@c13ply, could you please check the spreadsheet that I've created based on current runs in 'Allowed glitches' category and used skips/glitches/tricks comparison. I've shared it with other runners and it would be great to create some finalized list of things that are allowed in particular category, with examples. Also, I've placed there an uncategorized glitches/tricks that were used - could you please suggest which category it could be referred to from your point of view?
https://docs.google.com/spreadsheets/d/16SzPM8yda2cUjL6TnU92NkL4gWmiVEmVppcAUD3c1u0/edit?usp=sharing
p.s feel free to knock to my discord
This text file is used to store the cutscenes that you've already been watched to be able to skip it in the next time. Such cutscenes cannot be skipped during the first playthrough only. For some reasons, some skippable cutscenes not stores in the file due to script can't be executed completely. Cutscenes can be checked whether they're skippable or not using a console. Not all the cutscenes are intended to be skipped according to the game scripts without its editing. So, we decided to update text file to not waste time to see the cutscene that already been seen and that is intended to be skipped by the game.
SkipScriptStart function is defined in Blade of Darkness\SCRIPTS\ScriptSkip.py script file. This function is called for cutscenes that meant to be skipped in the case if they been already watched previously by storing its data into SDF.txt file (could be found by cutscene reference as function's argument, that is specified in SDF.txt file).
Final cutscene was skipped in Kelbegen at 20:34 of Cuberface's run https://www.speedrun.com/severance_blade_of_darkness/run/yo430odm
Yeah, it was already mentioned by DeH4uK
Great finding here.
I've checked what could be improved in this level yesterday after you had told that there is something to improve) So, I've checked several clipping, several strats and I've found that there are two triggers that spawns the ork with the key to the last gate:
- Opening cells door using a key
- Killing the prisoner
Basically, it's not necessary to kill the prisoner in the case if we collect the key from the ork at the top of the tower, since this key opens this cell. But we could optimize the route by NOT collecting this key and:
- clip through the dungeon door (it's a hard one to clip)
- after it you could clip to the room with the cells through portcullis at the dungeon's stairs (as you made in your video)
- then, just kill the prisoner to trigger 'summoning' the ork with the key to the last door.
You could check this strat here:
I'm interesting in starting running this game too and have the same question about "Enhanced" Steam version - will it be a different category/game version/etc?
You right, it's always a matter of practice) I just wanted to expand a bit your explanation of this trick and show this difference)
[en] I can't speedrun myself, but I want to show you more efficient way to run Marakamda level, since to it's painful to see how you're scurry around with the knife.
This trick - is the consequence of combo "reduction" using a jump. It allows to ignore weapon's energy requirements. Any attack + Right button click = Interrupted animation. It's possible to perform the next attack after animation will be interrupted.
[addition from myself] It's very hard to perform attack with not enough energy when there are NO any targets locked. But it's pretty easy to do it when a target is locked. This attack will work in any mouse buttons clicks order:
- Right-click, then left-click
- Left-click, then right-click
- Simultaneous pushing left-click + right-click
P.S. standard keyboard+mouse layout is used (left-click: attack, right-click: jump)
Here is a video with mouse buttons clicks capture:
I've checked Tell Halaf skip and found a bit another way to clip through this door. For some reasons, the game freezes if the character repeats 4 times (in my case) the same run/walk animation while staying at the same place (running/walking into a wall/door). If during this freeze change moving direction using a mouse, then character will clip the door (doesn't work with stone/wooden doors due to its greater depth/thickness I suspect, but it's not for sure).
I believe that this could work and in some another places (I'm still investigating).
For example, Tell Halaf could be completed in 0:37 (no rune) and 1:26 (with rune) (not the best times):
Is it a steam or non-steam version?
DeH4uK, I've compared yours and mine records and some of the records there have differences, for example: p1 F15.71875 (you have F15.203125 here) sS'MineBichozampon'
p3 F36.15625 sS'minaini' (you have another cutscene reference here sS'mimural')
Basically, such records like 'mimural' are the cutscene references - that's the only thing I've caught. My assumption is that 'p1' - is just kind of index number.
