try this: open the board when it is busy and drag the scroll bar on its right edge (the mouse wheel still works); the short count beside the Filter button reads "1-12 of 30". In the Filter menu, "Show" is now one choice: Everything (others' quests too), My quests only, or Matches only. The gear menu's "Others' quests too" is gone (a choice you had made moves across). "This zone only" keeps the quests on the map you are on.

A Sort button beside Filter: Level (lowest first, the new default), Zone, Zone then level, or Best match first (the old order), each reversible. Quests with no known level or zone go last.

When a player asks in chat for a quest to be shared, the invite now comes with one short whisper: "I've got <quest>, inviting you so I can share it." (the Settings option for the invite whisper turns it off). Your own chat lines never make a row or a step, whatever form your name takes.

For testers with the development build: the Checks window (/qs checks) has buttons that inject fake chat lines (SAY, General, LookingForGroup; LFM, LFG and share request) and one that checks your own lines make nothing. Fake steps send nothing when pressed.

0.3.13-beta

Try this: open the board when it is busy. It now shows twelve rows and scrolls with the mouse wheel (two rows a notch); the line beside the Filter button says "1-12 of 30 · mouse wheel scrolls" and a thin teal marker on the right shows where you are. The Filter button offers: matches only (a quest of yours with someone on it), quest level within 3, 5 or 10 of yours, one source (QuestScout players, chat, seen at your mobs, Group Finder), and leaving out players on other maps. Filters change only the list; the bar's Join button and the tracker counts still use every row. Your choices are remembered.

Also: /ta report now has a "chat catcher" line (public lines read, requests about your quests, steps made), and the log gets a line each time a chat post makes a step, so you can tell whether the catcher is working.

0.3.12-beta

Try this: be on a quest, then ask in General or LookingForGroup with a second character or a friend, for example "LFM <your quest> need 2 more", "LFG <your quest>" or "anyone have <your quest> to share?". On the other account the quest board shows the quest as "Asked in chat" and the bar offers one button: "Ask <name>" (they lead, a whisper asks to join), "Invite <name>" with the hello whisper (they look for company), or an invite with the quest shared once they join (they asked for a share). Nothing is sent until you press the button or the hello key, and a post waits three minutes. Settings, Chat, "Watch chat for requests" turns the reading off.

QuestScout reads public chat for requests about your open quests: a real link, Questie's text, a name in brackets or the title typed out (a typo in a long word is fine), plus an LFG, LFM or share word. Offers ("I can share"), completions and progress lines are ignored. A player who runs QuestScout is not treated as a stranger. One helper acts per post across the network. The bar now says "Finding · watching chat, N quests".

0.3.11-beta

Try this: open the board while nobody else is around. It now says what QuestScout is watching ("Watching the mobs of 7 quests."), and the bar says the same in short ("Finding · watching 7 quests"). Then fight near a player who does not have QuestScout: your quest gets a row, "Seen at your mob", with no button, and every row's tooltip now says where its numbers came from ("Source: ..."). Nothing is sent to anyone.

Under the hood: the board now takes in players who are not QuestScout users (seen at your mobs; chat posts and Group Finder listings come in the next betas), with counts and sources but never names, so it is no longer empty only because nobody else has the addon.

0.3.10

You count too. The row's "2 of us", the board's bottom line and the online count include you, like the Looking count does with your own hand; nothing shows while you are alone.

Offers go one at a time. A click on Offer help means "this quest's players, one after another, until one says yes"; each gets two minutes. Click more rows and they wait their turn behind it (Queued; click again to take one off). The moment a group forms, the rest of the list is dropped and nobody else was ever asked. Eight offers an hour per player, and on the receiving side one offer per sender per half hour and three pop-ups per ten minutes at most, whoever sends them.

Two hands up, one group. When you and another QuestScout player on your map have both raised a hand on the same quest, and both of you have Accept on Auto, you are grouped on your own: the quiet handshake, the invite on one side's next key press, taken on the other's. Nobody clicks anything. Accept on Ask or Off, a quest set aside, or help requests set to Ignore leave it to the usual click.

The window, the game's way. Record: one Period button (Today, This week, This month, All time) and a key and value list of what QuestScout did, with the Latest lines marked by kind, the time in grey, the quest in its level color and a hover card for the player. A decline, no answer, busy, ignoring, offline and an offer of yours that came to nothing are counted but never listed; an offer shows once a group came of it. Players: the sections fold with a click (saved), names take their class color when known, the rating is colored. Settings: a thin rule under each section, and choices as one button with a menu instead of a row of radio buttons. Help: a button that opens the game's Key Bindings.

