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Figured I'd make a comprehensive list of all bugs I've been made aware of during guild raid to date. Hopefully Gumi will work on fixing these before re-releasing it. If not, happy exploiting I guess(?)
If you encountered any I haven't listed here, feel free to post them in the comments. I probably missed a bunch from season 0 which have since been fixed at the least, but those aren't too important.
0 AP Movement
Beneficial? : Yes
Cause: Occurs when the player forces desync during map movement, most easily achieved by tapping the Team button after clicking move.
Effects:
- All map movement costs 0 AP until leaving the raid map or using certain raid functions.
- When the effect ends, player may be teleported to the tile they activated the glitch on.
This one didn't work on some devices. It did work on my kindle, but I only tested it as far as seeing how the glitch worked.
This is the only active glitch which always benefits a guild using it (within the scope of glitches I'm aware of, anyway). All other current glitches at least have some technicalities on when they're useful, though the next one is easy to abuse as well.
[Known Issue] Instant Boss Kill
Beneficial? : Depends on usage
Cause: Complete a regular raid, then enter guild raid.
Effects:
- All bosses fought by the player die automatically at the end of the first turn.
- Score for the battle is equivalent to what the player would earn in that one turn, plus the victory bonus. This is typically less than fighting normally.
- Outposts are automatically capped upon returning to the map. Players fighting the outpost legitimately do not see the boss die and can carry on fighting normally until returning to the map by defeating the boss, dying or running.
- Boss guardians are not actually killed, the player is just ejected from the battle.
- Only ends when restarting the app.
Using this to gain points actually turns out to be rather technical, as if the outpost wasn't needed to see a boss guardian immediately a guild could benefit more from just fighting the boss legitimately. Choosing specifically to not use this glitch may have actually won a match for my guild this week.
Gumi publically acknowledged this glitch at the end of Season 2, Week 2 (for whatever reason, they even included instructions on how to cause it...). They've announced they're working on a fix for it.
Entering some other game modes before guild raids may just cause crashes instead. For most of season 1 I had to restart the app before joining the raid map every time I wanted to play.
Fake Boss
Beneficial?: No (Except during Season 2 week 2)
Cause: After defeating a boss, enter a battle on the tile it died on.
Effects:
- Boss respawn timer resets to 30 minutes after the fight.
- Sends a journal notification to all players that you defeated the boss.
- (Season 2 week 2) Awards points for damage dealt to the monsters that appear as if they were a boss guardian
This glitch caused the whole week 2 uproar. It was probably active in week 1 as well, but took a while for top guilds to notice because we were already aware of the boss timer reset from season 1 and didn't want to cause it (in Season 1, as well as the last week of season 2, resetting the boss timer without any points benefit was not a good thing)
Gumi publically acknowledged the version of this glitch which allowed players to score boss bonuses from regular monsters, then fixed it. The boss timer reset still remains.
Boss Desync
Beneficial?: No
Cause: Unknown, but common. It seems that in some cases a player's last turn in a fight is not communicated to the server before the player leaves the battle.
Effects:
- Boss health does not sync correctly between players, causing the boss to appear to die early when it shouldn't, or not die when it should.
- Typically results in the boss still being alive at a low health value after players believe they have "won".
- In the reverse case, if no player is actively fighting the boss when damage sync reduces its health below 0, the boss will die automatically when any player battles it
- This is different from the instant kill glitch - the boss is failing to die when it's supposed to and then eating the AP spent rematching it, as well as delaying its own respawn/cooldown timer.
Most guilds encountered the first version of this, where a boss guardian is alive at around teh 5% health mark even after the death animation played and the player returned to the map.
I had the luck to encounter the second version on an outpost in the last round. Three players had been attacking it independently with a plan to leave it alive at 10% and run, so we could quickly and easily kill it closer to our boss respawn; upon re-entering the outpost about 10 minutes later the gaurdian's health synced with the server and it automatically died.
Start of Round HP Bug
Beneficial?: No
Cause: Complete the first battle with any given squad
Effects:
- Squad units have their HP set to the base value (unbuffed) after completing their first battle in any match.
- Can only happen once for each squad.
I'm sure everybody observed this at least once.
Asides from giving players something to consider before running into their first boss fight, it's relatively minor in the long run.
Journal Crash
Beneficial?: No
Cause: Too many entries in the journal causes the game to crash attempting to open it.
