The biggest MultiPilot update so far.
Your followers now read their skill buttons straight out of the game and fight with them, so setting up Auto Party Combat takes minutes instead of an evening of guesswork. A new set of privacy tools hides character names, account tags and login details, in the game and in the app, so you can stream without showing who you are. The whole app has been translated by hand into seven more languages, and there is a full Getting Started guide one button away in the header.
Flasks, the radar, Home and setup all changed too. Everything below is in this one update.
- 0.5.5Version
- 8Fully translated languages
- 11Guide chapters
- Windows 10/11Runs on
The version stays 0.5.5 because it is named after the Path of Exile 2 patch it is built for, not after our own build numbers. Open the sections that matter to you.
01
Auto Party Combat
Followers read their own skill buttons from the game, then fight with them.
- Saved party setups
- Save the party you are playing right now under its own name — skills, combos, reactions, presets and each character's own On/Off switch — and switch between saved setups from the party picker. Log a different pair of characters in, pick their setup, and nobody plays with the wrong buttons or sets everything up again. Saving or switching never turns a character on or off.
- The buttons come from the game
- MultiPilot reads each character's skill bar out of the game itself, so the buttons on a character's card are the buttons the game has actually bound. Nothing is shown as confirmed unless the game confirmed it or you did, and anything still uncertain is marked as such.
- Every skill named properly
- Weapon skills such as Crossbow Shot appear by name. Loading an ammo gem and firing it are two separate rows, as they are in the skill panel. The same skill on two buttons gives you two rows, each with its own button.
- Your flask and swap buttons are left alone
- The D-pad flask and charm presses and the weapon-swap chord are recognised as yours. They no longer take up a slot in a combo.
- Confirm anything the game cannot report
- Where a button cannot be read, one dialog per character lets you pick it from a list, including the buttons held under the left trigger, with spare rows for weapon and class skills. An unconfirmed skill is never pressed.
- Reactions
- Set a condition and a button, and the character presses it the moment the condition is true, even in the middle of a combo. Take a heavy hit and roll away. Drop low and use a guard skill. See a rare and curse it. Each reaction waits out its own cooldown before it can fire again.
- Every new character starts with a switched-off Dodge when hit hard to build from.
- Conditions that watch your own health
- Combo steps and reactions can now check your own life above or below a level, your mana, your energy shield, your ward, and whether you were hit for a share of your life recently.
- One page instead of five
- The main page is a row per character: a role, a preset, its skills, one status line and its own On/Off switch. The detailed tabs are behind an Advanced toggle when you want them. Each character can take its own preset, or you can set one for all six at once.
- You always know why a character is idle
- A single line per character says which it is: no enemies in range, the pack is too small, too far from your MAIN, the target is above the health you set, you took over, or attacking step 3 of 5. The same line appears on the page, in the runtime table and on the overlay.
- Steadier fighting
- A character already in a fight keeps fighting instead of stopping the moment a target slips out of range, and a target that flickers out of sight for a moment no longer cancels the combo.
- Each skill has its own timing, so slow casts are given room to finish and fast ones are not held back. A combo that needs a target falls back to the nearest enemy when your own target is gone, so the characters at the back of the party stop skipping their turn.
- Presets avoid the pickup button
- A preset will not choose a skill bound to A when the character has another option, because A also picks items up off the ground.
- Taking over is respected
- Touch the controller and that character stands down for a short delay that every further press extends, instead of trying to resume while you are still playing it. The delay is yours to set.
- Catch-up settings live together
- Blink when left behind now sits with the other catch-up settings under Movement and follow, one row per character.
- Imports never flip your switches
- Importing a build or a party, restoring from history and resetting a character all leave every On/Off switch exactly as you set it, including the master switch. A party import only applies the party-wide settings you ticked in the preview, and importing twice replaces a character's combos rather than stacking them.
- AI setup is far less fussy
- The assistant no longer has to guess your buttons. MultiPilot writes its own skill bar into the package and points every combo step at the skill it names, so the imports that used to be refused now go through. A step naming a skill your character does not have is refused with a list of the ones it can use.
- The prompt now covers reactions and carries playbooks for the usual party roles: aura and banner characters, curse bots, rarity and cull characters, and supports.
- Human Play Recorder
- Record yourself playing and MultiPilot suggests a gap, a settle time and an engage range for each skill, with the evidence behind each one. Nothing is replayed and nothing is written until you press Apply.
