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Vanaduke fight, mask (either stage 1 or stage 2 mask) can sometimes return to "burning shooting invincible" mode without waiting

4 replies [Last post]
Sun, 12/23/2012 - 09:15
Round-Shinigami's picture
Round-Shinigami

Hi, a bug that has been in the game for over a year.
Summary:
Sometimes when you hit Vanaduke's mask with water, it will go back to being invincible right away, without standing still. 3-2-1 numbers still appear on top of it, but its invincible, flies around and shoots bullets at the same time. And when timer reaches 0, it "explodes" again. During 3-2-1 time you can't water it (no effect).

I can not tell why this happens or how to reproduce this bug, but it does happen sometimes. Very annoying. I believe it could happen after you hit vanaduke's mask with water twice in a row, next time when you hit the mask with water (3rd time) after the time ran out. But I'm not sure.

By the way, when you hit vana's mask, it explodes with fire, dealing damage to nearby knights (after being hit by water, before time runs out if you hit it with water 2nd time, it will deal a LOT of damage to knights standing nearby). Is that supposed to happen?

Sun, 12/23/2012 - 15:32
#1
Irthan's picture
Irthan
Is that supposed to

Is that supposed to happen?

Yes, considering that it's a small explosion of steam. Either shield or get away.

Sun, 12/23/2012 - 15:46
#2
Round-Shinigami's picture
Round-Shinigami
Irthan I wasn't asking "can

Irthan
I wasn't asking "can this be explained in any way?"
I was asking weather its a scripted event that was planned in the first place by developers, and weather it is put in the right place, or a bug, or a feature that wasn't thought through, or a feature put in the wrong place (for example, wrong timing - instead of firing off explosion after the timer runs down to 0, it explodes when timer starts).

As for explanation with steam explosion, it lacks logic:
this happens when you hit a watered down (cold) vanaduke's mask with water. Thus, there should be no explosion at that moment.

On the contrary, when the timer runs down to zero, it makes sense to make a small explosion to scare knights away.

To me it seems this game was under development by one team, then the game was purchased by SEGA, while still being in development, and SEGA put their own programmers in charge, but never finished the work, thus bugs appear here and there, especially lots when something is added, as if programmers didn't know what they were doing. Just my personal opinion, though.

Wed, 12/26/2012 - 11:48
#3
Warriorrogue's picture
Warriorrogue

so the cause to the original problem-the water's hitting the mask too early. it's hitting it just when the vulnerability ends. For some reason, it doesn't stack, but the timers do. So, if you water it again, you'll have a very shortened time limit until the 2nd countdown ends. Then, the mask is back to normal.
Sorry if this doesn't make sense. Half the stuff my brain says doesn't.
EDIT: Look at zaffy's. It makes more sense.

Wed, 12/26/2012 - 06:08
#4
Zaffy-Laffy's picture
Zaffy-Laffy
Zaffy is Laffy

This is a known bug.

Let's give an example,

Herp throws a waterbomb at the mask, wetting the mask and triggering it to a 5 second countdown... 5, 4, 3, 2, 1 (timer no.1)

Upon that, Derp throws a waterbomb too early, causing another timer to activate (timer no.2)... However, timer no.1 has not ended.

Upon timer no.1 ending, the vanaduke mask turn into fire again, with timer no.2 on it.

Herp is suprised and throws another waterbomb, triggering timer no.3. Timer no.2 soon ends and the mask turns into fire again with timer no.3

The process is repeated until all the timers have ended.

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