Known Bugs: Difference between revisions
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*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. | *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) | * 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. | *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). | ||
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*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. | *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 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. |
Revision as of 03:03, 21 May 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/Text Issues
- Partner referral screen says "use x flyer(s)" instead of tickets.
General Bugs
- 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 music doesn't reset back to scouting bgm when returning from the shop. (Happens when you try to pull with insufficient stones.) The pop-up notification also just a black box.
- 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.
- Selecting the "Form Parties" option to add multiple members to your party then attempting to use the sort and filter functions will unselect the party members you've already selected.
- 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.
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).
- 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.
- Pressing the retreat button after pausing the game and then tapping cancel unpauses the game but leaves the darkened screen. Also removes your ability to interact with the game until you press the pause button again.
- 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.
- 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.
Character Bugs
Trait
- Jade's trait does not trigger the moment he hits 150% HP, and requires more hits (or time) to activate, even after his max HP stops growing.
Natures
- Bart's nature doesn't stun.
- 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.
- Rasho's nature doesn't give him +5% ATK when using either skill
- Hanzo's nature doesn't increase his ATK by 1% per deployed allied unit.
- Kongdoh does not gain +10% Defense.
Skills
- Amorey's skill does not stun enemies if they are one hexagon in front of him.*
- Romanes's 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%.
- 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*
- 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). Sasuke has the same issue.
- Mage Goblin's skill gives him a SPD increase it shouldn't give.
- After transforming Barbaros, his unit detail screen shows an increase in range by +2 hexagons, but his actual range remains the same.
- Pirate Sorcerer's skill doesn't work.
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.
- 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.
- 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 has 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.
- 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 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.