Offers of help, the last word. The pop-up on the other side lasts two minutes and then counts as no, with a hidden no back to you; it never blocks, and it waits out combat like every pop-up. With Accept off, a repeat offer after half an hour reaches them only while their flag is still on.

0.3.9

Fixed: the panel fought the mouse after a position reset. It had been hung off the objective tracker, which re-lays itself all the time; now it only reads where the tracker ends and sits there on its own. The arrow is gone, since a click on the row opens and folds the board. The Accept setting left the row (two testers toggled it by accident): it lives in the gear's menu as Auto, Ask me first, Off, and the row says "Accept off" while it is off, since then nobody can approach you.

A tidier panel. The row says less ("Finding · 3 flagged · 1 heard · 5+ online"; the full count is in its tooltip). The My quests and All buttons are gone: a gear on the row opens a small menu with Settings, "Others' quests too", "Compact board" (the board as wide as the row, with level, zone and status in the tooltip) and a position reset; a right click on the gear opens the game's options page. The action button has room for its text. The window's pages start below the portrait, the Record colors what happened (green for a group that came of it, gold for asks and offers, teal for flags, grey for nothing), the Players tab lists everyone you grouped with before, and Settings sits two checkboxes to a row. The Quests tab is gone: the board and the quest log do what it did.

Counts on the objective tracker. A teal [2] after a quest's name in the game's tracker: how many other QuestScout players are on that quest looking for help, at a glance while you quest. Nothing when none. Off in Settings if you prefer the tracker untouched.

How many are online. The panel's row and the board's bottom line add "5+ online" (2+, 5+, 10+, 25+, 50+, 100+), read from QuestScout's channel once a minute. Nothing at all when nobody else is on.

A flag asks for help even with Accept off. Accept Off still means nobody approaches you, except on a quest you flagged: there you asked, so an offer of help reaches you as the pop-up and you decide by hand; nothing is ever automatic. The pop-up now waits for your answer instead of fading.

Over means gone. A player who said no to your offer, or never answered, leaves that quest's count without a word about which it was; after half an hour the ask may go again. Other quests of theirs are never affected.

Away. Want help flags stay alive while you play (every key press and every bit of progress keeps them) and lapse after thirty minutes away or logged out. A lapsed flag stays on the board as "Your ask ended (away)" with an Ask again button for an hour, so you never wait on help you stopped asking for without knowing.

Rate who you grouped with. The board's "Your group" lines take a right click: thumbs up or down, a note, block (never matched again). The Players tab keeps the same for everyone you met.

Also: the level of other players' quests shows once the client knows the quest; the right-click menu on a quest you are not on offers Offer help and Hide this quest, and the tooltip names exactly what the menu holds.

Why there is no button. When the only players on a quest set Accept to Off, the row says "Takes no invites" instead of "In zone": they are counted, never approached, and now you can see why.

0.3.8

Fixed: the board stopped drawing, and left old text behind, whenever it had a quest you are not on (a mistake in the order of the code). The filter buttons sat on top of the Action header and behind a scroll arrow; they have their own line now, and the scroll is gone: the board lists up to fourteen quests and says "and N more". A quest whose players you already asked stays on the board as "Asked, waiting" instead of vanishing.

Offer help. Under All, a quest you are not on shows "Offer help" when a QuestScout player on your map is on it. The press sends a hidden offer to one of them and your row reads "Asked, waiting"; nothing is visible to anyone. They decide: if they flagged that quest, their invite lines up for their next key press; otherwise they see a nameless pop-up with Invite and Not now. Their invite is taken on your side, since you offered, and the group stays while their quest is open, up to twenty minutes, then the usual thanks and leave. One offer per player and quest. On your side, an offer of help on your quest shows the same pop-up and a line on the panel.

Your own hand counts. A quest you flagged shows Looking 1 (or "1 of 3" when the quest suggests a group) with the status "Asking for help", the way it looks on other players' boards; others on it add to the count.

Lighter: the panel redraws at most four times a second whatever the traffic, and received messages no longer fill the saved log (one line the first time a player is heard in a session).

A demo of a busy board. Settings > Demo > "Show a busy board" (or /qs demo) fills the board with made-up players and quests for three minutes, built on your own quests so the titles read right: a group forming, a solo player nearby, one in zone, one elsewhere, one who raised a hand, one who takes no invites, a stranger seen at your mob, and under All a handful of quests others are on. Nothing is sent and the buttons do nothing while it runs; /qs demo off ends it early. For a look at what the board does, or a screenshot.

