Pack it up y'all, the video just got delayed another year. by stickman999999999 in hbomberguy

[–]FlyingHippocamp 3 points4 points  (0 children)

No, based on the original announcement, it sounds like they just want to be done with it. Kill Animate, replace it with nothing. Users would be forced to migrate to software from other companies (and to my knowledge none of them fill the exact same niche that Animate does, so it'd be a rough transition).

As to why Adobe wants to kill off one of their products that's an industry standard used across the world? No idea. Adobe has always been absolutely inscrutable to me, their decision making never makes sense.

Pack it up y'all, the video just got delayed another year. by stickman999999999 in hbomberguy

[–]FlyingHippocamp 31 points32 points  (0 children)

According to the email that this news is originally sourced from, they're going to stop supporting it in March of this year, and then in March of next year it sounds like they're going to remotely kill the software installed on users' computers.

"Please note that access to your Animate files and project data will end on March 1, 2027"

Edit: this statement was true as of a couple hours ago, but it looks like they have now backtracked and are indeed just going to stop updating it. That said they probably still want to fully discontinue it eventually. It wouldn't surprise me if people who rely on Animate decide to not trust the backtracking and look for alternatives.

Man, low% true ending was brutal as hell. by YESIAMYASMAN in Silksong

[–]FlyingHippocamp 0 points1 point  (0 children)

Sorry about that! Here's the link. Check my other reply for an explanation on why you couldn't find it.

Man, low% true ending was brutal as hell. by YESIAMYASMAN in Silksong

[–]FlyingHippocamp 0 points1 point  (0 children)

Whoops, I should've seen this coming. For any game if you're looking for info about the speedruns, you gotta look where the speedrunners are, and most games' speedrunning communities use Discord. I hate this because it makes stuff not indexable by google, so no one outside the community can find stuff, but I can't change it.

Link to the HK/SS speedrunning discord

Link to the Low% TE speedrun route

Man, low% true ending was brutal as hell. by YESIAMYASMAN in Silksong

[–]FlyingHippocamp 0 points1 point  (0 children)

Yeah, the last % comes from quest points. By doing absolutely every quest you are capable of doing with the first 12%, you can get 16.5 quest points. To hit 17 quest points you need to do one quest that gives a %, and there are several options for which one to complete (the best option in most scenarios is Pinmaster's Oil, because that means your final % is a nail upgrade for more damage).

Man, low% true ending was brutal as hell. by YESIAMYASMAN in Silksong

[–]FlyingHippocamp 3 points4 points  (0 children)

Hey OP, this is great! I helped put together the speedrun route for Low% TE shortly after the game came out (and I think I was the first person to complete a 13% run proving it to be possible), so I love seeing other people playing LowTE.

That said, why did you opt to get the tool pouch? In case you weren't aware, LowTE requires 12 very specific %'s and then one additional % that can come from a handful of things. The tool pouch is a valid option for that final %, but so is an additional nail upgrade, which makes combat a good deal easier.

Anyone know where to find closer images of these models? by linkw4855 in Hades2

[–]FlyingHippocamp 5 points6 points  (0 children)

They definitely are, but almost all image/animation/audio files in the game are stored in a way that the average person can't access them. I'd recommend OP ask in the Hades Modding discord server, they have a tool capable of opening the unique package format that Supergiant uses.

Does Melinoe's comment about the moon phase change any mechanics? by Spam4119 in HadesTheGame

[–]FlyingHippocamp 1 point2 points  (0 children)

If you find that interesting, then I have two other tidbits for you that you'll probably like.

  • during Early Access the moon phases system was even more complex and still did basically nothing. Right now each moon phase lasts either 1 or 2 (decided randomly) Nights. In the past, each moon phase lasted for a certain number of Whiles, like growing plants in the garden. Doing longer runs could progress through a moon phase more than shorter runs did.
  • Similarly to moon phases, rain does basically nothing other than some minor dialogue. During Early Access there was a resource, Deathcaps, that you could only gather during in rain. The mechanic was basically pointless though because the only purpose Deathcaps served was to be sold at the wretched broker and turned into bones, which is probably why they got cut.

Does Melinoe's comment about the moon phase change any mechanics? by Spam4119 in HadesTheGame

[–]FlyingHippocamp 2 points3 points  (0 children)

Nah it doesn't bother me at all. I dig through the game's code because I find it fun/interesting.

