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Indonesiasrd_272 years ago

Pit Boss on v1.1.1: There are two locked doors on the top vault room, that only opens when all the fires are extinguished. Old strats doesn't work anymore.

A slower skip is possible, with cat rocket QS trick on front of the locked vault door, before starting the riot.

v1.1.2/1.1.3 update: Ragdoll is gone, but the checkpoint inside the counting room is still skippable. Simply walk to the counting room and trigger the checkpoint at the start, before going up to do the QSQL trick. The counting room checkpoint won't re-trigger when you get back down.

Indonesiasrd_272 years ago

v1.1.1:

Cat rocket doesn't trigger any event or cutscenes anymore. This impacts these errands:

  • Sewer: Can't easily trigger debug boxes with cat rocket. The Dude have to go directly to the debug boxes.
  • Game Tester: Can't skip levels or unlock level 4 with cat rocket anymore.
  • PMS: Can't spawn Hardrock by shooting a Cat Rocket from bottom floor.
  • Can't unlock the locked doors on Bidet compound or the Fix Race no-weapon door.

Pit Boss: There are two locked doors on the top vault room, that only opens when all the fires are extinguished. Old strats doesn't work anymore. (Slower skip is still possible with cat rocket QS trick on front of the locked vault door)

Dev Room warp: The time window to QS in the middle of loading screen is significantly shorter now. Manually mashing QS might be inconsistent. Turbo or binding F5 to scroll wheel will make the Dev Room warp consistent.

Minor errand changes:

  • Meet Associate: Scooter cutscene warp doesn't work anymore, as you'll be properly warped to El Plago's house. For a fast trip to Border Smuggler, setup scooter warp on a Fast Travel platform before Meet Associate (old strats).
  • Border Smuggler: For the third soldier that pops up just before the 10th smuggling, he will stay behind the wall even longer. If we shoot the last smuggler too quickly, he'll notice it and prevents the errand to be finished.
  • Bully Dog: Spike piss cutscene can be skipped.
  • Bully Dog softlock bug: QS/QL during the cat phase will make Spike permanently gone, and it's impossible to complete the errand.
  • Kunny Island: Power boxes can be blown with explosives (e.g. rockets)
  • Get Champ: The weapon drop strats at start of Thursday is now consistent, with no more chances of having the weapon getting stuck and can't be dropped.

Difficulties:

  • Liebermode is now available. Enemies never use any guns, they're either unarmed or have a melee weapon. This made some NPCs usable for petitions (e.g. Kunny/Carter, some unarmed NPCs on Bidet compound)
  • They Hate Me / Postal / Impossible difficulty options are available, but it seemed bugged/unfinished as the AI acts normal

Ragdoll changes:

  • For successive jumps on first person view, the Dude's second jump might start with a lying down posture, which reduces the jump height. This issue doesn't happen on third person, so use third person if a high jump is needed.
  • Wheel ragdoll jump doesn't provide much height if done on first person view.
  • Control bind option for ragdolls isn't on the settings anymore. (Binds from previous version will still remain on this version) The binding can be edited by editing the ToggleRagdoll on the "Input" config file, which is located on \AppData\Local\Postal4\Saved\Config\WindowsNoEditor

Deathwarp changes:

  • When deathwarping from a Cat Rocket QS, you'll respawn at 10 health.
  • When deathwarping using a save on a different loading zone, the loading zone won't change, only your position change.
  • When deathwarping to an errand checkpoint, your health will start at the health value you have when triggering this checkpoint, instead of being at full health.

Other minor changes:

  • Hate Group animation can be skipped
  • Cat on rocket launcher doesn't get restored for free anymore, after deathwarp / QSQL / day transitions. Will have to collect more cats for any cat rocket tricks.
  • North Zag bridge is now fully open, and is still accessible during the final apocalypse.
  • Patch Notes said there's more item and NPC spawns. Exact changes are still unknown.

Minor bug fixes from previous versions:

  • Cat rocket can be detonated early again with LMB
  • Spike doesn't spawn before turning into cat
  • Fast Travel cursor bug is fixed
  • Treasure Hunter map overlay bug, or the rotating map on interior, are fixed
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Indonesiasrd_272 years ago

All of my latest Heroic Galakrond (League of EVIL) decklists Decklist: https://imgur.com/a/tdeSdh7 Deckcodes: https://pastebin.com/igGcMcT1

Few things to note:

  • I've tried aggro Token Druid for few other easier fights as well, but chose not to use it for the run. For Reno, his board clears still make the Token Druid inconsistent. For Talritha, Token Druid is still consistent, with a small chance of getting a turn-5 kill. But more chance of being slow as well with bad draws.

