First of all, a huge thanks to Marioaxelsan for all the coding he has done and to Mordaak for having betaed it. The autosplitter is now mandatory for all runs in the 3 main categories (Any%, Glitchless and Arcade). For Arcade, just activate it in Livesplit and you are good to go. For Any% and Glitchless, you MUST go to "Settings" and toggle "Exclude festival games" and "Exclude shield training".
As it has not been tested in multiplayer, RTA is still needed there.
I'm not really sure why that would happen, since the script remembers which splits have been triggered already.
It split in a middle of a random room in mt bloom during my last run. Just to be safe, you should have one more split than needed
Seems like I also got one of these weird splits at the end of the Sentry fight. I'll look at the code again in case I see anything suspicious.
Maybe some of the Story Mode flag business is spilling into Arcade splits, so I added an extra gamemode check for that. This is just guessing on my part at the moment, so tell me if you see more extra splitting.
Forgot to push to the repository, oof. I've also made the cutscene exclusions on by default, since they're required by the game rules.
The FF glitch happened after I fought Sentry as well potentially something wrong with that trigger?
I'm assuming some FlagIDs (which are used for Story splits) are triggered in Arcade as well. I haven't investigated fully what Flags trigger (or what the Active Flags HashSet contains during Arcade), but I don't really need them here, so I added a game mode check for the Flags part. I hope that removes the issue.
I have a few questions regarding the rules. Just started running this game and want to make sure I get it right. So I understand that we use the autosplitter now and I got that downloaded and working.
My question is that it stops right after defeating Luke, but the other runs on the leaderboard stop the timer after getting to the tower. When is the correct place to stop?
Second question: We're using game time instead of real time? That's great cause of variations in load times but the "issue" I found is that it pauses the timer when we do the "save and quit teleport". Im guessing thats fine as long as you dont take a noticable break during that time?
And also, the current runs are submtted using real time and the record being 42 min. Is that still the time to beat but using in game time instead?
The run stops with the last auto split on Luke, and the autosplitter is mandatory for all new runs. The reason why Mario's run is RTA is because it was done before the autosplitter was done. If you beat that IGT, then you take the spot (don't worry, he'll beat that time as soon as he has a contender, 42 mn IGT is not a cakewalk by any means).
Regarding the save + quit thing, this is normal: most IGT timers do the same (the hollow knight one does it for example)
Luke is THE run killer, but it becomes better after a while. The fight is easier in glitchless, if you're interested by the category :)
Yeah it's a real pain.. Might check out the other categories at some point. Im enjoying any% atm, just submitted a 42:05 run. Many deaths on many places but its a start. Sum of best is at 37:45 so Im not done yet ^^
I've added more splits to the auto splitter: Bishop, Living Rune Block, Bossling, Shruboss, Remedi, Furious Giga Slime, and Elder Boars. If no further changes occur, you need to beat these bosses in addition to main story ones for All Bosses category. You need to manually enable these splits from the Settings menu in the Splits Editor.
Except for Bishop and Rune Block, the added splits use a new detection method involving quest objectives. While I believe the code should work just fine, do tell me if the script fails to split, or splits at a wrong position!
Another thing to note about quest objective splits is that you need to actually complete the objective for it to split (or count as completed by the game itself). Slapping Bossling and leaving without the presents is a no-go, for example.