I tested most of the errors in the list and checked if they persist in the current version. I also included some test replay data for those applicable to make testing easier.
Haven't got around to checking new bugs yet tho.
Non-Main Game Errors
Tutorial/Test Area errors:
- White losing resets the game: Still exists.
- Black Player vs White AI freeze: Fixed. Now shows Black army at the bottom.
- P1 army in "Select Test Method" linked to current chosen army: Fixed.
- Triggers become buggy generally if the turn order is broken
- Samurai Chaining: Fixed. Samurai will now only attack once. (T1)
- In Tutorial 4, a random Legionary appears: Still exists. Not important anyway.
- In Tutorial 6, a Knight++ is show in the sidebar: Fixed. Now shows Knight0.
- In Test Area, a Dummy is shown on the sidebar: Still exists. Not important anyway.
- After an infernal/hell AI match, it reappears in test area: Untested. My rating is shit.
- When the AI cannot move, the turn is passed: Still exists. Untested in main games.
- (new, intention uncertain) You can move AI pieces in Test Area.
(new) CEO Lab errors:
- Invalid replay code is not properly handled, causing half-broken boards or softlocks. (To be fixed in 0.55?)
- Replay tends to become buggy if the turn order is broken.
- It is possible that replays don't produce the same result (eg in Morale calculation) on reset.
Other feature errors: (Untested.)
- Replaying an already completed challenge when it is about to update results in the new challenge to be listed as "Completed", and renders the player unable to claim the ruby prize of the previous challenge.
- Sometimes, the ruby prize will be skipped entirely. The cause is unknown.
- If you cancel the avatar creator, and enter it again, the avatar in the UI does not revert back to the original one.
- Sometimes the login bonus counter ticks strangely, such as suddenly speeding up or jumping up several minutes. A refresh is needed to fix this.
- Duel looks for player in queue, but not necessarily looking if the query matches. As a result, one can hijack duels by knowing when one is in the queue.
- Game bonuses are inconsistent, especially for Good Manners, Swift Thinking and King Protected.
- For some reason, sometimes clearing an army also clears out the King. (See Unexplainable Bugs)
- This can be caused by spamming shuffle on a slow system.
- One may be able to repurchase Dragon Blessings after buying one through the BUY EXTRA RUBIES menu.
- Market Price of pieces may not sync correctly with actual prices in the server.
Connection Errors: (Untested).
- After disconnection, the old army, even if you have since lost the pieces of, may be shown.
- These bugs happen (very) rarely, but has been reported to have happened due to slow connections/computer performance:
- When loading Army Collection screen, the current army may fail to load, resulting in a blank army. (See Unexplainable Bugs)
- One may get negative Dragon Coin/Rubies from a binge-purchase.
- One may be able to purchase boxes/pieces without paying.
Main Game Errors
Main game errors caused by Trigger/Scan order:
- Enchantment doesn't work against trigger on activation: Fixed. Trigger FX appears, but no attack is done. (T2)
- Alchemist can recover a frozen fireball iff it is of earlier scan order than the fireball: Still Exists. (T3)
- Similarly, if the Alchemist itself is frozen, another Alchemist of earlier scan order can recover the frozen one, which can recover the frozen fireball: Can't reproduce. Alchemist is Status-Immune.
- Similarly, a Ghast in an earlier scan order than a frozen Firball cannot have the Fireball's location as an augmented teleport square: Still Exists. (T4)
- PhoneixEgg/Sapling stalling deaths due to Victory condition tested after start-triger: Still exists. (T5)
- Wrath Mark not targeting properly if King kills the adjacent unit: Still exists. (T6)
- Samurai-triggered Angel enchantments starts and ends 0.5 turns earlier, causing possible Drake sniping: Still exists. (T7)
- Same for Phoenix, Bomber, or other mid-turn triggers.
