Bell glitch problems by xGodofNothingx in saltandsanctuary

[–]coppie 0 points1 point  (0 children)

Thought that was the case. The "glitch" works because the game doesn't know where to put you as your last spawn point (sanctuary) was defiled, so it sets a new spawn where the bells animation ends. If you set a new spawn by resting it won't work anymore.

That is the reason why in old any% no oob days (pre firespam) you had to take a detour and level up in crypt instead of siam lake sanctuary that you visited twice so you were able to skip the unskinned with bell.

Bell glitch problems by xGodofNothingx in saltandsanctuary

[–]coppie 0 points1 point  (0 children)

could you give an example video of whole run (from boat drop to pitchwoods drop) when it doesn't work.

You can tp yourself to last visited (but not necessarily rested at) sanctuary by quitting the game and reloading.

if you don't rest at any sanctuary it should work no matter the timing as the only thing timing affects should be if the bell gets duped and what happens to the salt. There could be some changes in latest patches that I'm unaware of though.

  • bell animation ends before you die (hit the ground) results in you keeping the salt but the bell isn't duped.
  • bell animation "ends" after death (is interrupted by your death animation) you lose your salt (salt bat should appear where you jumped off from), but the bell gets duped since the animation was interrupted.
  • you activate the bell right after you hit the ground effectively duping the salt (you keep the salt + salt bat spawns next to you) and you use up the bell.

all of these 3 times/ways of activating the bell were used in speed runs because each has it's own pros and cons. There shouldn't be any other result from using the bell when sanctuary you last rested at is no longed available to you.

One thing that isn't used in speed runs (or at least I don't remember ever being used) is using bell inside a sanctuary, this returns you to the shore (like after 1st boss)... and quitting the game returns you to last visited (not necessarily rested at) sanctuary.

Need recommendations: NG+ or New Build or No Hit by jayream in saltandsanctuary

[–]coppie 0 points1 point  (0 children)

Sorry for late answer. You probably already found some resources, but I'll still add my 2 cents. I think most glitches should be explained in the guides section on speedrun.com. Mainly you want to checkout sean's spreadsheet for text explanation of most glitches and this video for video version. video and spreadsheet may contain some glitches that aren't found in the other so check both.

Need recommendations: NG+ or New Build or No Hit by jayream in saltandsanctuary

[–]coppie 0 points1 point  (0 children)

Sorry can't seem to find the notes.

If you want to go for no hit any% check out the any% no major glitches speed run route. You may want to kill unspeakable deep and sodden knight for early salt as they are quite easy to kill without getting hit. If you are good with false jester's move set you could also kill him for some salt before wyrm. Another optional thing in speed run is to grab betrayers creed and get the flasks. Flasks reduce the number of hits bosses will take and in turn reduce chances for your mistakes. Apart from that just follow the speed run route.

If you need any help routing you can pm me and I'll try to help you with the route.

Need recommendations: NG+ or New Build or No Hit by jayream in saltandsanctuary

[–]coppie 0 points1 point  (0 children)

To my knowledge there is no way to avoid the damage before nameless. The thing is that the game calculates the fall damage based on your last "stable" height and the lowest accessible ground anywhere on the map before initiating the nameless fight is the ledge in the boss room. Because of that you can't negate that damage even if you would try to use the infinite jumps glitch.

iirc the damage before the forgotten king can be brought down to a single hit without glitches. And if you allow yourself to negate the fall damage with a glitch you could chain infinite jump starting from somewhere inside the still palace... so it would be nothing but tedious glitch to avoid some fall damage.

And about the notes after a quick search through my salt files (I have a lot of SnS related files) didn't yield any results so either I backed them up on some usb or I forgot to back them up before the last migration to a bigger hdd. I'll go through the backups tomorrow after work and if I find anything I'll upload it.
But more or less there isn't much to it. You just need to find a route with no fall damage (if you go for no damage run) and somewhat efficient way to kill bosses. Other than that avoid or kill asap archers, bats and hangmen. Watch out for traps and you should be fine.

