Recently replayed AC: Rogue, so I thought I'd TAS the other TASable AC game that doesn't have one yet. Kind of a long game tho.
Found some small optimizations, when starting to move its faster to roll to reach max running speed, similar when landing after jumping with low speed, since if you land with speed it auto-rolls, which is faster but it's not always possible.
When climbing up a wall the animation you get can be changed depending on when Up is pressed, usually the middle jump is faster since it has a shorter animation that the lunge and covers more than the steps, but dpending on the distance the others may be preferable.
It's possible to avoid getting the stealth kill animations by doing a running attack that barely hits the target, the attack animation with low speed is faster, tho it can be more akward to do. If it's not possible to avoid an animation it's possible to change the animation you get depending on when it starts, which can save many seconds each time.
Appart from the tutorial, in stealth missions there is a notoriety counter, and you can only be found out 3 times until it game overs, but if you die or reset a checkpoint it resets the counter, which then lets you keep rushing through the level.
Also, the rng for the enemy patterns can be changed by doing attacks.
When climbing up a wall the animation you get can be changed depending on when Up is pressed, usually the middle jump is faster since it has a shorter animation that the lunge and covers more than the steps, but dpending on the distance the others may be preferable.
It's possible to avoid getting the stealth kill animations by doing a running attack that barely hits the target, the attack animation with low speed is faster, tho it can be more akward to do. If it's not possible to avoid an animation it's possible to change the animation you get depending on when it starts, which can save many seconds each time.
Appart from the tutorial, in stealth missions there is a notoriety counter, and you can only be found out 3 times until it game overs, but if you die or reset a checkpoint it resets the counter, which then lets you keep rushing through the level.
Also, the rng for the enemy patterns can be changed by doing attacks.
Here, I think the two things that could be improved are maybe better rng on the tutorial, and a shorter animation on the counterattack at the 2nd tutorial after the Memory Block 1.