Attention! This is a legacy build of the Mega Man RPG from 2016 and is no longer being maintained.
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The current version of the prototype has many bugs, as will many version in the future. This is inevitable, all we can do is fix them as they come up and then move on. Some bugs and issues, however, do not want us to move on. Unfortunately there are some quirks with the prototype that I have not be… Read More
Official Known Bugs and Issues Thread Posted by Adrian Marceau on January 14th, 2014 at 10:52pm Viewed 3863 Times
Posted on July 2nd, 2014 at 2:34pm #76( Edited : 2014/07/02 at 2:48pm )
... @TheDoc : Yeah, that's a misspell. Annoying when those things happen, but the way Adrian is able to update the game, that should be a very quick and easy fix once he's aware of it.
Posted on July 2nd, 2014 at 9:07pm #78( Edited : 2014/07/06 at 6:26pm )
It's not a bug in-game, more of a fault with the weaknesses.
Gemini Man is weak to Needle Man Needle Man is weak to Gemini Man
See a problem? Gemini Man should have the advantage here, but it seems not to be the case here. I would make it Earth. Crystals themselves form from the Earth's minerals. Plus, it could be a nice nod to Magnet Man's type-shenagins we had, considering Magnet Man is Gemini Man's weakness in the Power Battle games.
Course, heat would work just as well, and we see Pharaoh Man's Pharaoh Wave be his weakness in Power Fighters: Electric Boopalop. Not only that, but in real life, if magma cools down quick enough, it forms an igneous rock with tiny crystals within. If I recall correctly, it breaks shortly after due to the heat. Plus, the weakness cycle isn't affected either, due to lack of fiery bots la Mega Man 3.
Brorman is the best at what he does, but I can't see the reasoning here.
It's sad when Gemini Man is KOed first by Needle Man.
Posted on July 2nd, 2014 at 9:44pm #79( Edited : 2014/07/02 at 9:59pm )
@MegaBossMan : That does seem counter-intuitive, but Brorman put a lot of effort into balancing these so I think we should run it by him first. Mostly just to see what his thought process was and if we can change it without breaking anything. Maybe send him a personal message? When he updates it in the spreadsheet, I'll run my admin script and we'll be good to go.
@TailsMK4 : Surprised I didn't notice that typo when I was running the import script. :S Thanks for catching it though, and it's been fixed now.
@Spinstrike : Fixed the view more link for mechas. Thanks.
@TheDoc : I fixed the Dust Crusher bug, but I've thus far been unable to replicate the Metal Blade one. I tried in my file and in a few other files and it's always 1 WE for me. I'll keep trying different things until I figure it out. Sorry. :/
...I always thought that Gemini Man was weak to the Cutter ability since I thought Shadow Blade did a good amount of damage to him, though at the same time I remember in the GB version of III that Shadow Man was weak against the Gemini Laser. We may need to just give Gemini Man another weakness instead of Cutter. At first I thought about maybe changing it to Impact, but MegaBossMan made a good point regarding Power Fighters. Why did Gemini Man end up with resistance to Flame anyway?
Posted on July 2nd, 2014 at 11:49pm #81( Edited : 2014/07/02 at 11:53pm )
The Metal Blade WE is resolved; I had assumed that you fixed it, but perhaps I mistook Metal Blade for another weapon. In any case, I'm glad that it's taken care of. Sorry for all the hassle I put you through.
Posted on July 6th, 2014 at 6:28pm #82( Edited : 2014/07/06 at 6:36pm )
@MegaBossMan : Of course, I knew I'd mess up at some point, well... Cutter was supposed to be Gemini Man's weakness just because of balance reasons, and because he gets some extra damage from Shadow Man's weapon, so kind of a nod to that direction too.
I'd say change the weakness to Flame, no messing with weakness cycles yet the type is really common. This does remove his Flame resistance, and goes a bit against Adrian's original idea, but I'd really prefer it this way.
And really, no, I am not the best at what I do lol, also sorry for late responses, been away for a few days.
Posted on July 17th, 2014 at 12:10pm #84( Edited : 2014/07/17 at 12:13pm )
I used Attack Shuffle, and while my robots' stats were changed, the enemies' stats were unaffected. Am I missing something?
P.S: Sorry about the quality, but you can just make out the difference in the stats it SHOULD'VE been compared to the actual stats they ended up having. If you can't, then I'll just tell you: Protoman's attack stat should've been 485, but instead they're 195 or something.
OK, now I'm 100% sure there's something wrong with the Crash Bomb, as I was battling a Lvl. 10 Bass, reduced his attack power to just 1 point, and yet he killed my Quick Man that had 3599 defense and full 595 HP with just one hit. HOW?
It wasn't a player battle, it was the Chapter 3 battle in Light's game where you fight a Lvl. 10 Bass and Disco. Even if it was percentage based, how can it take away 100% in one hit?
Posted on August 22nd, 2014 at 12:51pm #89( Edited : 2014/08/22 at 12:56pm )
...Crash Bomb does more damage to a robot depending on its Defense stat. For me Crash Bomb is a nightmare weapon to deal with since 9999 defense in my case is pretty much a guaranteed OHKO. Robots with lower defense will take less damage from Crash Bomb. So we're talking about an ability's design rather than a bug, actually.
So THAT'S how it works! That answers so many questions, but the thing is still a bug, or at least an oversight, because the weapon's description says it makes damage based in base HP, not defense, so there's still that.
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