RoutePilot

Turn MDT and Keystone.guru routes into Mythic+ pull-by-pull guidance with enemy forces tracking, route maps, and editable tank notes.
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v0.4.1

File nameRoutePilot-v0.4.1.zip
Uploader
NienteNiente
Uploaded
Oct 15, 2026
Downloads
12
Size
6.8 MB
Flavors
Retail
File ID
9191063
Type
R
Release
Supported game versions
  • 12.1.5
  • 12.1.0
  • 12.0.5

What's new

Changelog

All notable changes to RoutePilot. Versions follow the ## Version field in RoutePilot.toc and RP.VERSION in Core.lua; tests/run.lua fails if the three ever disagree.

0.4.1

Fixes

  • Auto-advance no longer parks on the first boss for the rest of the key. A boss kill now carries the route past its zero-force pull, and past any pulls the forces were lagging behind before it. A wipe never moves it, combat still holds the move, and a kill is only credited to a boss the live forces have reached.

0.4.0

For tanks still learning

  • Enemy cheat sheets: hover any enemy on the map or in the HUD's enemy list for its forces, type and base health, what it casts (spells to kick or clean first, with the game's spell text; the rest by name) tagged KICK, MAGIC, CURSE, POISON, DISEASE, ENRAGE or BLEED, and the crowd control MDT lists as working on it.
  • The STOP row fills itself with who a stun works on when nothing else does, from MDT's crowd-control data (King's Rest, Temple of Sethraliss and Ruby Life Pools have it).
  • The map shows the rest of the dungeon: every enemy the route skips, faint, and ringed in amber when it stands close to the route, plus dashed patrol paths.
  • Personal splits and pace: each key records when you reached every pull and killed every boss; your fastest completed run of a route becomes the pace to beat. The HUD shows the timer, the gap to your best and a projected finish; the dungeon plans show your best time and compare boss splits on hover. /rp runs prints them, and /rp sim run, time, boss and done rehearse it without a key. Boss kills are matched to the route's bosses through the Encounter Journal, a /reload mid-key carries on with the same run, a run left open by an abandoned key is never credited with another, and re-importing a route whose pulls changed starts its pace history over.
  • The data bundle now carries every enemy spell, health, creature type, MDT's crowd-control lists and patrol paths. The generator runs MDT's files in a sandbox.
  • Tooltips use RoutePilot's own tooltip frame, so they can never leave the shared one tainted in Midnight.

Map

  • The current pull is wrapped in a rounded outline in its own route colour, with a soft glow that breathes, the way Method and MDT route images circle a pull. The next pull gets a lighter outline, and a new setting outlines every pull, with finished pulls in grey. Packs pulled together but standing apart get an outline each instead of one long sliver.
  • Hovering an enemy or a pull number outlines that pull in white.
  • The view glides to the current and next pull instead of jumping, wheel zoom eases around the cursor and compounds on quick turns, and Fit animates. A new Current button brings the pull you are on back into view.
  • Drag to pan from anywhere, enemies and pull numbers included; a press that moves is a pan, not a click. Selecting a pull on the map no longer prints to chat.
  • Zooming and panning no longer rebuild every enemy and tooltip; only the layout moves.
  • Markers read better over bright art (outlined numbers on a dark backing, a white ring on the current pull, grey for finished pulls), and the route line has a dark casing.
  • Unattached route notes are pins with the full text in a tooltip, shown inline once zoomed in, instead of fixed boxes that cut long notes off.
  • Multi-floor fixes: a pull spread over two floors shows on both, the map follows the current pull's floor again after you browse another one, and an empty floor no longer hides the floor tabs.

HUD

  • A rounded status badge with hover help, a chip in the pull's route colour, enemy portraits, each enemy type's share of the forces, and bosses in gold.
  • The forces bar eases to new values, a new pull fades the briefing in, and an auto-advance blooms a teal wash under the accent instead of blinking it.
  • The HUD is pinned by its top-left corner and everything above the buttons has a fixed height, so the buttons no longer move between pulls. Changing the scale keeps the panel where it is.
  • When locked, the HUD lets clicks through to the game world.
  • The combat badge reads IN COMBAT, and names the pull auto-advance is holding, instead of COMBAT — LOCKED.
  • Long NEXT notes are capped at three lines and the frame grows to fit them.

