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pokefan548: 2016-07-25 07:28:32 pm
pokefan548: 2016-07-24 07:16:36 pm
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pokefan548: 2016-07-12 03:08:07 pm
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pokefan548: 2016-07-06 04:33:20 pm
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pokefan548: 2016-07-06 04:31:40 pm
pokefan548: 2016-07-06 04:29:23 pm
pokefan548: 2016-07-06 03:26:06 pm
I'm in your run, killing your splitz
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This is of course, just came out the other day, so I'm still testing. This thread, visitors or no, will still be very regularly updated by me in the coming weeks.
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CHANGES FROM BETA TO RELEASE

Movement Tech
• In the beta, you could shoot while in the air without losing much momentum by very quickly dashing and then firing, useful for chipping down distant enemies and ninja-ing XP boxes. However, dashing-shooting in the air no longer negates the kickback that all characters but Weiss (who has a few frames longer animation, IIRC) experience. [NOTE: THIS DOES NOT APPLY TO RUBY OR YANG]

Slope Abuse, Map Tricks, and those damn invisible barriers
○Forever Fall 1
• You can no longer abuse rock slopes to ignore the RNG and reach the Beowolf pit anymore.
◘ [NO LONGER TRUE, INVISIBLE WALL IS PRESENT] The same holds true with going behind the metal sheets and heading to Boarbatusk alley when the Beowolf pit is active.
• So far, new major map breaks have not been found in the new maps. If you find one, please reply ASAP with great detail.

Combat Pacing, Attack Speed, DPS, Juggling, and other speed-related combat changes
• Blake's Team Attack has been changed from a powerful, single target, single hit attack to an aggressively homing series of attacks with greater collateral damage potential. Automatically cancels if less than the required number of hits kills an enemy. [NOTE: BLAKE'S TA NO LONGER ZIPS AS AGGRESSIVELY, HAS FEWER OR NO INVINCIBILITY FRAMES, AND CAN STEER YOU INTO DANGER.]
• Weiss was given a huge buff to her crowd control abilities. More detailed analysis can be found on several threads at the steam forums.
• Auto-homing for air-attacks is much less aggressive.

SCIENCE
Key:
• {T}: Proven in theory by experimentation with a 100% success rate (aside from RNG-based entries), but not yet supported by datamining.
• {P}: Proven by datamining and execution.
• {H}: Hypothesis, observed but not proven.
• {!}: A phenomenon is noted, but is inconsistent or the cause is unknown. Figuring out the root cause of these is a high priority.
• {D}: Debunked

RNG Manipulation
• {T} The Ursa Major will have a greater chance to use it's ground pound if it's surrounded, stunning it and leaving it open to massive damage. This can be produced in singleplayer by quickly circling the Ursa.

AI Manipulation
• {T} All enemies except possession type grimm attack in turns except when present in extremely large numbers. When present in these numbers, grimm can attack out of turn, a phenomenon I have dubbed a "Pack". So far, we know that roughly 5 Alpha Beowolves are required for an Alpha Beo pack. [HELP WANTED: DETERMINE EXACT NUMBER OF GRIMM NEEDED TO FORM A PACK]

Player Mechanics
• {T} Weiss' LLH can send you flying into the air by tilting the joystick at a certain angle when pressing up against an enemy. So far, we know that Creeps can be used to Weissboost with the joystick between 1/4 and 1/3, and Beowolves can be used with a 3/4ths angle. (Values are rough, and not 100% accurate) (Thanks to Mechsupport for discovering the importance or joystick angles and finding the Creep angle)

MAPS
• {D} The Beowolf pit may have been dummied out. The barrier has been reenforced by a flat, static invisible wall, and after many runs, I've yet to see the Beowolf pit be the "correct" path, despite it having a 50/50 chance to be active. Either the pit was returned in a ninja patch, the odds of the pit being active were lowered, or all participating testers have really freaky luck.
• {P} The first two arenas of Forever Fall 2 can be skipped by climbing the slope that serves as the 2nd arena's exit, and claiming the key for the 3rd door. (Thanks to Mechsupport for discovering this)
Thread title:  
I would be more than happy to help! If you're looking for someone to team up with and find speed strats. I remember finding a skip in level 3 of one of the early betas that skipped an entire pack of grimm (though I think they spawned and chased us down, or not everyone followed and spawned them while we spawned a second group...could be a potential shortcut if it's still around). I'm planning on going hard into the game once SGDQ is over.
I'm in your run, killing your splitz
Quote from MechSupport:
I would be more than happy to help! If you're looking for someone to team up with and find speed strats. I remember finding a skip in level 3 of one of the early betas that skipped an entire pack of grimm (though I think they spawned and chased us down, or not everyone followed and spawned them while we spawned a second group...could be a potential shortcut if it's still around). I'm planning on going hard into the game once SGDQ is over.

