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This is a list of currently known bugs and issues throughout the game. You can send bug reports directly to them through here: https://anothereidos-r.com/en/contact/  
This is a list of currently known bugs and issues throughout the game. You can send bug reports directly to them through here: https://anothereidos-r.com/en/contact/  
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== Translation/Text Issues ==
== Translation/Text Issues ==
* Possible Bugs and Suggestions.
* Bart's, Kagura's, Gordov's, Imperial Artillery Soldier's, Edgar's, Thorkell's, and Aerial Goblin's traits say the can be positioned on "(high) ground," it should actually say "(low) ground." or "Can be positioned on both (high) and (low) ground."
*Flet's trait says he recovers ally HP. More likely a text issue. Flet can't actually heal with his attack, instead he deals damage, and only heals with his skill like Edgar does. Edgar and other units that have healing skills do not have this trait.


==General Bugs==
==General Bugs==
* The Friend Support dispatch list will always list only 20 Supports, even if you have more Friends than that, requiring you to refresh until you get the Friend you want.
* Intimacy bonuses do not work for anyone.*
* The BGM and SE Volume Slider do not affect the BGM or the SE during the VN portions of the game.
* Attack buffs are shown as + attack speed on the stats screen and attack debuffs are shown as -. It should be the other way around, as attack speed is displayed in second intervals, so adding attack speed would mean they'd be slower. (Attack buff themselves still do properly make your character stronger, this is merely a display bug).
*Some R-18 scenes do not use the correct sprite when the "Vtuber" function is enabled. This is partially due to units not having naked sprites. However, In some instances (Jalam's Still 1), character(s) are still shown fully clothed when they should be naked.
*The Friend Support dispatch list will always list only 20 Supports, even if you have more Friends than that, requiring you to refresh until you get the Friend you want.
*Background music fails to loop correctly during some story scenes. Notably the track used in S0-3 and the track used during 0-50 when Gaia pulls out the cutlass.
*Background music fails to loop correctly during some story scenes. Notably the track used in S0-3 and the track used during 0-50 when Gaia pulls out the cutlass.


==Battle Bugs==
==Battle Bugs==
*All pirate event missions reward 10 EXP instead of rewarding the player 1 EXP per stamina required to play the mission.*
*The formula for most Attack Speed buffs is (probably) more effective than it was likely intended. 
**To give an example, an Attack Speed increase of 20% on a Unit with an Attack Speed of 2 ''should'' likely be calculated as 2 / 1.20 = 1.67.  Instead, what the game will often do is subtract 20% of 2 (0.4) from 2, to get a new attack speed of 1.6.  Might not seem like a big deal, but consider higher numbers, such as if the same unit got an increase in Attack Speed of 80% instead.  Whereas normally that would be 2 / 1.80 = 1.11, with the current formula it would be 2 - 80% = 0.4 Attack Speed, a huge difference.  While similar games like Arknights do have speed buffs that work this way, they're not ALL supposed to work this way, as Arknights has separate formulas based on wording (Attack Interval vs Attack Speed).  If not a bug, then they should be reworded, as saying that a characters Attack Speed increases by 50% only for it to actually DOUBLE is misleading wording.
* All pirate event missions reward 10 EXP instead of rewarding the player 1 EXP per stamina required to play the mission.*
*If Arknights is any indication, the Skill SP bar is probably supposed to slowly drain while a units Skill is active.  Instead it will remain full until the duration is over.
*The game is unable to display three digit deploy cost. So 4-star challenges that increase cost of deployment (1-21 or 2-6) will only display the first two digits if the unit's cost is greater than 99.
*The game is unable to display three digit deploy cost. So 4-star challenges that increase cost of deployment (1-21 or 2-6) will only display the first two digits if the unit's cost is greater than 99.
*Robin and Thomas heal allies but have red hexagons displaying their attack ranges instead of green.
*When you select a character that gets stunned (before or after) you'll be stuck from going out of the "selected" state until the stun duration ends.
**If you withdraw a character in this state, you will get stuck
==Character Bugs==
==Character Bugs==
===Trait===
===Trait===
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===Natures===
===Natures===
*Rasho's nature doesn't give him +5% ATK when using either skill
*Goblin Fighter ignores Defense 100% of the time instead of 10%.
*Dakkar cannot evade any enemy magic attacks (tested with watch eyes which Mage Goblin can evade successfully)
*Dakkar cannot evade any enemy magic attacks (tested with watch eyes which Mage Goblin can evade successfully)
*Obsidonian Imperial Halberdier cannot evade physical attacks (tested with Pays Blanc Soldier enemy which Cavalry can evade successfully when Kagura's nature is active.)
