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This is a list of currently known bugs and issues throughout 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'''  
'''Bugs marked with * were reported to Habbit using their Comments / Suggestions page'''  


== Translation/Text Issues ==
== Translation/Text Issues ==
 
* Possible Bugs and Suggestions.
* The wording of Brute's Nature is strange and hard to understand, and is worded as if his Skill is a continuous buff that you turn on.
* Intimacy Bonuses have reverted back to always being in Japanese.
*Bart's, Kagura'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."
*You cannot see the trait of support units on the support unit details screen


==General Bugs==
==General Bugs==
* Intimacy bonuses do not work for anyone.*
* 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.
* SE Volume does not affect battle sound effects. It also affects the Promotion song that plays when ranking up a unit, even though it's closer to being music than a sound effect.
*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.
*BGM Volume does not affect music during the VN portions of the game. Neither slider affects sounds during the VN..
* 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.
* The music doesn't reset back to scouting bgm when returning from the shop. (Happens when you try to pull with insufficient stones.)
* 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).
*You cannot see the number of characters possessed by your followers or those you are following.
*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.
*The image of promoted support units are not displayed correctly on the support selection screen. Usually displays s a white box.


==Battle Bugs==
==Battle Bugs==
*If a unit is positioned too far to the left on certain stages, that characters portrait on their unit detail screen can block the view of their Undeploy button or even Skill button.  Only a visual bug, as they're still usable if you click around to find them.
* 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.  (This doesn't seem to happen as consistently anymore, but it still happens)
*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).
*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.*
*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.
*Pressing the pause button too quickly at the battle start does not pause the game, but it does darken the screen and removes your ability to interact with the game until you press the button again.
*Several "Ally DEF weakened" stages including 0-9, 0-22, and PE-8 4-star challenges actually increases the Defense of your allies.
*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.
*Retreating a support unit causes the unit to freeze and become unresponsive. Sometimes freezes all deployed units.
*Projectiles like Barbaros' have two shadows.
*The tutorial stages 0-2 and 0-5 do not refund the player 9 stamina if the battle is lost or if the battle terminates incorrectly (crashing or internet issues).
==Character Bugs==
==Character Bugs==
===Trait===
===Trait===
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.  <br>
 
This is similar to back when all Vanguards always gained COST on enemy kill even if they didn't have the actual "gain cost on enemy defeat" trait.
* 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===
*Bart's nature doesn't stun.
*Rasho's nature doesn't give him +5% ATK when using either skill
*Equus' nature doesn't heal 10% of his MAX HP when another unit is deployed. Instead he heals 10% of the deployed unit's HP.*
*Goblin Fighter ignores Defense 100% of the time instead of 10%.
*Alec 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)
*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===
*After promoting Barbaros, Barbaros will get weaker and lose stats (except Defense) after transforming with his Skill
*As detailed earlier, the math behind most Skills that increase Attack Speed is likely off.
*Some units have "Next Attack" autocast skills that can be activated manually. This bug affects Amorey, Romanes, Theodore, Alec, and Pirate Musketeer.
**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%.
*Amorey's skill does not stun enemies if they are one hexagon in front of him.*
* New Barbaros's damage negation Skill when he's placed on high ground only protects himself.
*Romanes' Skill heals a single unit twice instead of 2 ally units once. (there are conditions where he can heal two allies at once, but it's only an overlap with the attack queue bug where it will only happen if he hasn't healed in a long while).  In addition, Romanes's Skill only heals by 100% of his ATK at level 3, not 110%.
*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' skill can be activated manually even if there are no units in range. This doesn't have any gameplay effect, but it does cause 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.
*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).
*Nothing about Alec's Skill seems to "expand his range."*
*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, 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)
*Sol's Skill does not work*
*Robin is supposed to exclude themselves from his skill, but do not.
* 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.
* Sasukes traps occasionally do no damageThe 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)
*The attack speed buff from Pino's skill is not supposed to be cumulative, but it can still stack anyway.
*Visually promoted Barboros has the bronze rank icon when he transforms on the unit details screen. His little form uses the correct icon.
*Transformed silver rank Barbaros does not retain his stats from his transformed bronze rank form.


== 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.
*Corca takes the unit's damage instead of using his own def for damage calculation when covering for a unit.  Might not be a bug, but if it isn't, it makes the stat bonus from his Nature a bit odd.
*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.
*Most (possibly all) enemies have extremely similar Defense and Magic Res stats, with only a few points difference between them. This could change later, but this makes it so there isn't that much difference between physical and magical attacker allies currently.
*Not a bug, but too much overlapping SFX tends to grow annoyingly loud and drowns out the bgm. Very easily done with Elaine on stage 2-19.
*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.
*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.