Description
In Soul Storms, Medium (yellow banners) and Hard (red banners) Storm Generators are treated as the same difficulty as Easy ones for tracking and rewards. The Soul Storm tracker shows tier I for every destroyed generator, and red generators drop the same 1-item chest as blue ones. I couldn’t verify the chest drops directly in game, but from the way its setup, they might be affected by the same issue.
Steps to reproduce:
Enter an active Soul Storm.
Destroy a Medium/Hard Storm Generator
Look at the Soul Storm tracker and at the chest the generator drops.
Expected Result
The HUD shows up the tier matching the defeated Storm Generator.
Actual Result
The HUD always shows Tier I.
Possible cause
in DT_SoulStormPropActorDefinition, the Storminator_Medium and Storminator_Hard rows have empty instance-data overrides for GA_AdditionalStorminatorDeathData (Difficulty stays "Any") and for the ApplyDeathEffects spawn (TagToSpawn stays StorminatorChest.Easy)
Attachments
Comments 3
I have been having the same issue and it looks to be very common on a lot of the tutorials the hosts screen also shows tier 1
After more exploration, i can confirm that chests are also affected, since SW.LootActor.StorminatorChest.Hard guarentees 2 items in the chest, which is not observed in game.
Same observations for the souls storm final chest, via SW.LootActor.StorminatorChest.Final.Low .Medium and .Hard (respectively 2, 3 and 4 items), can confirm that only the Low reward is looted out.
PS: would be nice if we could have some precisions about how the storm score is tracked/which level the final chest gets since this function is currently in the encrypted part of the game 🙂
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