Most of the time if I deal normal damage while they’re commanded to use truncheons they will suddenly get stuck in combat stance with no weapon drawn and will not attack at all. They’ll walk up to things they are told to attack or that they have aggroed on their own but just stare at it without attacking.
I can snap them out of it by commanding them to swap weapon types again but until I do that they won’t attack once stuck.
It’s not urgent or game breaking as I’ve learned what to do and what not to do to work around it but still would be nice to figure out what’s causing the bug.
Ah! Now I understand That’s a basegame bug as far as I know though. At least I’ve seen it without my mod or any other like that.
(I thought it’s not working at all for you or something and they start using regular weapons if you attack or something along those lines.)
But yes, the same way thralls sometimes only attack things with their fists, sometimes rarely they get stuck in an attack stance without their weapons actually being equipped… It’s related to the previous one (fists are actually weapons that temporarily get spawned and equipped and then destroyed so occasionally this process bugs out)
Opening their inventory and dragging a weapon in their hand fixes it in the vanilla game, but like you said with the mod you can just quickly swap back and forth and it’ll fix them.
I’ve seen it happen most often when their weapon is a 2h one so maybe that’s the difference?
I’m not sure.
I tend to use maces only on my main thralls so 2h weapons isn’t the issue. I get the glitch like 90ish % of the time if I do damage when they’re commanded to use truncheons. For now I’ve just stopped my normal routine of killing undesirable npcs myself while my thralls ko and instead just ko the whole camp then clean up after.
@Xevyr , thanks for the clarifications, they helped me. I just had to get used to it, I have uncomfortable keys on my laptop with up and down arrows - halves of one button, divided in two. In the end, everything worked out, it was only necessary to keep the buttons pressed a little longer. And with the radial menu, everything is in order. The only negative is that often a chat window opens along with the switch.
Separately, I checked the operability of the ‘Better Thralls’ mod for changing weapons, they wrote on the network that it does not work. In the end, he found out that he, too, was fine.
Thanks to you and the rest, the topic can be closed.
Oh, if you go and check the description of the mod on steam, under Compatibility there are some instructions on how to change that so chat doesn’t open.
@Xevyr I had an idea after our chat and got to test it this morning.
It seems that what is causing it is the sorcerer Frenzy buff from corrupted authority.
If I trigger the buff while they don’t have their truncheons out already it breaks them 100% of the time. (Specifically while they have been commanded to use blunt weapons)
Triggering it when they already have them in hand does not.
This explains why the server admin couldn’t replicate it and why it’s not really being widely reported I guess.
P.S. I did double check on official if the buff breaks thralls with truncheons there but it seems that it causes 0 issues there.
That’s interesting, frenzy is just a simple buff and doesn’t affect their weapons
I’ll do some tests when I have some time, see if I can find something.
Thank you very much. As ridiculous as the theory sounds on paper… you were absolutely correct
It is indeed the frenzy buff…
Basically the jest of it is that in order for them to keep their truncheons, we have to turn off their automatic weapon switching, since Funcom changed the AI after Chapter 2 sorcery and now they’re too dumb to remember for more than 5 seconds what they were fighting with lol…
At the same time… within the Frenzy buff… for “eye candy” reasons… they also make thralls go into an aggressive state… so that they pull their weapons and pose, even if the thrall is set to passive. However unlike when they’re normally supposed to fight, they do not specifically tell them to equip weapons… just to go into an aggressive state… It’s the weapon switching AI that’s supposed to pull the weapon with that, but since it’s turned off… it can’t.
I’ll see if I can find a workaround for this.
Edit: Seems like what I tried is working, at least in my tests, so hopefully this’ll work better in the next update
It does sound ridiculous. Took me 2 weeks to pin it down and even after I gave you that way to 100% replicate it I still had doubts. If you’d have come back and told me something else was causing it I’d have believed it…
@Eniguman I just did an update (a pretty big one with a ton of unrelated stuff like rebindable keys lol), let me know if this fixed your Frenzy issue for real… looked good in my tests thou
Will check first thing after work.
@Xevyr I took my thralls out this morning and your fix works perfectly. They didn’t break a single time.
Nice!
Yes, I have. You suggest editing certain lines in the input.ini. The problem is that I do not have such lines in this file. I have only three lines in it:
[/Script/Engine.Console]
HistoryBuffer=datacmdSWadmintoggles
HistoryBuffer=datacmd SWadmintoggles
What will you advice me?
You probably never changed your key configuration, going ingame and changing a keybind in your regular game menu should populate that file and then you would be able to locate that line.
That’s probably the simplest way.
If that doesn’t work we can just put it in the default input config or just add them manually to this file.
Thanks, all worked well!
That’s just Funcom. They broke the thralls
Well, in this particular case it was only HALF Funcom the other half was me, so more like both things being correct in their own way, but having a bad interaction.
Here’s the detailed summary of it in case anyone’s interested:
Right around Age of Sorcery - Chapter 2, in one of the hotfixes, Funcom revamped the AI a bit, most likely in preparation for golems and the AoW changes and all that stuff.
They made them much more stubborn and much more aggressively clinging to their automatic weapon selection…
Up to that point, mods like mine and Better Thralls, pretty much only had to switch their weapons to the one we wanted and they remembered it and kept using that one even throughout multiple encounters.
This new change however broke all mods like that, since thralls now started actively rummaging through their inventory and trying to find the weapon they want to use every few seconds… so even if we switched it with the mod, they immediately switched back.
Because of this, when we tell them to use truncheons, we now have to turn off that portion of the AI, otherwise they won’t keep it, along with making additional checks whether they’re using the correct weapon etc. etc.
So what happened in this case? Funcom, probably as an “immersive” feature added a thing to the Frenzy buff that puts them in an aggressive state… Basically they want the thrall to draw their weapons when they get frenzied, whether or not they’re in combat.
So even a completely passive / attack nothing thrall would equip their weapons when they get a frenzy buff.
However in this case they did not explicitly tell the thralls to equip their weapons, they merely told them to go into an aggressive state and relied on the weapon switching part of the AI to find a weapon for them and equip it…
The very same portion of the AI we have to temporarily disable if we want them to keep truncheons with the new AI updates…
So what happened was, the thrall went into an aggressive state, performing the animation of equipping the weapon, however there was no weapon equipped in their hands or even fist items, making them just stand there in a weird weapon drawn pose with nothing to attack with, until you told them to switch weapons or manually dragged one into their weapon slot.
The fix I added basically monitors these situations where the thrall becomes aggressive but we have the weapon switching turned off, and if that’s the case, automatically gives them the weapon that they’re supposed to have according to the mod settings.
That’s pretty much the jest of it
@Xevyr , the mod works normally, except for a couple of times when for some reason an unwanted weapon switch happened. Today, we went to the mob camp with two thralls, and I gave the command to switch the striking weapon to the concussion weapon by the buttons. There was a confirmation. Then, already at the approach to the camp, I was fired upon from the mountain. My thralls, to my horror, instantly drew their killing clubs and rushed upstairs to kill the archer … and I did not have time to call them back. A minute later, history repeated itself in the same camp under the same circumstances: they ran to avenge the damage done to me and killed my offenders.
that’s weird, I never had that happen and there are several checks to prevent that. It could only happen if they’re not following you unless you found some rare bug with certain modded weapons etc
(Using things like the Wyrd or voidforge mace will do that btw, since it has a very high concussive damage alongside the health damage so the mod will see that and think it’s a truncheon If you were using any of those two weapons or a similar modded one, then that would make total sense. I guess in a future version I can add a maximum health damage threshold or something to prevent that)