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Cya's Assorted Fixes (1.2.3/1.2.9) - Fix List Continued

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May 31st, 2025
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  1. - A wide variety of reception mods breaking start-of-chapter icons, making the corresponding scenes unrewatchable.
  2. - The Red Mist’s Page always being displayed as equippable on Gebura, even if it should be unequippable due to being attributed or Gebura being locked (visual bug - the page would still fail to be equipped).
  3. - Custom skins only being able to load external sounds for Hit motion.
  4. - Appearance projection randomization being able to access incompatible appearances.
  5. - Appearance projection randomization being able to change the height of Patron Librarians if it landed on an uncustomizable appearance.
  6. - Appearance projection randomization not working with workshop skins.
  7. - Appearance creation failing on custom skins with disabled head customization.
  8. - Key page appearance projection not working when a modded Key page is equipped.
  9. - Some Key page appearance projections being incorrectly sorted into the Canard category.
  10. - Key page appearance projections not being sorted by compatibility with the currently equipped Key page.
  11. - Equipping a Hybrid Key page not resetting Melee/Ranged Key page appearance projections.
  12. - Some mods with custom localization code breaking if localization is changed after mod initialization.
  13. - Some battle dialogues not playing despite having data for them.
  14. - Errors in some story scene effect data (voice lines not playing, current speaker not being highlighted, etc.)
  15. - "To Claim Their Bones" missing its ability description.
  16. - Game failing to load if data for some saved Battle Symbols is missing or invalid.
  17. - Patron/Librarian Battle Symbols for floors from Natural Sciences to Religion being positioned at the very end of the Battle Symbol list, unlike their counterparts for other floors.
  18. - Battle Symbol "Lifelong Companion" being unobtainable.
  19. - Rolling/destroying too many dice during a clash potentially causing a UI softlock.
  20. - Self-targeting with melee Combat Pages causing a softlock (partial fix, as some custom actionscripts may still cause softlocks).
  21. - Combat UI malfunctioning if a character has too many passives or status effects, or if a Combat Page has too many keywords defined via its XML.
  22. - Combat UI malfunctioning when trying to render too many targeting arrows at the same time.
  23. - Combat Pages "Stigmatize", "Inner Ardor" and "All-out War" (and possibly any modded Combat Pages using their self-scripts) only granting emotion points AFTER use (i.e. after rolling dice and clashing) instead of ON use (i.e. before rolling dice and clashing).
  24. - Inability to remove missing Combat Pages from decks.
  25. - Player-side autoplay ignoring IsCardChoosable.
  26. - DiceStatBonus.ignorePower making dice retain their previously rolled value (or 0 on the first roll) instead of making them ignore power gain or loss.
  27. - GetModPath always returning the path to the first mod with the given packageId, even when a different mod with the same packageId is activated instead.
  28. - Applying stat bonuses to librarian's current die from enemy's BeforeRollDice in a clash not working correctly.
  29. - Combat Page scripts being unable to access their owner or the page itself in some cases.
  30. - SetCostToZero only setting the Combat Page's base cost to zero.
  31. - EGO and personal Combat Page scripts being unable to change their own cost with GetCostAdder and GetCostLast.
  32. - Mind Crush's actionscript softlocking the game if it has no living targets.
  33. - Recovering Stagger Resist of a character who has not used a Combat Page this Scene yet causing an error.
  34. - Recovered Stagger Resist amount being displayed incorrectly if maximum Stagger Resist was reached.
  35. - Being able to "recover" negative amounts of Stagger Resist.
  36. - Recovering 0 HP (or less) actually making characters recover 1.
  37. - DiscardACardRandomlyByAbility being able to "discard" the same Combat Page multiple times, and DiscardInHand not being able to discard more than half of Combat Pages in hand (rounded up).
  38. - Some mods breaking the ability to change equipped Key pages during reception preparation.
  39. - Prescripts that give status effects not specifying the user as the giver.
  40. - Only the last Abnormality page being able to affect damage taken (ChangeDamage).
  41. - DeselectAll resulting in an exception if the character has less Speed Dice than they had at some previous point in the Act.
  42. - Some mods with custom code for adjusting Credenza entries breaking if non-initialized Credenza entries exist.
  43. - Emotion Coins obtained during the last Scene of the previous Act not counting towards recharging floor EGO Combat Pages until the second Scene of the following Act.
  44. - Multiple attack effects of Der Freischutz shooting bullets in wrong directions if the user or the target is oriented in a specific way.
  45. - Information Assessment checking HP Resistance value when trying to affect Stagger Resistance (and being able to affect Stagger Resistances that are not Endured or Normal as a result).