0.3.7

One at a time, and the count tells the truth. The Looking count on the board leaves out players you already asked: the one you asked about that quest for the rest of the session, anyone for ten minutes after an ask, and anyone for half an hour after a decline. So a second Join goes to the next player, never the same one twice, and a count of 2 means two people you could still reach. The one-row panel now has the Join button for the top match too, so you need not open the board to act.

Matches only. The board no longer lists every quest in your log: a quest of yours gets a row when someone else is on it or when you flagged it. The quest log is where you see all your quests and where the Want help badge lives.

Everything a message tells, without a name. Under All, the quests you are also on carry QuestScout's badge in front of the title. A row's tooltip says what is known about the players on it: how many, solo or in a group, where they are, how near, how long since they were heard, how many asked for help, how many take no invites. The board's bottom line counts everyone heard: "3 QuestScout players heard · 1 on your map · elsewhere: Westfall". The board redraws on its own the moment a message arrives.

A board of action, by default. All is the default filter: every quest a QuestScout player on your realm was heard on, yours first, then theirs with where they are (your map in teal, or the zone's name) and the status "Elsewhere" for players on another map. Players elsewhere count, but Join never targets them. When nothing matches your own quests, the row still tells you the addon is alive: "Finding · watching 4 quests · 3 QuestScout players heard, 1 on your map". No names anywhere.

Try this: with another QuestScout player on your quest, press Join on the row: the count drops by one as the handshake starts, and with two players a second press reaches the other one. Then look at All with the other player on a quest you are not on: their quest appears with their zone, no button.

0.3.6-beta

The panel. QuestScout's panel is now one slim row under the objective tracker: a dot (teal while finding, grey while paused), one line that says what is happening, what your next key press will do, or who is looking on your quests ("Finding · watching 4 quests · 1 flagged", "Next press: invite Mira", "Join: The Damned · 1 player looking on your quests"), and small icons at the right: Call group, Accept (Auto, Ask, Off), Pause, the arrow, and X (hides the panel; /qs bar on or the minimap button bring it back). While grouped the icons are Keep group and Leave. When something waits on your click, a second row shows the buttons. The panel is on at login and reload unless you hid it or turned QuestScout off.

The quest board. The arrow grows the same panel into the board: one row per open quest with its tag, level in the quest log's colors, zone (teal when the quest is on the map you are on), how many QuestScout players near you are on it, the status (nearby, in zone, forming a group, in a group) and one button: Join for a QuestScout player on that quest, Ask for the one player without QuestScout waiting on your click, or Want help. No names until you are grouped. Right click a row for Want help and "Not this quest", which keeps that quest out of the board and out of the messages to other players. The arrow again folds the panel back to its row.

QuestScout everywhere. Every text says QuestScout now (the panel, the settings, the help, the whispers); /qs is the command, /ta still works. The target macro was renamed in place, so a button you dragged to a bar keeps working. The minimap button: left click the bar and the board, right click settings. Shorter tooltips.

Try this: /reload, then look under your objective tracker for the panel. Click its arrow for the board, flag a quest there, stand near another QuestScout player on one of your quests and watch its row fill in, then /qs report and paste the box to Spankadin. If you run Questie, say so: the panel should sit above chat instead when Questie's tracker replaces the game's.

0.3.5-beta

A small beta on the way to 0.4.0 (the new panel and the quest board). Betas go out as each piece is ready; every one is for testers on the Forever beta, and /ta report is how you tell us what you saw.

Try this: /ta report, Ctrl+C in the box that opens, and paste it to Spankadin. The "addon users" line near the top says how many players are on QuestScout's hidden channel right now and how many were actually heard from since you logged in: that is how we find out whether the channel works between players.

Under the hood: the quest board's logic (what each quest's row will show and do), tested, not yet drawn.

0.3.4

A small follow-up to 0.3.3. A welcome card on your first login names the two things new users had to find alone: the Want help badge in the quest log and the hello key for players without QuestScout. Got it closes it for good; /ta intro shows it again, and with pop-ups off one chat line says the same. Quieter still: an invite or whisper to a player without QuestScout is checked against the network's shared cooldown once more at the key press, not only when it was queued, so two QuestScout players never ask the same person about the same quest. And the log no longer says who declined an invite: a decline stays between the two players it concerned.

