Comments
thread: NOT A HERO
EnglandSpleen3 years ago

Buurazu has made an autosplitter for use with LiveSplit, which also removes loads. It will be much, much easier to do IL's without having to do any sort of silly manual timing.

It can be retrieved in two ways:

  • From the github page https://github.com/Buurazu/AutoSplitters/blob/main/NOT%20A%20HERO.asl (you will need to manually install it into LiveSplit)

  • From within the LiveSplit program, within the 'Splits Editor' you can set the 'Game Name' to be 'NOT A HERO'. It should give you the option to 'Activate' the AutoSplitter (this will download and install it).

Make sure to set your LiveSplit timer to Game Time for IL's. For full-game runs, use Real Time. When you only have one split (e.g. for an IL) then it automatically resets itself as well.

GrittgamingIRE and Chfou like this
EnglandSpleen3 years ago

A run was submitted for 'Going Rogue' which was split up instead of in one video: as such, I have added the 'Segmented Run' variable to the board. I think it's totally fine to do runs in pieces like that (some people might not), but this makes it a different run for two reasons:

  1. Floors are generated when you enter them for the first time, not on character creation like many other roguelikes. As such, this allows you to re-roll floors as much as you would like between segments.
  2. You can save, gather information about the floor, then re-load and always perfectly find that Baron Samedi, Orb of Nothing or Dredmor you're looking for.

(This means that a segmented run can potentially be much faster than a normal one)

As such, if anybody does both a segmented and non-segmented run, they will both appear on the board.

thread: NOT A HERO
EnglandSpleen3 years ago

Yeah, that'll be fine - I don't know why the guy who made this only listed PC. I added it; were the runs you submitted on PS4?

GrittgamingIRE likes this
EnglandSpleen3 years ago

As there's nowhere else to put this, here's a new glitch to add to the pile:

If you mash the "town center" and "villager" keys (by default h and v) while the level is loading and into the opening cutscene, you can queue up villagers while the cutscene is going on. This also works for other buildings, but you'd need to rebind them.

I have confirmed that, for villagers, it works on these levels: 6, 8, 20, 27, 28, 32 T1, T4, T8

EnglandSpleen3 years ago

TL;DR I have reason to believe that the ways used to speed up RTA are not consistent, but IGT is.

So, I was poking around, looking for ways to speed the game up. From before, Sarsart & I had found:

  • pointing camera at fog of war
  • pointing camera at uncomplicated terrain / textures
  • running at lower resolution

Tonight I found a couple more:

  • reducing overall line-of-sight, including when offscreen (i.e. deleting your watch towers and stuff)
  • having units be not moving/fighting, even when offscreen

All of which intending to reduce the amount the game renders, because I suppose AoM has no upper limit when in singleplayer. Even on the same computer, the speed-up seems kinda inconsistent, although maybe it's level-dependent due to stuff happening offscreen, I don't know.

However, I also found another 'strategy': letting the game run minimised. As a quick test, I did this and took level 18 (tamarisk tree) from 5:14 to 3:30. This is bad because you can't record a minimised AoM.

As minimising the game is a very easily-replicable thing, rather than aligning the camera perfectly in the same game state etc, I did some timing tests with the very long autoscroller. I got slightly different outcomes, and even more different when i fiddled with some computer settings, how i was recording, etc.

This leads me to believe that the methods used to speed up the game are inconsistent, and therefore not fair. By contrast, I timed Achilles running corner-to-corner in the Editor with and without these various speed-up methods, and he always took the same time IGT (51 seconds) despite wildly different RTA times.

Due to the odd specificity and granularity of RTA speed-ups, I do not think they could be practically banned or limited. Therefore, I think we should use IGT for IL's.

(as for the problem of "how much opening cutscene you watch affects where the IGT starts", one could just subtract that from the ending time)

Sarsart and Adam_ak like this
EnglandSpleen4 years ago

I tried to do that a few times but the room was way too hard, considering what little damage you've got in a speedrun.

You totally either need the axe or the thunder staff - I preferred the thunder staff because it's gotten earlier and seems to be more useful in a run.