  • For Wanderer, I'm using Mechathunlock instead of the Linecracker + BEES. Mechathun strats is now as quick as the old Linecracker strats. While the Linecracker strats seems to be less safe for the current AI, as they often use the Sharkbait spell to deal 7 damage to Linecracker in a single turn.

The fight is also still not 100% consistent (maybe around 80%-90% winrate). Sometimes his Sharkbait spell stops your Doomsayer or Depth Charge, and you don't have enough backup board clears or heals to survive.

Linecracker strats might still be good for the Slipstream fight on Explorers run, as they don't have the Sharkbait spell.

  • I tried Mechathunlock for Dragonflights. It works consistently, but it's still slightly slower than Freeze Mage on average. Maybe could be faster than Mage one day, if the Mechathun combo got even faster.

  • Amazing Reno still have some chance to lose (maybe 70% winrate?), but is much less horrible than the old times. (also faster with the newer Mechathun combo)

Indonesiasrd_272 years ago

Galakrond by AI suicide manip: https://imgur.com/a/9Upn7FB AAEBAa0GBMUEkNMC87sD9tYDDbe7AujQApeHA8vNA/vfA/jjA62KBMGfBPCfBIqjBPnbBIaDBYakBQA=

Galakrond have a 4-durability weapon that can't attack face. Current AI always use it on any minion instead, without caring about his health. Alexstrasza made it easy for the AI to kill himself.

Galakrond have 1x Time Rip spell, which he will use to destroy Alexstrasza before using his weapon. If this happens, the Scrapyard Colossus acts as a backup. It'll guarantee 28 damage to his face if his weapon still have 4 durability.

When playing Scrapyard Colossus, don't need to care if the opponent still have plenty of minions on the board, current AI will still kill himself before killing you with his board.

I made this deck to be an almost minionless deck, as I don't want to use any other minions that will cause Galakrond's weapon to lose durability. This also allows the use of Insights as a tutor for the late game finishers. Although don't keep Insight or any minons on opening hand, 4/5-mana board clears are the priority for mulligan.

Indonesiasrd_272 years ago

Free Medivh with Big Priest: https://imgur.com/a/J6lS9MD AAEBAa0GAo/OA7/OBA63F9HBAuXMArTOApmbA5mpA9msA/O7A/rfA/zfA62KBIWfBKK2BLrcBAA= (credits to Mipha for this deck idea)

This has been mostly consistent, unlike the Grand Finale Mage deck which still have some chance to lose.

Grand Finale Mage could be faster than Big Priest, if the Mage got the combo pieces early (which isn't always the case). But the Big Priest tend to have more consistent finishing times since we often have Shadow Essence on turn 6.

Main priority is to use Shadow Essence on turn 6. Also mulligan and discover for the early board clears at the start.

After Nazra dies, just rebuild the board with the various summon/resurrect spells.

Indonesiasrd_272 years ago

Here's my latest Heroic Karazhan decks (look at previous page for explanations on new decks) Decklist: https://imgur.com/a/D3v2UJ5 Deckcodes: https://pastebin.com/TSsr4J1a

Julianne: I'm using Mechathunlock instead of an aggro/tempo deck. Recent AI will often trade with her Romulo, which will get respawned for 0-mana every turn. This made it harder to get a good board, so I just use a combo deck instead which usually wins this on turn 8-10.

Curator: Generic Mechathunlock works well for this boss, since this boss is also not that consistent with an aggro/tempo deck as he have lots of board clears. There's still a small chance to lose if he summons two big murlocs immediately at the start, and if we don't have the board clears to handle it.

Illhoof: Defile strats is more consistent now as we have a tutor (Hullbreaker), and an alternate win condition from the Spammy Arcanist.

Indonesiasrd_272 years ago

Silverware Golem with Marrowgar (Triple Unholy) Death Knight: cdn.discordapp.com/attachments/283236838347505666/1056914510348288020/image.png

Marrowgar can build a huge board without any setups. So all we need to do is to just keep defending until we got Marrowgar and probably at least 12 corpses. Usually win on 1-3 turns after playing Marrowgar, depending on how many corpses you use and if you have Platebreaker or not.

