Comentarios
hilo: Lucius
Queensland, AustraliaCromish6 months ago

I think I also used to make sure to be facing perpendicular to the door when i first opened it outwards, rather than grab at an angle - its hard to remember, but that may also help in preventing the door from coming off its hinges as often

BurneEee les gusta esto
hilo: Lucius
Queensland, AustraliaCromish6 months ago

Hi there, I know you said you watched the tips video but I've made a few so not sure which you are talking about. I go over it in detail here. But I'll try to give some tips here as well:

  • First, note that this trick isn't very consistent. That is why you will see, if you watch my runs, that I will often just use the beach ball for later levels (I'm not doing runs lately, but when I was I would reset for it on level 1 but after that I would give it 1-2 tries only)
  • When opening the door outwards (i.e. when you are turning it beyond where it normally moves, not just opening it normally) you need to grab the door towards the inner edge. This will reduce the chance that the door will come off its hinges (but note that it still can). Since I haven't played in a while, I don't recall an exact spot to grab it, but also I was never carefully lining that up anyway so I don't think its very precise.
  • If the door comes off hinges, just give up and use the beach ball. Its almost impossible to get a launch after its off its hinges. Note though, that if you open the door backwards for the first time and it does NOT come off its hinges, then it wont come off at all, so you don't have to be as careful in case you have to try again and can open it from wherever.
  • When you go to walk into the door though, you need to walk in closer to the hinges, similar to where you grabbed it from to open. There is a decorative vertical line on the door inset from the hinges - that's usually where I target. If you are too far away from the hinges, the door will snap back and probably wont move you. The best way to see where this is is at ~12 minutes into my current any% record, where (because I have to wait for the tutorial to progress before launching) you can see me line it up and get it ready.
  • The launch itself is random, in terms of distance/angle. Sometimes you just get stuck in the corner - that is unavoidable. If you want to get out of this, then grab the beach ball and throw it outside of the wardrobe before you start the launch. This way, if you get stuck in the corner, you can use telekinesis (2) to pull the ball to you and then grab it (1). That will get you out of the corner. Note though, that this cant be used on the first level since you don't have telekinesis yet (hence why there are more resets there if you choose to use this).
BurneEee les gusta esto
hilo: Lucius 3
Queensland, AustraliaCromish1 year ago

Thanks for the question,

That rule is only for level 1, intended to make timing consistent. Because timing is from first input, you need to wait until the character can be seen before starting, otherwise it is not clear where the first input begins.

I'll amend the rules section to make this clear.

Cheers,

Cromish

Zebulaus les gusta esto
Desconocido
Queensland, AustraliaCromish2 years ago

If you and PotatOhChip decide what rules you want (specifically for items + character level/skills), then I'll gladly make some leader boards.

If you want my input, I would say no items from other levels since that is the simplest. Then, for skills, I think there are three possible approaches:

  1. All skills unlocked. This would be easiest to moderate, but may make some levels less interesting. That being said, it will be very different to any%, so may be interesting.
  2. No skills unlocked. This, I think, would be the best approach, and allow you to invest skill points during the level if you get them. But, its a pain to set up - you would have to somehow modify a save file so that your character level starts at 1 on every level.
  3. No skills allowed. This is similar to 2, but just blanket bans skills so that you dont have to get a modified save. Banning skills might make it more or less interesting depending on level, not sure. If you did this, you would probably want a max level character anyway, to avoid level up animations (afaik they dont play, but ive never actually tested it)

Indecently, in case people don't know, to make a max level character just keep starting level 1, grabbing the free skill up, and then quitting and restarting. May need to save, but I cant remember. Anyway, you can just keep grabbing it and getting higher and higher level that way. I dont know if you can then start level 1 fresh at max level, but if not then level 1 could have separate rules.

CyberYuck les gusta esto
Desconocido
Queensland, AustraliaCromish2 years ago

if there is legitimate interest, I will do it. But there are rule issues with IL's in Lucius 2 which would need to be addressed. Specifically, what items are you allowed to bring with you from previous levels, and what skill level are you allowed to be? These would need to be hashed out, but I haven't done it because no body has expressed a genuine interest in running Lucius 2 ILs. I don't think its a good idea for me to just arbitrary set restrictions on ILs when I have no plan on doing them, which is why I would want to consult with someone who is genuinely interested first before creating the leader boards and setting the rules

CyberYuck les gusta esto
hilo: Lucius
Queensland, AustraliaCromish6 years ago

The load remover has been updated - it now removes the time when the game is closed (important for kill cancelling).

Desconocido
Queensland, AustraliaCromish6 years ago

I have looked into doing all of the chores before, however the laundry annoyed me to the point that I didn't want to do it anymore. There is also the question of whether you would need to complete the whole game or just the chores. If you have to complete the whole game, its pretty much any% but level 2 takes longer - in my opinion that it not very interesting. There is another question of what chores need to be done, since there are chores which dont appear in the list in your notebook.

Cob did some routing of a goodboy%, which was get into the trike as fast as possible, which is similar to all chores. No leader board for that though.

In terms of glitchless, that would not be very interesting at all in my opinion. There is currently no shooting if you do not like the kill cancelling glitch (and it includes runs done prior to the discovery of kill cancelling). But if you wanna do a glitchless run be my guest. If you send me a link to a run ill think about making a category.

hilo: Lucius
Queensland, AustraliaCromish8 years ago

Extension of the OOB:

pretty convinced that there is no way to get the gun at this point

hilo: Lucius
Queensland, AustraliaCromish8 years ago

There are now load removers available for both the current and previous patches. Please find them in the resources section.

Credit to Qazplm for creating the load remover for the current patch

hilo: Lucius
Queensland, AustraliaCromish8 years ago
  1. Load removing IMO, the vast majority of PC games should have their load times removed in order to even the playing field. Currently, loads are not removed in Lucius because there is no automatic way to do it and it would be a pain to do by hand. However, I just want it to be known that if anyone gets a comparable time to my own (ie. no crashes, and pretty good clips) then we will remove loads from that point on (PS. if someone could make a load remover that would be nice :D). I dunno if that will happen ever, but we will see.

  2. The Holy Grail At this point, the game is pretty much done and dusted for time saves as far as I can tell. There is however one potential way to speed the game up considerably that I would like to let everyone else know about in case anyone wants to try and find a way (im pretty sure its impossible, but there is always hope). Basically, you would need to get the gun on the first level (before you lock the maid in the freezer). The gun should then be saved so that after the tutorial so that you can kill cancel the second half of level one (where you take the padlock off of the door). While this would cost a lot of time on level one, its saves a bunch in the rest of the run for a number of reasons: -You could potentially kill cancel on levels 2 & 3, something which wasn't possible before -It may allow for kill canceling on levels 6, 7, 10, 11, and the last few levels -the kill is faster to perform than killing Jed -The kill has no cutscene (unlike the majority of other kills) I have already found a way to get OOB from the kitchen () but I cant find a way to get to the top floor and to the gun.

It should be noted that it will also be worth it if we can only find a way to get the gun on level one after the tutorial, since it has all the same advantages except you will have to do level two intended in order to regrab the gun and save it for the rest of the kill cancels (this should still save time).

Also note that even if we can get the gun, there is no guarantee that everything I have discussed will work (it may just crash the game completely, or you may not be able to repeat the padlock kill).

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