Ratha arrows deal melee damage when Ratha is switched to melee after firing arrow

:arrow_forward: GAME INFORMATION

:point_down: These details are CRITICAL; DO NOT skip them or your issue may not be reviewed.

  • GAME BUILD #: 101.101.61321.0 8595115
  • GAME PLATFORM: Steam
  • OPERATING SYSTEM: Windows 10

:arrow_forward: ISSUE EXPERIENCED

:point_down: DESCRIBE THE ISSUE IN DETAIL (below). LIMIT TO ONE BUG PER THREAD.
Suppose you have a Ratha. The Ratha is in ranged stance. You fire at a target. The arrow is flying through the air. While the arrow is flying, you switch the Ratha to melee stance. Then the arrow deals melee damage once it hits.

:arrow_forward: FREQUENCY OF ISSUE

:point_down: How often does the issue occur? CHOSE ONE; DELETE THE REST!

  • 100% of the time / matches I play (ALWAYS)

:arrow_forward: REPRODUCTION STEPS

:point_down: List CLEAR and DETAILED STEPS we can take to reproduce the issue ourselves… Be descriptive!

Here’s the steps to reproduce the issue:

  1. Have a Ratha on ranged stance
  2. Let the Ratha fire at a target
  3. Before the arrow hits, switch the Ratha to melee stance
    → the arrow will deal melee damage

:arrow_forward: EXPECTED RESULT

:point_down: What was SUPPOSED to happen if the bug you encountered were not present?
The arrow should deal pierce damage, not melee damage.

:arrow_forward: IMAGE

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:arrow_forward: GAME FILES (SAVE / RECORDING)

:point_down: Attach a SAVE GAME (.aoe2spgame) or GAME RECORDING (.aoe2record) of the match where you encountered the issue. Link it below if using an external file service.
rec.aoe2record (375.1 KB)
This is a short recorded game where the bug is demonstrated against a Huskarl. The first shot deals 1 damage to the Huskarl (as it should). The second shot deals 10 damage to the Huskarl, indicating the Huskarl took melee damage. The reason for this is that I switched the Ratha to melee stance immediately after firing the second arrow.
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2 Likes

Hi @Mercy9545 !

Thanks for this, we are already tracking this issue!

1 Like

A little bit of unsollicited advise from me, but if you store data from the parent unit into the projectile object when it’s created instead of relying on the parent stats when the projectile hits its target, you might fix this easily.

The pattern might be similar to fix the mangonel deletion issue. Projectiles cannot tell their initial elevation and blast zone center if the reference to the parent unit is destroyed (because the unit died) so they hit without hill malus/bonus and the damage is not dampened as you move towards the edge of the blast zone.