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MetaSigma: 2013-02-21 02:08:11 pm
Evermore Extrodinare ᕦ(° Д°)ᕤ
hahaha I guess I better get to work then Wink

Well for starters I got a 1:35:46 and I got trolled HARD in Omnitopia x_x.

I do foresee a sub 12 Act 1...and honestly I can clean up a lot of things. Sub 1:34 is possible, hard but possible right now :). Also a skip we THOUGHT can work appears to NOT be doable :(. FU Sterling skip would have saved up to 20 to 25 seconds but alas...it causes an issue later in the game. Still I'm confident things can improve.
Edit history:
rayvex: 2013-02-21 03:21:38 pm
hi
is the sterling skip on any of your previous broadcasts?
Would be interested to see it even if its not viable
Evermore Extrodinare ᕦ(° Д°)ᕤ
it's not viable...AsFar told me that he tried it again and it doesn't work...he sorta forgot that he used a wallclipping code to bypass the rock...Meaning it doesn't work...
Evermore Extrodinare ᕦ(° Д°)ᕤ
1:35:13 and that was with some really ugly spots in the run. The final battle was pretty slow too sadly...and there is def over a min of time saved still. I do see sub 1:34 being the goal with all the current stuff.
Edit history:
TheAngryPanda: 2013-02-24 12:42:33 am
Speed > Safety
So since I got asked about this specifically by someone (sorry I can't remember who it was) and told them I'd post the info here, here ya go:

Act 1 (20 runs done so far tonight):

1x - 11:55
1x - 11:56
5x - 11:59
8x - 11:58 (this is my average so kind of expected to have a lot of these)
4x - 12:00
1x - 12:02


Time deviation from fastest to slowest = 7 seconds
Times reset to things out of my control = 2 times (froze on thraxx once because of IRL dog being stupid, 2nd was bad pattern magmar which doesn't work with my strat)
Times rock skip was failed = 2 times, these account for my 12:02 and 1 of my 12:00's
Times dog died to Thraxx/Magmar = 1 time on Thraxx due to bad maggots

As for why it's so consistent compared to other people's times, probably because I don't reset so often and adapt to the RNG the game throws at me. For instance, if I get 2 dodges on plants, I go to raptor right away and skip clay pickups I'd normally get since I can pick it up/buy it later after thraxx to counter the time loss. It works out I want to say 70-80% of the time, but occasionally thraxx just doesn't want to die and I have to reset due to missing clay pickups. I think if people just sat down and re-watched their runs it would also help them improve greatly, or let chat analyze it for them/with them. The questions people sometimes ask lead to new routes, future backup strats or other useful things.

Hope it helps for whoever wanted the data, a lot of other useful data is in my notes on the excel sheet for my guide, but I don't know if I'll be uploading that sheet as a PDF.
Evermore Extrodinare ᕦ(° Д°)ᕤ
Man, I had the worst RNG today thrown at me and I was still only 7 seconds off my PB time, un...fekking...believeable...
Evermore Extrodinare ᕦ(° Д°)ᕤ
Small route changes, some INSANELY bad RNG areas in Act 1 and 2 as well as horrible Turret luck AGAIN, and I shaved off .6 seconds. Great thing is I have a correct set of splits now Smiley
Edit history:
TheAngryPanda: 2013-02-25 08:14:40 pm
Speed > Safety
So Act 1 is pretty solid at the moment (until something else is discovered, incoming Saturn video <3 ) for us. The route in my guide is flexible enough to be adapted to veteran runners and new runners alike.

Act 2 is currently being picked apart piece by piece, so far we've eliminated some of the worries of getting poisoned as well as having to get armor, found about a 10-15s time save in ruins, and are doing some serious despawn testing in mids that should really reduce the BS that goes on there.

Acts 3 and 4 haven't even been touched in terms of optimization, at least in my opinion. Considering this I think the current best time possible with everything going pretty damn well for you is around 1:32:40, give or take 10 seconds depending on how you play, what route you use, etc... from act 1. I'm assuming max speed route, which I believe to be the Atlas only method.

This is likely going to change as we progress further into the acts and optimizing the routes through them. Sub 1:30 is a ways away but we're getting there very very slowly.

Link to Guide: https://www.dropbox.com/s/bwryo3kpddohau2/Secret-of-Evermore.pdf
Edit history:
TheAngryPanda: 2013-02-26 11:00:02 pm
Speed > Safety
Figures soon as i say anything, things change some.