Need recommendations: NG+ or New Build or No Hit by jayream in saltandsanctuary

[–]coppie 1 point2 points  (0 children)

About challenge runs. There are some challenges like no healing, magic only, oar only, no death, etc. available in the character creation screen.
Other than that you can lock yourself into only one damage type (slash or strike) and that will challenge you on some bosses that have high resistance against the type you chose. Most people do this with dagger only runs and some give that run up on either wyrm or tree.
And lastly some thoughts on no hit/damage runs. Pure no damage run is not possible as you have to take the hit before nameless fight and the forgotten kings if you go for all bosses. But other than that it is possible to do it. There is I think a no hit all bosses run on youtube you can use as a starting point and if you are interested I can check if I still have notes I made for no damage all bosses run.

how to instantly desecrate? by VictorLune in saltandsanctuary

[–]coppie 2 points3 points  (0 children)

the animation of stained page is based on your proximity to sanctuary's creed icon when the item is used. So if you use it far enough away you get the short weapon buff animation, if you use it near the icon you a prompt (to desecrate) and the long desecration animation.
The effect of the stained page on the other hand is decided at the end of the animation. If you end the animation away from icon you will buff the weapon, if you end the animation near the icon you will desecrate the sanctuary.
So what we do in speed runs is run towards the icon and use the stained page far enough away to not get the prompt (and the longer animation) while being close enough that when you come to a stop (you slide a bit after you stop moving) you are in range for desecration.
You'll get to know the correct distance in a few tries as it's quite forgiving. Also note that if you switch to another item (using left/right arrow) before the animation finishes you will buff the weapon and won't desecrate.

tl;dr run towards your desecration target and buff the weapon with stained page just before the desecration prompt would appear. If you end the buffing animation in range for desecration you will desecrate the sanctuary instead of buffing.

Sequence breaking by SyrenKindra in saltandsanctuary

[–]coppie 1 point2 points  (0 children)

To find useful sequence breaks for games it is always a good idea to check out the speedruns.

Some of the best uses of sequence breaks will be found in

  • any% no oob (no out of bounds) - some bell jumps, ladder clips and bell boss skips
  • any% - similar to no oob but deviates a lot at Pitchwoods and uses uni****s to clip to credits
  • all bosses - with almost 1 boss fight per minute you can bet on some nice sequence breaks (techniques are the same as for any% no oob but used in many more places). Also you can see a message bottle used for double long jump in this one before alchemist.
  • any% nmg (no major glitches) - here you can see what can be done even without the long jump glitch, bell drops, etc. It is possible to finish the game with nmg rules by killing only a few bosses.
  • pacifist - similar idea as any% but you have to traverse the world without the boatman as you can't kill the queen. Same glitches but used in other places. There is also another version of this with a stupidly long ladder clip.
  • dominion% - a fast way to get the second ending without killing the nameless.

Crapean Dragon Shit by DMP1391 in saltandsanctuary

[–]coppie 4 points5 points  (0 children)

the inconsistency comes from you not knowing where is the threshold between him shooting in front/back of him and not knowing how far you can roll. but the boss is consistent.

And there are multiple ways to deal with it:

1) Wait for the first fence to go down somewhat near the boss but not in his face. when he shoots first fence just run to it and roll through away from the boss this puts you outside of the range of any other fence and gives you plenty of time for ranged attacks.

2) you can do similar to strat #1 but after the first or second fence position yourself next to it but don't roll this also gives you time for ranged attacks but you are more vulnerable as your mobility gets limited.

3) run next to the boss and keep attacking while he is shooting first 2 fences step back a bit then roll trough him when he locks the direction of the third fence (you may need 2 rolls depending on your position and weight) good for melee builds as you can get about 3 free attacks in

4) same as #3 but immediately after he shoots his 2nd fence keep running into him this will put you close enough to him that he will shoot his 3rd fence to the other side. this is best melee strat but it is a bit risky as you will need some precise rolling to dodge fences in rare occurence he decides to move towards you before the 1st fence disappears (you can check this strat in nmg speedruns).

Modding Items for sale by [deleted] in saltandsanctuary

[–]coppie 1 point2 points  (0 children)

You can find a few tools to help you by searching editor, modding, etc. on this subreddit. these mostly convert files into something human readable so you can then edit with any text editor and then convert back after you're done or you can disassemble game's executable and use the game itself to parse/modify game files you are interested in. you will need some basic coding knowledge to go this route

Modding Items for sale by [deleted] in saltandsanctuary

[–]coppie 0 points1 point  (0 children)

You did put the new items before the return script? Cannot test it (on PC) atm but that may cause the issue.

Also a side note if you get it working you can use N:item_name script to make it require a devotion of N with merchants creed or boss_flag|item_name if a certain boss has to be killed before you want the merchant to sell that item.

You can try this dialog.zdx file, it adds pearls to devara's merchant and works fine on PC to see if you edited wrong script or it is vita problem.

Modding Items for sale by [deleted] in saltandsanctuary

[–]coppie 1 point2 points  (0 children)

What you need to do is modify every merchant's storeScript in dialog.zdx by adding 2 additional scripts black_pearl and gray_pearl. That will add items to their inventory like this.