Auto Party Combat is still experimental and stays off until you turn it on. It drives real controller input rather than synthetic keyboard and mouse actions.
02
Privacy and streaming
Hide character names, account tags and login details, in the game and in the app.
- Hide player name tags
- Character names come off the floating labels in the world, the party panel, the party cards on the HUD, the pause menu, inventory headers, portal owners, and the social and invite screens. Portrait health bars, online state, party joining and Warp all keep working.
- Hiding now covers every character
- In-game name hiding applies to every character in the party. Before this build, most characters' real names still showed on the in-game party panel even though character select looked right, and a name typed with different capitalisation was missed. Both are fixed.
- Level-up notices stay quiet too
- With social notices hidden, the "is now level" message that prints when a party member levels up is hidden with the join and leave notices, instead of putting the real name into the chat log.
- Your custom name follows the character
- A custom in-game name now belongs to whoever is actually logged into that party slot. Swap a different character in and the name follows along, whatever the invite box says.
- Account tags go too
- Full account identifiers are hidden, along with the short system messages about someone joining, leaving an area, going online or offline, and party invitations.
- Character select is anonymised
- Portraits, class, level and location stay exactly as they are. The names do not. Characters MultiPilot manages show as P1 to P6.
- Choose your own in-game names
- Instead of P1 to P6, give each character a short name of your own, up to 31 characters, and that is what viewers see, on the character screen, on the name tags in the world and in the party panel. Leave one blank and it keeps its P1 to P6 marker. Your real account tags are never touched.
- The setting is on the Auto Party tab, collapsed and off by default. You can type the names in at any time, but the switch only moves while every game client is closed, and the names appear the next time the clients start.
- One honest limit: where the game has already reserved space for the real name, a longer replacement is trimmed to fit. Shorter names read correctly everywhere.
- A privacy button in the app
- Next to the version number in the title bar. One press hides every character name MultiPilot itself draws, on Home, flasks, Auto Party and combat, so you can screenshot or stream the app window. Pairing and automation carry on using the real names, and the button resets when the app restarts.
- Hide your login email
- The setting now takes effect on the second and third client, not just the first. Previously the saved choice reached the settings page but not the launch, which wrote the real address back in.
03
Languages and the Getting Started guide
Eight complete languages, and a guide that opens in your browser.
- The whole app, not just the front page
- Every screen is now translated by hand into Simplified Chinese, Vietnamese, Filipino, Spanish, German, French and Brazilian Portuguese: setup, pairing, the popups, the overlays, all of the automation pages, combat, flasks, loot, the radar, the themes and the keyboard window. With English that is eight complete languages.
- Game words stay the words players use
- Skill and rarity names, MAIN, the trigger names, Ward, Chaos and Divine are written the way players say them in each language rather than translated literally. Filipino keeps the English feature names that Filipino software normally keeps.
- Still partly translated
- Thai, Japanese and Malay cover the main screens, and anything not yet translated falls back to English. Pick your language in Settings; MultiPilot does not guess it from your Windows region.
- A Getting Started guide in the header
- The Troubleshooting Tips button is now Getting Started, and it opens a proper guide in your browser. Eleven chapters take you from what MultiPilot does, through Smart Focus and your first run, to the optional automation and troubleshooting.
- Answers to the questions people actually ask
- A common-questions section covers what it costs, whether you need more than one copy of the game, which controllers are known to work, how accounts work in each mode, and whether it runs on a second PC.
- Built to be searched
- Search highlights matches as you type, a contents rail follows you down the page, and a chapters grid lets you jump straight to the part you need.
- In your language and your colours
- The guide opens in the language the app is set to and has its own language selector. Every one of its 78 sections is translated into the same seven languages. It also picks up the theme the app is wearing, so it does not arrive as a white page in the middle of a dark setup.
04
Flasks and staying alive
Per-character flask keys, and flasks that stop pressing when there is nothing left.
- Each character can have its own flask keys
- Life and Mana each have a Change bind button. Press a controller button or a keyboard key and MultiPilot saves it against whichever one you pressed.
- Both are kept, so a character on a pad uses its controller button and the same character on keyboard and mouse uses its key. The card tells you which input it is on right now. The defaults are unchanged, D-pad Left and D-pad Right on a controller and 1 and 2 on a keyboard, and Reset binds puts them back.