Act 1 Changes:
- more solid setup for rock skipping with dog and boy
-better optimization via despawning mechanics
-better optimization via thraxx fight (maggots are basically a non-factor aside from 1 specific spawn order, which is quite rare compared to the others)
-magmar strats are pretty much different between everyone now and all of them work, most are faster than before just because of figuring out how magmar's heat wave mechanic works

Act 2 Changes:
-money management is now a bit more solid since we don't need nectar anymore
-the order in which we do things has been optimized a bit, still testing whether this new order is for sure faster, but it certainly seems to be from the split times
-pyramids have been optimized quite a bit due to figuring out the mechanics behind how despawns/respawns work with the monsters there
-pyramids has some items we pick up now that we didn't before because it saves us money and lets us purchase more with less prior to vigor
-crush is used more because crush is awesome and shouldn't of stopped getting used in the first place . . . . . . .
-ruins has been optimized quite a bit, upwards of 20-30 seconds shaved off here easily thanks to using wings in a certain place and afaig's route in another area
-due to using crush more, aquagoth is much easier due to higher damage ranges
**lots of random glitches are being tested by numerous people, most have come up as being useless
**the major breakthroughs here will be re-routes and pickups
**perm-aura route users can get backup clay in oglin tunnel if needed (this will be in the guide eventually, sorry I'm slacking on it lately)
**undoubtedly more to come for Act 2

Act 3 Changes:
-using aura on maze, footknight, dopplegangers, verm essentially nullifies any problems there
-verm can be killed with crush only (use aura 1x instead of 4x flare....)
**the above can be tweaked obviously, if you want to save a bead somewhere drop the maze aura cast
-abusing the reset spawn mechanics in sewers essentially means boy can just walk right through every enemy there
-crushing things in act 3 is just as important as it is in act 2, there's just less things.

Act 4 Changes:
-still no luck on turrets, we've found out some cool stuff about them, but nothing has come of it yet
-I'm working on some char switching areas that will keep the boy a bit closer to dog for when they have to go down the elevators/tubes from the overworld
**this is the least explored act, but it's also probably the least likely to improve much without discovering a way to manipulate turrets

Carltron:
-if you kill the robots, let them reach the center of the room first
-if you're not perm-aura'ing, you'll have to decide for yourself to hypno or aura on certain fights, i highly suggest not using anything on raptor fights until the 3rd round
-optimizing movement will always lead to better times here
**Turrets suck, if you have nothing better to do and you want to see this time go below 1:30, find out how to bypass/manipulate turrets, it will drop the time significantly

Other notes so far:
-Lemon and I will do another Theory TAS eventually
-The guide will EVENTUALLY have a tutorial on YT to go with it (the tutorial will be done via emulator so don't expect great performance from me, lol)
-I plan to route 100% after we get done with Act 3 routing on any%
-There are currently about 6 different variations of splits right now, we need to think up some universal ones so we can compare times better and hopefully this will promote some races to happen
-The current fastest time (that i know of) for Act 1 is using my personal route (which is really risky) at 11:19, lemon is 3 seconds behind me with probably a more safe route

If I left something out, please let me know and I'll add it.
Evermore Extrodinare ᕦ(° Д°)ᕤ
1:34:48 with PLENTY of time for improvements. Slowly it's coming together, Ive been much more consistent in all areas but sometimes you get that one bad spot and it just totally goes south from there. Still sub 1:34 and even sub 1:33 is on the way Smiley
Speed > Safety
For people curious about general time savings on the WR, I made this list for Meta the other night. Dunno if anyone will find it useful but here it is: https://www.dropbox.com/s/iajxwnqxtv8x2yo/Secret-of-Evermore-WR-Improvements.pdf?m

PS: hoping to get my guide done before C4L, sorry it's taking so long.
Evermore Extrodinare ᕦ(° Д°)ᕤ
1:34:27 and it can drop below 1:34...

