Eh, wont be too much help but it is slightly different and not much slower, plus the other nlg guy might like it. Only thing i have to mention is that it seems like the route i take after the spiral out the window seems to be the same speed and you dont have to worry about the gaurds hitting you. Could possibly be faster since you can take risks and not crouch swoop but im not on to try that atm. Tried this and turns out you can sprint through that entire area as long as you stay on the carpet and the gaurd doesn't see you. Not much faster but faster nonetheless.
Yeah, yeah i lost time in the beginning, was distracted. Still looking for a better way to shave time off this map but so far 7:25 is my best nlg run currently.
Found a small time save in Chapter 6 A Man Apart. In the area where you have to climb up the elevator. You can head to the left and "clip" over onto the beam and climb up a bit faster. This saved about 2-4 sec when i was testing it. I was able to run on the first beam once and jump turn and grab the backside of the elevator once, but this way was much more consistent. Here is a highlight of it twice http://www.twitch.tv/skuldier/c/3800938
P.S. 1 time i fell off the edge and it brought me to the death screen, however, i was able to back out of that screen and continue walking down below where normally it instant kills you if you fall. Then i walked through the door since it had no clipping and just kept falling. Wasn't recording and i haven't been able to do it since : /
For a non-lethal ghost speedrun, what exactly would we want the rules to be?
Quote from DonkeyKong1254:
no detections, no killing.
I haven't played the game, but keep in mind you want your category to be absolutely trackable. That's why, for Dishonored, we have NLG defined via the tickboxes at the end of each mission. There can be absolutely no doubt whether you fulfilled the requirements of the category or not.
I haven't played the game, but keep in mind you want your category to be absolutely trackable. That's why, for Dishonored, we have NLG defined via the tickboxes at the end of each mission. There can be absolutely no doubt whether you fulfilled the requirements of the category or not.
Yeah it has the stats on mission complete pretty much exactly like dishonored. Also someone mentioned earlier that you don't get a check for being detected in town because its never a mission. It is however listed on the statistics page on Overall. Personally i dont want the town/transition phases to count as they are horribly dull and excessively hard for what they are. Lets gaurd this important person with 2 guards, better put 4-6 guards on this random street that 1 civilian is on though.
Guess ill make this accidental comment into a real one. Did some semi-legit testing and it seems like the ai are just as blind at all levels. Was hoping maybe the "enemies are more aware" thing was true and they had like a larger FoV or something. Only thing this mode seems to accomplish is making items ridiculously expensive which confuses me since they already had a mod for custom that does that. Oh well.
Doing some testing today, found you can clip through the big safe in 4 the second time you have to do a combination. http://www.twitch.tv/mrogam/c/3801481
Also found a way 'drop' infinite dud flashbangs and throwable glass by holding one up, mashing 'Interact' and swoop away from the interactable. Doing so leave a 'E' or whatever you have it bound to left on your screen, looking at other interactables would leave the same floating UI element stuck on your screen. Pressing it would fly you to the bugged interactable you used given line of sight, if there isn't one you would just fling yourself to the nearest wall. A bit more testing, throwable glass will trigger sound noises to alert guards, but dud flashbangs and floating glass does not collide with guards :|. While in this state, doesn't seem like you have infinite arrows though, sadness.
I did a bunch of tests on a bookcase puzzle, when finishing it I was teleported back to it doing the secret door animation. Seems to work with light switches also, not sure on doors and drawers.
This also came out to a way to do a minor jump, so you can hop over small ledges and railings with this.
Regarding chapter 6, you just have to continue running down the left side alley (same one where you can picklock to the basement), there will be a box you can shoot down. Above that is a rope arrow target.
so i found really fast way to do the Thief-taker general fight and it will work for non-lethal ghost aswell. here is a video of it http://www.twitch.tv/virrward/c/3803570
i found a softlock: in the asylum, if you pick the lock with the explosion, then go to open the door after the explosion, randomly it kinda pushes you outside the door and wont let you open the door. i would have a vid but i wasnt recording
Stair skip is a thing, watch the cutscene at the wheel, reverse it, use glitch the wheel and trap yourself against the railing up top then use the wheel again this time it won't move you.
Playing with that glitch with interactables, the speed you move towards it seems to depend on the animation time. So far it seems to work with any that is a single 'Use' rather than a hold where you can cancel the animation.
So looks like we can use cabinets to clip into walls, but haven't found a place to use this efficiently yet.
Looking at the Asylum, we can pull the power lever, while running to the elevator. This will skip the vision and crazy people.
Didn't see a mentioning of this in the thread, but loading saves has some affect on the NPC locations. At the end of chapter 3 as you go up the spiral staircase near the top two guards are supposed to have a conversation as the other one walks down the steps yet after loading, he was nowhere to be seen. More amusingly, a guard near the bottom of the stairs did this, fairly consistently:
Instead of coming down he was also going up (or at least trying to) which made it far easier to get past him.
Yeah ai have different ways they path depending on some factors such as where you enter a zone/where you alerted guards and it resets the ai pathing to the path for the zone closest to where you saved and loaded. Also makes them skip dialogue if they have it a lot of the time. Sadly i haven't found a good use for it.
Sorry to ask but would you mind writing out the steps in order to preform the glitch, your mic made it hard for me to understand.
What I got was 1.hold item up 2.use vent/switch 3.sprint away and keep moving.
is that right? I plan to try it out later and see if I can get it to work.
Edit: I figured it out, while holding flash bang/glass bottle in the air (holding down mouse button), Tap E to activate vent/switch. Right when you begin to move forward, use sprint and run to desired area. Let go and see the magic happen. (You will know you did it right when you are sprinting around and still see the E on your screen) hope this help anyone that had trouble with the video, if not then just myself xD
Pretty sure most of us thought moving during cutscenes wouldnt make them go faster. Apparently we just have to go really fast to the right place. If you sprint and stand directly under her you can hear the audio overlap as it skips some of the lines, if you hold sprint and do the same in the second part of the scene she skips the first paragraph of dialogue as well . Shortening the dialogue like this also works on the Great Safe mission if you hold sprint and w as you spawn into the scene and immediately head to the left. I've even had it skip most of the scene while going forwards but it wasnt as consistent. When this works in the Great Safe scene she only says 1 line of dialogue instead of telling you a short story before the hallway.