*Obsidonian Imperial Halberdier cannot evade physical attacks (tested with Pays Blanc Soldier enemy which Cavalry can evade successfully when Kagura's nature is active.)


===Skills===
===Skills===
*As detailed earlier, the math behind most Skills that increase Attack Speed is likely off.
*Although Romanes's Skill correctly heals 2 units instead of 1 now, it still does not increase the power of his Heals.
*As detailed earlier, the math behind most Skills that increase Attack Speed is likely off.
**The most notable example is Wrecker. Wrecker's Skill states his attack speed should increase by 1.5x or 50%, but what it does is take 50% of his attack speed, and then subtracts it from his old attack speed.  This actually gives him DOUBLE the attack speed, which is not the same as a 50% increase. If not a bug, it should be reworded as something like Attack Interval -50%.
**The most notable example is Wrecker. Wrecker's Skill states his attack speed should increase by 1.5x or 50%, but what it does is take 50% of his attack speed, and then subtracts it from his old attack speed.  This actually gives him DOUBLE the attack speed, which is not the same as a 50% increase. If not a bug, it should be reworded as something like Attack Interval -50%.
* New Barbaros's damage negation Skill when he's placed on high ground only protects himself.
* Sasukes traps occasionally do no damage.  The damage also splits among enemies hit, so sometimes it will do next to no damage even if it works. (The split might not seem like a bug, but Bart had the same issue with his traps, and was fixed, so Sasuke is likely bugged as well)
*Edgar's Skill will seemingly occasionally flub and not heal anybody, even if there's an injured unit next to him (it's possible he's attempting to heal himself, only for it to have no effect since he cannot heal himself).  In addition, if units are placed next to him in a certain way, Edgar's Skill will change which tile is considered 1 unit away from him. These two bugs are likely connected.
*Jinnosuke's Skill at level 1 and level 2 are exactly the same.  (Or, the description does not update properly)
*Anima's Skill appears to have infinite range, but due to the fact that the camera does not zoom out when selected, it can be difficult or outright impossible to place his sapling on certain tiles. 
*New Barbaros's damage negation Skill when he's placed on high ground only protects himself.
*Edgar's Skill will seemingly occasionally flub and not heal anybody, even if there's an injured unit next to him (it's possible he's attempting to heal himself, only for it to have no effect since he cannot heal himself).
*There are several buff Skills that immediately start recharging on Cast that are likely not intended to work that way (for example, Charlotte, whose Skill duration is longer than the cooldown is at max level, so it can be applied forever).
*There are several buff Skills that immediately start recharging on Cast that are likely not intended to work that way (for example, Charlotte, whose Skill duration is longer than the cooldown is at max level, so it can be applied forever).


== Possible Bugs and Suggestions ==
== Possible Bugs and Suggestions ==
This section is for things that either might not be bugs, and/or for things that technically aren't bugs but should be reevaluated.
This section is for things that either might not be bugs, and/or for things that technically aren't bugs but should be reevaluated.
*Attack buffs are shown as + attack speed on the stats screen and attack debuffs are shown as -. It should be the other way around, as attack speed is displayed in second intervals, so adding attack speed would mean they'd be slower. (Attack buff themselves still do properly make your character stronger, this is merely a display bug).
*The formula for most Attack Speed buffs is (probably) more effective than it was likely intended.
**To give an example, an Attack Speed increase of 20% on a Unit with an Attack Speed of 2 ''should'' likely be calculated as 2 / 1.20 = 1.67.  Instead, what the game will often do is subtract 20% of 2 (0.4) from 2, to get a new attack speed of 1.6.  Might not seem like a big deal, but consider higher numbers, such as if the same unit got an increase in Attack Speed of 80% instead.  Whereas normally that would be 2 / 1.80 = 1.11, with the current formula it would be 2 - 80% = 0.4 Attack Speed, a huge difference.  While similar games like Arknights do have speed buffs that work this way, they're not ALL supposed to work this way, as Arknights has separate formulas based on wording (Attack Interval vs Attack Speed).  If not a bug, then they should be reworded, as saying that a characters Attack Speed increases by 50% only for it to actually DOUBLE is misleading wording.
*Robin and Thomas heal allies but have red hexagons displaying their attack ranges instead of green.
*Initial SP and SP costs are not mentioned in skill descriptions.
*Initial SP and SP costs are not mentioned in skill descriptions.