  46. - Slashing/Blunting stances only giving damage/Stagger damage bonuses to dice of the corresponding types, instead of all attacks as stated.
  47. - Sound effects of the Abnormality page 'A Nostalgic Sound' stacking abnormally and persisting after the page owner's death.
  48. - Effect of SetBlocked persisting indefinitely, even if the die is reused or deals damage to another character (for example, in Mass Attacks).
  49. - Stagger Damage dealt by attacks appearing as an incorrect value (in BattleCardTotalResult and OnTakeBreakDamageByAttack) if the target has effects that modify incoming Stagger damage.
  50. - Dice that are supposed to deal no Stagger damage with attacks instead dealing extreme amounts of Stagger damage with attacks if base Stagger damage is negative due to flat reductions.
  51. - Eileen_FarArea_Second effect displaying an extra sprite.
  52. - Action range not being registered correctly for actionscripts in some cases.
  53. - Abnormality page text not being coloured/animated correctly after picking a Floor EGO page.
  54. - Abnormality page "Eternal Rest" checking for the lowest HP among allies instead of enemies.
  55. - Abnormality page "Home" not correctly resetting the counter at the start of a new Scene.
  56. - Damage dealt by the status effect "Sin" from the Abnormality page "Judgement" not being correctly typed.
  57. - Damage dealt by the status effect "Nails" from the Abnormality page "Hammer and Nail" not being correctly typed.
  58. - Abnormality page "Time" displaying the timer incorrectly.
  59. - Speed Dice sealing effects of Funeral of the Dead Butterflies incorrectly calculating Speed Dice counts, resulting in destroying dice on less Combat Pages than expected but (for the Abnormality-only variant) staggering targets faster than expected.
  60. - Abnormality page "Apostles" not keeping its counter between acts of the same reception.
  61. - Abnormality page "Malice" determining its damage inconsistently and not in the way its description indicates.
  62. - Abnormality page "Torn Off Wisdom" treating having a page to discard as an additional condition to restore Light.
  63. - Abnormality page "Magical Girls" having an unlisted restriction of counting only one clash loss per Scene.
  64. - Abnormality page "Salvation" being able to apply its bonus power to dice in the counter/retain queue multiple times.
  65. - Abnormality page "Footfalls" basing its damage off of the owner's Max HP instead of the target's.
  66. - Abnormality page "Gluttony" only checking whether the main target of a page has been damaged, instead of the target currently being hit.
  67. - Combat Page "Oblivion" given by the Abnormality page of the same name not processing Combat Page cancellation fully.
  68. - Empty droptables (not to be confused with nonexistent ones) softlocking the game.
  69. - Display resolution resetting to the full screen resolution if the game stutters while out of focus in fullscreen.
  70. - Achievement "Orlando Furioso" requiring only half of its listed conditions.
  71. - Reception of Blue Reverberation missing dialogue text in English localization.
  72. - Negative Max HP and Max Stagger Resist modifiers of different kinds being able to multiply into positive totals.
  73. - GetKewordBufStack and GetKewordBufAllStack returning incorrect values if a corresponding status effect was destroyed but not yet removed.
  74. - Inability to modify status effect lists from some status effect callbacks (OnStartOneSideAction, OnStartTargetedOneSide, OnStartParrying, BeforeTakeDamage, BeforeLoseHPNotDmg, OnLoseHp, OnBreakState).
  75. - RemoveBufAll not properly calling Destroy on status effects that are being removed.
  76. - The definition of "Combat Pages used" in Emotion Level 5 draw condition and some passives actually registering "page clashes/onesides started" (i.e. excluding Mass Attacks, but including responding to attacks with the retain/counter queue).
  77. - Combat Page "Shock Round" (and possibly any modded Combat Pages using its self-script) never checking the second discarded page for whether it is Ammunition.
  78. - Dead characters leaving their status UI on the battlefield in some cases.
  79. - Gaining/losing Speed after slotting Combat Pages not affecting the Speed values used for resolving the said pages.
  80. - Deflect damage dealt being recorded in history as double the actually dealt amount.
  81. - HP/Stagger Resist bars under characters not playing their animations correctly, and their visual placement often appearing misleading.
  82. - Characters that would die during a clash or one-sided attack stopping most movement (except knockback and custom movement) during the engagement leading up to their death.
  83. - Attacks with Counter Dice not calling the correct callbacks if the first Combat Page to give a Counter Die to the character this Scene was a Mass Attack.
  84. - Various effects that activate based on would-be-taken damage not functioning correctly when the character taking damage has a DmgFactor or immunity altering said damage.