- No more hammering an empty flask
- Charges cannot be read from the game, so MultiPilot watches the effect instead. Three presses in a row that move the bar by nothing stop that flask until the bar climbs again, by any means.
- Flask keys only go to the game
- A flask keystroke is only ever sent while a game window is in front, so it cannot land in whatever else you have open.
- A dead character keeps your focus
- When a character dies it stays the one you are controlling instead of dropping you back to neutral, so you can answer the revive prompt on the controller rather than reaching for the mouse. Its automation stays stood down until it is back.
- The last two players drink like a MAIN
- P4 and P6 now start on the same 70% life trigger as the rest of the party.
05
Radar, overlays and what the game shows
A lighter radar, an overlay that never eats your clicks, and clearer performance controls.
- Lightweight radar
- One switch strips the radar back to transitions, waypoints, checkpoints and the P1 to P6 markers. Monsters, loot, league mechanics, routes and the Companion Hunter are left off, and the settings below the switch fold away while it is on. Your detailed choices are kept for when you turn it off again.
- The radar no longer swallows clicks
- Its window is now transparent to the mouse, so a click that lands on the radar reaches the game underneath. On by default, with its own switch on the radar page.
- Always show monster health bars
- Life and energy shield bars stay visible on every monster, not only the one you are aiming at. It sits under Reveal Minimap on the Performance page.
- Hide spoken dialogue
- Turn off NPC dialogue text while keeping ordinary player chat.
- Clearer performance buttons
- The two main buttons now read Recommended reductions and Restore originals, so it is obvious which one undoes the other.
- A softer map border
- The radar map border now starts at 40% opacity instead of drawing a hard edge over the game.
06
Home, setup and everyday tidying
Fewer things on screen, and the ones that matter where you need them.
- Home says what is about to happen
- The launch card reads on one line: ready for six players across three clients. The row of numbered circles above the party description is gone.
- Want to use KBM?
- A button under the party buttons opens a panel listing the layouts that support keyboard MAIN and the full default key map, so you no longer have to hunt for it. It closes with its own button or by clicking away.
- A new install is told what to do
- With no game client set up yet, Home shows a first-run banner pointing at Settings, then Game clients.
- The Steam guide opens itself
- The first time you set a client to Steam, the setup guide appears rather than waiting to be found.
- Your window layout is remembered
- Choosing a layout before Start no longer means answering the same question again when the clients come up.
- Pages open closed
- The marker style cards and every settings card below Game clients now start collapsed, so a page is a list you scan rather than a wall you scroll through.
- New defaults
- Automatic interface size is off and the app scale starts at 85%, so the window fits more without being told. The Smart Focus tutorial no longer appears on its own after pairing.
- 1-player mode hides what it does not use
- The two-player toggle and the reset for P1 to P6 no longer appear when you are running one character.
- The AI assistant window is calmer
- The prompt sits behind a Show prompt section, the paste box stays a sensible size and scrolls, and the result of the check appears directly under where you pasted rather than further up the page.
- Less clutter on the combat pages
- Controls that did nothing have been removed, two options that did the same thing are now one, rows are a single line each, and the warnings you see after an update collapse to one sentence per kind.
07
Fixes
Problems that are now closed out.
- Swapping characters keeps the skill list honest
- Updating a character after logging a different one into that slot no longer keeps the previous character's confirmed skills on buttons the game says are now empty. When the game's own bind table cannot be read, nothing is dropped on a guess.
- Party names stopped drifting
- Character names on the Auto Party page could change by themselves during play, which also made the privacy filter start showing real names again. The first two slots now come only from your own two local characters, and MultiPilot refuses any automatic update that would give one character to two players.
- Home stopped reopening finished steps
- Visiting another page and coming back no longer expands the setup cards you had already completed.
- PlayStation controllers start reliably
- With a DualSense or DualShock 4 going through the DS4Windows bridge, MultiPilot now waits for the bridge to come up before it looks for the translated controller. Startup no longer times out saying the selected input could not be read.
- The edition label in the header
- The word beside the logo was drawn far too large and showed as stray letters behind the language selector. It is now a small, readable label, and the header keeps room for the buttons on the right.
- Smart Focus labels
- Focusing the second player no longer leaves a duplicate MAIN card on screen for the first.
- Your existing setups still load
- Combat profiles from earlier versions are checked and repaired as they load: settings that no longer exist are dropped with a note, duplicate button bindings are fixed, and a copy of the original file is kept beside it.