0.3.3

In short: Want help from your quest log, pop-ups when someone near you wants company, the QuestScout window (record, quests, players, settings, help) with a minimap button, player menus without typing, the record of what TagAlong did, and the hidden channel that makes "nearby players on your quests" work on Forever. Under the hood, a small shared core now carries those messages; nothing you see changes. If you'd like to help the author, /qs report opens a box with everything about your client, ready to copy.

Want help, from your quest log. Next to every quest in the game's quest log there is now QuestScout's badge, grey until you click it and teal while you're asking (also "Want help (QuestScout)" in the quest's right-click menu, in the log and in the objective tracker, and the Quests tab of the window). Click it and, about once a minute, a hidden message tells QuestScout players on your map which quests you'd like company on, with your progress and where you are. One who is on that quest sees you on their panel, "wants help · 120 yd", with a sound, and groups up with a click; with Someone near wants help: Invite when close in Settings they invite on their next key press once within 100 yards. They answer, so you see them too, "on your quest · 120 yd", and can group up from your side. The flag ends by itself when the quest is done, or after 30 minutes. /ta help <quest words> does the same. Select all and Clear all sit on the Quests tab, in the quest log's gear menu above the list, and in any quest's right-click menu. Many flags go out as several hidden messages, so nothing is ever cut short: every flagged quest reaches the players around you, whose panels put the pages back together.

Pop-ups. A small pop-up near the top of the screen, with Group up and the player's menu on it, when someone near you wants help with a quest you're on, when someone answers your own flag, and when an invite or a join request waits on your click. Up to three stack; each stays twenty seconds, longer while the mouse is on it, waits for the end of a fight, and the same player and quest don't pop up twice in ten minutes. Drag one to move them all; /ta toast shows a sample; Settings > General turns them off.

The hidden channel. Forever refuses hidden messages on /yell and /say, so the messages for players around you (nearby quests, want-help flags, Call group) now travel on a chat channel every QuestScout joins quietly, numbered after the game's own channels. Nothing of it shows in chat, and every message carries the sender's position, so "nearby" means within 300 yards on your map and a Call group reaches players within 600. The "Nearby players on my quests" rows, empty since 0.2.4, fill again.

Under the hood: a shared core. QuestScout now embeds LibSpankadin, a small library that joins that one channel ("Spankadin"), carries the messages above, and quietly relays plain observations (a level reached, a boss killed) between QuestScout users for a companion addon in the works. There is no server: the records live in your saved file, and a fresh install catches up from other players a page at a time. It shows nothing, posts nothing and never acts for you. If the channel can't be joined, the features that need other players simply find no one.

Strangers have a key of their own. An invite to a player without QuestScout (with its hello whisper), or the one whisper asking a grouped player for an invite, no longer goes out on just any key press. The panel shows "Whisper and invite Mira?" with an Invite Mira button, and the new Invite the stranger key (Key Bindings > AddOns > QuestScout: TagAlong) sends it too; action buttons and the Next step key pass it by, and the step waits a minute for you. Between QuestScout users nothing changes: the addons agree through hidden messages and the invite goes out on your next key press. The "we both run TagAlong" whisper is gone: they already know.

One ask per stranger, for everyone. Through the shared core, every QuestScout user's asks of players without the addon, and the declines they got, are known to all the others (as hashes of name and quest, in memory only, gone when the cooldown ends). A player any QuestScout user asked about a quest isn't asked about it by another for ten minutes, nor for half an hour after a decline or no answer. Your own limits still apply on top.

Declines stay private. When a player declines an invite TagAlong sent, the game's "declines your group invitation" line is kept out of your chat, the panel says nothing, and the record counts it as "no group formed" rather than naming a decline. The cooldown still comes from it.

/qs report (or /ta report) opens a box with everything about your client: the build, your settings, the hidden channel's state, what reached you and from where, and any errors, selected so Ctrl+C copies it all. Sending it to the author is optional and much appreciated while the channel is new.

Fixed: a group member's progress ("Mira · Wanted: Hogger 3/8" on the panel) never arrived, because the hidden message dropped the colon it was written with. It does now.

The QuestScout window. /ta window, the Window button on the panel, or the new button on the minimap's rim (left click; right click goes straight to Settings; drag it around the rim). Five tabs in the game's own panel art:

  • Record: what TagAlong did today, this week, this month or ever; quests timed solo against in a group; and the latest events with who and which quest.
  • Quests: your open quests with their Want help box, who answered, and who near you asks for help.
  • Players: who is on your quests right now (click Group up), your group and what you share, your quest-mates this session, recent allies online, and the blocklist with Unblock buttons.
  • Settings: every option, the same ones as the game's options page, with what each does in its tooltip.
  • Help: what TagAlong does, the quest link marks drawn as they look in chat, every command and key binding.

