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Author Topic: Bugs and glitches  (Read 5248 times)

Jorgur

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Bugs and glitches
« on: December 08, 2014, 02:24:45 AM »
The topic for documenting known bugs and glitches in Seiken Densetsu 3.

Some bugs:
- Kevin powers up when struck in werewolf form
- Critical hits do not work
- Hit rate seems to have no effect
- If you put a Giant's Lance in storage, it disappears
 - Reason: Weapon storage space goes to EF, not FF
- If you put an Adamant Shield in storage, it disappears
 - Reason: Shield storage space goes to FE, not FF
« Last Edit: December 08, 2014, 08:04:11 AM by Jorgur »

dudejo

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Re: Bugs and glitches
« Reply #1 on: December 08, 2014, 05:57:58 AM »
-If you cast a saber spell on a character and he/she/it gets hit, a slight reduction in attack power occurs.
-When riding Booskaboo, the splashing sound effect doesn't play when during steering.
-The spellcasting timer counts down even when browsing the ring menu.
-If a character is killed while casting a spell, he/she/it can be revived with a healing item before the spell goes off.
-Spells like Blaze Wall and Fire Breath have no special effect. I believe they were supposed to have something like in Secret of Mana called "Burned".

Praetarius5018

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Re: Bugs and glitches
« Reply #2 on: December 08, 2014, 11:49:17 AM »
-elemental resistance from shields does not apply
 -probably removed on purpose

-Kevin can stack his wolf form's attack bonus stupidly high (up to around 400 something attack)
 -reason: de-transformation is not triggered properly on certain map change types (e.g. calling flammie while Kevin is in werewolf form)

-if Kevin levels up while in wolfform and picks STR he loses the bonus completely when de-transforming until you re-equip an item
 -reason: related to above

-enemy death through a petrify attack breaks the damage cap; silly displays like "22MP" damage can happen

-stat ups can be gotten earlier then intended, e.g. taking STR every level up until the current cap without any other stats inbetween
 -reason: messed up "secondary" level

-HP overflow when "healing" an enemy via absorbed element that has already close to 65535 HP (black rabite only)

-cooldown from normal attacks can be skipped
 -reason: buggy AI/non-AI switch

-AI characters can become "dummies" (read: totally inactive)
 -related to above

-Lv1 techs can deal normal attack damage
 -reason: same as above

-characters can turn invulnerable to physical damage
 -reason: reserved space for damage values is full

-tech bar can suddenly become empty without using techs

-Lv1 techs may not apply their invulnerabilty frames sometimes

-repeatedly attacking with weapons that inflict stat effects which are removed on being hit (sleep, snowman) causes the game to crash

-enemies have the same problem if their normal attack inflicts such stats

-strange interaction with power up, power down and saber effects; power down -> saber -> power up has less attack power than power down -> saber
 -reason: power up and down set their own flag or clear the opposite; if power down is cast first it sets the power down flag and sets your attack to 67%, saber ignores the flags and sets your attack to 110% even if it was higher! then power up only clears the power down flag and you're back to 100% attack

-if a death status effect (different from death spell and normally unused) doesn't kill the victim... you get an invincible "zombie"
 -reason: the death state inflicts "only" 999 damage (if the target is alive) and is supposed to not be used except when HP hits 0; now the death flag is set and the unit has > 0 HP so it can act but not take damage

-theoretically it's possible to meet a lv19 enemy that takes 0 damage from your spells and the same enemy type on lv21 dies in 1 hit
 -reason: silly damage calculation; lv40+ enemies take 90% more damage before defense, lv20+ enemies take 60% more damage before defense

Grimoire LD

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Re: Bugs and glitches
« Reply #3 on: December 08, 2014, 12:03:36 PM »
...And I thought FFIV had it bad, with glitches like that I'm somewhat surprised SD3 runs properly (though sometimes I feel that way about FFIV as well).

Are these glitches as noticeable as the above post makes them sound?

Praetarius5018

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Re: Bugs and glitches
« Reply #4 on: December 08, 2014, 12:20:15 PM »
It's a Square game, it seems to be par for the course.
As long as you play normally, all is/seems fine, but when you poke deeper into the matter - let's just say about half the stuff is very useful in a speedrun; 15 levels lower than planned and still hitting the damage cap with the werwolf while enemies don't interfere with you? why not.
Other things are nearly or literally impossible to get in a normal game; the game-crashing cycle of:
physical attack causes sleep -> next attack removes sleep and at the same time re-applies sleep again - > repeat a few times -> welcome to minus world
can't happen as there are no weapons that inflict stats.
And the sleep spell doesn't have the necessary attack frequency.

Jorgur

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Re: Bugs and glitches
« Reply #5 on: December 08, 2014, 12:35:03 PM »
They are not really noticable the first time you play. At the 2nd and 3rd playthrough you start to notice there is something strangely wrong with the game. The most noticable ones are probably that hit rate and crit rate seem to do nothing.

Praetarius5018

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Re: Bugs and glitches
« Reply #6 on: May 05, 2015, 01:34:20 PM »
A couple more:
-Flame Breath and Blaze Wall remove status ailments
 -reason: they try to add a dummied state 02 (probably burn) and new state overwrites old state

-Heal Light and Tinkle Rain "heal" maxHP up/down (specifically the flags); the effect is visible on the next HP update

-Transshape lasts shorter the hgher the target's luck is (25-luck, min 1, to be precise)

-when transshape ends, it also clears maxHP modifications

-Contrary to rumors, stats have no influence on casttimes; only class rank does, with each class change being 0.5s faster than before. A cheated 3rd class change would make the casttime be dependant on your saber element though.

-If you have 20+ luck, your luck gets maxed the next time you receive exp.


less bug and more strange feature:
-if monster have two affinities for one element, the weaker one gets removed; e.g. reflect&drain fire becomes only reflect fire (annoying as only spells get affected by reflect)

-Counter Magic doesn't work on elements that you have any affinity (good or bad) for, only neutral becomes reflect
--or rather Counter Magic doesn't work, period



No bugs, but wasted effort:
-equipment can grant auto-buffs, e.g. start battle with power up effect
-equipment can grant bonus to luck for a not used value
-there's an unused status buff that makes spells cost half MP (01 where you'd put maxHP buffs)
-there's an unused status buff that makes spells cost double MP (02 where you'd put maxHP buffs)