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Grepobot

Novidades

Atualizações do bot de Grepolis

O que mudou no Grepobot, e quando. Você nunca reinstala: a versão mais recente carrega sempre que você abre o Grepolis.

  1. v4.0

    Commander, and a window that answers one question

    • The Commander: every movement on the account, where every army is, and your towns ordered by the next hostile arrival — drawn in the game's own command overview, and available without the advisor the game gates it behind.
    • A first tab that answers "why is it not doing anything", including a town that is sitting below its own reserve.
    • The engine's timer moved into a worker, so a background tab keeps claiming farm villages instead of being throttled to a crawl.
    • A town with nothing to pursue is now offered six presets rather than all sixteen.
  2. Island quests run to the end, and attacks are planned here

    • Every accepted island quest is worked to completion, and one that cannot move says why.
    • Attacks are planned in the bot; the game's own Attack Planner is no longer read.
    • An order placed during a pass is woken for the moment it becomes free to finish, and a farm village the moment it comes off cooldown — not ten minutes later.
    • The Intel tab's messages are translated, so all 28 languages are offered again.
  3. Intel becomes a table

    • The Intel tab is a table of towns and players with distance as a column, and every row is somewhere you can go.
    • Map indexing is always on and costs no extra request; the layers over it are settings.
  4. Bot checks, and the camp that stopped after one wave

    • A bot check now actually reaches you: the prompt is put on screen, the bot halts, and it resumes once you have answered.
    • The Bandits' Camp no longer stops after a single wave because one town was unarmed, and a reward whose contents did not parse no longer holds it in collect forever.
  5. The camp, the market, and 18,000 free resources a day

    • A Bandits' Camp lane: one camp per player, a hundred fights long, fought with the smallest army that still wins.
    • A Market lane that prices another player's offer against what this town is trying to finish, rather than against a ratio you had to guess.
    • The daily login bonus was being walked past. At level 7 it is 6,000 of each resource — close to a full warehouse, for one request.
  6. Farming stops switching itself off

    • Two guards could quietly turn farming off on a town that had no goal set. Both are gone: farming needs no goal.
    • Farm villages are counted properly when the engine prices an action — they out-earn the mines about three to one.
  7. Free gold nobody was claiming

    • A build finishing within five minutes costs no gold at all. That was behind an opt-in nobody had set; it is on.
  8. One engine, instead of six automations

    • Six separate rule-based automations are retired into a single engine that ranks every legal action against the goal you set for a town, and does the best one.
    • Sixteen goal presets, a custom preset editor, and a Why pane that lists what was considered, what it scored, and what blocked the moves it could not make.