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== 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.
*Bart's, Kagura's, Gordov'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."
*Flet's trait says he recovers ally HP. More likely a text issue. Flet can't actually heal with his attack, instead he deals damage, and only heals with his skill like Edgar does. Edgar and other units that have healing skills do not have this trait.
*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).
*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.
*The formula for most Attack Speed buffs is (probably) more effective than it was likely intended.
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*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.
*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.
*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.
*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.
*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.
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