Dog did something I honestly cannot explain and I lost atleast 15 to 20 seconds on just that alone o__oa

Still! I will get that time! ᕦ(° Д°)ᕤᕦ(° Д°)ᕤᕦ(° Д°)ᕤᕦ(° Д°)ᕤ
Speed > Safety


This is the TAS Lemon and I worked on for around 14 or so hours. It's obviously not perfect and isn't meant to be. Here's what you can pull from this though:

- sub 1:30 is actually possible with some very exceptional luck
- sacrificing perm-aura route for atlas only route saves you around 1:20-40 (depends on random factors)
- if a player were to use the TAS route it would give them a time of probably 1:28
- Magmar heat waves at 300 hp, 600 hp, and at timed intervals. 300 hp HW = 36-40 damage, 600 hp HW = 36-40 damage, time triggered HW = 10-65 damage (probably reliant upon damage dealt to Magmar himself
- Knocking the enemies at Carl downwards to the bottom of the map is the fastest method regardless of what route you use
- Use a sword-like weapon on Carl fight, otherwise you're losing time
- It is entirely possible to get Crush level 4 (90 casts) during 15 minutes, if you do this, you need to only buy 20 more crush (16 for bosses, 2 safety crush, 2 for mids clearing after dog reunited with boy
- There is a weird moment during the Thraxx fight that you can enter the heart location with the boy/dog and remain in there throughout the fight, this is very risky but if a setup is found, massive savings incoming and total re-route for minimalistic routes, safe routes will still get most pickups anyways

While all of this is nice, we still have the problem of getting a safe route below 1:30 like people want. The problem with this is that all the people searching for glitches/tricks/skips/zips/exploits/strats are basically out of ideas entirely. Anything we've thought of so far has led to complete and total failure either through an error in the games coding, a crash/softlock or just ending up not being worth the time. Also, turrets are essentially the deal breaker on WR's now, sure meta's dog cost him 20 or so seconds, but he could have a legit perfect run up to turrets and completely lose almost any time saved at this point. Nothing we have come up with has alleviated this issue so if anyone has any ideas please do bring them up in chat, even if we've already tried it before it'd be nice to revisit and explore options. Plague + Slow Burn was attempted and ultimately led to taking longer than just bazooka+dog/dog killing the turrets. Attempts to skip/glitch through turret doors have been met with pretty much total failure.

Anywho, that's where we're at now. Expect 1:32's soon as someone gets good luck on a run.
Weegee Time
This is probably a stupid question, but did you try poisoning just a few turrets and then run around shooting the others while they burn down?
Speed > Safety
"Plague + Slow Burn was attempted and ultimately led to taking longer than just bazooka+dog/dog killing the turrets"

Asfarasiget and Meta did some testing with it. It DOES work, but you have to refresh the sprites to update the damage periodically while killing other turrets with the dog since plague + slow burn takes a good amount of time before the turret(s) affected will die (max 2 at once). This obviously leads to the issues of camera movement, which adds up to a pretty significant time loss that gets taken from whatever time was gained by doing the damage over time spells. So sadly this method isn't going to work in it's current state, if there's a way to refresh the debuffs while the dog's off killing other things (maybe it's a sprite limit being reached so it clears the debuffs upon returning?) without moving the camera it's entirely viable.

No question is stupid unless it remains unasked. Smiley
Speed > Safety
Secret of Evermore Guide is done finally:

Download for the excel doc:
https://www.dropbox.com/s/3tngl51cd0rolxf/Secret-of-Evermore.xlsx

PDF (I recommend DL'ing if you plan to use it because the zoom in the preview is garbage):
https://www.dropbox.com/s/bwryo3kpddohau2/Secret-of-Evermore.pdf

If you find any typos, mistakes, non-functioning maps (yes this has happened) or anything else like that; please PM me on here/twitch or catch me in a stream somewhere, I'll fix it asap.

This guide WILL be aggressively updated with new content as it presents itself.
Suggestions are always welcome, but if you're going to suggest putting it on googledocs know that a) I'm personally more comfy on excel and b) there is a lightweight xlsx viewer you can DL very easily which would take much less time than me converting everything over to a googledoc. If you still want it on there, I'm certainly not going to stop you from copying it, but please do give credit where it's due.

That being said, I'm going to go attempt to get sub 1:30 for dragondarch now with some suicidal strats on SoE. Will update if possible. *if i do update this the time will not be claimed as WR because i will NOT have video*
Weegee Time
Quote from TheAngryPanda:
(maybe it's a sprite limit being reached so it clears the debuffs upon returning?)