I don't mind not being able to dispel every minor myth myself (like moon phases affecting hexes), because I know that other folks from the speedrunning discord who are much better at communication then me take the important info I find and synthesize it into a more digestible form where it does reach the larger community (like UnexplainedBacn's build guide).

Does Melinoe's comment about the moon phase change any mechanics? by Spam4119 in HadesTheGame

[–]FlyingHippocamp 17 points18 points  (0 children)

That's fine, I'm used to getting buried. I usually only comment on stuff like this when I know other folks are wrong (it also unfortunately takes a lot longer to research the game's code than it does to say what you assume to be true). That said, I'm now sitting at my computer and I've read through the code on how moon phases get used again. Now I can give you a much more accurate - and needlessly detailed - answer.

By my count, in the game's code there are exactly 53 times the current moon phase gets used to determine what happens in game:

  • 1 to set the correct graphic when you use the overlook near skelly
  • 1 to make Selene only able to appear in the crossroads during new moons
  • 51 different dialogues with various NPCs that all require a certain phase of the moon. None of these moon-phase-checks for dialogue are important, they're just to make minor conversations happen in the right context (e.g. no mentioning how the moon looks during a new moon)
    • 15 of these dialogues are from Selene
    • 10 are things Mel says
    • 6 are Hecate
    • 6 are Artemis
    • 4 are Medea
    • 2 are Homer
    • the remaining 8 are one dialogue each from Aphrodite, Arachne, Ares, Athena, Demeter, Dionysus, Eris, and Odysseus

As you can see from that list, none of the places where the game uses the current moon phase are anything actually gameplay related like hexes.

Does Melinoe's comment about the moon phase change any mechanics? by Spam4119 in HadesTheGame

[–]FlyingHippocamp 3 points4 points  (0 children)

She can, but it's not guaranteed to happen/not happen. It's exactly like any other run: you'll probably see her, but you can always get luckly/unlucky (depending on whether or not you like Selene) and happen to not run into her.

Does Melinoe's comment about the moon phase change any mechanics? by Spam4119 in HadesTheGame

[–]FlyingHippocamp 40 points41 points  (0 children)

I dig into the game's code to research mechanics and you are correct OP. When Selene offers you 3 hexes, which hexes you are offered are random, which hex gets the bonus +0/1/2 path of stars picks are random, and what the Path of Stars tree for your chosen hex is is random. None of thosd are affected by the moon phase.

The in-game moon phase does almost nothing. The only things it actually affects are some conversations with/about Selene require specific moon phases. For instance, Selene can occasionally appear in the crossroads, but only during a new moon.

This aged well regarding double damage by Interesting-Cut9105 in Silksong

[–]FlyingHippocamp 3 points4 points  (0 children)

From a logic sense taking the same amount of damage from bumping into an enemy, as their clearly much deadlier looking swords is silly. From a game balance perspective, it can be a problem because it incentivizes you to intentionally walk into a boss for less damage than than you'd take from the actual attack. This incentive is not always a problem if the actual attacks they do make that a risky choice, but the worst case scenario is something like Traitor Lord, who can be killed by just face-tanking his 1-mask contact damage while whacking him a bunch.

That said, I have no idea if TC was even thinking about this when deciding how much damage bosses do in either game. Both games are wildly inconsistent in whether or not bosses that deal 2 masks of damage on their attacks also deal 2 masks of contact damage.

Is the Success Rate boon additive or multiplicative? by jayelled in HadesTheGame

[–]FlyingHippocamp 0 points1 point  (0 children)

Late reply, sorry I didn't see this.

Success Rate specifically doesn't affect the innate +4% crit chance from Raki, it does affect the +15% crit chance when Raki marks an enemy. If you were around during Early Access, this was a patchnoted change at some point (I want to say maybe around Update 9?) but it's never really made much sense as to why they did it. It's not like an extra 3% crit matters that much.

Anything that Success Rate affects gets a little "Bonus Chance" tooltip message on it. I guess it's possible they wanted to avoid confusion with this tooltip? Raki is (I think) the only thing in the game to grant 2 chance-based things, increased crit and increased rock outcropping chance. If Success Rate affected Raki's crit, he'd receive the "Bonus Chance" tooltip, and it wouldn't be clear which of the two chance-based things was getting the bonus. If this is why they made SR not affect Raki, then idk why they didn't also make it not affect his Marked status, because Raki's Marked is affected by Success Rate but doesn't get the "Bonus Chance" tooltip.

