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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Deathlike2 on September 08, 2008, 08:57:37 AM

Title: FF4A Bug List
Post by: Deathlike2 on September 08, 2008, 08:57:37 AM
While we're at it here, it's worth posting this so I don't forget.

The ATB system is borked.. allowing characters to be issue another command out of turn...  it's fixed in the Euro version (which means it's fixed in Jap v1.1)

Weapon bits are not behaving properly, borking the behavior of certain weapons with intended behaviors (like the Mist Whip not doing paralysis).. fixed in the Euro version. I wrote up a list somewhere...

Poor RNG.. but is that a bug? It's annoying behavior worth noting.

Yang's Power/Deadly command doesn't invoke a counter attack from a Behemoth (dunno why).. fixed in the Euro version.

Yang's HP growth is borked.. fixed in the Euro version.

Poison resistance is borked.. fixed in the Euro version.

Healing Magic of the Magus Sisters apparently factor in the magic defense of the targets (when that's normally not the case with any healing spell).

The back row bug mainfests itself totally different.. in both US and Euro versions.

A charmed Palom/Rydia can cast Quake that targets the enemies (it doesn't retarget for whatever strange reason).

Reflected spells will have visual errors (like a reflected Miracle using the heal+Curaga, and Edward's Chant).

There are probably more than I can't think of quite yet.
Title: Re: FF4A Bug List
Post by: Dragonsbrethren on September 08, 2008, 01:32:42 PM
Weapon bits are not behaving properly, borking the behavior of certain weapons with intended behaviors (like the Mist Whip not doing paralysis).. fixed in the Euro version. I wrote up a list somewhere...

I'm pretty sure the game just doesn't check any of this stuff for items past 255.
Title: Re: FF4A Bug List
Post by: Deathlike2 on September 08, 2008, 01:42:37 PM
Weapon bits are not behaving properly, borking the behavior of certain weapons with intended behaviors (like the Mist Whip not doing paralysis).. fixed in the Euro version. I wrote up a list somewhere...

I'm pretty sure the game just doesn't check any of this stuff for items past 255.

Well, it's for a smaller subset of properties. They definatelyforgot about statuses.. but also for lesser elemental properties including Air elemental and Drain elemental.

The race modifier properties were inconsistant.. as the properties for the Apollo Harp is working properly.. but the Loki's Lute was completely borked.
Title: Re: FF4A Bug List
Post by: Deathlike2 on September 12, 2008, 05:50:46 PM
I did this test a while ago, but it's worth mentioning again here. It relates to a stat of 0.

Life1 is derived by this stat, which the HP healed = Vitality/Stamina * 5 on revival... however, you know that's pretty crazy when the stat is 0.
In battle, they are revived with 1 HP.
Outside of battle, they are revived with 0 HP. Normally you would think they would go back to dying in battle, but that's simply not the case. They do, however, die right after taking damage.
Title: Re: FF4A Bug List
Post by: Deathlike2 on September 16, 2008, 03:15:04 PM
Oh yes, before I forget...

I'm trying to recall if the Euro version fixed it, but the US version doesn't adhere to the "evasion stat" when monsters use it (see Barbariccia and Cagnazzo).
Title: Re: FF4A Bug List
Post by: Whistler on October 05, 2008, 03:26:04 AM
it seems in FF4A (both european and  US version), the gradual petrification has no effect at all. I have did a test, with the black lizard in the underworld, after it attacked someone with its gradual petrification, I have left it as is for about half an hour and no one is petrified.
Title: Re: FF4A Bug List
Post by: Dragonsbrethren on October 05, 2008, 09:13:14 AM
Yeah, I noticed that shortly after getting the game.
Title: Re: FF4A Bug List
Post by: Deathlike2 on October 05, 2008, 09:34:01 AM
IIRC, it works, but it is uber slow. It is largely affected by Stamina.

The target with gradual petrification needs to be hit a number of times to accelerate the process...

This was retested after it was mentioned.

 :edit:
In the context of uber slow, I'm talking about needing a battle speed of 1, Active ATB, and lots of fast forwarding in an emu.
Title: Re: FF4A Bug List
Post by: Deathlike2 on December 12, 2008, 11:06:14 PM
Please check out the Gradual Petrification thread (or my posted Algo FAQ) for the correct behavior of it. It's simply just 3 smaller Partial Petrifications required before the timer starts ticking...
Title: Re: FF4A Bug List
Post by: I.S.T. on March 01, 2009, 05:16:33 PM
Is it known that the ATB system is still fucked in the euro version? I recently played through it, and often enemies would get 2-5 turns on my ass at the beginning of a battle.

I would do a search on this, buuuuuuuuuuuuuuut I suck at searching and I'm rarely able to find what I'm looking for.
Title: Re: FF4A Bug List
Post by: Deathlike2 on March 01, 2009, 05:25:20 PM
Is it known that the ATB system is still fucked in the euro version? I recently played through it, and often enemies would get 2-5 turns on my ass at the beginning of a battle.

I would do a search on this, buuuuuuuuuuuuuuut I suck at searching and I'm rarely able to find what I'm looking for.

This may sound contradictory, but the ATB system is working fine in the Euro version, but it's still a little different than the original SNES version (not sure how exactly, but it is IMO because of the reaction/smoothness/response).

Relative to the US GBA version, the Euro version has the enemies respond faster. I think it was a Gamefaqs discussion on them low level runs where this speed differential made it harder to beat Zeromus.

I hope this answers your question.
Title: Re: FF4A Bug List
Post by: I.S.T. on March 01, 2009, 06:11:34 PM
Ah, I get it. Thanks.