[investigating] Krag'Rax Bloodskull spell bug

Platform, device version and operating system: PC, 8.9.0r77291, Windows 11 Home 24H2

Screenshot or image: I first noticed this issue in this week’s World Event, but here are screenshots from an Explore 1 battle. The troop clearly has more then enough spell damage to wipe the enemy team with two instances of splash damage. However, when it casts (in this case I selected the 2nd enemy troop when casting), it only did one instance of splash damage, not two, leaving the last enemy alive and undamaged.

What you were expecting to happen, and what actually happened:
I expected Krag’Rax Bloodskull to do heavy splash damage to an enemy and a random enemy, per the troop’s spell description.

However, while this sometimes casts as expected, the troop regularly only does heavy splash damage to a single enemy.

Perhaps the ‘random enemy’ is being chosen before the first instance of splash damage impacts the enemy team, and then the second instance of splash damage whiffs if the randomly chosen enemy is now dead?

How often does this happen? When did it begin happening?
Pretty often, but not every cast. While it will sometimes perform two instances of splash damage, it regularly only performs one.

Steps to make it happen again
Cast the troop in battle. This issue is easiest to observe with low-level enemies (e.g., Explore 1).

8 Likes

Seems like the incredibly common issue with new troops, where the devs make it target two troops immediately, even though everyone knows that’s bad, and then they have to correct that post-launch, as soon as we spot the issue and complain. Why they can’t just make them all target once, then target a second time after resolving the first target (like the others), I don’t know, but that’s what they need to do with this troop, again.

6 Likes

I’ll need to dig up the last conversation I had with the team about troops that randomly target multiple troops when they target the same troop twice, cos I am pretty sure that is possible and not a bug.

1 Like

We have been waiting on the targeting issue of Immortal Caprichor for how long? It’s the same concept–troops that target “random” enemies probably choose their targets the moment their spell is cast, so if a target dies, they no longer select available targets.

We had the same issue with Tina-9000, and that troop was fixed quite some time ago so that it would re-target enemies if the initial target(s) were defeated, so that none of its damage was wasted.

Did confirm that the spell is programmed to preferably not select the previous enemy, but there is still a chance the same opponent will be chosen.

This is less of a same opponent thing and more of a picking a dead enemy kind (the recipients of the splash damage) of thing ala Immortals/others.