Awesome, here's my steam profile, add me for SCIENCE! (And achievements. Been working on those hard): http://steamcommunity.com/id/pokefan548/

Anyhow, yeah, Mountain Glenn 1 and Forever Fall 1 are SUPER broken, and possibly some of the best routed so far, but your bug doesn't seem to ring a bell. I'm very interested to see it, if it hasn't been patched out.
IIRC, I was able to jump one of the fences instead of following the given path after one of the packs surrounded by the buildings. It's been a few months since I've played, so I'd have to try to find it again. If you want my steam profile, it's here: http://steamcommunity.com/id/mechsupport/
After a couple of times through Mountain Glenn, I found where the shortcut was, but also found that it has been patched out by an invisible wall. The original shortcut involved jumping over a fence and some rubble just after the waved encounter that opens the gate about halfway through the stage.

Also, I think I've found how and why Weiss' LLH combo sends her in the air. The last hit has to hit an enemy and cause the ice block to appear. To perform it, you have to be holding the control stick in the direction of the attack. I believe this pushes her into the animation of the ice block forming and clips her out of it, usually into the air. I've used it to get on top of crates and other places not normally accessible, though I haven't been able to try it in places where sequence breaks may be possible yet.
Edit history:
pokefan548: 2016-07-11 07:31:16 pm
pokefan548: 2016-07-11 07:31:04 pm
I'm in your run, killing your splitz
Bummer on the old skip breaking, but I'll definitely try what you said with Weiss' LLH when I get home. I know that in the beta, the rubble blocking the way out of the Beowolf introduction area in Emerald Forest 1 had a low-ish invisible wall that could be jumped over in non-standard circumstances (props to the creator of the low-gravity mod). I figure that unless it was fixed, a team of 2 Weiss' could slip past and start the defense station survival waves while two others could hang back and run lag-prevention, shaving a couple minutes off of EF1.

EDIT: So I've experimented with it, and I see what you mean, but it's only a small hop, equal roughly to the height of the enemy being frozen. I've found boosts up to 3+ times the standard jump height, and they remain random and unrepeatable, so we'll still have to wait before we start skipping EF1 :/
I'm in your run, killing your splitz
Big news for Mountain Glenn 1: The beowolf pit is active again, or has simply had a very low chance of becoming active. This, along with the fact that both paths thad could be used to take either path regardless of RNG means that you can't just slip into Boarbatusk alley for a faster run as you could used to. Also makes grinding harder, but this isn't "XP Grinds Archive," so...
It's been a random boost for me. I've gone from the height of the enemy to sometimes 5 or 6 times the height of the enemy. I feel like this could be used to skip boulder-walled encounters and possibly even the waved encounter in MG. I know they patched out the old way of jumping over the wall there, but I have my suspicions that it may still be possible with the LLH trick.

I was hoping to find a way to mod the game files to be able to see where the invisible walls are so glitch routing would be easier.
I'm in your run, killing your splitz
Quote from MechSupport:
It's been a random boost for me. I've gone from the height of the enemy to sometimes 5 or 6 times the height of the enemy. I feel like this could be used to skip boulder-walled encounters and possibly even the waved encounter in MG. I know they patched out the old way of jumping over the wall there, but I have my suspicions that it may still be possible with the LLH trick.

I was hoping to find a way to mod the game files to be able to see where the invisible walls are so glitch routing would be easier.

I know one can be jump-able with the aid of the zero-gravity mod, which is semi-confirmed to be updated and released soon. I know that it allows for a few rock walls to be jumped, so I figure we can use that to measure the invisible wall height.
That'll definitely help. In the meantime, I'm going to start doing some single player runs as Weiss and see if I can find any skips. I'm also trying to figure out where to spend my points for the fastest run.
So even after just a quick 20 minute session, I was able to skip encounters 1 and 3 in the first stage (I'm not entirely sure the 2nd encounter can be. I have to try more angles but ran out of grimm) and I was also able to skip the 4-wave bridge encounter in level 2 as well as the 5-wave gate in level 3 (only to get cocky and die at the boarbatusk immediately after...lol). I'm getting very consistent in making the glitch happen, and can almost always get it when fighting the burrowing grimm. Beowolfs are hit-and-miss still for the glitch, and I don't think the boarbatusk can be frozen, so any encounter that is just them will have to be fought along with any end of level encounters.
I found another major skip. This one can actually be done with any character in level 6. After the first pack of enemies, you get to the area with the 3 gates. You can actually jump up to the small pathway with the key to the 3rd gate right away without needing to go through parts 1 and 2. This skips all but the 4-wave fight right before the end of the stage. Because of this, you can really pick any character you want for the stage, especially if you feel like the combat would be faster than playing as Weiss (there's a Weissboost you can do to skip the first fight, but the fight itself is so short that faster overall combat in the 4-stage fight will save you more time in the long run.)
I'm in your run, killing your splitz
Quote from MechSupport:
I found another major skip. This one can actually be done with any character in level 6. After the first pack of enemies, you get to the area with the 3 gates. You can actually jump up to the small pathway with the key to the 3rd gate right away without needing to go through parts 1 and 2. This skips all but the 4-wave fight right before the end of the stage. Because of this, you can really pick any character you want for the stage, especially if you feel like the combat would be faster than playing as Weiss (there's a Weissboost you can do to skip the first fight, but the fight itself is so short that faster overall combat in the 4-stage fight will save you more time in the long run.)

Oh cool! I always thought that ledge looked suspicious. Then again, considering the game we're talking about... XD
I'm in your run, killing your splitz
I've updated the Weissboosting section to the latest kown facts.