Where: ||Solina fight||
Expected behavior: Normally upon death, you get roasted and sent back to before the start of the fight without actually dying
Actual behavior: Actually died, got sent back to last shrine, then the expected dialogue box appeared before getting teleported to the normal spot.
How to recreate: Unknown, only happened once out of many deaths. Probably somehow got hit inbetween cutscene trigger and cutscene occurring. Could be a problem later for other similar events.
#Bug: Strange death cutscene trigger
1 messages · Page 1 of 1 (latest)
oh dang!! I'll look into this as well. I can't believe she really did it
oop I did it too fast it ain't loaded
Do you remember if you were inside a projectile or one of the melee attacks, by chance?
right as the fight ended?
oh man right onto one of her swords
||Solina: Heh! Went easy on her so she doesn't get hurt
Illyia: sliced directly in half
Solina: ah||
I think this is probably 1 out of 20 or 30 deaths, I've been doing it over and over again for fun
thanks for the ref, that helps a lot
not sure if something like this could also kill you, it didn't kill me, but I feel like this was kinda close, similar to what is seen in gnolls gif
so I wonder if it'd have killed me if that hitbox was a little more to the left
I think so, yes
oh yeah the sword swing projectiles and summoned swords stay on screen and freeze in place if you die while they are active, but I have at least overlapped with a summoned sword and it did not kill me
I think it's some particle effects
ah, the hazard might be destroyed but the visual might remain for a sec
I remember seeing the dust that is left from moving targets when you are getting one of the Royal Medallion shards, with an active animation on my death screen 
I fell way too many times the first time I was trying to get the one at the top
but yeah, those animations/sounds are not hidden on the death screen
I uh... yeah... this is still happening 
I think it happens specifically when ||her parry or dive attack knocks you back into the bouncy wall while the swords are still active||
Managed to record one of my runs where I got killed
yep yep, this tracks with the other deaths @ the bounce damage

thanks for the record

uh-oh, did this get worse?
(I didn't die from the additional 1-2 hits, but amidst all the death prevention shenanigans the game seems to brick itself requiring a hard restart)
Oh no, I think somebody else had this recently too
Hm
I'll have to investigate
Was this the first death?
not the first one of this playthrough, but the first one in that fight
Gotcha
Dang, I've tried to reproduce it a bunch of times and I'm having no luck
if it occurs for you again @cursive summit , can you DM me your player log files? There might be a clue in there
Or actually there might be a clue in there already 
it happened to me 2-3 more times so far, so I'll go fetch those
You'd be able to find them ->
%userprofile%\AppData\LocalLow\Nootbox Games\Rune Fencer Illyia KSBacker Preview
oh dang
that's so weird
is it any particular hit that's killing you?
It goes through the entire 'defeat' cutscene?
every time so far was caused by some projectile from the parry or ground slam attack, iirc; and yes (except for the first time when it happened, for some reason)
gotcha, hmm
Not sure if they're connected to this issue or not, but it seems like your controller was reconnecting a ton of times for some reason
I might have found a tiny unrelated null ref error in the fight that might be somehow causing the respawn to bug out, somehow though
Yeah, I've seen that as well, no idea what's causing that. Windows itself definitely didn't notice those reconnects
weird! Could be a rewired issue, we'll look into that too
and just to clarify:
Doing the fight -> Die to projectiles / Floor slam -> Cutscene -> Fade to black -> Fade back in -> Illyia has not respawned back into the scene, it's just Solina sitting there waiting
Either that, or Illyia respawns to the left off-screen (where she usually would be), immobile. (It did look like the camera tried to pan to the left for a bit just after the fade, only to then get stuck in place)
oh, and the dialogue box during the cutscene also seemed to open twice
yep
that's a good hint- that might be the key to solving the issue
thanks for the help! 
Okay, I think I figured something out? This time I waited before clicking through each of the boxes (that way the first/lower one persisted until after the spawn), and spawned in normally (twice with a fade each time, but still). So it may (potentially) be caused by clicking through both boxes before the scene transition occurs
interesting
so it's definitely the double cutscene that's probably causing it here
looks like it, yeah
in that case, I can do a quick build with a possible fix, I'll build it right now
And following up on this part, it looks like that was caused by Steam's input layer being active - at least I don't see any more log entries after changing that (along with the controller model no longer being shown as plain X360)
(the Steam input shouldn't be active in the first place in games with native support, but apparently it was anyways)
oh, thanks for checking that out!
I just pushed a potential fix as well
should now be live on steam

whenever ya get the chance, let me know if it's still occuring on v8999f
Looks good now. Took a while to reproduce this time, but I think I got a proper bounce without any cutscene duplication
woo!
