Bug Blood Moon Beast

I did a test with the Witch Queen as Thrall, she is a bit more robust, she has over 100000 HP. The damage of the blood attack is always performed 10 times and has a total of over 20000 damage.

Yes, that’s why it’s weird…
It’s a completely separate NPC, completely separate attack, completely separate attack animation etc…

The only way this could’ve happened is if they accidentally added this attack to the Siptah version too during the last update 3 days ago (since we can’t see any changes in the devkit until we get an update for it). But in the devkit we got, the Siptah one doesn’t have the 100k one-shot attack

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Thank you! Okay, so that actually makes sense then :slight_smile: I can explain it now

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10 attacks in the animation of BOTH versions… however the Siptah one is configured to do 218 damage… if it’s suddenly 2667 then that means it’s not the kurak stuff affecting it, but some other form of buff it got with the recent update

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I was more asking about the blob attack. Is there an underlying BP that processes its damage? if so they might have accidentily linked the damage in that base level. Example as a character indo x damage. Hammer does x damage based on its BP. If the BP in that is calling the wrong dmg, then that would do it. But either way, seems to be a bug in there after last patch.

No there isn’t, it’s a simple NPC attack with a specific animation.

And the Siptah and Kurak versions have separate copies of both the weapon and the animation.

The issue seems to be related to templates and datatables… In the devkit they don’t actually hit for that much, but we had the bug that messes up tables (NPCs not spawning or spawning with 100 health in the devkit etc.)

I’ll make a mod in a bit to give me some data from the live version, see what’s going on as like I said in the devkit everything looks fine, however that’s both from before the update and also has some datatable issues atm.

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So far I eliminated almost everything :stuck_out_tongue:
It’s not the templates…
It’s not the attacks…
it’s not a different damage set up for the ball…
it’s not a modifier on the ball attack either…
it’s not a damage modifier on the NPC (already ruled that out with the templates, but just in case…)
it’s not the animation… :stuck_out_tongue:
all other of its attacks seem unaffected

See, I made a nice little diagnostic UI that reads these values from the live game (in case they were modified with the update)
image

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Found it…

Old version in devkit:
image

New version in game:
image

The two NPCs share a gameitem weapon blueprint. They had no reason to duplicate that prior as they don’t hold any important stats and were only used to apply the 10 damage acid buff…

The way they tried to trick players with Steel thewed to still die… is by doing damage via a BUFF instead or regular collision. So they changed the buff on the game item weapon to a different one that does 10k damage… This buff applies on every collision event… (normal damage only applies per group so you’d get a single hit from all that mess from above)…

Bottom line… the Siptah version also got affected because of this and tries to do 10k damage for every collision notify in a group as fast as it can (gets in roughly ~10 instances)

Solution?
If they want to stick with the buff, then they need to create a separate gameitem blueprint for the Kurak version (item template 23410) that applies the new Tidal buff and switch back to the old buff on the gameitem blueprint for template 23403 (siptah version)

@Sarealac this info will probably be useful :stuck_out_tongue:

(this is about the Siptah version so… sort-of ended up in the wrong thread, linked it in the relevant one)

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Nice work. So an underlyng share os what it was. I thought as much, as i jave seen them do this alot while fodgeting around with ideas. Good effort @Xevyr. I was going to do it tonight while doimg my map mod and see if i could see anything they shared.

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Thanks, yea, it was a bit elusive so you probably wouldn’t have found anything in the devkit itself, though I should have suspected a buff sooner :stuck_out_tongue:
Basically the new buff is not present in the devkit and was added in the last update, hence why I had to make a mod and load it in the real game just to read it… and the portion they shared has no damage attached or anything so sharing it was totally fine… that’s why it didn’t really raise a red flag… until they decided to attach a new buff to it that actually does damage :joy:

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Good job Xevyr :slightly_smiling_face:

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So root cause, someone took a shortcut in trying to nerf steel thewed in the dungeon because it was unfair these players had to get hit 4 times vs 1 even though they invested 1/3 of their attributes to this one perk.

Is that what I’m seeing here?

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Up until this day I personally didn’t even know “Steel Farted” existed, let alone it would be broken in a specific scenario. :face_with_hand_over_mouth:

There are a lot of bug reports on new dungeon - waves not spawning, disconnects - but hey, we better fix an issue 90% of playerbase wasn’t even aware of. Was it causing some serious problems - to a point everyone and their grandma re-specing “Steel Farted” to farm Kurak?

P.S. Good job, Xevyr :clap:t3:

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Probably not as I think you still get kicked out in 5 minutes after the boss spawns if someone new comes in so you would’ve spent 5 minutes avoiding a boss that you still can’t kill.

Thanks!

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Not really an isolated shortcut. It is a dev trick to minimize assets, BPs in alot of areas. Just wasnt culled when thinking of the “wipe” timer effect. Fix will probably be on next patch when they create a seperate bp for the dungeon boss.

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