Attention! This is a legacy build of the Mega Man RPG from 2017 and is no longer being maintained.
Reported bugs will not be fixed and any progress made here will not be saved.
Return to the archive index for more legacy content or
play the current version of the game for all the new stuff.
Hmmmmm... Has this happened more than once? I'm wondering if I made an update while you were playing and it cleared the last move or something? I'm not sure but if you can find a way for me to reproduce it let me know, and in the mean time I'll just replay that stage a lot trying to find the cause. :|
Yes it has happened multiple times and on many different stages. Just by playing some stages will surely give you results. I don't know any good ways to reproduce it though.
Posted on June 23rd, 2013 at 12:55pmEdited on 2013/06/23 at 12:58pm
Posted 2013/06/23 at 12:55pmEdited 2013/06/23 at 12:58pm
#4
I can confirm that I've seen this happen once or twice in my testing over the last week. I've just completed a lot of peripheral changes to the code that may or may not fix this, but we'll see. I'll continue monitoring it to see if I can find the trigger or if it's still happening at all. Thank you for your help and continued testing - even though there are still some oddities like this in the game I'd say it's shaping up pretty well. At the end of the day, I just want it to be more fun and mechanically better than the two games that inspired it (Mega Man RPG and Mega Man RPG 2) - hopefully we have that "perfect" battle system soon. :)
Posted on July 14th, 2013 at 6:41amEdited on 2013/07/14 at 6:45am
Posted 2013/07/14 at 6:41amEdited 2013/07/14 at 6:45am
#5
So, I figure the bug is still there:
1. 2. 3.
As you can see, I disable Elec Man right after he switches in, and his health gets fully restored even though he is supposed to be disabled already. And then I disable him again.
Posted on July 23rd, 2013 at 9:30pmEdited on 2013/07/23 at 9:32pm
Posted 2013/07/23 at 9:30pmEdited 2013/07/23 at 9:32pm
#9
I knew this was an issue, but I had no idea this many people were experiencing it! D:
I've tried tracking it down before, but it's so difficult finding out what triggers it and getting it to happen on-command that I haven't been able to locate the exact the code that's responsible and fix it.
I'm so sorry and I'll put this particular bug higher on my list of priorities - I hope it hasn't ruined the experience too much. :S
I've been watching all of BladeWolfe's Let's Play videos lately and I can see this (or things like it) happening quite frequently. I'm not sure why it has never happened to me yet but it's obviously a pretty big problem. I will fix it though... I hope... :S
Well this took a long time to figure out. >_> I was able to determine the exact cause thanks to all your feedback and screenshots, and I'm pretty sure I fixed the issue. There were a few other bugs at play here which I'm addressing separately, but this main one should now be fixed.
The issue was triggered when you targeted a benched robot with an attack and that benched robot "switched in" and became the active robot. Whether that robot was KOed or just damaged, their energy level would reset to whatever it was before you attack immediately after. I'm pretty sure this bug was being misinterpreted as other bugs by a few people but I'm going to examine each report separately just in case.
Thank you all for you help and please let me know if it happens again. :)
Posted on August 24th, 2013 at 1:51pmEdited on 2013/08/24 at 1:57pm
Posted 2013/08/24 at 1:51pmEdited 2013/08/24 at 1:57pm
#15
i think i've pinpointed the problem, it happens when a foe switches in right before it gets disabled. then it it respawns, attacks, and switches out. i think this is because when a opponent switches in it attacks after you do BEFORE the turn ends.
BOOOOOOOOOOO at this bug. I should have many of these instances worked out by the next update (I spent about 5 days working on JUST that) but we'll see. This seems to be the one game-breaking bug that eats the most of my time but I can never fix. As always, thank you all for the detailed bug reports (they really help!) and we'll see what happens!
18 Comments