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Call of Power : Bug reports and Logs

Started by NotCidofalus, October 24, 2024, 06:12:53 pm

NotCidofalus

October 24, 2024, 06:12:53 pm Last Edit: October 24, 2024, 10:16:43 pm by Kokojo Reason: Separated the topic
Not sure if this is the correct location to leave a bug report, but I've noticed that when using Gospel's special aiming ability it has some interesting effects regarding enemy pushback. In the fight with the priest guy (Seth?), it shot him INTO the bridge, where he fell and glitched through the floor before returning to before the bridge instead. Some stuttering resulted, but the game recovered. In the next fight (mage in prison), this same ability was used on the sniper and flung the sniper into a corner. The game then hung. Music continued, but the attack could not finish resolving and I will have to play the battle again.

Greatly enjoying this by the way. The characterization is consistent and interesting and the new modified classes are much more evenly balanced than anything from FFT - more like FFTA's, except less gimmicky feeling.

Quite nice all around.
  • Modding version: PSX

Kokojo

Hello! I took the time to make your topic a new one.

Il take bug reports here, as well as general impressions and battle logs from players!
Il check on that ability. To be sure, you're talking about the critical one, Sure Strike? I can't say I've ever seen what you talk about, but I will be sure to test it out.
I keep leaving, I keep coming back. Boomerang boy.

NotCidofalus

That is absolutely the one, Sure Strike!

For further information (as I'm not sure what variables may impact this), in both cases, Gospel was in the Thief job and wielding a Wooden Crossbow (which was *LOVELY* to discover was a Thief weapon <3).

  • Modding version: PSX

NotCidofalus

Generics: I've been playing chapter 2 for a while now. I picked up some new troops to train up (wanting to specifically utilize a build that was as high brave and low faith as I could manage) and left one generic troop that joined automatically at the start of chapter 2 alone as he fit my specifications already. Over the course of getting to the 40s, I have noticed that the starting generic has maintained a hefty lead in HP (20) and MP (15). I'm guessing that your classes have the stat-increase values at level-up changed from the original (and balanced a little lower perhaps), but it looks like the auto-leveling process for generating higher-level troops might be a little borked.

Shrine Blessings: Started trying out the shrine and blessing mechanics. It seemed cool, and I had some extra cash, so I tossed it up to blessing level 18 or something, and when I entered combats and tried to use a blessing, it would just freeze. This happened in more than one random battle, so I just gave up using them. I'm guessing high-level blessings aren't implemented past a certain point yet?

Sniper "TargetX X": Perhaps a flavor-text holdover: In the description of Target abilities is explains that Targetting is easier early in the battle. Specifically in play-testing it appears to be based on the target's % HP - which obviously is usually linked to the time in battle, but not sure if that's a holdover from earlier design choices. It does mean that functionally a sniper has to choose between several debuffing options to start a fight with while the rest of the fight their options go kinda to pot. I experienced some weird interactions between the % to hit chance of the Target abilities and (I think) Concentrate. When aiming at an enemy with one of the Target abilities, the game would show random symbols instead of numbers for the % chance to hit - this seemed to be from some kind of variable overflow? Probably played havoc with the combat calculations XD

  • Modding version: PSX

NotCidofalus

Flavor text for Aegis in job change screen states Level 4 Geomancer as pre-req.
  • Modding version: PSX

NotCidofalus

Aegis Aspirations yield unlimited power. Uncertain if this is a bug or intended, but the result of holy knights surrounding one of their own, murdering them, resurrecting them, murdering them again and then infusing their body with eldritch might before a final resurrection is... chilling. Also the Aspiration spell does not mention the +8 Atk Power result per failed casting on the corpse... Fascinating.

  • Modding version: PSX

NotCidofalus

In the garden fight - if you reaaaally take your time with the kitties the two statues come to life and attack. Since the map blessing "show hidden items" clarifies there are hidden items on those two pedestals it is natural to then end the fight with characters standing on those pedestals. Once this happens (if you end the fight by killing a cat at least), a text appears saying something like "now for a challenge" and the two statues automatically are placed back (living) on their original positions - if you have units there, then neither the unit nor the monster can move and are both targeted by any abilities targeting just one. Fun little bug XD

Also a fun fight and not at all what I was expecting to see next.
  • Modding version: PSX

Nyzer

Quote from: NotCidofalus on October 29, 2024, 10:27:13 amGenerics: I've been playing chapter 2 for a while now. I picked up some new troops to train up (wanting to specifically utilize a build that was as high brave and low faith as I could manage) and left one generic troop that joined automatically at the start of chapter 2 alone as he fit my specifications already. Over the course of getting to the 40s, I have noticed that the starting generic has maintained a hefty lead in HP (20) and MP (15). I'm guessing that your classes have the stat-increase values at level-up changed from the original (and balanced a little lower perhaps), but it looks like the auto-leveling process for generating higher-level troops might be a little borked.

