Captain Void Shield Blast is One-Shotting/Damage

Issue Type (Required):

Enemy Mechanics

Issue Description (Required):

Captain Void Shield Blast is One-Shotting/Damage through golden toughness, happens many to me, not the nearest to the captain, on a flat ground, nothing is hitting me

Steps to Reproduce (Required):

  1. Fight a Void Captain in Havoc(i mostly played H40)
  2. Attack normally and wait for him to shield blast you
    3.?? profit(until death triggered/downed/dead

[PC] Do You Use Mods? (Optional):

Yes, but I haven’t tried disabling them

Reproduction Rate (Required):

Unusual (<25%)

Platform (Required):

PC - Steam

Upload Supporting Evidence (Optional):

4 Likes

Also reported here:

And it happened again to me a couple of days ago.

1 Like

Damned ! They are learning after all this time getting bullied by us ! :sweat_smile:

Searched this down as it’s happened to me a couple times tonight as well. Downed instantly on both ogryn and arbiter, had upward of 90% health each time (and full toughness). First time was the regular assassination map target, second time was Karnak Twins.

As far as I can tell, the damage template is falling_heavy, so fall damage. Another player at this specific frame took ~10 damage, which matches what was happening in-game

1 Like

Edit:
Seem the fall damage I managed to recreate was from the explosion when capt. does his arms out knockback attack, the void shield explosion.


Which lines up with the vid right?


So it’s not the shield break per se, it’s the t-pose arms and chest out knockback shield explosion attack when his shield is low (usually)
18m “fall” (some mins and maxs) from the knockback, so maybe sometimes the kb pushes you into weird terrain where it think you fell a lot more?
Seems like the easiest fix is to just get rid of the catapulting on this attack. Or put back that 4m Z offset? (see Older Summary)

Fall.check_damage 2     18.000028610229492      25.000028610229492      {
        armor_damage_modifier = {
                attack = (rec-limit),
                impact = (rec-limit),
        },
        cleave_distribution = {
                attack = 0.25,
                impact = 0.25,
        },
        disorientation_type = "falling_heavy",
        force_look_function = [function],
        ignore_shield = true,
        ignore_toughness = true,
        interrupt_alternate_fire = true,
        name = "falling_heavy",
        ogryn_disorientation_type = "falling_light",
        power_distribution = {
                attack = 1.3999999999999999,
                impact = 1.3999999999999999,
        },
        push_template = {
                max_speed_override = 3,
                speed = 5,
        },
        stagger_category = "ranged",
        targets = {
                default_target = (rec-limit),
        },
}       kinetic 1       1000
__data = {
		{
			fell_from_height = 31.962802886962891,
			flying_frames = 0,
			inair_entered_t = 31.923076923076923,
			on_ground = true,
			standing_frames = 31,
		},
Older Summary

I had a hunch a while back after a very brief lazy glance it was related to being “catapulted” from the shield break explosion.
Fall damage tracks so I did some logged quick solo mode shield breaks on Relay Station in the first bottom room with little sandy bums and weird corners.
It took a while but managed to log one instance of fall (knockback?) damage:

19:02:40.566 [Lua] Fall.check_damage 2	17.745454788208008	24.745454788208008	table: 0000000080976F68	kinetic	0.98585859934488929	985.85859934488929

17.74m after the 7m non-damaging height min_damage_height

Now the hmm part is, at the end of March '25 the catapulting template for the shield explosion got a change, the z_force was set to 0 when previously it was 4
Darktide-Source-Code/scripts/settings/damage/catapulting_templates.lua at edcd85d1e749be60c147cb428da06ed4eb1cd7a3 · Aussiemon/Darktide-Source-Code · GitHub

I haven’t looked at it further, but it seems that Z (height) component isn’t there, all the other stuff has a non-0 value. Is this a problem?

Could it be it’s knocking you straight into some weird terrain spots and glitching out thinking you fell from a great height? Did that z components height bump previously prevent this? is it a series of knockbacks adding up that shouldn’t?

P.S. I could be looking at stuff wrong, take with a grain of salt, brief look+headeache. It’s probably worth looking at other related files but I don’t feel like it.

2 Likes

Even though the mechanics behind it is a little different, it’s still giving me clipping-into-the-killbox-under-the-map from Vermintide 2 flashbacks.

1 Like

Yeah I think you’re right, I forgot about VT 2 stuff, and the nearby stairs/grills, sand piles and greeblies are sus.
Split second b4 Verbal ate it:


That 1st room down the steps after pushing the 1st button in Relay Station (after lift) seems to be a good testing area, or it just may be confirmation bias.