Unpredictable on-death monster one-shots

@Zantai here’s a scenario that reproduces the bug 100% of the time.
I’m replying here because I could not make it work for Avinnia.
But the same bug triggers very consistently for Naddo.

For a long time I couldn’t reproduce the bug. Timing was not enough.
I was using DPYes to teleport straight to Naddo, and killing him mid-sunder waves, but none of his projectiles exploded on death. (45s game sessions)

Later I remembered that strange things start happening in longer game sessions. Maybe that could have an influence in this bug too. So I simulated a “normal” long game session and went towards Naddo without using DPYes’ teleports, and bingo. Bug happened in 4 runs out of 4. (7m game sessions)

The trick to reproducing the bug is having a long game session going.

Steps to reproduce:

Test char: projectile-bug-tester.zip (1.8 MB)

  • Start the game on Ultimate with the test char “Primal Sinner”, and shapeshift into Werewolf
  • Use only Feral claws + potions + Rallying Cry, and no other skills. Everything you need is on the skill bar.
  • Important: For the next 2 steps simulate a normal playing session. Kill some of the monsters on your way. Pickup some of items on the ground. Destroy some bone piles. Click on chests and loot some dead bodies. Find the Treasure Trove and do the Totem. Should take around 7 minutes total.
  • Teleport to the Black Citadel and go kill Gruldir
  • Move into The World Tear and go meet Naddo
  • When you reach Naddo, hit him until he’s at about 10% health.
  • Wait for him to start a Sunder attack, and kill him mid-way through the multi-waves of sunder projectiles.

If you get the timing right (videos below can help), you should see several of his projectiles explode immediately upon death. The longer the game session, the more projectiles are likely to explode.

Video of bug never happening for me:

DPYes teleported straight to Naddo, left him at 10% health, and killed him mid-sunder. I repeated this test some 10 times. Could not reproduce in 45s game session.

In case it matters, here’s the teleport list file I’m using:
GrimInternals_TeleportList.txt (838 Bytes)
The Naddo teleport requires cheats enabled (no rifts area).

Video of bug always happening for me:

Did 4 runs of “normal” long game sessions without DPYes. Ran into Naddo’s dungeon, killing things and grabbing loot along the way. Bug reproduced 100% of the time. Skip to 7:15 on the video to see it happening; upon his death, 8 out of 10 of the mid-air projectiles explode, dealing 22k damage, and 2 continued flying.

Curiously, in one of these runs I ignored the Trove and the Totem and ran straight into Naddo at about 4 minutes time. When I killed him, only about 4 of his projectiles exploded. The majority continued flying. It seems the longer the game session, the higher the probability of some random projectile exploding? Which matches the observation on the first post of this thread: an enemy dying and projectiles from a different enemy exploding.

It also looks like the projectiles that do explode are the closest to the position of the enemy that died, and the projectiles that continue flying are the farthest frontier.

The cause? No idea. This is all very strange behavior. Maybe a memory leak or memory corruption that’s making random projectiles explode upon a monsters death?

Anyway I hope that reproducing this with dev tools can shed some light on the real cause.
Lmk if there’s anything else I can help with.

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