[merged topics] multiple bugs with Wave nodes
tdglory49
Posts: 56 Match Maker
Moderator edit and update: Merged several recent threads on various timing and display issues for survival battles (a.k.a wave nodes).
Issues with these include:
In the Civil War Iron Man wave node (Hawkeye required one), the first wave is Surfer, **** Spidey and Phoenix.
If you drop Jean last, From the Ashes triggers, but she stays down and the game moves to the next wave. However, the countdown tile stays on the board, and when it resolved it true-healed a character from the new wave (in this case Black Widow).
Not sure what the intended behavior should be, but that doesn't seem like it.
Issues with these include:
- Banner displaying the incorrect wave number X of Y. When incorrect, it says "wave 1" again. (this is a recently intrropduced bug, possibly in R101.) This one is listed for a fix in R104.
- Phoenix Ashes to Ashes countdown tile does not disappear when a wave is completed, and will heal a character in the next node.
- Reaction abilities such as Captain Marvel's yellow can respond to damage from a move at the end of the previous wave.
- Some skills can be fired without their downsides at wave transition, such as Sentry's red firing without ally damage or ending the turn.
- The last enemy in a wave will prematurely switch display appearance with one of the enemies from the next wave. (this seems to have improved since the introduction of this feature, but not completely been fixed.)
- Scarlet Witch's Reality Crush skill will always stun the front arriving enemy in a wave of more than three enemies, if the damage kills all three current enemies and some remain in the current wave. That is, the stun carries over to a remaining enemy in the current wave in a predictable, rather than random fashion.
In the Civil War Iron Man wave node (Hawkeye required one), the first wave is Surfer, **** Spidey and Phoenix.
If you drop Jean last, From the Ashes triggers, but she stays down and the game moves to the next wave. However, the countdown tile stays on the board, and when it resolved it true-healed a character from the new wave (in this case Black Widow).
Not sure what the intended behavior should be, but that doesn't seem like it.
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Comments
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Saw this happen as well. I was half expecting her to actually show back up and replace one of the characters.0
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I had this happen in the wave node in civil war which had phoenix in the first wave. I saved her to kill last. I moved on to wave two and did not notice the countdown until the animation went off healing the character in front back to 50%. I was expecting to see her at the back of the line. Thankfully she wasn't.0
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I experienced this as well.
I wonder if Phoenix would come back if a character in the second wave was KOed before her countdown resolved?0 -
Ditto.
But I had all 3 enemy characters still standing so I don't know if she would show as one.0 -
HoD PvE.
3rd wave
AI had yellow from 1st and 2nd.
I killed last enemy in 2nd wave, Ares shows up throws SUNDER puts CD tile, banner flashes "3rd wave", only then enemies show themselves.
Ares has full health
I believe other powers like Sentry's Sacrifice will do that too.
The fact that AI can throw powers with characters from the next wave at the end of the current (ending) one probably generates other bugs - passives from other characters might (?) not proceed properly...
BTW:
EDIT
-Cut out -
not relevant
-Cut out -0 -
Yeah, I'm not sure myself as I don't have 3*Bull's in working condition and I didn't use him yet. If he places his strikes on random colours that it means that it was IF work.
As for the first one I wonder what would happend if I had 4* Jean Grey; AI used Iron Fist's power to generate black tiles and made 5-match?
Would anyone from AI's team be stunned?0 -
OJSP wrote:an1979 wrote:As for the first one I wonder what would happend if I had 4* Jean Grey; AI used Iron Fist's power to generate black tiles and made 5-match?
Would anyone from AI's team be stunned?0 -
Quebbster wrote:I experienced this as well.
I wonder if Phoenix would come back if a character in the second wave was KOed before her countdown resolved?
I remember this issue happening in that wave node. I did quickly KO a character in the following wave before the CD resolved. She didn't come back and fill their spot.0 -
Oh look; another regression.
Just like the slowdown issues prevalent in build R101, this exact bug previously existed in the R80 range.
I'm now wondering if the developers reactivated an old bit of dead code without proper re-testing.0 -
[PC/Steam] [Moderator edit: also seen on iOS and Android.]
I've only seen this a few times so far, and I've only caught it when I end the wave with a power.
Wave 2 begins, but the banner appears to declare that Wave 1 is beginning (I've also see Wave 4 misrepresented as Wave 3). The enemy team still changes, the waves progress as normal. It doesn't make me "replay" the wave or anything, and there are still 4 total waves in Big Enchilada. It's apparently just a cosmetic error.
In my most recent instance, it was displayed as "Wave 1, [Wave 1], Wave 3, Wave 4. So it doesn't seem to affect subsequent waves.0 -
I saw this on Android today as well. Wave 2 appeared as Wave 1.0
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Same for iOS.0
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update: since I was paying attention this time (big enchilada), I noticed that the "wave 2" banner actually correctly begins to appear, but quickly disappears and the "wave 1" banner then appears instead.
Curious as to whether it's the same bug that caused the "Turn to Smoke" banner to appear before the power that killed the Teisatsu even started to animate.0 -
Noticed this today but also last time Captain Marvel was in the final round of the Big Enchilada.
Today I used whales! to get into the final round, killing 3rd round opponents. As Captain Marvel comes in - even though she takes no damage - her Energy Absorption goes off and her team gains red AP.0 -
Mods: can we sticky this, or any of the innumerable threads reporting the same thing? Perhaps then it'll spur the devs to fix it....0
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CNash wrote:Mods: can we sticky this, or any of the innumerable threads reporting the same thing? Perhaps then it'll spur the devs to fix it....0
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DayvBang wrote:CNash wrote:Mods: can we sticky this, or any of the innumerable threads reporting the same thing? Perhaps then it'll spur the devs to fix it....
You'd think the devs would appreciate a compendium of known issues to deter duplicated bug reports.
But ofcourse, their mind is on the 'dirty laundry' effect instead...0 -
If it's not the incorrect number of enemies being displayed, it is the wave number itself being displayed incorrectly.
............and that is IF the animations of the characters from the upcoming waves are not ALREADY going off prematurely and blocking said incorrect information. lol.
Not to mention the PASSIVE ABILITIES "cheating" / gaining AP or otherwise unfairly reeking havoc on players, before it's their actual turn. I'm looking at you 3*Carol, Rulk, etc.
Are there any technical gurus here, who can explain why this keeps on happening, every few months?
And how YOU would / could fix it?0 -
Well, can't speak from a technical standpoint, but from a gameplay standpoint, it would be nice if the enemy AP pools got wiped for the next wave coming up.
Although, now that I think about it, that's still an unfair advantage on our side. I already store up my own AP for future waves, but the main difference is that we get 3 characters, whereas they can have...what's been the biggest amount, 15? 17?
Hrm. It's actually a harder fix than I can think of. Do we wipe both teams of all AP for each wave? Do they just take ours down by half? Do we get to control our own waves, i.e. can our downed characters be replaced by someone else from our roster? It's complicated.0
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