Listing glitches used in the speed run and noting observed ones.
The speed run has three main glitches and they all center around using a QuickSave(F5) followed immediately by a Quickload(F8). These combination can be buffered during the loading screen after doing a Quickload. When a quicksave/load is done, in my observations, the game engine does a few things. First it records the locations of all objects and their current states. Then it records any running variables by cleaning up any running processes, especially audio, then recording them. This causes some interesting side effects:
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Duplicating death increments(One Equals Four). If the level is recording a certain amount of deaths or destroy buildings, doing and Quicksave/load will record the death process, clean up the death process and incrementing the count by one, then the load brings the game state back to mid death process. Repeating this process during the death process allows the death counter to go to any amount as desired to trigger game events. CAUTION! Some levels, such as The Vortex and The Master Builders require an exact amount of kills to trigger the game ending events. Doing this over the required amount will softlock the level and must be restarted. ALSO, doing this can cause the game to stack multiple effects in the quicksave and is known to cause crashes. It's advisable to do a safety save before doing these in sequence, especially during The Battle Begins.
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Player Location Manipulation(Flight Glitch). The scout is able to manipulate your character's Z Axis. If you fly close enough to your character, the model will "flow" over the model but anchors the character's X and Y axis to where they were left before quick switching. This changes when quicksave/load happens. When your character's model is on top of the scout when a quicksave is made, it records it as being on the scout model. The quickload puts your character model onto the scout but doesn't "activate" physics until after all other models and variables are loaded. Thus if you're able to do a quicksave/load while the character is on a scout, it will anchor it in place. This does come with two difficulties. First being that the window to do this is only a few frames and getting the right angle can be difficult. Second being that even if you do get the character on the scout, it could still consider your model on the ground, thus becoming an obstacle and destroying the scout. This can also be observed if the character is on an awkward part of the scout and making any sharp turns.
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Super Jump(Kermit Jump). This is achieved by starting a long jump then doing a quicksave/load on the immediate frame after the jump starts. Doing buffered quicksave/load will load the physics, push the character ever so slightly higher and forward. Repeating this will continue the effect. For best effect, it's better to do this about two frames after the quickload completes. Most of the time it's easier to do the flight glitch to travel longer distances but there is one place(The Lady Master Builder) that gets you do a just out of reach trigger.
Those are the known glitches that are used in the run. The following are observed glitches but uses in the run are unknown or game crashing:
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When the hammer is combining two artefacts, doing a quicksave/load at that time crashes the game. Unsure if there might be a way to do some duplication glitch with this. Possibly crashes due to where the created item slot is being loaded into?
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When the pause menu(F1) is opened, it's possible to quicksave and start the game with the menu options selectable. Using the Continue option can have some interesting side effects during certain events. If you are defeated in a level(dying, losing an objective), the screen fadeout will occur but only the pause menu will show. Pressing continue allows you to continue the game after your defeat, though can hardlock the game. Though continuing after a loss then completing a win objective, the lose screen will always appear. Might be some way around this to cheat out a win. Another use for this is keeping the pause menu before a win condition is met. The next level is started with the pause menu over the starting cinematic. Pressing continue freezes all controls until the cinematic is finished. Although, it is observed in the console that the 'skip_cinematic' script can be run multiple times without actually ending the cinematic. The hope was this would skip the 5 1/2 min. Fighting a Losing Battle but it does not have any effect.
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When deploying a scout and performing a quicksave/load as the exit animation is occurring, the load will complete the original exit and give control to the scout. However, a second exit animation will start playing. Once it finishes, your scout will snap back to the entrance of the garage and most of the time push the model backwards depending on your moment up as the snap happens. Doing another quicksave/load does not repeat the process. With the short time before the snapback, unsure of the use.
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Falling animation seems to ignore wall physics if coming in at a sharp enough angle. This can be observed by jumping off the island in The Sea of Clouds as the island is approaching the structure since the island's momentum is still stored on your character. Very difficult to pull off and unsure of any use.