Shrine Blessings: Started trying out the shrine and blessing mechanics. It seemed cool, and I had some extra cash, so I tossed it up to blessing level 18 or something, and when I entered combats and tried to use a blessing, it would just freeze. This happened in more than one random battle, so I just gave up using them. I'm guessing high-level blessings aren't implemented past a certain point yet?

Sniper "TargetX X": Perhaps a flavor-text holdover: In the description of Target abilities is explains that Targetting is easier early in the battle. Specifically in play-testing it appears to be based on the target's % HP - which obviously is usually linked to the time in battle, but not sure if that's a holdover from earlier design choices. It does mean that functionally a sniper has to choose between several debuffing options to start a fight with while the rest of the fight their options go kinda to pot. I experienced some weird interactions between the % to hit chance of the Target abilities and (I think) Concentrate. When aiming at an enemy with one of the Target abilities, the game would show random symbols instead of numbers for the % chance to hit - this seemed to be from some kind of variable overflow? Probably played havoc with the combat calculations XD



For this crash, what emulator were you playing on?
  • Modding version: Other/Unknown

NotCidofalus

Right, that's certainly useful information! All of these were from a single playthrough on the Duckstation emulator, v 0.1-7675-g0c2ab8225
  • Modding version: PSX

Kokojo

Thank you for the bug report.

For the generic Balance, I never noticed. Il keep it in mind for later when this because way more important. I do have a lot of balance to think about!

For the shrine, I thought I fixed it, but oh well! It should break only at level 8+. There is currently no blessings past level 9, but Il try to fix it.

For the Sniper, thanks for the bug report. I forgot to make it so that if the % is negative, it should not show up (Those are the garbled numbers).

For the Garden fight - wow! I had no idea their statuses could be stopped? They are permanently stopped and petrified. Il have to investigate a bit more, it might be because of the prep menu changing things up.

For the Aegis bug... I have no idea what you mean with the power up? It should only be castable on one target. Il do some tests and fix it.

For the rest, Il also investigate, and thank you!
I keep leaving, I keep coming back. Boomerang boy.

Sataroth

Two things here:
1) In chapter 2 Wild woods there is an encounter with a team thats consists of Indura, Guardian, Spellbreaker and Journeyman. When I was at lvl 18 the fights here had quite a high probability of having this team or the same team plus lvl 1 Journeyman additionaly. He was always lvl 1 and ran straight into the corner and just stood there waiting for the touch of death. In about 6 or 7 fights the additional lvl 1 Journeyman appeared 4 times.

2) While casting protective spirit with my guardian on herself, an Aegis with counter magic and another guy the Aegis countered with another protective spirit. I guess you can make a cascade of it if you want if you put another guy with that in range. But should he counter magic this? I don't think it should work like that.

For now that is all :) Sorry for the late reply after I asked about the report in another thread.
  • Modding version: PSX & WotL
Let's playing 3 years now and going strong: https://www.youtube.com/@sataroth497

Sataroth

Another bug I've found is the dialogue scene after defeating the riftwalker in the stables. In that scene we have Xapan, Martigan and Lysay. When they talk Martigan is standing and talking, Xapan's model is constantly walking in place and Lysay's model dissapears and a dialogue box appears above nothing :). I can post a screenshot if you want to.
  • Modding version: PSX & WotL
Let's playing 3 years now and going strong: https://www.youtube.com/@sataroth497

Kokojo

Please do! I haven't heard of that one yet.
And thanks for the report, I've been working on a new patch.
I keep leaving, I keep coming back. Boomerang boy.

Sataroth

Here are the screenshots. I am playing this on a duckstation emulator on android btw. In each of them Xapan is marching in place, unfortunetly the screenshots are made in the same animation frame so you have to believe me here, sorry :(  and Lysey actually invented the invisibility potion :)
  • Modding version: PSX & WotL
Let's playing 3 years now and going strong: https://www.youtube.com/@sataroth497