A year worth of improvements and new findings culminated in over 20 seconds of improvements for the Elden Ring Any% Zips TAS, bringing it down to 02:05.490. It's not perfect and I'm confident sub-2 will happen one day, but that day is not today.
Link to video
The improvements in this new TAS come from:
- A new way to perform the zip glitch, which is 24 frames faster than the previous fastest method.
- Starting with the Bandit class instead of Vagabond, in order to use the bow for fall landing animation cancels.
- Avoiding killing Hoarah Loux by performing the last megazip at a precise distance and angle, in order to only unload the collision of final boss arena, but not that of the Hoarah Loux arena, which avoids a cutscene and delays.
- A new path through Liurnia, by landing on a closer part of the wall, which as it turns out already has parts of the overworld loaded.
- A new path through Farum Azula to avoid long falls, which just barely works out in terms of fall damage with centimeters to spare.
The tools have not changed much when it comes to consistency, therefore it's not perfect just yet, but development over the last year has given me better insight into the issues it still has and how the games loading system works and affects the run as a whole.
- Tools: https://github.com/Vinjul1704/SoulsTAS
- Scripts: https://github.com/Vinjul1704/er-tas-v3
And again, if you want to learn more about the 2 major glitches used in this, zips and wrong warps, you can read up on them here (not fully up-to-date yet though):
- Zips: https://soulsspeedruns.com/eldenring/zipping
- Wrong warps: https://soulsspeedruns.com/eldenring/wrong-warp