Issue Type (Required):
Versus
Issue Description (Required):
The damage that overflowed the pool came from:
- damage_source_name = “vs_ratling_gunner_gun”,
- damage_type = “shot_machinegun”, attacker_breed_name = “vs_ratling_gunner” → a Versus Pactsworn Ratling Gunner machine-gunning a hero player (target_name = “orphic. (my steam friend)”, hero_we_maidenguard = Kerillian Handmaiden).
A Ratling Gunner’s sustained rapid fire dumps a burst of hits onto one target inside the mod’s ~2.2s “streak” window (streak_duration = 2.2, pop_time_between_dmg = 0.01). That stacked more than 4 simultaneous damage-feedback messages → order_index rolled to 5 → nil widget.
It crashed because I was hosting (is_server = true), and the error fired deep inside the server damage pipeline:
projectile_system → process_projectile_hit → server_apply_hit → add_damage
→ statistics_util “dealing_damage” event → [Numeric UI] add_damage_feedback , then crash
An unhandled Lua error on the host in the hit-application RPC chain crashes the host process, so the match ends for everyone — not just a HUD glitch.
Steps to Reproduce (Required):
- Use Numeric UI Mod
- Play Ratling Gunnner
- Start firing at the hero team with damage turned up to 1.5
Level Name (Optional):
Engines of War
[PC] Do You Use Mods? (Optional):
Yes, but I haven’t tried disabling them
Reproduction Rate (Required):
Rare (<10%)
Platform (Required):
PC - Steam
[PC] Upload Console Log & vermintide2_launcher.log (Optional):
console-2026-06-15-22.00.28-59ae9a93-c28f-4ad6-9e42-f79bbf7b47bf.log (14 MB)