I believe this has always been the case, since the game was coded into Unity.
Targets are selected and locked when the spell is activated. If only one enemy remains at this point, it can be targeted twice and hit twice as the spell resolves. Otherwise two enemies will be target-locked.
As the spell casts, it resolves each shot and its splash damage, sequentially and in full before firing the second shot. If the splash damage from the first shot kills the target of the second shot, then the second shot is cancelled and doesn’t fire - losing it, and losing its splash damage.
I’ve raised this before and understand it’s a property of the Unity code base, i.e. too hard to fix without recoding half the game. I don’t think it matters so much - it’s not like Infernus is lacking for hitting power - and thematically it makes no sense for splash damage to hit a nearby enemy from a shot that didn’t hit its target.
@mithran have you looked into this one?
I disagree with this sentiment. If Infernus has a significant chance of doing half damage, his spell cost needs to be adjusted downward to compensate. This, of course, makes him more of a beast in the early match. The best fix is to undo the “fix” that made it so attacks on empty team slots don’t resolve. (Edit: if indeed that’s what is happening.)
What i think is that the spell in devs eyes was bugged and they “fixed” it now. From what i gather if splash damage kills a unit and infernus tergeted that unit as 2nd target it would still deal splash dmg. But now after 4.0 it negates the 2nd damage. So if you had pos 2,3,4 alive and first dmg attacked 4th and killed 3rd, infernus wont target 2nd position. He wanted 3rd when the spell was cast and the target was dead when the 2nd part of the spell wanted to activate.
If Infernus’ ability is broken / unfixable / working as designed ?.. Then this will be the same for the upcoming Sea Of Sorrow Legend troop.
Infernus’ spell is currently working as intended.
The 2 spell targets are chosen when the Spell is cast, if the second target is killed by the first cast then the 2nd cast doesn’t trigger.
The way this works may be reviewed in the future but no ETA or promises on that sorry!
Crafted infernus last week as my first mythic crafted
And i only have 6 mythics (stonehammer inclunded)
Dont worry infernus is still OP
This stealth ‘nerf’ is the first time I heard that infernus was not originally working as intended. Not happy the way core game mechanics get changed like that.
I don’t believe the way his spell works has been changed unless it happened 1.5-2 years ago now before I joined the team.
We do our best to record all changes to Troops in the patch notes, unless there was a bug fix that was overlooked and not mentioned.
As far back as I can recall, Infernus would target two slots when the spell was cast. If the troop in the second slot died due to splash damage, the second shot would still trigger (and could knock off low-health units on either side of the recently-vacated slot). If Infernus now checks whether a troop slot is filled before firing its shot, this is indeed a change to how its spell is resolved.
Infernus either changed with 4.0 patch or it was stealth changed after 4.0 patch.
Hmm, ok, well this is definitely not a recent change as far as I’m aware.
Either way, we might review his spell in the future but no promises at this stage.
Time to get to the bottom of this. Did this change recently or am I just imagining it?
I would swear that shortly after 4.0 went live I saw Infernus skipping hits. Of course, now that I am using him again and trying to reproduce this, I can’t.
I also noticed it right after the 4.0. But not anymore. But maybe its differently on consoles?
I haven’t been paying attention to Infernus now, but before it definitely hit 2 targets no matter how many was alive. It was strong and part of the reason why people liked it a lot.
I can confirm the change was recent as i use infernus all the time. Not sure if it came with 4.0 or shortly after. Could be the ubastet nerf that also affected infernus
Since this is about the splash damage of the second hit, technically compared to his supposed former self we would only miss 1/8-1/4 of his damage in these particular cases.
@Kafka this was introduced with 4.0, probably a side effect of the Ubastet-kills-summoned-troops-fix