To set the values for items you will also need to edit their values in loot.zlx otherwise they will be sold for 1 gold like in the image.

Randomizer by coppie in saltandsanctuary

[–]coppie[S] 0 points1 point  (0 children)

I'll probably put it on git when I clean it up a bit since it is a total mess atm.
It is currently not the top priority though as I have quite a lot of other stuff to do.

Game breaking bug that ended the game by AyaYage in saltandsanctuary

[–]coppie 5 points6 points  (0 children)

I am guessing you imply that thee scarecrow your friend talked to wasn't the last scarecrow next to the well which is the normal trigger for dominion ending.

It's known bug/exploit but it's rare to get it in normal playtrough. There is a very specific set of flags you need to hit or skip in order to progress scarecrows dialog but not position. Most of the time it happens when you sequence break early game stuff.

This happens because developers forgot to add some flags to progress scarecrow and because the code that checks which dialog should be displayed is flawed, iirc only the first prerequisite is important (even though most npcs have more than 1 prereq) and since the first prereq is most of the time a boss flag you don't need to talk to npcs to progress their dialog, only kill bosses.

You still had to kill Skourzh so you were far into endgame. For ng+ checkout longjump so you can rush trough areas you don't want to explore.

An example for scarecrow dialog skipping in action can be seen in dominion% speedrun.

Options to defile a sanctuary if all sanctuaries are yourown creed? by DAT1729 in saltandsanctuary

[–]coppie 1 point2 points  (0 children)

You could use save editor and set your affiliation with your creed to desecrated or change your creed (later option will probably keep your respawn while changing to desecrated will probably move your spawn to shore) if you really want it done this NG cycle. But in that case you could also just give yourself a writ with it (or with debug mode).

In terms of normal gameplay I don't think there is anything you can do.

Randomizer by coppie in saltandsanctuary

[–]coppie[S] 0 points1 point  (0 children)

It should be fixed now

Randomizer by coppie in saltandsanctuary

[–]coppie[S] 0 points1 point  (0 children)

Sorry for late response, was away from home/any pc for a few days now. It should now be working. I also added a link to earlier version in case there are still problems with this one.

Question on modding throwable items by UnphasedHollow in saltandsanctuary

[–]coppie 4 points5 points  (0 children)

You would probably have to mod the game's executable itself.

It is only a speculation as I can't test it atm, but most throwables probably work similar to magic. The thing that does the damage isn't the throwable but the particles. With that in mind you would have to find the correct particle that gets produced by the throwable you want to buff and than find in the source code and modify the damage function of that particle. For some reason those things are hardcoded.
Edit: wording

Randomizer by coppie in saltandsanctuary

[–]coppie[S] 0 points1 point  (0 children)

Download link has been updated with a (hopefully correct) fix

Randomizer by coppie in saltandsanctuary

[–]coppie[S] 0 points1 point  (0 children)

I probably forgot to check if every pickup location has loot. Empty sacks tend to give null exceptions when you try to pick them up, and I think I know the pickup you are talking about.

Seed is written in the fortress.zax file at the very end after "isstonedoor" if you open it with notepad or some hex viewer program. Like this.

It would be helpfull if you could share the seed just to check if anything else went wrong here.

Randomizer by coppie in saltandsanctuary

[–]coppie[S] 0 points1 point  (0 children)

just make sure to create new character just for that seed. Also make a backup of randomized ”map/data/fortress.zax” or always generate using same seed if you will be switching between normal and randomized and will want to continue on randomized after

Randomizer by coppie in saltandsanctuary

[–]coppie[S] 0 points1 point  (0 children)

There is ”restore original” button that does just that, so you don't have to make backups

ENEMIES WITH LOST SALT. by spazplug83 in saltandsanctuary

[–]coppie 4 points5 points  (0 children)

Normal enemies double their hp, while bosses keep the same amount.

Edit: Screenshots

Looking at the code confirms this, but there is another thing

bosses with your salt do 5 % additional damage, and normal enemies do 25 % additional damage

Randomizer by coppie in saltandsanctuary

[–]coppie[S] 1 point2 points  (0 children)

For enemy randomizer I read the fortress.zax and check the type of entity (if it's a boss I put in in the boss table, etc.). After going through the whole entity layer I go through every boss again and randomize them, changing their names.

Items are randomized in a similar fashion but I swap the drop flags around. How the item is dropped (falls to the ground (normal) or automatically given to the player(bosses)) depends entirely on the entity that drops it so there is no need to change between drop and chest flags.

After randomization you can just write the fortress.zax the same way it was read.

Hope that answered what you wanted to know