Comprehensive FO:T Engine Bug List (1.27)

Has the "soon" happened in these 5 years or is the "soon" supposed to be in the next decade ?
Assuming you mean the following items:

Bug: Disarm critical effect
Details: One possible outcome from critical hit is to disarm the target. An incorrect flag check in weapon entity prevents this from working, leading to a critical hit no better than a normal hit.
Fix: None at this time. Root cause determined, fix coming soon.


Bug: Critical effects for melee and unarmed
Details: A lookup table is used to determine effects of critical hits. This lookup is broken for melee and unarmed, leading to oddities like punching left legs being extremely deadly.
Fix: None at this time. Root cause determined, fix coming soon


Bug: Bonus H2H Damage perk
Details: A 15% damage bonus is given to the Bonus H2H Attack perk, but by perk description (and intent) this should be applied to Bonus H2H Damage.
Fix: None at this time. Root cause determined, fix coming soon

Fixes for the latter two items (melee/unarmed critical effects and Bonus H2H Damage) were already included in FTSE 0.45a.

As for the disarm effect, I haven't yet revisited the code area which handles this. I want to be sure that enabling this won't cause further issues, in case the developer removed this feature for a reason (e.g. worse unresolved bugs - this has been seen in the code already, namely with the broken Team Player perk).
 
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Can someone tell if Better Criticals works correctly? From my experience it feels like it gives 1 instead of 20 on crit table. Or is it how table actually works? I rarely see oneshots with targeted shots in eyes, and i often see non defense bypassing crits.

Do crit formula calculates properly? I often see regular damage deal more than bypassing shot that suppose to do at least double damage and even in min roll have to score reasonable numbers instead of being close to one.

Also does difficulty damage multiplier works additively? Because on insane finesse looses a lot of damage and kamikaze adds a lot as well.
 
Can someone tell if Better Criticals works correctly? From my experience it feels like it gives 1 instead of 20 on crit table. Or is it how table actually works? I rarely see oneshots with targeted shots in eyes, and i often see non defense bypassing crits.
I can confirm the perk "works", though the result isn't likely to be what would be expected from e.g. Fallout/Fallout2 behavior. The functional effect is that the critical roll (0-99) is multiplied by 1.2 (rounded down), not that the roll gets a flat +20. So depending on value rolled, the bonus from the perk can be anywhere from +0 for small rolls, up to +19 for high ones. But given that the table has no result for greater than 100, and that there's commonly a small bonus applied to the roll for successfully passing the critical hit chance roll, the only net result of the perk is a higher chance for a "two random effect" critical, at the expense of a lower chance for each other critical type.

As an example: when aiming for the eyes, the approximate chances for each outcome without / with Better Criticals are:

Bypass Defenses (DT/DR =0): 19 / 16
Wicked Hit (2x damage prior to DT/DR): 30 / 25
Knockdown: 5 / 4
Blinded: 28 / 24
Knockout: 15 / 12
Torn Apart (4x - 100x damage depending on opponent's Luck roll): 1/1
Two effects: 2 / 18

For two effects, the approximate distribution for the first effect is: 40% Bypass Defenses and 60% Wicked Hit. For the second: 11% Knockdown, 62% Blinded, 27% Knockout. No chance for Torn Apart.


Do crit formula calculates properly? I often see regular damage deal more than bypassing shot that suppose to do at least double damage and even in min roll have to score reasonable numbers instead of being close to one.
Bypassing Defenses only does base damage, but sets DR and DT to zero. So it is possible that, on a target with no/minimal armor, a low damage roll with that crit would do less than a higher damage roll without the crit. But that shouldn't be common in practice.

Also, there's a known issue with aiming at arms - there's a broken/disabled result, "disarm", that will randomly display either the Bypass Defenses or Wicked Hit message, but which actually does the same as a normal hit. So you might see this more frequently for arm shots.


Also does difficulty damage multiplier works additively? Because on insane finesse looses a lot of damage and kamikaze adds a lot as well.
From my (old) notes, the multiplier for difficulty is applied as the very last step. And it's just a straight multiply of either 0.5 (for player attacks) or 2.0 (for enemy attacks) on Insane. (Finesse might be slightly worse than expected, since any fractional damage value is rounded down twice - once after the 10% Finesse reduction, and again after the 50% difficulty reduction.)
 
I can confirm the perk "works", though the result isn't likely to be what would be expected from e.g. Fallout/Fallout2 behavior. The functional effect is that the critical roll (0-99) is multiplied by 1.2 (rounded down), not that the roll gets a flat +20. So depending on value rolled, the bonus from the perk can be anywhere from +0 for small rolls, up to +19 for high ones. But given that the table has no result for greater than 100, and that there's commonly a small bonus applied to the roll for successfully passing the critical hit chance roll, the only net result of the perk is a higher chance for a "two random effect" critical, at the expense of a lower chance for each other critical type.

As an example: when aiming for the eyes, the approximate chances for each outcome without / with Better Criticals are:

Bypass Defenses (DT/DR =0): 19 / 16
Wicked Hit (2x damage prior to DT/DR): 30 / 25
Knockdown: 5 / 4
Blinded: 28 / 24
Knockout: 15 / 12
Torn Apart (4x - 100x damage depending on opponent's Luck roll): 1/1
Two effects: 2 / 18

For two effects, the approximate distribution for the first effect is: 40% Bypass Defenses and 60% Wicked Hit. For the second: 11% Knockdown, 62% Blinded, 27% Knockout. No chance for Torn Apart.



Bypassing Defenses only does base damage, but sets DR and DT to zero. So it is possible that, on a target with no/minimal armor, a low damage roll with that crit would do less than a higher damage roll without the crit. But that shouldn't be common in practice.

Also, there's a known issue with aiming at arms - there's a broken/disabled result, "disarm", that will randomly display either the Bypass Defenses or Wicked Hit message, but which actually does the same as a normal hit. So you might see this more frequently for arm shots.



From my (old) notes, the multiplier for difficulty is applied as the very last step. And it's just a straight multiply of either 0.5 (for player attacks) or 2.0 (for enemy attacks) on Insane. (Finesse might be slightly worse than expected, since any fractional damage value is rounded down twice - once after the 10% Finesse reduction, and again after the 50% difficulty reduction.)
Thank you for reply. Damn crits in this game so underwhelming that it feels like no point in investing in them. But i guess its a necessary evil to not losing members all the time to random oneshots.
 
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