So, maybe you could tell more regarding these things:
- where do you get these records in file if some of them saves very rarely? (maybe you could provide some details of how did you added missed records, I mean where did you found it)
- what means records like 'F31.96875' and why these records could be different for the same cutscenes?
- why last record have no cutscene reference?
Ah, I've didn't noticed that the rules were updated, thanks!
I've tested deadly landing glitch in the several places that it could be useful - Mines and Abyss that were already introduced by Priboy313, and one additional that I've found - in Oasis.
Here are the videos of how it could be used (including how Abyss skip could be used further), maybe it could be useful for someone:
-
Mines of Kelbegen
-
Temple of Al Farum
-
Oasis of Nejeb
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Abyss - Entrance skip
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Abyss - Elevator skip
P.S. Skip in Temple of Al Farum could be performed with two another options:
I've found a glitch to be able to skip 2nd phase of Dal Gurak - it could be performed at about 5.8k - 7.0k boss' health by dealing down smash attack with Demon's Spear special (1 down smash + 3 special attacks). As a result, encounter will be treated as finished, without boss' 2nd phase. Here is example of usage:
Also I wanted to ask could I use the following skips during 'Allowable Glitches' run:
- Airclimbing in Temple of Ianna This skip allows to skip 3rd puzzle:
By the way, this skip could be performed by ledge jumping, but it is very unstable to perform (at least I've faced with such difficulties):
- Zipping up in Mines (previously mentioned by ISlide in https://www.speedrun.com/severance_blade_of_darkness/thread/uywq2 thread) This skip will not safe much time (taking into account that it is unsafe and unstable), but it looks pretty good:
Supergussaman, yeah, the same, I've tested today the whole run and stool in Tell Halaf didn't worked for me as well. I'll try it a bit more with other video settings maybe... What about all the rest skips - they're work fine.
Could you please share a link to the stool usage in Oasis of Nejeb? I can't imagine where it could be used there.
What about interchanging Gorges of Orlok and Fortress of Nemrut - I have an additional concern here that Gorges of Orlok location contains Crush Bo, and it will be very helpful against skeletons in Fortress of Nemrut. Without Crush Bo you could waste additional time by scratching sceletons by Axe Spear that is not efficient against skeletons.
Supergussman, great findings with Tel Halaf and with Karum. Now Karum's long jump could be finally avoided (how many times I've tried to learn this jump)
Hi guys. Whoa! I've just noticed that there is a steam stable version available and I would try to run this game again)
Also, I would like to share my thoughts regarding tab-landing glitch (I hope I'm not too late))). I would agree with Priboy313 that it's interesting to run the game without total breaking it and with using in-game skills. And I will add from myself that it's great when it's not necessary to clean the whole locations (like in 100%) and at the same time to not breakdancing through the levels (like in Any Glitches), so 'No Physic Glitches' is a definitely my choice).
I've checked that tab-landing bug also exists in non-Steam (previous GOG version) and new Steam game versions (new GOG version). I just wondering why it wasn't used earlier). Here are my pros and cons regarding using tab-landing in 'No Physic Glitches' category:
Pros: I suppose that tab-landing could provide some freshness to 'No Physic Glitches' category. Anyway, it will need to re-thing some levels routes due to adding tab-landing into runner's toolbox.
Cons. From the other point of view, tab-landing could significantly affect estimated time that is needed to complete several levels (as is was introduced in the 'Abyss' level in this thread) in comparison with route without using tab-landing, that could be unfair to already submitted runs.
Anyway, from my point of view, I suppose that this glitch is not 'breaking the game' as it was mentioned by ISlide as a main idea of using glitches in 'No Physic Glitches' category, and I definitely want to try to perform a run with using it)
But regardless of what community will decide I think that adding new category (like 'No Physic Glitches' with tab-landing) is not a good option due to we have not so many runners here and it would be great to see the same leaderboards with new names, which would show how routes were changed with new runners were joined this game.