Ostranauts

Ostranauts

Tumskunde Aug 3, 2023 @ 12:48am
Weapon bug, extra attacks added when swapping weapons.
I tried posting a Bug report but the Google form kept refusing to accept anything.

Writing a guide on weapons, so I figured I'd check a few things.

I found that for some reason weapon attacks are transferring to either to weapons/items that don't have them normally, or they don't have the modifiers to qualify for. I've also been able to double them up on certain weapons. I submitted a similar ticket earlier about guns doing this and that spent ammo casings would allow you to fire guns you didn't have and unlimited number of times.

I will preface this with the fact that I was thorough with this
I tested them on new characters and older ones
I spawned items in with the console and found them myself
I saved, quit and reloaded
I verified my files and reinstalled the game and even rolled back to 0.11
Btw, the gun issue happens in 0.11 as well.

I've been able to transfer the Default Melee Strike with the Cutlass, which has a unique version in this type of attack in the attackmodes.json data, called a Grip Bash, but shows up in game and uses the same tooltip as the Melee Strike.

The same can be said for the Default Shaft Swing with both the Bat and Slugger and the Billy Club, which again have unique strikes, the Bat has Swing for the Fences, the Slugger Grand Slam, the Billy Club is called Baton.
The Nightstick actually works as intended, but it's unique strike is simply Nightstick, so I don't know if that's important or not.

As I mentioned above, these last through saves, and will transfer to items like pocket knives or Totes and can be used without problem.

Examples then:

Melee Strike : This only seems to work with the Left hand (Right side of the doll)
1. Equip a Cutlass in your left hand
2. Now if you swap them back, the Bat will now show as having a Melee Strike attack it normally doesn't have as well as the usual Swing one, again with the default tooltip.
If you equip an item that does have Melee Strike, like a Tote, you will get an Extra Melee Strike.

Second Example is as extreme as I've gotten it to go, so may be the limit of transfers.

You need a Bat, Slugger, Billy Club and a pair of items, I'll use Nightsticks, because they have a swing attack that doesn't transfer.
1 Equipping the Nightsticks will show 2 Swing attacks.
2. For some reason this is hand dependant, and stacks on each hand, so equip the Bat, Slugger and Billy Club in each hand.
3 . Re equip the pair of Nightsticks and the menu will have 8 Swing : Nightsticks, or 6 Swing : Totes if you are using those.
4. You can still add a Melee Strike using a Cutlass and if you've held all the guns and have an ammo casing in your inventory, you can add the empty Shoot options as well.

I spent 12 hours testing this and the gun bug, hope you guys can figure it out.
Might be due to the attackmodes.json, as I have seen Swing replaced with Grand Slam and Swing for the Fences when using both of the bats, usually after being in combat for a few rounds.
No idea if Swing : Bat uses the Default Shaft Attack or not, but I know from my testing in 0.11 that Grand Slam one shot people if I was combat spec'd where as Swing : Bat would often need 2-3 hits.
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Tumskunde Aug 3, 2023 @ 1:19am 
As an aside, I finished formatting my weapon guide, it'll be affected by the bugs, so I'll leave a warning in it
I think I've figured out roughly how damage works, which I believe is:
Damage gets allocated to an body part and a condition ticks up until a threshold for a wound is reached and then that wound is added, with more serious wounds replacing them as the threshold is reached
Damage type cut/blunt determines what kind of wound is inflicted and they can be healed via med station or time
Unit of distance used for Range should be a single tile
Penetration looks to be to counter armour, but I haven't figured it's an additive or multiplicative one, as the only items that seem to have an armour stat seem to be the black EVA Suits, and I don't want to fall into testing that rabbit hole for at least a week

My only question is about the fDmgEnv variable, is it used to inflict damage to objects hit, to the gear of those struck, everything in the tile or the am I completely off?
Tumskunde Aug 3, 2023 @ 12:42pm 
Alright, slipped my mind to take pictures
This is what Combat UI should look like:
https://steamcommunity.com/sharedfiles/filedetails/?id=3014431210

This is what happens if you do my second example:
https://steamcommunity.com/sharedfiles/filedetails/?id=3014431268
As you have to scroll to see the full list now, here's a second shot of when I scroll up the list:
https://steamcommunity.com/sharedfiles/filedetails/?id=3014431292

You also see these extra entries transfer to other items, as neither the tote nor the lamp have swing attacks, nor are they shaft weapons:
https://steamcommunity.com/sharedfiles/filedetails/?id=3014433245
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Date Posted: Aug 3, 2023 @ 12:48am
Posts: 3