- Augments in general does not update after a Trigger. (T4)
- Because of Scan Order, if a Dove is behind another when their move triggers, the Dove stays in place: Fixed. (T8)
- If a EarthElemental dies of poison on the same turn it demotes, the EarthElemental will die, but the opponent's turn will be skipped: Fixed. (T9)
- Due to overcorrections from the Envy:Dove bug fix, Dove only checks for moves after a turn. This results in pre-move trigger deaths to not count until the end of the turn. Fixed. (T10)
- A similar bug happens with Bonepile, where Morale/Transformation only happens after a turn. Fixed. (T10)
- If a Frog/Toad leaps onto a respawn spot (of Moonfox or GiantSlime), the respawned piece will be glitched out: Fixed. (T11)
Other trigger-related errors:
- A Magic-Immune piece can still be enchanted by Angel's trigger on death: Still exists. (T12)
- (Destroyer Invincibility): Likely a leftover of "Anti-melee" passives, Ranged/Magic attackers cannot be affected by on Death effects. More specifically, interactions with the attacker becomes temporarily intagible. This causes bugs such as:
- Aquarius/Comet's Ranged freeze not affecting Destroyers: Still exists. (T13)
- Units moving into the square of the destroyers (such as Doves and Aquarius push) are overwritten by the destroyer: Still exists. (T14)
- Wrath's King Mark doesn't trigger for Necromancer or Soulkeeper's abilities. More specifically, it only works for Direct Attacks, and Destroys (Melee, Unblockable, Ranged, Magic) Still exists. (T15)
- An enchanted Shieldsman/Guardian will still be suspectible to melee death on swap: Still exists. (T16)
- A Dove can move forward regardless of status effects: Still exists. (T17)
Other main game errors (or unknown/unintended behavior):
- King-less decay can sometimes activate on the turn the King dies: Untested. It happens "sometimes" anyway.
- Furthermore, this may only apply to one's side, causing desynchronizations on morales and allowing premature defeat when one has 1-3 morale left.
- If a piece's ability is reflected by Wisp, the piece will be shown on the sidebar, but on the wrong team: Still exists. (T18)
- If a piece in an army is moved while the army is saving, the piece may be missing in an actual game, causing desynchronizations.
- Transformed units count as "fallen" for Ghast/Necromancer, but not for Lifestone: Still exists. (T18)
- If An AI cannot move, it will be stuck forever, even after the timer ends, unless one surrenders: Untested
- Nullmage and Voidmage have several unintended effects due to the existing pieces not designed to be affected by their abilities. Known ones include:
- Nulled Gemini can still create Twins with its original value. Fixed. (See changelog)
- Voidmage doesn't affect the usability of certain triggers, such as GiantSlime and MoonFox. Fixed.
- A unit that is both Displacement-Immune and Status-Immune can still be targeted by Splash attacks, despite doing nothing: Still exists. (T19)
Bug related errors (Fixing the bugs above should automatically fix these): (Untested.)
- Any glitch that breaks the turn order cannot end with a timeout.
- AI cannot move if the turn order is broken.
- Any glitch involving interacting a blank-ish piece will result in the timer desyncronizing with the move/turn counter, causing a softlock in a real game until timer runs out.
- Any glitch involving a piece that is visually blank will result in the game not exiting completely, causing parts of the board and a "Reset" and "Exit" button to stay when it exits a second time.
- Pressing exit anytime brings you directly back to the main menu. This includes being in a real match, and the opponent will just see one not doing anything.
- Pressing reset on anything other than in tutorial will cause it to load forever and "Something's not quite right". Can be escaped by pressing exit.
- If the visually blank piece "promotes", it will freeze the game.
- Interacting with a blank piece will cause the attacker to glitch and removed from the board.
- Interacting with a visually blank piece will cause the attacker to glitch and removed from the board IF the attack involves destroying the piece.
Other Errors
Description/Other Aesthetic errors:
- Spellshield link disappearing animation will last a bit longer as it has a "stopping animation", which may linger after a match, or shortly after Special FX is turned off.
- Clicking another unit immediately after pressing upgrade unit shows the clicked unit being transmuted
- When you first load the game, the Contribution and Experience number is bold, and the blitz is active regardless of previous choice. After switching menus (except Edit Army), it turns back to normal.
- If you disconnect, blitz will be shown as active again.
- Sometimes the opponent will erronously display as yourself, "No Name", or opponent in the last battle.
- Sometimes the opponent's rank will erronously go up or down a rank.
- Sometimes blocking an attack will still show FX for the attacker moving into the blocked square
- Blocking attack makes the attack become "disregarded" in the move history.
- As a result, a "move or attack" square will be shown as "____ Moves", but an "attack only" square will be shown as "____ cheats", as no available description is available besides attacking.
- In Sapling's description, it says "Gain 1 morale in the start of each turn", but it only gains morale at the start of opponent's turn like PhoenixEgg.
- Hostage "threatened" by Lust will be shown as "in danger" by the danger lines, even though Hostage is immune to Magic.
- Danger squares for Wind and Splash (if protected piece is Immune to Freeze) is not shown, but that for Protect squares are shown.
- If one tries to use Beacon on the top rank, only the earliest reachable piece in Scan Order is marked with the augment: Fixed. All reachable pieces are marked but not targetable.
- Location Markers are shown above overlay messages.
- After castling, the protect and danger lines are produced as if the King and the target has only swapped without moving together: Fixed. Lines now show correctly.
Replay data:
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