Thralls all turn to face same direction if equip a weapon

Game mode: [Singleplayer offline]
Problem: [Bug]
Region: [US account in Asia]


If you drop a weapon, say a bow on an archer, into the ragdoll screen, the thrall rotates to a different direction than it was facing. No enemies near either position but all thralls on base face same direction, even if one set is out of render distance from the others.

I have a base just over from the pirate queen near black galleon. It’s right at the land bridge over the river. Main base up top. Long walkway over for a single elevator drop to riverside. Six archers up top, three on elevator roof on bottom.

Fill up inventory with single snake arrows and drop bow on head slot to equip bow in hand. As soon as I drop the bow into their hand, each archer rotates southeast. Moving does not help. Application restart does not help. Removing weapon and moving fixes it.

Not a big deal, just mentioning it. I’ll just remove the bow back to inventory. Be nice to have the bows out though


Steps on how to reproduce issue:

  1. Place archer facing a direction, not SE for my game location.
  2. Force weapon into hand by placing in head slot on rag doll
  3. Archer rotates to a different direction with no enemies in sight. Actually faces away from nearest enemy, the rocknose towards the iron and rock plateau on the run to the black galleon.
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You are aware they don’t need to look at the enemy but be in Aggro range? They will attack once you get hit and the ai which is pretty dumb at this moment decides its time to help you.

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Quick question about fighter thralls; if you have one of them on follow, and help you fight monsters, or NPC’s, can you make them un-follow you and wait you to get them out on a new trip? Because I know they cannot be returned to inventory, and my base is accessed via elevators.

Make them unfollow before the elevator, click the pickup symbol, ride the elevator up and place them? You can’t return them to inventory yes, but you can pick them up, Thralls tend to glitch and die if they follow you riding an elevator.

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That’s a good idea! Thanks!

I was not as my experiences with npcs is a much shorter aggro range on the back 180 degrees. My first mini base is around the summoning circle while I steel up as i quick level past iron. The pats aggro much further out on the facing side.

Thrall archers already are hard to figure on engagement times before this happened, so wasn’t sure how to even test reliably thier variable engagement time.

When I’d pull rhinos to my base outside Set city, sometimes they never engage, sometimes when it’s almost dead and sometimes at the start. They’d never engage if I didn’t take damage, so I would let the rhino tag me at the start of the encounter once at the walls, but the time to engage was never close to the same.

Same for fighters. Took a named one into the mounds and bear hunting. I would have to take damage, but sometimes no matter how much I’d be hit, they would never engage.

So I was working off the assumption that like other npcs, facing aggro range was greater and would give a better chance for the buggy engagement to kick in.

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I reached the point of the OP where they do rotate when you equip weapon, no matter what you do, they still look in a different direction. I am still breaking a captain from Sepermeru, will check if he attacks my target when I will go hunting.

At first it took me a while to get them to equip weapons, then I read again and OP said we needed to drop weapon on head slot… damn! So if for archers I drop just one arrow in inventory, they will have infinite arrows then?

Seems to but be sure to drop the arrow on the bow first to load it as the arrow type to shoot. Always do that even if you just put the bow in their standard inventory slots.

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Got it, drop the arrow on bow before giving it to the thrall, right?

Yup, just like if you wanted to use the bow yourself. You’ll see a little arrow icon on the bow after you do it that matches the loaded arrow type.

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Thanks a lot, I didn’t know that, much appreciated!

The bow must be able to fire these arrows, not all bows can fire all arrows. Otherwise they will shoot but no arrow will fly

Alright, I equipped my thrall captain with a shiny new armor, a pretty good spear, and went hunting. Killed the sand reaper boss/queen west of Sepermeru; I have to admit it took me all of 5 minutes to bring her down together with this guy. So this guy is good for a ride around at the world bosses.

Now, the not-so-cool part; if I don’t take any damage during the fight, or if HE is not taking any damage during that fight, he’s not going to join the fight! He will just stand there, circling around, until he gets hit or I get hit. Is this how it’s supposed to work, or is he supposed to attack my target anyways?

