Known Bugs: Difference between revisions
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==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. | * 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. | *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. This may not be considered a "bug" anymore but it is something that should probably be reevaluated. | ||
*The formula for most Attack Speed buffs is more effective than it was likely intended. | *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). | **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). |
Revision as of 09:59, 28 April 2022
This is a list of currently known bugs and issues throughout the game.
Bugs marked with * were reported to Habbit using their Comments / Suggestions page
Translation Issues
- Arcana's nature refers to attacking enemies, despite being a healer, and may refer instead to allies.
General Bugs
- Supports do not retain their Skill levels when borrowed and revert to level 1
- 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.*
- BGM Volume does not affect music during the VN portions of the game. Neither slider affects sounds during the VN either.
- 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 "Ally DEF weakened" stage 0-22 4-star Challenge actually increases the Defense of your allies.
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. This may not be considered a "bug" anymore but it is something that should probably be reevaluated.
- 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.*
- 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
Trait
- No current trait bugs?
Natures
- 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*
- 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.
- Dyne's Nature does not work
Skills
- Obsidonian Imperial Halberdier's skill doesn't work.*
- Patty's skill does heal, but does not increase his Defense.*
- Romanes's Skill heals a single unit twice instead of 2 ally units once.
- Sarutobi's yellow trap detonates right away. (maybe intentional?)
- Alec's Skill only damages a single enemy.*
- Jade's skill gives him an ATK and DEF buff it shouldn't give.*
- Thorkell's Skill does not work*
- 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*
- Thomas is supposed to exclude himself from his skill, but does 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.
- Bart's traps occasionally do no damage (or the visual is very different from its actual hitbox).
- Pirate Sorcerer's Skill either doesn't work, or isn't reflected in stats.