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.