I don't know how worthwhile it would be to get both, but maybe that's worth looking at.

thread: GoNNER
EnglandSpleen4 years ago

OK, then, I added it as Boss Rush and verified the run of @RayYami. @swampcleric, feel free to submit your one too.

RayYami likes this
EnglandSpleen4 years ago

Lore, as in, the terminals? Are you sure that they contribute to the file %?

EnglandSpleen4 years ago

Sure thing - as all items collected, right?

thread: GoNNER
EnglandSpleen4 years ago

What are you doing to get to the first boss?

EnglandSpleen5 years ago

I somehow doubt that the 5 moderators can't handle the crushing weight of submissions that are eternally pouring in in this, the world's most popular speedrun game.

thread: GoNNER
EnglandSpleen5 years ago

Yeah, sure - just added it as a platform, so you can select Switch when you submit a run.

EnglandSpleen5 years ago

My thoughts would be this:

Inconsistent ones like walking through impassable terrain / titans not attacking (like this ) disallowed in IL's, because then they'd be totally random unless somebody found out how they work, but allowed in full-game runs because it'd be silly to reject a run for something totally out of the runner's control.

Consistent ones like transport warp, lure repairing, specific weird gates allowed because they're replicable (and make things fast!) - I think they only affect like 2 levels, each.

Editor glitch banned kinda arbitrarily, I guess? It's just not playing the game any more and games usually have categories like NoOob and stuff anyway?

EDIT: Also, for some reason the lure bug isn't working on my copy of aom gold, though I'm sure I've done it before - if you let an opponent's tower or town center damage it you should be able to repair it with a villager and gain infinite resources. I have managed to do it on extended edition single player, however.)

EnglandSpleen5 years ago

I've noticed that there aren't any runs currently up with the editor/osiris glitch - that's not allowed in full-game or IL runs, right?

There's also an awful lot of inconsistent stuff such as units sometimes walking across impassable terrain, and I once got a titan to stop attacking altogether because the AI wigged out. Would a run with something like this be excluded?

Thirdly, there's consistent bugs such as gates that you can walk around (I think the ones in level 31 and T11 are offenders of this, as well as the one guarding the well of urd), and the poseidon lure one where you gain infinite resources if you repair it, and also the ship teleport. Are these allowed?

GoodleShoes likes this
EnglandSpleen5 years ago

Pretty sure they're both still on the general-purpose into the breach discord if you still need to get 'em.

EnglandSpleen5 years ago

I'll never figure out why this site never throws notifications at me. I don't really see the point in doing Too Easy, because the run already cheeses the whole game with refreshing Skroig/Nanor etc. and stalling inbetween rooms, but I guess I'd add them if you first produce a run with it.

EnglandSpleen6 years ago

A 4-island hard would be rather appreciated, if you don't mind. Can't see the point in having 2-island hard and not 4-island. And, if the IGT is demonstrably false, why not just always use RTA?

EnglandSpleen6 years ago

It may be worth implementing the boards in the same way as Terraria https://www.speedrun.com/terraria1.3.3 - with the squads (Rift Walkers, Rusting Hulks etc.) on side and 2/3/4/hard islands along the top. This would give all the squads and modes an equal share, and look less clunky than the current tabulation, with the concession of the runs being considered 'Levels' as opposed to 'Full-Game Runs' on the website - which can still be filtered easily along the side-bar.

TehArck likes this
EnglandSpleen6 years ago

I will never understand why I receive no notifications for forum posts.

I've expressed my thoughts on why there should not necessarily be a separation between 1-player and 2-player, unless there are specific exploits found. The primary reason that there is no co-op category is that there simply have been no co-op runs. There is absolutely nothing stopping anyone from doing a co-op speedrun. Produce a co-op run, and it can either be on the same listing, with 1/2 player differentiated by a variable (such as the characters on refreezerator) or they could just be separated, but there is no reason to have a board if there are no runs to put onto it! There's nothing stopping anyone from doing a co-op run, so if anyone wants to, do it, and it can go up!

thread: NOT A HERO
EnglandSpleen6 years ago

There are already categories for each individual level. There really is no reason to do day 1-7, or 8-14, or 15-21.

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