*The constant use of "one's" and "oneself" in Skills and Nature descriptions makes them more sloppy than they need to be. (for example, Romanes's Skill says "Restores the HP of 2 ally units by 110% of one's own ATK" instead of "Restores the HP of 2 ally units by 110% of Romanes's ATK" or even just "Restores the HP of 2 ally units by 110% ATK") *
*The constant use of "one's" and "oneself" in Skills and Nature descriptions makes them more sloppy than they need to be. (for example, Romanes's Skill says "Restores the HP of 2 ally units by 110% of one's own ATK" instead of "Restores the HP of 2 ally units by 110% of Romanes's ATK" or even just "Restores the HP of 2 ally units by 110% ATK") *
*While a unit costing Cost to deploy sounds fine in Japanese due to "cost" and "Cost" being completely different words, in English it translates oddly and having a unit cost Cost is odder than it needs to be.  Normally a unit would cost mana or energy or gold to deploy.
*While a unit costing Cost to deploy sounds fine in Japanese due to "cost" and "Cost" being completely different words, in English it translates oddly and having a unit cost Cost is odder than it needs to be.  Normally a unit would cost mana or energy or gold to deploy.
*Thomas's stats, but not his trait, are copied from a healer from Arknights that has a trait that makes them unable to heal normally. Since Thomas does not share this trait, this makes Thomas far stronger as a healer than he was originally designed to be.
*Gymnos skill does not heal himself, even though his Skill does not mention him as an exclusion to his Skill. Brute and Edgar have the same issue.
*Kongoh only gets +Block added if he's deployed second next to a unit.  If you place Kongoh first and then an ally next to him, he will not gain Block.  Nothing about the wording implies this should be the case.
*Kongoh only gets +Block added if he's deployed second next to a unit.  If you place Kongoh first and then an ally next to him, he will not gain Block.  Nothing about the wording implies this should be the case.
*Sarutobi's yellow trap detonates right away. Might be intentional, but still strange.
*RES reduces magic damage by 1 point per point of RES, instead of 1% per point of RES.  As there was previously a patch that greatly reduced the magic damage enemies do, this is likely because they could not get the Magic Res stat work, so they vastly reduced the magic damage enemies do overall instead.  While it's not a problem on its own that Magic Resistant is now a flat reduction instead of a percentage, they did not change the Magic Res stat of any character, and when you combine that with the fact that most units have very low or no RES, it makes the stat pointless.  While this may not be a "bug" technically, it is something that should be reevaluated.
*RES reduces magic damage by 1 point per point of RES, instead of 1% per point of RES.  As there was previously a patch that greatly reduced the magic damage enemies do, this is likely because they could not get the Magic Res stat work, so they vastly reduced the magic damage enemies do overall instead.  While it's not a problem on its own that Magic Resistant is now a flat reduction instead of a percentage, they did not change the Magic Res stat of any character, and when you combine that with the fact that most units have very low or no RES, it makes the stat pointless.  While this may not be a "bug" technically, it is something that should be reevaluated.
*In instances where the game terminates battle incorrectly (internet issues / crashing / closing the app) the player is refunded the stamina cost -1. However there is no indicator when the player logs back in that stamina was refunded. It's possible to log back in after an incorrect termination and have over 100 on stamina. This is because the player's bar filled up to 100 while they were logged out and the stamina was refunded after they logged in.
*In instances where the game terminates battle incorrectly (internet issues / crashing / closing the app) the player is refunded the stamina cost -1. However there is no indicator when the player logs back in that stamina was refunded. It's possible to log back in after an incorrect termination and have over 100 on stamina. This is because the player's bar filled up to 100 while they were logged out and the stamina was refunded after they logged in.
*Player Rank EXP uses the exact same requirements from Arknights. However missions in this game reward 10x less EXP than Arknights so it requires an excessive amount of mission clears to level up.
*It's possible that Yabsakha's nature does nothing, though it's hard to test with a such a minor difference.  Whether it's bugged or not, it should be revaluated anyway, as the Nature is a leftover from back when RES was planned to be percentage based, not a flat decrease.
*It's possible that Yabsakha's nature does nothing, though it's hard to test with a such a minor difference.  Whether it's bugged or not, it should be revaluated anyway, as the Nature is a leftover from back when RES was planned to be percentage based, not a flat decrease.
*Pino's sp gauge depletion is tied to the "next attack" aspect of his skill. This could lead to him being stuck at full sp until his gets to hit a target.
*Pino's sp gauge depletion is tied to the "next attack" aspect of his skill. This could lead to him being stuck at full sp until his gets to hit a target.
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**For Pirate Musketeer (or any character who has multiple charges to their skill), he does not continue to charge sp if his first charge is manually activated.
**For Pirate Musketeer (or any character who has multiple charges to their skill), he does not continue to charge sp if his first charge is manually activated.
**For Romanes, it causes him to use the wrong animation the next time he heals. It's possible his skill animations are bugged in general and not activating correctly.
**For Romanes, it causes him to use the wrong animation the next time he heals. It's possible his skill animations are bugged in general and not activating correctly.
*Amorey's skill does not stun enemies if they are one hexagon in front of him.*
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