One reason why DK works well is the Unholy 4 & 5 mana cards on my deck. They're very useful for defending/clearing small tokens, and to generate corpses for Marrowgar.

Don't need card draws in this deck as the Marrowgar tutors (Polkelt & Taelan) are usually enough to set up the combo on time. (Edit: I've added a bit more card draws as there's still chances of losing due to not drawing Marrowgar on time. I've replaced Icy Touch with Chillfallen Baron on my final decklist.)

I've tried to use The Scourge for my DK deck, but The Scourge usually creates a mediocre board, with lots of minions having 3 or less attack.

I've also tried few other decks (Mechathunlock, Venomizer + Missile Launcher, old warrior strats) and none of them works well for this boss. For combo decks, even just spending one turn to setup the combo (such as playing Hemet) could potentially kill me with how quickly the enemy's board can grow.

Indonesiasrd_272 years ago

Town name animation skip:

Town name animation will sometimes be partly skipped, where a skipped animation will be about 3s faster. Although some of the animation skips doesn't actually helps since you still need to wait for dialogue box to pop up.

Success or failing the skip is on a fixed cycle. First animation is not skipped, second is skipped, third is not skipped, fourth is skipped, and so on…

This cycle also got carried on through different playthrough/saves within the same game session.

On Whiterock Hills, animation skip let’s you start walking before the camera is focused on your character, which gives quite a lot more than the regular 3s timesave.

Whiterock Hills animation skip can be consistently setup before starting a run, by seeing a town name animation from another save prior to starting the run. The optimal sequence is when first animation (Mudtown) is skipped, which lets us do the Whiterock Hills animation skip later on.

Also note that no button press or mashing is required for this skip.

Indonesiasrd_272 years ago

There's several world map exploits that lets you skip parts of dungeon, by just exiting the dungeon immediately and go to the endgoal through world map. (Some of these haven't been used on the latest speedruns by the time of this post)

  • At the start of Orsea story, exit Orsea Plains, and you can go to Orsea immediately through the world map. This trick can be repeated on end-game during Aria & Lucienne's personal event on Orsea.

  • After talking to Matthew on Eastwood, exit Emerald Forest, and you can go to Aramis Mansion immediately through the world map, instead of having to walk through the eastern part of Emerald Forest.

  • On Parce story, exit Parce Plains, and you can go to Parce immediately through the world map.

  • On Blood Mantler story, it's faster to reach the boss by going to Whistling Delves from the world map.

  • Before the Westwood Dryads fight, exit Aramis Mansion instead of walking to Westwood. There's an Emerald West option on the world map, selecting it will give two "Enter Emerald West" options. Choose the second one to go near Westwood immediately. (iirc this option isn't available before the latest patch)

Indonesiasrd_272 years ago

Kiohonoa quest allows you to ask for the same materials over and over, which lets you get infinite materials to sell.

Although on the speedrun route, we already have enough money to get Scythian Bow Plus, so this exploit isn't needed.

Indonesiasrd_272 years ago

On Godland, choose "Church Offices" story path, but go to the docks instead.

Talking with the Blacksmith somehow triggers the "Docks" event branch, and we can carry on with this path using Isaac/Cammile/Aria instead of the usual Ylianne/Reynard/Lucienne

Although this is obviously slower than the regular "Church Offices" story path.

Unfortunately, I didn't find any way to trigger the "Church Offices" event branch while using the "Docks" characters. The Inquisitor fights could probably be quite a lot faster if Ylianne is on our party.

Indonesiasrd_272 years ago

On the Thug/Faeries storyline branches, we aren't actually restricted to do one story branch at a time. It's possible to carry out events from both branches simultaneously.

If we trigger both "party split" cutscenes one after another, without restoring our party members beforehand, we can have an empty party. If we do a battle with an empty party, it's an instant game over.

We can also exploit this the opposite way, to get a full party before doing one of the boss fight. For example in this vid, I've already done the Faeries fight, but I started the Orsea story without returning to Babat to regain my party members. Then, before the Thug fight, going to Babat will let you get the full party back, which could speedup the Thug fight significantly.

However, doing this trick requires a lot of extra walking. I've timed this compared to doing the fights normally, and this exploit is definitely slower than normal strats.

