It’s related to the buggy mess from end of Sep '24 power activation state being lost on hit (stun) when they added the 2 handed power swords and half-fixed the force and chain weapons, and nil fixed the power weapons.
2h power sword:
weapon_template.weapon_special_tweak_data = {
keep_active_on_sprint = true,
keep_active_on_stun = true,
keep_active_on_vault = true,
}
2h chainsword (eviscerator):
weapon_template.weapon_special_tweak_data = {
active_duration = 4,
keep_active_on_sprint = true,
keep_active_on_stun = true,
num_activations = 1,
}
2h thunderhammer:
weapon_template.weapon_special_tweak_data = {
active_duration = 5,
allow_reactivation_while_active = true,
disorientation_type = "thunder_hammer_light",
keep_active_on_sprint = true,
only_deactive_on_abort = true,
special_active_hit_extra_time = 0.5,
push_template = push_templates.medium,
}
1H power sword (old vet)
weapon_template.weapon_special_tweak_data = {
active_duration = 3,
allow_reactivation_while_active = true,
keep_active_on_sprint = true,
num_activations = 1,
}
The only weapon that has keep_active_on_vault = true properly set are the new 2 handed power swords (relic) after they reworked the flags for more conditions.
I guess we should be happy the keep_active_on_sprint flag is set huh.
TLDR Buggy mess since end of Sep '24 and only very partially “fixed” for some weapons; 5 months and counting.