Known Problems
===============

Note: These do not include attempts of people trying to do stuff that isn't meant to happen, such as trying to play the non-existent "Kelik Mode" or using characters that or weapons that aren't meant to be used.

Report any problems not listed here that aren't just opinions: e.g. saying "I don't like this portrait" is not a valid "problem" in this sense. If you wish to discuss such things, stick to discussion threads or forums, and although I don't have time to go perfecting everything and pleasing everyone, I will try to fix things that distract significantly from the game's experience. See the "Contact" file for how to contact me.

(Problems that are known and will be fixed soon are at https://dl.dropbox.com/u/8875056/downloads/Post-Release%20Issues.txt)

WARNING: THIS MAY INCLUDE SPOILERS!!!

Bugs/Glitches
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This category are for programming and coding-based issues.

Overall
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- In the no-animation map-based fights, units die and then flash for a second before they disappear for good. Well, so far Im the only one I know whos even been able to do THAT much... and so fixing it is as far as I know out of the question as the original game didnt do it AFAIK and I tried to fix it but it was beyond my hacking limitations. :\ If a fix comes though, Ill fix it, just like the thing above though it seems unavoidable.

- Shops glitch if you use them long enough. I dont know how to fix this. Something stupid is doing it. It seems to be graphical based and while I remember someone mentioning it somewhere, I honestly don't know how to fix it. It doesn't seem to be the # of items--heck, I think the game glitches even if it's something else. My only hint is that it has to do with the weapon icons patch Xeld made used to expand the # of weapon icons you can have...

- Sometimes when you defeat a boss, the character who did so will keep being "active" during a cutscene, and at the end, disappear when you go to the save screen. Sadly, I don't know how to fix this, but it doesn't really affect anything but what you see. This also happens in other situations (like when choosing a Star in the Constellation, for instance).

- Apparently the Heroslayer is effective against walls. It also displays damage as if though it's effective against all units, but functions normally otherwise.

- Some map-moving sounds are... inappropriate. Like the "Emperor" class's moving sound, for instance...

- Similarly, the Halberdier's javelin is the wrong type. I think these things are hardcoded into the class... the former has a fix, but applying it will likely be a bit... complicated right now, so I'll have to take out a long stretch of time and fix it later. The latter, I don't know how to fix at all, and I'll have to do something similar.

- I think that on Chapter 12 and Part 2 of the Finale, the cursor tries to "autocursor" to Anakin, who despite being the "leader", is not playable on those maps. I tried to fix it, but it doesn't look like I can help it. Sorry.

- NPC's "pilfer" items if they kill an enemy who drops items.

Prologue
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- When you start, the map flashes for JUST a split-second. Sadly, there is no way to prevent this without inducing even more annoying glitches.

Chapter 15
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- Liuke appears in the battle preps for just a second. Its a problem I tried to ASM hack out, but was unable to. Sorry >_>

Chapter 16
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- If you save at the battle preps and restart the chapter, the allied units, for some reason, load when you review the opening scene. I dont know why this happens but I have not been able to track it down and thus have not been able to fix it. >_>
- If you disarm Kelik before the ending of this chapter, the game will freeze. Well, you're screwed... err, I mean, you can just press "start" to skip the scene. This is one of those problems I couldn't find a good workaround for. I spent so much time trying though. >_>

Chapter 23
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- In the beginning cutscene, weapons can break, and unarmed characters can still hit and kill. Weapon levels can also increase here. The circumstances have to be crazy, but its possible... but sadly, I dont know how to fix this.. =\ The only real issue is the one where a disarmed unit attacks, but it isn't game-breaking, it just looks weird. D=

"Problems"
===========

This category is for smaller issues, like aesthetics, text problems, graphical problems, and musical problems. It is more about "refining the details" than "basic functioning". Naturally, there is some level of opinion in this. Some of these are just criticisms on the hack that I give my reasoning for. Naturally, that means that you don't have to bug me about it, because I've already thought about the issue.

