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This is a list of currently known bugs throughout the game.
{{Warning Outdated}}
==General==
 
===Main Menu===
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/
*''Known Bug'' Resetting cache still requires you to restart your game.
 
===Settings===
'''Bugs marked with * were reported to Habbit using their Comments / Suggestions page'''  
*SE Volume does not affect battle sound effects.
 
===Shop===
== Translation/Text Issues ==
*Shop bgm stays playing even if you exit it.
* Possible Bugs and Suggestions.
===Friend===
 
* Adding an additional friend after you've maxed your friend list will lead to a server error and close the game.
==General Bugs==
* ''Known Bug'' You can't access friend menu if you have added past the limit.
* 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.
 
==Battle Bugs==
==Battle Bugs==
* Attacks queue up when a unit is not busy. Allowing for two attacks at the same time or a randomly higher rate of attack. The amount this happens is based on animation speed and attack speed. This bug favors mob units for their short animations and faster attacks.
*All pirate event missions reward 10 EXP instead of rewarding the player 1 EXP per stamina required to play the mission.*
*Withdrawing a character with max sp would either: trigger a skill activation sfx, or they'll leave a permanent buff aura sfx on the tile.
*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.
*Slow motion when a character is selected is disabled when pressing x1/x2 button.
*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.
==Character Bugs==
==Character Bugs==
* Intimacy bonuses do not work for anyone
* All units start with at least 3sp on deployment
* Thomas can heal even though his trait makes it so he can't attack. This makes him heal ultra fast.
* Wrecker passively gives a 10% attack buff to all units for some reason.
*Traps may stay on field even when Sarutobi (and maybe Bart?) is withdrawn, but they stop being triggerable.
===Trait===
===Trait===
* Theodor gets bonus attack speed even with max hp.
 
*Gaia's Trait doesn't seem to work?
* Ranged ally units who do not have the "Attack flying enemies with priority" trait still seem to always prioritize attacking flying enemies anyway, making Shooters who have that trait not special in any way compared to other Shooters and Casters who have a different trait.
 
===Natures===
===Natures===
* Natures that buff attack don't affect healing power.  This could mean Attack and healing power might be different stats, with healing power as a stat being invisible.
*Dakkar cannot evade any enemy magic attacks (tested with watch eyes which Mage Goblin can evade successfully)
*Elaine's nature is using her hp instead of atk to heal making it much stronger than it should be. Her skill also increases her healing power more than it should.
*Obsidonian Imperial Halberdier cannot evade physical attacks (tested with Pays Blanc Soldier enemy which Cavalry can evade successfully when Kagura's nature is active.)
* Siddeley can never die.
 
* Bantu's nature doesn't work.
*Pays Blanc soldier's nature lowers Def.
*Aerial Goblin's nature doesn't work.
*Goblin Rider's nature doesn't work.
*Large mummy's nature doesn't work
*Mummy's nature doesn't work
*Pirate Swordsman nature doesn't work.
*Obsidonian Calvary's nature doesn't work
*Dyne's nature doesn't work.
*Bart's nature doesn't stun.
===Skills===
===Skills===
* Volund's Skill doesn't actually buff Magic Resist.
*As detailed earlier, the math behind most Skills that increase Attack Speed is likely off.
* Bantu's skill buffs his def instead of atk. Fu does the same.
**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%.
* Obsidonian's archer skill does nothing.
* New Barbaros's damage negation Skill when he's placed on high ground only protects himself.
* Ornis' skill works but doesn't update his attack.
*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.
*Robin's skill giving units more healing power than it should, and thus possibly more Attack
*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).
*Obsidonian Imperial Halberdier's skill doesn't work.
 
*Mummy's Archer skill is bugged?
== Possible Bugs and Suggestions ==
*Yurt is still just broken. Both his Nature and Skill don't seem to slow anything.
This section is for things that either might not be bugs, and/or for things that technically aren't bugs but should be reevaluated.
*Jalam's skill doesn't work.
*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).
*Arcana's skill doesn't update his attack, but it might still work.
*The formula for most Attack Speed buffs is (probably) more effective than it was likely intended.
*Pirate's medic's nature doesn't update attack.
**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.
*Amorey's Skill doesn't work.
*Robin and Thomas heal allies but have red hexagons displaying their attack ranges instead of green.
*Thomas's Skill doesn't work.
*Initial SP and SP costs are not mentioned in skill descriptions.
*Romanes's Skill doesn't appear to work, though it's a little difficult to test and make sure.
*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") *
*Gymnos and Brut's are not able to heal themselves, and would waste their skill charge if they can only target themselves.
*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.
*Sarutobi's yellow trap detonates right away.
*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.
*Basho cannot be withdrawn. And, Basho does not leave when Hanzo is withdrawn. You can summon another Basho once you redeploy Hanzo this way.
*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.
*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.
*Some units have "Next Attack" autocast skills that can be activated manually. This bug affects Amorey, Romanes, Theodore, Alec, and Pirate Musketeer.  
**From observation, they seem to just "ready" the skill, consume the sp, and stop recovering sp until they have a valid target to use their skill on.
**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.

Latest revision as of 10:09, 3 July 2023

⚠ This page is current unmaintained and outdated.
Due to various reasons, this page may no longer contain information relevant to the current version of the game.

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/

Bugs marked with * were reported to Habbit using their Comments / Suggestions page

Translation/Text Issues[edit | edit source]

  • Possible Bugs and Suggestions.

General Bugs[edit | edit source]

  • 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.

Battle Bugs[edit | edit source]

  • All pirate event missions reward 10 EXP instead of rewarding the player 1 EXP per stamina required to play the mission.*
  • 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.

Character Bugs[edit | edit source]

Trait[edit | edit source]

  • Ranged ally units who do not have the "Attack flying enemies with priority" trait still seem to always prioritize attacking flying enemies anyway, making Shooters who have that trait not special in any way compared to other Shooters and Casters who have a different trait.

Natures[edit | edit source]

  • 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.)

Skills[edit | edit source]

  • 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%.
  • 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). 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.
  • 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[edit | edit source]

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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Some units have "Next Attack" autocast skills that can be activated manually. This bug affects Amorey, Romanes, Theodore, Alec, and Pirate Musketeer.
    • From observation, they seem to just "ready" the skill, consume the sp, and stop recovering sp until they have a valid target to use their skill on.
    • 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.