I must add this is in single player, offline mode.

All my thralls face straight east as soon as a weapon is in hand. No enemies near.

I’m wondering if it’s related to following. I finally placed two fighters outside my base on sentry now that health regen is fixed. A rocknose followed me back on a slave drag and the nearest fighter jumped right on it as I approached. I never took any damage. Archers opened up right away as well for a change.

Wondering if some fixes came in last update or what. I’ve not pulled one on follow this play through on this version yet. The black galleon is easy enough not to need it.

Maybe take off follow and place near boss before engaging to see if it makes a difference.

I will try that next time I will get another fighter thrall to follow me. I brought my fighter to the Circle of Swords, and there is a world boss creature there, it looks like a tree. Well, a wolf next to this creature attacked us, my thrall killed the wolf and then, surprise… he went on to attack that tree creature which was lying down at the time, not moving! All by himself. It took a few good sweeps from this guy to kill my thrall, as I could never get aggro back from the world boss, to give my thrall a chance to breathe.

I really have no idea what made my thrall do that, he just went kamikaze…

Had something like that once. Was at the Mounds right after the health fix and took a named fighter in with a truncheon. Too effective as annoying to kill the unwanted ones for loot.

Since my base was a good run away, everyone respawns as I drag and have to kill a bunch every time to get further inside. I knew it wouldn’t work but after a bear hunt (she has 2h sword equiped), I dropped my fighter at the pass into the mountains. You could see the “gate” but well outside aggro range. Wanted to see if it would stop respawn. I knock out a crafter from the first building and drag back.

As I come back into render, somehow the gate guys grab aggro on my fighter as soon as they spawn. Now remember I fought the guys before and with rolling around and such never got close to where my fighter was. But as I’m running up they charge at my fighter on sentry. She goes off, kills that batch, hen runs around perimeter and kills all archers not even attacking her, then runs into barrow, kills all them. Basically kills everyone around and inside that first barrow but not crossing either bridge further in. Then slowly starts walking back to the trailhead to the mountains.

Thralls are just crazy inconsistent in this game.

Oh, to add to that, I wish all those Npcs would respect the respawn timer. New Asagarth and MotD are horrible like that and Asagarth is extra glitchy with some respawning while in there. The second fighter in the gate is super bad about that.

I assume my base is close enough to the galleon to not get that affect. You can adjust the timer and see they adjust to it. Set city same for 90% of them even though my base is a stam bar run to the south gate. Most do not immediately respawn between drags, just a couple of groups do, like the prison group with the taskmaster

Yeah, as you said, very inconsistent. I mean sometimes they just stay there, and sometimes they go Terminator mode on everything around them. When my captain got into the fight with that world boss I had him equipped with obsidian daggers, I wanted to see some bleed effect or something, I thought they’d be more effective. Well, at least not on that specific fight, my guy got it really bad.

A fight before that, the bug queen outside Sepermeru, he had a hardened steel spear, and he kept that bug stunlocked all the time. He pushed it against a rock and this poor bug couldn’t even back out. So spear worked really well. At least for that fight.

I will test some more world boss fights and see how fast he goes down; this is actually a bit of a problem, how can we actually keep them alive in such circumstances? I couldn’t seem to get aggro off of that boss at the Circle of Swords so I could give my thrall some time to breathe. Do we need to have a ‘spare’ thrall to take into the next fight in case one dies? Cause this is what I will do from now on.

And one more question, if you tested it… I like to climb rocks, cliff faces and whatnot. What happens then when the thrall is on follow? Does he/she teleports to my location, or will they just stop following? Or even worse, teleport and then fall to their death?

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I don’t know on this version. On 1.05, testing it, on a climb they teleport, same as when you outrun them. On an long elevator, they disappeared (bearer) and when I went back down they had died. No mobs spawn near there.

On 1.09 or 10, whichever fixed the health, I stayed on running paths in the highlands.