Executive defender adds spawned by Lab Director respawn repeatedly on death, disappear when Lab Director dies, and have no loot table #1453

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opened 2025-10-28 17:37:59 +00:00 by faffywaffle · 2 comments
Member

https://bytebin.project-rk.com/lSUpBnza

Reproduction steps

  1. Attack lab director in Biomare (.tp director)
  2. Observe that executive defender spawns immediately (rather than when lab director loses a certain amount of health)
  3. Kill the executive defender
  4. Another executive defender add spawns immediately
  5. Loot the executive defender. Observe that it contains no "Enhanced NCU Chip with Recompiling Core"
  6. Kill the lab director
  7. Observe that the executive defender disappears

Expected results

  1. Executive defender adds should spawn in ~2 waves of 2. The spawning is inconsistent on live itself, but typically the first wave spawns when lab director loses ~33% health, and the second wave spawns when he loses ~66% health
  2. Executive defender adds should not respawn upon it's own death
  3. Executive defender adds should not despawn upon lab director's death
  4. Executive defender adds should drop "Enhanced NCU Chip with Recompiling Core". ~QL58-90

Actual results

  1. One Executive defender spawns when you engage lab director
  2. Executive defender respawns upon it's own death
  3. Executive defender despawns upon lab director's death
  4. Executive defender do not drop "Enhanced NCU Chip with Recompiling Core" at all

Bug prevalence

Every time

Description & Attachments

I noticed that the PRK executive defender adds also have a stun proc, whereas the lab director's executive defender adds on live do not. This stun proc could be due to using the same mob template as the other executive defender adds from Assault Commander Sleek/Pax & T.A.M. on live which may have a stun proc?

### Report link https://bytebin.project-rk.com/lSUpBnza ### Reproduction steps 1. Attack lab director in Biomare (.tp director) 2. Observe that executive defender spawns immediately (rather than when lab director loses a certain amount of health) 3. Kill the executive defender 4. Another executive defender add spawns immediately 5. Loot the executive defender. Observe that it contains no "Enhanced NCU Chip with Recompiling Core" 6. Kill the lab director 7. Observe that the executive defender disappears ### Expected results 1. Executive defender adds should spawn in ~2 waves of 2. The spawning is inconsistent on live itself, but typically the first wave spawns when lab director loses ~33% health, and the second wave spawns when he loses ~66% health 2. Executive defender adds should not respawn upon it's own death 3. Executive defender adds should not despawn upon lab director's death 4. Executive defender adds should drop "Enhanced NCU Chip with Recompiling Core". ~QL58-90 ### Actual results 1. One Executive defender spawns when you engage lab director 2. Executive defender respawns upon it's own death 3. Executive defender despawns upon lab director's death 4. Executive defender do not drop "Enhanced NCU Chip with Recompiling Core" at all ### Bug prevalence Every time ### Description & Attachments I noticed that the PRK executive defender adds also have a stun proc, whereas the lab director's executive defender adds on live do not. This stun proc could be due to using the same mob template as the other executive defender adds from Assault Commander Sleek/Pax & T.A.M. on live which may have a stun proc?
faffywaffle added the
type
bug
state
new
labels 2025-10-28 17:37:59 +00:00
Member

This should now be fixed. Lab Director has now got his own bespoke script.

This should now be fixed. Lab Director has now got his own bespoke script.
Raggy added
state
fixed
and removed
state
new
labels 2025-10-29 21:29:24 +00:00
Author
Member

All 4 issues have been fixed now! The executive defenders despawn after they are out of combat for more than 10s, as opposed to the 1 min despawn timer on live. But other than that it's all good

All 4 issues have been fixed now! The executive defenders despawn after they are out of combat for more than 10s, as opposed to the 1 min despawn timer on live. But other than that it's all good
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Reference: prk/issues#1453
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