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This is a list of currently known bugs and issues throughout the game.
{{Warning Outdated}}


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


== Translation Issues ==
'''Bugs marked with * were reported to Habbit using their Comments / Suggestions page'''


* Equus's Natures states "attacking with" when it means to say "when deployed."  Reworded on the Wiki.
== Translation/Text Issues ==
*Arcana's nature refers to attacking enemies, despite being a healer, and may refer instead to allies.
* Possible Bugs and Suggestions.
*Harimau's English Skill was reworded to say it heals "all ally units" but it's actually still only all ally units within 2 tiles, not everywhere. (corrected on wiki)


==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.
* Supports do not retain their Skill levels when borrowed and revert to level 1
*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.
*You can select a support not in your current party and then change to a different party that includes the support unit. Initiating battle with two of the same units just removes the duplicate support unit from your team.
* Intimacy bonuses do not work for anyone.*
* SE Volume does not affect battle sound effects.*
* On the party selection screen, before starting a quest, it is possible to change parties or even delete your current party before the loading ends.  


==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.
*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 it works this way, when you combine it with the fact that most units have very low RES, it makes the stat feel pointless.
*The formula for most Attack Speed buffs is 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.  If any unit were to get an Attack Speed increase of 100% (which some units such as Wrecker are on their way to reaching) it would have an Attack Speed of 0.  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).
*Occasionally, once you win in battle, the victory screen never loads and you're stuck there until you close the game. (Seems to happen more often on Bluestacks than with Nox?)
*All pirate event missions reward 10 EXP instead of rewarding the player 1 EXP per stamina required to play the mission.*
*All pirate event missions reward 10 EXP instead of rewarding the player 1 EXP per stamina required to play the mission.*
*Skill book exploration missions give random amounts of skill books. Sometimes they don't give any at all.*
*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.
*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.
==Character Bugs==
==Character Bugs==
===Trait===
===Trait===
* Gaia, Mummy, Archer Mummy, and Large Mummy all have the "Able to launch long-distance attacks at 80% ATK" which don't work or is incorrectly assigned to them.
 
* Thomas can heal even though his trait makes it so he can't attack. This makes him heal ultra fast.  There is some debate over whether this is actually a bug (since attacking could be considered separate from healing) but it likely is a bug. For healers, attacking is the same thing as healing (they heal with their attack animation, attack stat, and attack speed), and most importantly the Arknights unit he's based on does not attack, and thus does not heal, and thus it can be assumed that Thomas is supposed to work the same way.
* 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===
*Elaine's nature is using her hp instead of atk to heal making it much stronger than it should be.*
*Dakkar cannot evade any enemy magic attacks (tested with watch eyes which Mage Goblin can evade successfully)
*Elaine gives everyone a 3% buff to Attack for some reason.
*Obsidonian Imperial Halberdier cannot evade physical attacks (tested with Pays Blanc Soldier enemy which Cavalry can evade successfully when Kagura's nature is active.)
*Theodor gets bonus attack speed even with max hp. In addition his change in attack speed isn't reflected in his stats.
*Leonhart's attack's speed buff isn't reflected in his stats.*
*Pays Blanc soldier's nature doesn't work and lowers DEF*
*Large mummy's nature doesn't work*
*Mummy's nature doesn't work*
*Obsidonian Calvary's nature doesn't work*
*Bart's nature doesn't stun.
*The wavering ATK part of Sasuke's nature doesn't seem to work, as he appears to always do consistent damage.
*Goblin Fighter ignores Defense 100% of the time instead of 10%.
*Sol's Nature does not affect himself.  And while possibly not a bug, Sol's Nature also states it affects the ally "behind" Sol, but it actually affects ALL units around Sol regardless of where they are.*
*Zacharoff gains +60 Attack when he hits allies instead of +50 Attack.  For some reason, this seems to only happen his Skill is upgraded.
*Billford's Nature does not work.  


===Skills===
===Skills===
* Obsidonian's archer skill does nothing.*
*As detailed earlier, the math behind most Skills that increase Attack Speed is likely off.
*Obsidonian Imperial Halberdier's skill doesn't work.*
**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%.
*Patty's skill does heal, but does not increase his Defense.*
* New Barbaros's damage negation Skill when he's placed on high ground only protects himself.
*Amorey's Skill doesn't stun enemies.
*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.
*Romanes's Skill heals a single unit twice instead of 2 ally units once.
*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).
*Sarutobi's yellow trap detonates right away. ''(maybe intentional?)''
 
*Alec's Skill only damages a single enemy.*
== Possible Bugs and Suggestions ==
*Jade's skill gives him an ATK and DEF buff it shouldn't give.*
This section is for things that either might not be bugs, and/or for things that technically aren't bugs but should be reevaluated.
*Thorkell's Skill does not 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).
*Mummy's Skill does not work*
*The formula for most Attack Speed buffs is (probably) more effective than it was likely intended.
*As detailed earlier, the math behind most Skills that increase Attack Speed is likely off.
**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.
**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, not 1.5x. (At a 5% increase per skill level, if Wrecker keeps following the same formula for his Skill increases, he will be able to hit infinite attack speed if not fixed)
*Robin and Thomas heal allies but have red hexagons displaying their attack ranges instead of green.
*Sol's Skill does not work*
*Initial SP and SP costs are not mentioned in skill descriptions.
*Thomas is supposed to exclude himself from his skill, but does not.
*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") *
* Ragnar's Skill states he "ceases to attack" while active, but he only ceases to BE attacked. Likely not a translation issue as the Japanese implies the same thing.
*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.
* Bart's traps occasionally do no damage (or the visual is very different from its actual hitbox).
*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.
* Pirate Sorcerer's Skill either doesn't work, or isn't reflected in stats.
*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.