  85. - Some premade actionscript steps possibly softlocking if the target position happens to have a negative Y coordinate.
  86. - Dice using default melee attack actionscripts potentially sending the character out of visible bounds when too much damage is dealt.
  87. - EGO Combat Pages not honouring their recharge requirements as specified in XML.
  88. - Passive ability "Hana for All" failing to activate when gaining Strength/Endurance/Protection/Stagger Protection for the Scene after the next.
  89. - Battle Symbol "Hana Association Director" activating based on having gained any naturally stackable status effects, not just Strength/Endurance/Protection/Stagger Protection.
  90. - Battle Symbol "Odds Manipulator" only activating when the passive ability "Manipulator of Odds" rerolls a die into the minimum value.
  91. - Mass Attack dice with custom ActionPhase actionscripts not activating OnEndFarAreaBehaviourAtk callbacks.
  92. - Acting characters having their current action set to null upon being staggered, leading to Mass Attacks not calling OnEndBattle and to used pages not being removed from queue (causing the page to be reused again if the user recovers from Stagger in the same Scene).
  93. - Book burning UI displaying 1 bugged result entry if no results were obtained.
  94. - The display of recovered HP/SR during non-Mass Attack actions causing the status effect list display to be abnormally updated ahead of time.
  95. - Non-attack damage during Mass Attacks or with a specified owner not being displayed correctly.
  96. - Damage/recovery text not being animated correctly, as well as not being displayed when recovering 0 (unlike damage).
  97. - Non-reused pages not having their dice queue reset (for correctly defending against late-queued Mass Attacks).
  98. - AddAllCardListInBattle not working as intended if used on the same page multiple times, or if used on an automatically reusing page (TeamNear and similar).
  99. - Non-Mass Attack pages targeting out-of-combat characters preventing all slower non-Mass Attack pages of the same character from initiating action for the rest of the Scene.
  100. - Summation Mass Attacks always removing pages they attempt to destroy from play, even if the target page resisted destruction.
  101. - Attempting to initiate an action against a Staggered character who cannot act but still has some dice in the retain/counter queue resulting in initiating a clash instead of a one-sided attack.
  102. - Unloaded passive data not being correctly replaced with dummy data, causing a variety of issues.
  103. - Save system starting to fail before reaching maximum capacity.
  104. - Combat camera not being reset correctly when the Act is ended without ending the current Scene (such as by forcibly returning to the menu).
  105. - Character/Combat Page previews in combat continuing to display the previously displayed entities after combat is forcibly ended.
  106. - Titles that do not appear as equippable Battle Symbols still counting for the "Battle Symbol Fashionista" achievement.
  107. - "Kaleidoscope of Butterflies" using the wrong version of the "Futile Fluttering" passive during the Realization of Floor of Technological Sciences.
  108. - Greater Split: Vertical being able to target used pages for destruction if they previously finished their use without running out of dice (such as in the case of the target dying beforehand).
  109. - Combat Pages that are used for defending against a Mass-Summation attack after a Mass-Individual attack using an additional old copy of the die that was last used against the Individual for rolling and comparing against the Summation.
  110. - DestroyCard, DestroyCardByIdx and DestroyCardAll attempting to cancel actions even if the card was not destroyed.
  111. - DestroyCard, DestroyCardByIdx and DestroyCardAll attempting to cancel active actions.
  112. - DestroyCard and DestroyCardWithoutCurrentAction targeting used pages for destruction.
  113. - "[Type] Boost/Stunner/Mastery/Overpower Ⅰ/Ⅱ/Ⅲ" passives not working.
  114. - The background effect of "Crescendo" remaining permanently active if not actively removed.
  115. - Changing a character's base deck after changing to a temporary deck causing the temporary deck to be changed and the base deck to remain unchanged.
  116. - Audio sources copied from a specific prefab playing a footstep sound at full volume if not properly initialized.
  117. - Dice action effects sometimes lingering on characters for a moment after returning to formation at the end of the Scene.
  118. - Some character appearances (such as Seven Association Fixer) appearing severely misaligned and/or incorrectly scaled in some situations.
  119. - The version of the "Brilliant Bliss" passive used during the Realization of the Floor of Natural Sciences failing to correctly register the last attacker.
  120. - Passive destruction not affecting passives that are already queued to be added next Scene.
  121. - Servant of Wrath inflicting Erosion with outdated methods that can bypass immunity checks.
  122. - Head previews on equipped Key Pages for Patron Librarians being erroneously tinted if an Assistant Librarian's head was previously displayed.
  123. - The outline of the current floor's name in the book burning result menu not being set correctly.
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