Feature Freeze Nov. 30, 2016

I am not working on new features as fast as I used to, which many of you may have noticed. I'm not abandoning the site or losing interest - far from it! What's basically happened is that I've reached the point where it's difficult to integrate new features with the technologies I've been using. This website started as a learning project to become well versed in Python and basic web development. Now I'm suffering from jQuery Spaghetti and it's time for a better way.

Over the past couple months I've been learning, researching, and experimenting with the latest and greatest web technologies. What I've settled on is using React with various libraries and expanding the API (see note) to support it all. The API will use JWT authentication which opens the doors for third-party apps and tools. And of course, it's being developed with the current suggestions in the feedback section in mind.

The server architecture will also change. FRR day tends to overload the server, but otherwise the load is very manageable. In other words, the server is oversized for the majority of the time just to avoid complete destruction one day a month. Obviously that is not ideal, and anyone with server architecture or cloud experience is shaking their heads at me right now. A load balancer and pool of application servers plus a queue system for abnormally intense operations (SWProxy import, generating data log statistics, etc) should alleviate all of these issues. You'll just have to wait in line on FRR day.

Finally, once the new code goes live (either beta subdomain or bill o'reilly style) the entire codebase for the frontend and backend will be published on github to allow inspection and contributions.

TLDR: Working a complete site revamp in the background. Bug fixes and game updates only for the near future.

Note: Only the bestiary section of the API is reasonably complete at this moment, the rest may or may not work or do anything.

3.1.6 Monsters Added Nov. 29, 2016

Ready to elevate your RNG rage and then sing you softly to sleep.

Rune Crafting Results Available Nov. 23, 2016

Charts for rune crafting are now available in the data logs section. Check it out!. It turns out that the vast majority (more than 99%) of craft results were done with the High craft method, so I will not be making charts available for the Mid or Low craft data.

Rune Crafting logging is now live Oct. 17, 2016

If you have the new plugin, rune crafting results are now logged. The initial reports will be available after a few days of collecting data (depending on the incoming rate of logs).

Elemental Rift Logging has been turned on Oct. 13, 2016

The parsing and storage part of the elemental rift logging has been completed and enabled. The results are not yet visible, mostly because I need a small collection of logs to start creating the interface in the first place. In a few days the log section will be updated with a page for the rift dungeons.