Objects breaking ahead

unsure how to describe it, or how significant it is if at all

but several times in the same playthrough i’ve noticed objects breaking ahead of me
stormheart urn/blade already lying ready at the bottom of my screen while i’m rooms away, walls, secret nooks, and just now an obsidian cluster popped “in the air” at the top of my screen by itself, no enemies anywhere near or anything


this one i visibly saw popping just as it entered the of my screen (bit earlier than the shot itself)

and it seems kinda “a lot”, as in all over/several places things, to the degree i haven’t really noticed it before, or if it might have happened before not this frequent atleast

Maybe it’s devotion proccing weirdly destroying stuff? :thinking:

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possible
but they usually target enemies so they ahead/“between” should eat it, or the proc should be visible i think, and sometimes it’s an object really far ahead, or with enemies in between, so it just feels really off even considering devos :thinking:

I noticed the same thing happening, random urns being broken.

I can pretty much rule out devotions (that was also my first suspicion) or mobs fighting each other (that was my 2nd guess).
Sometimes there’s just a room with broken urns and untouched, undamaged enemies or none at all.

i even had big crumbling walls pre-opened for me on arrival like this hidden chest area :smile:

i got the 6th sacred Crate breaking on its own when i was right here (knew because of the dream/sands message appearing on screen)


bridge was also already cleared tho invisible barrier seemed to be there and did the wait for gate loading issue thingy it seemed (forgot to swirl my camera to fix it/check if that would have fixed it there too)

i think this is the first time i’ve tried that happening/these crates breaking on their own, and from this distance too

I’m also noticing this happening in the latest update. It didn’t seem to happen in previous versions of the game.

Edit - to be a bit more specific: it’s happening now (v1.2.1.2); but it didn’t happen the last time I played (v1.2.0.3)

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unsure if helpful/useful me adding more or new instances of “stuff” happening, but this one seemed a bit unusual atleast

this ugdenbog stump that spawns here, spawning as hostile golem this time “pre-emptively” triggered/crawled out of the ground right about as it entered my screen

i’ve had the stump spawn as golem before since this “objects breaking ahead issue” but this is the first time it crawled out of the ground ahead of me
*nor do i recall when spawning as regular bloom stump it being pre-opened

i noticed it had a marked rock spawning close, unsure if related, but i’ve had this thinking a couple of times maybe it was because stuff was like “touching eachother”/smooshed together

just a rando speculation of mine

and another curious one
when i was here i got credit for the east exhaust (the one all the way at fleshworks)

and as can see by the map, haven’t even, remotely, been close to that spot yet :sweat_smile:

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Seems more like a bug bug as that should have been the northern one far as I know. I always go and do that one first, then the southern and finally the eastern. Weird. Or hadn’t you done the northern one at that point?

nono, it gave me credit for the eastern, the one far over at fleshwork entrance

i was on my way to north when it happened(hadn’t even reached north/south yet and got automatic clear for east)
i’m like halfway to north in that spot making it even weirder since 2 others are closer to me than the east

In my case it seems this bug is caused by the Guardian’s Gaze devotion (with a couple of eyes already orbiting around me) and then using the displacement rune to teleport. When that happens, everything in the direction that I teleported seems to get damaged by the eyes, at an infinite distance, even beyond the point I teleported, as long as it has been loaded ofc. This applies to enemies and destructibles.

Looks like a collision detection bug. When teleporting, the player does have “infinite speed”, and so do any projectiles orbiting the player. Maybe this causes the game to calculate an infinite distance vector for collisions of such projectiles? I’m speculating now ofc but this is what I’ve been observing in game.

@Gnomish_Inquisition are you perhaps using any kind of orbiting projectile?

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i do have fiend/flame torrent devo set on guardians, and guardians do teleport frequently as i move :thinking:
i’ll try check if it might be related to that

not 100% certain it’s it, but i think you might be on to something atleast
removing fiend/torrent from guardians and not triggering teleports seem like it might stop it
*early trials tho, but at a glance seem like it could be it atleast
gonna say i’m like 99% convinced there is some relation :sweat_smile:

edit. going over the one recorded example from the thread i have of it seems to confirm it too

can see the crate trigger on 2.48/on the exact moment a guardian teleport leashes to me, after it had triggered flame torrent

Tested some more and indeed the teleporting seems to be the culprit when “things that damage in an area” are involved; either orbiting eyes of dreeg or guardians of empyrion that deal damage in an area around them due to Celestial Presence.

It would be nice if this bug got corrected. Other than the small nuisance of certain urns breaking ahead of time in the campaign, this bug is a BIG killer on SR95+ runs where controlling your aggro is a must to survive.

I’ve already died a couple of times by aggroing a 2nd boss in chunk 4 which is guaranteed death. I’m considering ditching Guardian’s Gaze, despite the devotion being a perfect fit for my build… either that or ditching the displacement rune which is a life safer otherwise. Either change is going to feel painful.

Thank you for the detailed reports. This was a very funny bug and will be fixed in the next build.

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