QuestScout's own icon. A teal badge with two figures, meaning grouping rather than questing, on the minimap button, the quest log's Want help toggle, the pop-ups, the window and the addon list. The game's quest "!" goes back to meaning a quest.

Player actions, no typing. Every player row in the window has a ... button, and the panel's rows take a right click, opening the game's own menu for that player: Whisper (the chat box ready for them), Group up where it fits, Add as a friend, Thumbs up / Thumbs down with a line on why, Add a note, Block / Unblock. The thumbs and the note stay with the player in your saved file, show next to their name (a green +2, a red -1) and in their tooltip, and when they are a friend the game's friend note carries them too ("QS +2: great healer"), so a name with odd letters never stops you grouping again, or keeping someone away. The minimap button also sits on the rim now, in the minimap's own button art, and QuestScout is listed in the minimap's addon compartment.

The record. QuestScout now keeps, in its saved file and nowhere else, what TagAlong did: per day, how many groups it made and how long they lasted, every invite and what came of it (joined, declined, no answer, already in a group, ignoring you, offline), whispers asking for an invite, groups you joined, quests turned in and how many of those in a group, quests shared and taken, calls for a group and their answers, and the quest links it read in chat. Per quest it also times your objective steps, solo against in a TagAlong group, so /ta stats quests can show kills per active minute both ways once there are a few of each. /ta today prints today's lines; /ta stats week | month | all sums the days. The newest events (who, which quest, when) stay on record too, so later questions can be asked of them.

0.3.2

Quest Link Coloring. A quest link in chat now shows what the quest is to you, in the game's own marks and colors: a green tick, blue, with your progress while it's in your log ([✓ Wanted: Hogger 0/1]), the "?" and "· ready" once it's ready to turn in, grey with "· done" when you finished it before, and the "!" in the quest log's difficulty color for your level (red, orange, yellow, green, grey) when you haven't taken it. Questie-style text ([[27] Morganth (249)]) and a bare [Name] from your own log are marked too. Hover a link for the details: each objective, "Ready to turn in", "Done", or "Not taken · level 27, hard for you". A quest the client has never seen shows plain for a moment and is colored in place once its data arrives. Only your own chat window changes; other players see the line as it was. Settings > Chat > Color quest links, or /ta links on | off.

Call group calls for the quest at hand. It used to name the named mob your target macro pointed at, which could be across the map. Now it names the quest here: one whose mobs others keep taking around you, a named mob whose area is near, a quest whose mob you just saw, or the quest whose area you stand in. With none of these, the button stays away.

0.3.1

The addon is now QuestScout. Same addon, new name: "GroupScout" was already taken by another WoW Forever addon with the same folder name, so the two could not be installed together. The folder is now QuestScout; the CurseForge app swaps it for you, and a hand install needs the old GroupScout folder removed (QuestScout says so at login while it is still there). Settings start fresh once more. /qs and /questscout are the new commands; /ta keeps working.

0.3.0

TagAlong moves into its own project (released for a day as GroupScout). The same TagAlong that shipped in the Realm Legends package as 0.2.4, now in its own project. Settings start fresh in the new addon; /ta settings opens them, /qs works too.

What it does:

  • Finds quest-mates by itself. Hit a quest mob someone else tagged and your next key press invites them, with one whisper saying why. Players who also run QuestScout group up quietly, without any chat.
  • Groups last as long as they should. You stay together while you share quests, wait for a partner who still needs a few kills, and hold the group after a turn-in for the follow-up. When nothing is shared any more it says thanks and leaves, unless anyone presses Keep group. Groups with friends or guild mates are never touched.
  • Shares quests that fit, takes the ones the group shares with you, and says when someone can't take one yet.
  • Recent allies on your quests. While you're solo, the panel lists online players you grouped with before who run QuestScout and are on one of your quests; click one to group up.
  • Named mobs: a target macro that follows the named mob you're hunting, a sound when it respawns, and Call group to gather everyone waiting for it.
  • The panel above the chat shows what's happening, what your next key press does, and the group's members. Settings (/ta settings) opens every option in the game's own options window. /ta help lists commands.
  • Whispers and thanks add a line in the other player's language when it can tell.

Known: Nearby players on my quests doesn't reach anyone yet. WoW Forever refuses the hidden shout it uses, so the list stays empty until the next update sends it another way. Everything else works as before.

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