Indonesiasrd_272 years ago

Thread to highlight interesting glitches/exploits. Most of these are probably not useful for the speedrun.

Indonesiasrd_272 years ago

v1.1.0: (Note: It's likely there are still plenty of undiscovered changes not on the patch notes)

General changes:

  • Ragdoll physics changed slightly. Ragdoll jump goes over a longer distance.
  • Suicide animation is faster.
  • Go-kart is now available, but only at limited places and requires $100 to use. Scooter-related glitches (e.g. scooter warp) also works on go-kart.
  • NPC spawn positions are changed.
  • Patch notes said there are new pickups available throughout the game, we still haven't looked what are the exact changes.
  • Cat rocket can't be prematurely blown anymore using the Fire button (probably a glitch)
  • North Zag bridge is now solid for walking. But there's a roadblock to this area, and the roadblock is also still present if you try to access the bridge from a non-Zag loading zone (e.g. from Affluent by ragdolling to bypass Zap Zone)
  • Scooter glitches from v1.0.10 are fixed.
  • Cat can't be picked up if it's already running away.
  • On Monday start, if the starting $50 was spent, the money can be regained after dying.

Minor visual bugs:

  • "Rotate Mini Map" settings can't be turned off, minimap still rotates with the settings off.
  • The cursor on the Fast Travel platform map doesn't move, always stuck on the middle. (The Fast Travel itself can still be used, but you just can't see where your cursor is at)
  • The Treasure Hunter map and the Mall map got overlayed over the outside world map.
  • Inside the Treasure Hunter and Install Bidets interiors, the minimap keeps rotating around.

Errand changes:

  • Prison: The walls seems to be thicker and push-up OOB clips doesn't work anymore. (Push-up QS/QL clip still works)
  • Animal Catcher: Dog AI now always ran away when you kicked them. Pet them after kicking to get them to chase you.
  • The castle casino wall we've been using for Zag-Vote push-up has collision changes that made it unusable for push-up launches.
  • Vote Governor: The voting booth is immediately usable after all the queuing NPCs are killed. The internal center door can't be bypassed by regular rocket anymore.
  • Fix Race: The stadium walls can't be bypassed from the inner side anymore. So can't do the "Bad Ending" quickly anymore by simply bypassing the walls.
  • PMS: Hardrock now moves around after she spawned. Cat Rocket / Heat Seeker strats is unreliable now. Best strats is probably to do a high jump trick to third floor.
  • El Plago: The missing collision on the mansion top front wall is fixed. (bottom front wall is also partly fixed, but there's still a missing collision remaining)
SerWolfy piace questo
Indonesiasrd_272 years ago

1.0.10:

  • Scooter turns sideways faster.

  • Scooter slowdown glitch on few specific areas. The known spots for these are: -- Asphalt road on The Zag. (other nearby surfaces such as the sidewalks or green colored roads doesn't slow down the scooter) -- Parking lot northwest of mall (this made the Scooter Challenge probably impossible, as you need to pass this area for the time trial)

  • Riding a scooter through the Zag tunnel Zap Zone will get us launched OOB very far away.

  • For ragdoll jumps from first person view, the Dude's posture will be frozen until he hits a surface. This doesn't impact the jump height/distance, but it does make it hard to do the wheel ragdoll jump. (Third person view will still do ragdoll jump normally as previous versions)

  • Box flying might be harder to do. (this is an obsolete strats anyway)

  • The boss despawn kill trick for Vince and El Plago doesn't work anymore. This trick will instead spawns a duplicate of the boss (works for any bosses such as the final boss). For El Plago, the duplicate will somehow fight the real El Plago, and it's possible to finish the errand by having them killing each other (although very slow).

  • Spike can spawn any time on Tuesday even outside of the Cat phase. Killing Spike before the Cat phase does nothing, and Spike will respawn as normal after we turned into cat. (doing Pet action on Spike will crash the game)

SerWolfy, HoonGoons e 2 Altri ti piace questo
Indonesiasrd_272 years ago

On v1.0.10, the boss despawn quick kill strats doesn't work anymore. But re-triggering the boss entrance cutscene will summon a clone of the boss. For El Plago, the clone will somehow fight the real boss. (Also note that I used Ghostrace cheat to witness their fight.)

