clockwork is under active development against a live game client. This page is
a snapshot of what's shipped, what's in progress, and what's next — not a
promise of dates. If a feature you're relying on shows up here as unfinished,
that's the state of it; if a page elsewhere on this site describes something
that contradicts this one, this page is more likely to be stale — check the
project's issue tracker for the current word.
The biggest single item on this roadmap: jidou has no combat engine yet.
It's a complete chassis — script host, targeting scaffolding, per-class config
format, a working pull module — but the piece that actually runs a rotation
(cast primitives, a targeting/combat state machine, a rotation executor) isn't
wired in. Until it lands, jidou automates positioning and support tasks but
does not fight.
Mesh-free waypoint navigation (offline-baked .jbm zone data) — early phases validated
In progress
Navmesh/path overlay + click-to-navigate — mesh, path, and point-of-interest overlays are live; drawing them over the real (non-top-down) camera view needs camera-matrix access clockwork doesn't have yet
In progress
Swimming/flying movement (needs different handling than ground movement)
Planned
Full raid-roster detection — the client's raid-subgroup layout in memory hasn't been located yet, which caps how complete Raid and raid-scoped multibox broadcasts (/dgra//dgre) can be
Background hotbar/key broadcast across peers — the full input-relay pipeline is built and reverse-engineered, but hasn't been run against a live client yet
In progress
A general cross-client messaging bus — /dga//dge are wired directly for now and will become this bus's first built-in user once it lands
A key-binding system — react to a real physical keypress, not just polling inside an ImGui frame
Planned
ImGui.Image / ImageButton — currently no-op placeholders that reserve layout space and draw nothing, since binding a raw texture id the wrong way is a guaranteed client crash