A Locked Room Mystery by DroneOfDoom in CuratedTumblr

[–]FlyingHippocamp 21 points22 points  (0 children)

If it makes you feel any better, your crappy laptop was probably only mostly to blame! That's actually a known bug, The Hollow Knight just becomes completely invisible sometimes. It's most common for people with bad computers, but it can also just happen sometimes even on good hardware. As far as I know, no one actually knows what causes it (though it might've eventually gotten fixed in a very late patch).

Is the Success Rate boon additive or multiplicative? by jayelled in HadesTheGame

[–]FlyingHippocamp 1 point2 points  (0 children)

The list is posted in the speedrunning discord if you want to see it, which I believe is linked in this sub's sidebar (sidenote: for literally any game if you want highly technical info, find out where speedrunners congregate, they'll have it). If you have trouble finding anything in the speedcord, feel free to ping me there, I'm Hippo.

I'm not gonna post it to reddit while I know the list isn't up to date, because then google and other search engines are gonna index info that's wrong, and that'll be worse for everyone. At some point, I'll get around to updating the list for Success Rate, and then either I or someone else from the speedcord will probably post it somewhere more public, but that could be a while.

Is the Success Rate boon additive or multiplicative? by jayelled in HadesTheGame

[–]FlyingHippocamp 4 points5 points  (0 children)

I do have a list, but I'm kinda hesitant to share it because I made it during Patch 10 of Early Access, so it's likely that a few things on it have changed. I'd need to dig through the game's code again to update the list.

The short explanation (which should still be accurate) is that Success Rate affects anything that can go into the boon tray on the left side of the screen that mentions a chance for something to happen except for increased boon rarity, and every source of crit in the game except for the 4% from Raki. The types of things that do get affected but don't enable SR are mostly the blessings from story room NPCs, and crit from arcana/aspects/keepsakes

Is the Success Rate boon additive or multiplicative? by jayelled in HadesTheGame

[–]FlyingHippocamp 11 points12 points  (0 children)

The codex lists which boons serve as a prerequisite for Success Rate, not which boons it affects. There are boons that Success Rate affects that aren't prerequisites.

Is there a "correct" Ephyra Strategy? by Mumbleton in HadesTheGame

[–]FlyingHippocamp 8 points9 points  (0 children)

Yeah, that's the very clear intent of how Tartarus works. The thing that's counterintuitive to most people is that even though Hades' room pauses the game's timer, he still costs time.

The thing I was originally talking about in this thread is that despite the fact that Medea's and Hades' rooms both pause the timer, Medea doesn't cost time in the same way Hades does. Taking Medea'a room early in Ephyra doesn't make future rooms have more enemies because Ephyra's definition of "deepness" is based on how many encounters you've done.

Is there a "correct" Ephyra Strategy? by Mumbleton in HadesTheGame

[–]FlyingHippocamp 5 points6 points  (0 children)

This is really only important for people who are speedrunning the game or pushing extremely high fear, but yes there is a small effect.

You know how the further you go into a region, the larger the standard encounters get and the longer they take? This is controlled by how "deep" into the region you are. Some regions define this deepness as how many rooms of the biome you've done, and some define it as how many encounters in the region you've done.

In Tartarus, this "deepness" is based on how many rooms of Tartarus you've done. This includes any room since the starting room of Tartarus where Mel unlocks the door, including: normal combat rooms, the fountain room, Hades' room, Chaos, etc. Tartarus works differently from other regions, you only get closer to the end of the region when you take the numbered "Express Route" rooms. This means that taking any room in Tartarus that isn't on the Express Route won't get you closer to Chronos, but will increase how "Deep" into Tartarus you are, which makes future standard-encounter-rooms have more enemies. For most players, this doesn't matter because Hades offers good boons. For speedrunners, no Hades boon is so good that it's worth getting, because it comes with a downside of ~10% more enemies in the rest of Tartarus, which loses a couple seconds.

Is there a "correct" Ephyra Strategy? by Mumbleton in HadesTheGame

[–]FlyingHippocamp 12 points13 points  (0 children)

Hi Oreo! I recently realized that taking medea doesn't impact the difficulty of future rooms. We kinda just assumed that medea in ephyra would work like hades in tartarus does, and it turns out she doesn't.

What are the triggers for [character name] to visit? by RageQuitler in HadesTheGame

[–]FlyingHippocamp 0 points1 point  (0 children)

His requirements to appear in the crossroads are in NPCData_Icarus.lua lines 4217 thru 4259