That does make sense.  The game crashes if you manage to get a certain amount of stuff on the screen at one time, right?  It'd stand to reason that with the tech limitations they'd choose to recycle an enemy off screen to free up space for other spawns.  Maybe it'll stay in memory if you only go after the two adjacent turrets?  I'm not sure how much testing was done and how much of a pain it'd be to determine that though. ^_^;
Speed > Safety
So i just got this: http://i.imgur.com/RI6KCt8.jpg

That was using basically the exact same route in the TTAS lemon and I made but I changed up Act 4 turret order (and got some absolutely ridiculous luck; 12 crits, only 4 misses!!) and the massive time savings on the splits themselves are because these are older splits, regardless; there's around 30-40 seconds I can save still just by performing better and taking a more risky approach on Sterling. I pansied out and used hypno instead of man-moding it.

I want to let it be known I do not want this to be considered the WR nor do I claim it to be, I will take the WR in 100% and any% when I get a capture card, which hopefully will be relatively soon-ish. Meta still holds the WR in my eyes because there's hard proof of it, I can't provide said proof so I don't claim WR. That being said, if you want to get anywhere close to this time, you need to drop Perm-Aura and run atlas only, otherwise you won't even be within 2 minutes of the time I got.

Off to bed for now!
You seriously need a capture card Panda because you keep raising the bar.  Good God.
Speed > Safety
Eh, time-wise, yes. Level of "skill" in the game, probably not. There's ~42 seconds worth of mistakes total throughout that run, most of which are just me not performing better, especially in act 3. Meta's average time loss for execution is around 35-50s losses, varying basically on whether or not he's been screwed over by the luck portion of the game throughout his runs. This means that we're roughly on the same level in terms of execution which just leaves the differences of route choice and luck-based things. My route automatically gives me around a 2:15 lead just because it's basically suicidal in act 1, not getting perm-aura gives me even more extra time and on top of this I'm also using a technique lemon and i found while making our TAS (running diagonally against certain walls to speed up) that Meta hasn't gotten to try out/practice yet. Either way, hopefully Meta and the others will start trying some more risky strats and make the time difference here quite a bit closer than it is because I'm sure they can beat me.
Quote from TheAngryPanda:
Eh, time-wise, yes. Level of "skill" in the game, probably not. There's ~42 seconds worth of mistakes total throughout that run, most of which are just me not performing better, especially in act 3. Meta's average time loss for execution is around 35-50s losses, varying basically on whether or not he's been screwed over by the luck portion of the game throughout his runs. This means that we're roughly on the same level in terms of execution which just leaves the differences of route choice and luck-based things. My route automatically gives me around a 2:15 lead just because it's basically suicidal in act 1, not getting perm-aura gives me even more extra time and on top of this I'm also using a technique lemon and i found while making our TAS (running diagonally against certain walls to speed up) that Meta hasn't gotten to try out/practice yet. Either way, hopefully Meta and the others will start trying some more risky strats and make the time difference here quite a bit closer than it is because I'm sure they can beat me.


There's more to runs that prime execution - you can raise the bar by simply coming up with better/crazier strats.  And forcing the high execution guys to do those strats also is awesome.
Speed > Safety
True, except I've already done that. Meta/Lemon/Hugh/Thyias/Vult(?) all know I use a crazy strat to get these times. Just a matter of time before they start adapting it really, can't wait. Cheesy

We also need to have more races, those are hilariously fun. Like my trying to get out of Act 1 before they beat Carl, lol.
Evermore Extrodinare ᕦ(° Д°)ᕤ
Or us dying repeatedly while somehow Panda gets insane luck in Act 1 and we're like HUH?! Still Panda is on the money I will start using some of the crazier stuff soon. I'm starting to adapt them into my runs starting TODAY so we'll see how quickly I can get them in adapt/and all that.
Edit history:
TheAngryPanda: 2013-03-07 05:42:30 pm
Speed > Safety
so APPARENTLY nobody running this game checks Gamefaqs because a very obvious trick was never tested that's on the "cheats" tab there. Perm-Aura no longer is needed. I'll update my guide later this weekend, sunday at the earliest (very unlikely). Expect a new WR before then...

I'm actually kind of annoyed by this in the sense that when I asked about it I was told it didn't work, guess I should have just went and tested it again anyways huh.
Edit history:
Saturn: 2013-03-07 10:08:13 pm
Here's a new trick to skip the entire Omnitopia trip, which saves 4 or more minutes in any speedrun. Pretty tricky to perform though, as you only get a 1-frame window to make it work. More details in the video-description.



Enjoy!