Windows

  • One flat theme: title bars with a teal accent, flat buttons, fields with a focus ring and placeholder text, section headings, and a fade on open. The background-opacity setting now only dims the HUD and the map, never a window you are typing in.
  • Dungeon plans: status stripes and badges, the active dungeon marked, typing is no longer thrown away when the pull changes or another field is saved, and moving to another dungeon, route or section (or importing) saves unsaved edits first; if they cannot be saved, you stay put with the error beside them. A target typed as 45% is accepted. Adding a custom section updates the HUD.
  • Settings open beside the dungeon plans when there is room, and stay where you drag them.
  • The guidance editor shows what each blank field will inherit and has Cancel; Enter in a field saves and confirms inline instead of in chat.
  • Import closes itself and shows the new route once it succeeds, and opening the importer after an export starts empty.
  • Settings fit on one screen in two columns, with new map and animation options.

Fixes

  • Turning count assistance off clears the last forces reading instead of leaving it, and a held auto-advance, frozen on the HUD.
  • Pull colours written with a leading # are read instead of falling back to green.
  • Announcing a pull while the game blocks addon chat (Midnight does inside keys) explains why instead of raising a blocked-action error.
  • /rp scale and /rp width update the detached texts straight away.
  • The prompt shown when several routes match a key names the Use route button.

0.3.0

First public release.

Routes

  • Direct import of current !~MDT2~ strings from Keystone.guru or MDT. MDT does not need to be installed.
  • Rich !KGR1! export and import that carries the normalized route, per-pull and per-section guidance, section thresholds, preferred-route state and the Keystone.guru reference URL.
  • A dungeon-first library covering the eight Midnight Season 2 dungeons, each showing whether it has no route, needs setup, has a route linked, or is ready.
  • A preferred route per dungeon, a persistent route library, and a per-character active route and pull position.
  • Route author notes lifted out of the MDT string: notes beside a pack attach to that pull, the rest stay on the map and are counted.

In a key

  • Automatic arming through the active challenge map ID when a key starts.
  • Manual previous/next/direct pull selection as the authoritative control, with keybindings for next, previous, re-sync and toggling the HUD.
  • Enemy forces drawn against the full 100% the key needs: the selected pull's interval in light blue, live progress filling in teal, current percentage prominent.
  • Optional auto-advance that moves to whatever pull the live enemy-forces count proves, including several pulls at once when the forces account for all of them. Zero-force boss pulls always stay manual, nothing moves during combat, and a manual selection parks it until the next kill.
  • Explicit one-click re-sync from the live count, with zero-force gates retained.
  • Automatic KICK and CLEAN hints from the interrupt and dispel flags in the pinned MDT dungeon data; target priority, stops, tank cooldowns and movement stay editable guidance.
  • Per-pull and per-section guidance with inheritance: a pull override wins, then the section note, then the imported facts. Rows with nothing to say are hidden.
  • Segment/target and next-pull context in independent frames you can place anywhere.
  • User-triggered party pull announcements.
  • /rp sim rehearses the whole progression path without spending a keystone.
  • /rp debug reports the addon version and names the exact condition blocking auto-advance, rather than leaving it several silent settings deep.

Map

  • A full dungeon map view rendering the route the way Keystone.guru and MDT do: masked creature portraits ringed and tinted with each pull's own colour, a route line through the pulls in order, and numbered pull markers. The current pull is drawn at full strength, the next pull pulses, completed pulls grey out, and the view follows the current and next pull as you advance.
  • Click an enemy or a pull number to select that pull; hover either for what it is. Mouse wheel, +/− and Fit control zoom, and the window remembers its own position and size.

Interface

  • Every window closes with Escape, stays on screen, raises when clicked, and carries hover help on its buttons — including the keybinding a button duplicates.
  • Settings for panel width, scale, background opacity, which HUD sections are visible, and how progression behaves.
  • Addon compartment entry: left-click opens the dungeon plans, right-click the settings.

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