Overall
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- Okay, so the game could be better executed overall. I know. It's not perfect. I tried. Only one guy. XP

- Not all the supports are perfect. There might be typos or other issues here and there... You're free to point them out, but I can make no guarantee about fixing them all--at least not quickly--as there are WAY too many. Just writing and formatting them all took a long time...

- There are various difficulty jumps that are plot-based in the game. It's more realistic than the enemies always getting just slightly harder to match your own units every chapter. If you don't like it, too bad. It's my personal twist on the game based on how I feel it should be designed.

- Some bosses can be beaten without even being able to counterattack. I'm well aware, but they're often not easy to kill regardless. For example, the chapter 1 boss can be hit with a javelin, but has an avoid bonus from the tile he is on, as well as the weapon triangle advantage, making it difficult to do so.

- Some animations need work. Actually, a lot do:

- Kelik needs a new unpromoted one
- His promoted one's "missed attack" animation looks funny because he slashes twice when he should only slash once
- Fenix's animation needs more frames and better looking transitions, as well as the piercing effect on his critical
- Tekun's unpromoted dodge is weird and overdone
- Tekun moves a little too much/extremely in his promoted attack. 
- The rest of the animations in general don't flow *perfectly* because I am not a perfect animator.

I'd actaully be happy to go back and fix a lot of these but I lost every single one of the original animations, so unless I remake them from scratch (hello like, 30 hours of the most boring ass hacking work I could think of) I don't think I can fix them. >_>'

Chapter 8
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- One of the reasons the troubadours are there is to stall. You should be thankful that all the enemies don't go trying to kill like, Eduardo. >_>

Chapter 9
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- The chapter goal is, more specifically than what the game says, "to Kill Liquid or Seize the Gate". If you have Haas fight Liquid and survive, you'll have to seize the gate to end the chapter. But otherwise, Liquid has to die. I can't fit in a proper chapter goal in the limited text space. Sorry.

Chapter 10
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- Early on theres a quick extra flash. Its for event purposes... just like in the prologue, I cant find a way to work around it. Sorry. =(

Interlude
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- The titles arent all centered perfectly. I wish I knew how to do so.

- In the text in the scroll box that the game forces on me before chapter 11 starts, theres a part where when the lines break, they do so one-by-one. I had to do this to fix another issue with the scroll box.

Chapter 11
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- I think the game prevents the ending scene from being skipped as there's a scroll box I don't want you to miss. Just watch it once and live through it, please.

Chapter 12
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- The result of fighting Howard is a very difficult situation, yes; however, the game makes some pretty obvious hints to you that you should avoid fighting him. Please try to follow the goal condition ("Escape") instead of outsmarting the game and the creator... haha.

Chapter 13A
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- If you don't like the difficulty of this chapter, despite it being nerfed, it's probably your fault for trusting Logan in chapter 11. Make better game decisions or suffer the price, I guess? :\

Chapter 16
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- Voice acting isn't timed perfectly, I know. Implementing it is harder than it looks. :\

Chapter 17
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- Due to how Siegfrieds stats work, he must join -after- the battle preps. Sorry.

Chapter 19
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- Noah's stats reset and he's autoleveled a bit, despite it being a "taboo". Yes, his stats are a variable: think of it as a gameplay feature, not a big. He is a secret character added in to lighten up the mood as well as make the game a little more fun. I'll even tell you straight up: his stats are so variable that you can get them to change if you do something like restart the chapter. I apologize that I wasn't able to make stats carry over, I suppose you could blame my hacking skills or lack thereof.

Chapter 27
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- Oh no, "he"'s predictable. Well, it's rather hard to make it work randomly, and would make things a lot harder on you guys...

Final Chapter Part 2
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- On the bad ending, Kelik may turn for an NPC for a second. It's to fix a certain more major issue. XP

Final Chapter Part 3
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- There's a glitchy tile in the battle preps.
- The final bosses' missed attack animation is... um, unique. It's because the proper animation (as a whole) was essentially too large/complicated for the game, so I had to dumb it down. Sorry guys. >__> We wanted to implement idle poses and and an intro too if possible, but it looks like none of that will happen now. It might also randomly glitch in other areas, but I hope you find it enjoyable regardless.