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discussione: Curse of Naxxramas
Indonesiasrd_272 years ago

Gothik with Renathal Quest Rogue: https://imgur.com/a/laQpUKj AAEBAaIHBMQBhsICw+EDl+8EEs0DkgSNEJEQwhaXwQLH0wLZ4wLVjAPHmwO/rgOqywPn3QOhjQT2nwT3nwTVoATquQQA (decklist made before Castle Nathria release)

Based on Mipha's idea. A single Bloodsail Flybooter is usually enough to complete the whole quest, which is normally complete in turn 5-7. The Renathal is important to have enough health to survive the strong early game.

Still have a bit of chance to lose, and there are other alternative tech cards that can be tried as well.

Indonesiasrd_272 years ago

Free Medivh with Grand Finale Mage (and Renathal): https://imgur.com/a/cfZzggL AAEBAf0EBKCAA/bWA+efBJfvBBKKAfgHysMC08UCx9MClugCtPwCv6QD9KsD+7AD+N0D/N0D7ukDwPkDk4EE/J4ErJ8ExqAEAA==

Set up 8/8 elementals, cast Counterspell before killing Nazra, then kill Malchezaar immediately afterwards.

Still a bit of chance to lose with a bad early game. Renathal helps this deck a lot, I've tried making this deck before Renathal and only have about 50% winrate previously.

Getting Flame Ward early is usually important, so I've put a lot of secret tutors, and the tutors are also helpful to get Counterspell later on.

Not fully sure on which tech cards I need to put in the deck. Can't put too much healing as I need enough card draws on the deck, and don't need lots of healing if we have a good early game.

Edit - Renathal nerf update: The 5-HP decrease doesn't seem to really matter. I still find it more consistent to use Renathal instead of using a 30-card deck, as the 40-card deck allows me to put more mid-game defensive minions without removing the combo pieces or card draws.

Indonesiasrd_272 years ago

1.0.8:

General changes:

  • QS/QL is no longer possible during loading screens, except for a brief moment when the game isn't loading in the middle of the loading screen. Dev Room Warp can still be consistently done by spamming QS button during loading.

  • Bustedwarp will remove your weapons. The weapons can be taken back inside the Evidence Room, but the Heavy/Exotic weapons (e.g. Rocket Launcher & Sniper) and some items (e.g. VX & Money) are in the High Security Evidence Room which needs to be unlocked with one of the police terminals. The items can also be regained by suiciding after getting busted, although this will also warp us out of the police station before Pay Fine is done.

  • Hate Groups, and their animation on the phone screen can't be immediately skipped, giving some timeloss.

  • NPC spawn positions have changed.

  • Golden Larry doesn't instantly provides the money reward, it has to be sold on the reward shop and only provides $100 each.

  • Scooter rent price is reduced ($15, or $35 for nitro scooter)

  • Mallet & Sledgehammer is now available, which also allows for the Mallet jump ragdoll trick.

Minor changes:

  • Prison: The central door unlocking is faster, the missing collision for C-block skip has been fixed (can still use push-up clip), can't interact with cell block keypad from behind the glass wall, prisoners will be fighting each other on the central hub (one of them can drop a Mop)
  • Animal Catcher: Hostile dogs will be attacking you after the errand, if the errand is done with dead dogs.
  • Meet Associate: The scooter cutscene warp will launch Dude's body at a much higher amplitude from El Plago's house, which can send Dude to an OOB/river area and kills him. This won't matter if we dismount from the scooter quickly after the cutscene.
  • Tag Turf: Spray Paint ammo's speed is increased, tagging the billboard is now a bit faster.
  • Bully Dog: Grenade instakill strats doesn't work anymore.
  • Pay Fine: Ticketer Akimbo strat to double the fine doesn't work anymore.
  • Boss: There's an invisible wall on the balcony, it can only be bypassed with a ragdoll jump. This prevents the balcony jump strats to the Affluent Zap Zone.
  • On The Zag area, the roadblock on the north bridge is removed, although the bridge is still not solid for walking, and can only be passed through using scooter.
  • The missing collision on the secret border cave is fixed, now we need the keypad to gain access.

1.0.9:

  • Doesn't seem there's any changes, other than the Blackhole Backpack hotfix mentioned on patch notes.
SerWolfy, HoonGoons, e SpectralPlatypus ti piace questo
Indonesiasrd_272 years ago

On Game Tester, we can skip level 1-3 by using Cat Rocket to bypass the Level 4 door and triggering the Level 4 dialogue.

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