Auto Dungeon currently explores in an extremely dumb way (especially pre-flash), fighting far more than required to get information and as a result turns what I can personally complete ~90% of the time into at best a coin flip.
On a 5x5 dungeon (specifically Team Rocket's Hideout in Johto, with ~36k attack and double-digit clears), I use the following exploration order:
-----
-7-4-
-6-3-
-512-
--0--
This explores just under a third of the dungeon's tiles and makes most of them immediately reachable (5 of the remaining 17 tiles require going through one other tile), most of the time I find at least one chest that I can use it to find another two and then the boss.
Auto Dungeon should do something similar, exploring in a more intelligent fashion to minimise distances and using chests for information gathering, rather than brute-forcing columns.
The exploration tile order would depend on dungeon size, but the logic is:
- Explore in a pattern that rapidly minimises the average distance a tile is from an explored non-combat tile (this pattern would be fixed and only depends on dungeon size)
- Once enough chests have been found to reveal where the rest are, and once enough of the exploration pattern has been done, open known chests to reveal the other chests
- Figure out what remaining chests for full reveal require going through the fewest unknown tiles and path to them, preferring better chests
- Open the chosen chests after paths to them are fully cleared, opening basic chests first (can contain encounters)
- Use the new information to navigate to the boss
With flash, it should probably not use a set pattern and instead explore tiles that maximise new information, always doing non-combat tiles first.
Auto Dungeon currently explores in an extremely dumb way (especially pre-flash), fighting far more than required to get information and as a result turns what I can personally complete ~90% of the time into at best a coin flip.
On a 5x5 dungeon (specifically Team Rocket's Hideout in Johto, with ~36k attack and double-digit clears), I use the following exploration order:
This explores just under a third of the dungeon's tiles and makes most of them immediately reachable (5 of the remaining 17 tiles require going through one other tile), most of the time I find at least one chest that I can use it to find another two and then the boss.
Auto Dungeon should do something similar, exploring in a more intelligent fashion to minimise distances and using chests for information gathering, rather than brute-forcing columns.
The exploration tile order would depend on dungeon size, but the logic is:
With flash, it should probably not use a set pattern and instead explore tiles that maximise new information, always doing non-combat tiles first.