Effects:
- As described in cause
This one's been present since the beta. Gumi seem to have made no attempt at appropriately limiting the amount of entries the journal will load at once, causing a memory overload and subsequent crash if your device can't handle them all.
Guardian Memory Leak
Beneficial?: No
Cause: Unknown, expected to either be an issue with sprite data or incoming data sync from other guild members.
Effects:
- Frame rate drops over time
- Player can crash if the memory leak becomes too large
I suffered through this for most of season 1 and 2. It only seems to significantly affect weaker devices. In my experience it only happened with a few guardians, namely Dark and Fire, which would cause my game to regularly crash within 10 turns while I was able to defeat other guardians in a single battle over 30-40 turns with no observable lag.
Effects of Crashing
Beneficial?: Depends on usage
Cause: Happens when the game crashes or player force-closes the app during a battle
Effects:
- Player exits the fight and returns to the map after restarting the app.
- Reverts all units in the player's squad to their state at the start of the battle they crashed out of, including reviving dead units.
- Player receives no BCP reward for the fight and loses the AP spent to enter it.
- Any data sync with the server still applies regarding the boss' health.
Seen positively, this can be abused to reset your squad if something goes horribly wrong and you want to save a unit without spending extra AP.
On the other hand, the boss loses HP without your guild receiving any BCP for it, meaning any damage you dealt before crashing is a net loss for your guild.
I was crashing so regularly in week 3 that I actually gave up on joining guardian fights because I was effectively making things harder for my guild as a result of legitimately trying to join in.
[Fixed?] Guild Raid Quest Issues
Beneficial?: No
Cause: Unknown
Effects:
- Some guild raid quests would fail to update correctly when players commit actions which should contribute to them.
Gumi publically acknowledged this probelm at the end of Season 2, Week 2. Compensation was provided by adding additional quests for the remaining sessions which should have delivered roughly the same amount of tokens as the bugged quests.
Some quests involving boss guardians can still be triggered by the Fake Boss glitch, resulting in guilds being able to claim the Kill [2/3] Guardians reward early.
[Fixed?] No Boss
Beneficial?: No
Cause: Unknown
Effects:
- No boss guardians spawn for affected guilds. Attacking the tile the boss icon is visible on simply causes the game to crash.
Happened to a couple guilds in season 1, week 2, including a room I was in. We're still unsure what caused it. It affected both guilds in the match, and cost a lot of points overall.
It seemed to happen as a result of my guild somehow setting the same guardian to be a boss in two different rooms.
I haven't seen any complaints of this happening in season 2. so it may have been fixed.
[Fixed?] Unexpected Errors on Entry
Beneficial?: No
Cause: Unknown
Effects:
- All players for at least one guild in the room would crash on entering the raid map
Another one that happened to me, this time in season 2, week 1. Unlike the No Boss glitch before, this only affected one guild in my room, likely leading our opponents to wonder how a top 10 guild managed to score 0 points.
Cause is still unknown. My personal theory was a bugged unit sprite or icon was causing the game to give up and crash, so the enemy guild would be unaffected (as they can't see your unit sprites on the map)
I haven't seen this reported since the end of season 2, week 1.
[Fixed?] Boss spawns on Camp
Beneficial?: No
Cause: Bad RNG
Effects:
- If the boss guardian spawns on a camp tile, the UI defaults to treating the tile as a camp.
- In other words, players can't fight the boss, because only the Rest function is available.
- Boss will move after the boss shift timer expires as normal.
Seen a few times in the beta and reported once or twice early in season 1, but not since then. I've personally never been in a room it happened in.
Gumi appeared to fix this by ensuring that the boss can never spawn on a tile which can be a camp - essentially there are now 3 tile types on the map: Base Camp tiles (which are always camps), Outpost tiles (tiles which can be outposts) and Boss tiles (tiles which can be bosses). There may also be a fourth class of tile which can't spawn anything of value at all.
[Fixed] Unit Evolution Crash
Beneficial?: No
Cause: Evolve a unit in your guild raid squad while the raid is active.
Effects:
- Player would effectively be locked out of guild raid for the remainder of the match due to crashes on entry
Discovered in Season 1 and officially announced by Gumi. Was fixed for Season 2.
For what it's worth, other changes to units are accurately reflected in guild raid without causing crashes, including changing spheres, ES and SP enhancements, or levelling/imping a unit.
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