eqmule's version was based on KA10 code from the summer of 2017. So initially it just added some custom functions and some of eqmule's personal preferences to his KA mod. Between KA's large code overhaul for KA11, the KA teams ongoing improvements and eqmule continuing to add functions/fixes to his mod, they've grown apart quite a bit.
A good place to start is
eqmule's update/changelog for his KA mod. You can see what all it does and what all the new ini options will do. This recent post I made also mentions using a
separate ini for both if you're running the same toon in two versions.
While KA11 had a ton updates/changes, you can see
Maskoi/ctaylor22's code updates/changelog for KA11.001 to KA.11.008 here. There are some more update notes in that thread too. I think most recent updates have been discussed on Discord.
Both are included in your Vanilla download.
The bigger changes
Conditions: The main difference is KA10 had conditions, but each one was coded in their own section and entry #. DPS10 would have a DPSCond10 entry right after it. At their core they still work the same, KA11 just moved them all to their own section.
KA11 background updates: The KA team did a lot to make KA11 faster overall. Melee toons got a decent boost in output and I recall Maskoi mentioning healers were faster too. A lot of combat abilities became usable in KA11, but had been bugged in KA10.
eqmule's personal updates: eqmule added a lot of fixes to make KA play like he wanted. It has some features that make your team look less bot like (not insta-face target, puller does a little dance when they're waiting for mob to arrive in camp, toons can scatter to slightly random places between fights.) His version also has a ton of personal ini options like pulling Named first, running a secondary lower priority pull list, using lull on pulls, and using bandoliers or emergency items/heals (ohshits.)
Rez: KA11's later updates moved rez entries to Heal# entries. KA10/mule uses the AutoRez entries for rez spells/AA.
command: The structure of this got changed going for KA10 to KA11. If you're using "command" entries, you'll need to make sure they're coded for your version.
DPS2=command:
/pet qswarm|98|cond7
--------- KA11
DPS3=command|100|stopdisc --------------- KA10/eqmule
DPSCond3=${Me.ActiveDisc.ID} && (${Me.XTarget}>=4||${Target.Named})
KA11 features:
PullArcWidth - You can set your puller to only pull mobs within a certain angle from where they are facing.
TargetSwitchingOn - Should stop or at least reduce how often KA is trying to lock/change your target. Very useful for people that want to manually play or manually "assist" their KA toon.
Combat Abilities - Older KA code wouldn't fire a bunch of combat abilities if you were running a disc at the same time. This fix improved the dps of zerkers, monks & rogues by quite a bit and helped warriors out with some pulling/dps abilities.
Support - Not code specific, but KA11 has a huge number of long term users who can help answer questions about ini settings, basic setup and how to fix errors.
Kissassist1004e15.mac eqmule features:
So there are
a lot of changes/fixes/features. I'm not going to cover them all, you can click the link above and see eqmule's update write-ups. I'll just cover the ones I find most useful and the ones I see other posters mention or recommend.
[Pull] ini options - This is the main reason I fire up eqmule's mod. His version has a ton of unique features for pullers that can really make some camps a lot easier.
- UseCalm/CalmWith - This will have the puller use their Lull ability to pacify one nearby mob before pulling their target. It reduces the total incoming mobs by at least one and sometimes more. Slightly slows down your pull speed, but can be great in dungeons with packed rooms.
- PullNamedsFirst - How nice is that. "Nameds will be pulled first if they are in your MobsToPull list and within range."
- *** MobsToPullSecondary to the Kissassist_info.ini - So this is one of the best features of eqmule's KA for me. You get your main list of mobs to pull, like normal KA, but if the puller doesn't see any of those it will switch to the secondary list. So in a wide open outdoor zone with roamers, I'll set the Named+Placeholders names in my MobsToPull list and then set MobsToPullSecondary=ALL. My puller will now go after named and ph's first, if they are all down or out-of-range, he will pull any mob for exp.
OhShit section - These are nice emergency checks that will take priority over anything else KA is doing. So great for self-heals, pop last chance defenses or drop-aggro-now buttons. eqmule suggested keeping it to 4 or less, since these checks are run all the time. You can mimic this by setting up
mq2melee holy/downs, but the ohshit setup is nice in that it pauses KA functions to do it.
Bandolier weapon swaps - You can do these via "command" in KA11, but it's a nice feature to have it pre-setup.
Ranger bow DPS - eqmule has some hardcode stuff in for bow rangers that will try to move the ranger to the optimal distance from the mob. I just pl'd a bow ranger and haven't had a chance to try it, but it's been mentioned as a nice feature by other rangers.
Summary: I personally use KA11 as my default for all toons, but I freely swap to eqmule's mod as needed and run it on my puller toons quite a bit. Also if KA11 has an update that isn't working for an evening, it's nice to have the eqmule version ready to go. If you're thinking trying eqmule's mod, I'd highly recommend setting up your puller first.