Aion.Onl Auto Dungeon: Party and Clear Workflows in Development

Current status: in development

Auto Dungeon is still an Aion.Onl development module and should not yet be scheduled as a production-ready long-session routine. The planned workflow covers selecting mainstream instances, finding a party, handling combat and boss encounters, collecting gear and materials, and managing instance entry.

What the workflow must verify

An instance run has to account for queue time, movement, combat state, and the final loot result. The client documentation’s dungeon runtime and UI observation work are intended to verify entry, party, and outcome rather than treat a button response as proof of success. More live testing is still required.

Until the release

Check the Features page and updater for the latest status before trying dungeon-related work. For now, use the supported auto combat, auto quest, or gathering routines for daily activity. When public testing opens, start with one account and a short instance.

Why dungeons need their own runtime logic

A dungeon is not finished by combining auto combat and auto loot. The workflow must confirm the entry window, party state, member changes, boss encounter, loot result, and instance limits. If any state is uncertain, it should stop instead of clicking again. The client documentation’s dungeon runtime, UI snapshots, and postcondition checks are designed around these boundaries.

How to use the development period

Auto Dungeon is still in development and should not be placed in a production AFK schedule. Use the released combat, quest, and gathering features for now. When testing opens, start with one account and a short instance, then use the result state to confirm completion.

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