Working Abilities List is here.
Here is a list of in game things that are currently not working the way they're supposed to, or just simply not working at all.
- Code: Select all
Battle Rules -
*Battle Duration: Shows timer, but doesn't work
*Phase Duration: Working
*CARDS Allowed: Working
*CARD Types: Working
*Min roll: Working
*Max roll: Working
*Dice Boost: Not Working
*Deck shuffle: Not Working
*Deck loop: Not Working
*Character HP: Working
*Team HP: Not Working
*Dice Exchange: Not Working
ATK/DEF Dice mechanic - supposed to be [dice roll of 6 + dicebonus + Dice+1s], but is currently [dice roll of (6 + dicebonus + Dice+1s)]. This means that a Dice Bonus or Dice+1 isn't getting added to your roll, but is instead increasing the max number you CAN roll.
Warp stacking - the ship doesn't deny players from walking onto a warp when someone is already on the other side. Two players may occupy the same space this way.
6th/7th/8th card slots - Though you may be able to fit FCs into these slots, items or creatures cannot attack from here. Only the first 5 cards can act.
Improperly timed abilities - some abilities (namely all Slayers and Halfguards) are calculated as soon as you select your attack. They still work even if you end up having a different target by the time your attack happens (as in, Guard Demolisher will still work even if the shield originally targeted is destroyed)
Incorrect damage display - When there are multiple attacks happening per Act Phase, or when a very large amount of damage is being done, the damage may display incorrectly OR in the wrong order. You should pay close attention to the APs/TPs on the field for every attack, and do the math yourself to make sure you know what's going on.
NPCs will currently try and get away with anything the ship lets them. This includes -
*Exceeding the 8 cost limit
*Exceeding their dice roll for the turn in actions
*Exceeding their MV/moving very oddly (down 2, left 1, up 1 lol?)
*Attacking twice with the same character/FC
Status Effects/Bugged Slots
No adverse status effects are actually working on the server right now; If you do see status effects on the field, you're currently bugged. This is some of what you may see -
*1P: 3rd/4th slot Paralysis
*3P: 2nd slot Immobile
*4P: 1st slot has 0 MV
This glitch is bound to the above slots, not the cards themselves. If the card affected gets moved to a different slot, the status will dissapear. If you're the game leader, these will affect NPCs as well. There is no fix for this as of now, but letting someone else lead and changing to 2P (or 4P as a Hunter) will temporarily fix it for you.
Arkz Decks - if you plan on using Arkz in a 2v2 match, you must follow this placement rule; if you're 1P or 2P you must be on Team A, or if you're 3P or 4P you must be on Team B. Not following this rule means you spawn creatures on the wrong side of the field.
Start of match - The initial dice roll for who goes first is 1P+2P vs. 3P+4P, instead of Team A vs. Team B. Same chances either way though, so don't sweat it.
Defense card stacking - if two players use a defense card on the same item at a similar time, the server does not deny the second card. NPCs often double-defend items this way.
Movement stacking - same as Defense card stacking; if two players choose to move to the same spot at the same time, it happens.
***NPC Glitch: Invisible FCs
Sometimes when NPCs play items or creatures, they may play an invisible copy of it at the same time. Attacking the non-invisible card causes it to appear as if you had Double Strike - keep the damage in your head, because you really don't, and it will SEEM like the card still has full HP. Once the original card is dead, the invisible one will become visible and no longer glitch.
This glitch isn't much to worry about on a Hunter, since they're carrying the item. If it happens to an Arkz's Creature though, the game is in danger. If that creature tries to move, it will warp back and forth and stall the Move phase indefinitely. If that happens, your only exit is Quitting to Lobby.
***1P's health/Assist glitching
Sometimes when playing an assist card, the game will freeze for 1-2 minutes and end up not playing the card. If the player tries again and plays the card successfully, 1P's health will be set to an unusually high or negative number. This number will revert back to 1P's max HP soon.
But, if the player does not sucessfully play the assist card before going on to the Move phase, 1P's health will be set to 0 and 1P will die at the end of the turn. This only happens in 2v2, and very often with NPCs. Choose NPC decks without assist cards when playing in teams to avoid this - a list of all Assist-less NPC decks can be found below.
~ Courtesy of Eyce
NPC Deck List
Story Characters - working and non working abilities on story characters
Orland - Working
Sil'fer- No Ability
Teifu - Working
Saligun - Working
Kranz - EXP Bonus works, Fixed range doesn't
Kylria - No Ability
Guykild - Working
Stella - Not working
Relmitos - Glitchy
Ino'lis - Half Working
Glustar - No Ability
Viviana - Working
Endu - Not working
Rufina - Not working
Hyze - Working
Reiz - Working
K.C. - EXP Bonus works, Fixed range doesn't
Rio - Not working
Ohgun - Working
Lura - Aerial Assassin works, Fixed range doesn't
Break - No ability
Creinu - Working
Peko - Half Working
Memoru - Working
If you would like to help here's how! I would like everybody who is willing to help, to retest abilities we already have listed as working. A lot of them are being recoded to fix any other problems that they might have. So we will leave this up to you, the people to help us. If you find that something isn't working and is listed as working. Please list the card name, the ability and what exactly happened. Also test to see if other cards with that ability do not work.
Kayak - AIM = Jarrett3210 | Skype = jdarco1
Eyce - Skype = eyce_theon
Skype is probably the best way to contact both of us at the same time seeing as we are almost always on it. I'm usually on AIM so you can contact me there as well.