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** When [[VideoGame/FireEmblemRadiantDawn Lucia]] was added as a unit, her weapon's effect had a form of NoSell that prevented out of combat effects or skills from applying to her. A mistake with the coding though caused the effect to only half apply to her allies, meaning an ally unit with one of the Save skills meant to shield allies would protect her, but Lucia would still be able to counter the attacker and not be hurt. This briefly made her insanely broken as a result, leading to it being fixed quickly.

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** *** When [[VideoGame/FireEmblemRadiantDawn Lucia]] was added as a unit, her weapon's effect had a form of NoSell that prevented out of combat effects or skills from applying to her. A mistake with the coding though caused the effect to only half apply to her allies, meaning an ally unit with one of the Save skills meant to shield allies would protect her, but Lucia would still be able to counter the attacker and not be hurt. This briefly made her insanely broken as a result, leading to it being fixed quickly.
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** ''VideoGame/SuperRobotWars30'' has [[Anime/CodeGeass Suzaku]] and the Lancelot [=siN=], due to an error in placement for skillsets, cause Potential L9 to stack twice whenever Suzaku's "Curse of Geass" ability (which adds Potential L9 as one of its abilities). In practice, this makes him a powerhouse at critical HP levels as his hitrate and evasion skills are raised to '''a base 90% regardless of other factors'' and damage reduction boosted to '''at least 99%'''. Combined with [=siN=]'s "Blaze Luminous" ability, which reduces 1000 damage from all sources for 5 EN and his crit chances skyrocketing to over 100%, meaning that not only is Suzaku a StoneWall, he's also a killing machine.
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*** There is a pretty famous one involving the skill Adept. Adept gives the unit a speed percent chance to make another attack, meaning it has a somewhat low but still decent chance to hit when using a unit with good speed. If using a Brave weapon though, Adept will still have a chance of activating on the extra attacks as well. Where it becomes almost certainly a bug is that if a character has the Resolve skill - which gives a 1.5 multiplier to speed and skill if below half HP - then the character has a huge chance of making ''every attack'' activate Adept, meaning instead of up to four attacks, the unit can make ''eight'', which can make almost every enemy in the game crumble unless they have insanely high defense or some kind of NoSell.

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*** There is a pretty famous one involving the skill Adept. Adept gives the unit a speed percent chance to make another attack, meaning it has a somewhat low but still decent chance to hit when using a unit with good speed. If using a Brave weapon though, Adept will still have a chance of activating on the extra attacks as well. Where it becomes almost certainly a bug an unintended oversight in how the skill works is that if a character has the Resolve skill - which gives a 1.5 multiplier to speed and skill if below half HP - then the character has a huge chance of making ''every attack'' activate Adept, meaning instead of up to four attacks, the unit can make ''eight'', which can make almost every enemy in the game crumble unless they have insanely high defense or some kind of NoSell.

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* The first ''VideoGame/SuperRobotWarsOriginalGeneration'' game had a bug that caused all character themes to be overriden by a particular enemy unit's theme when he comes into play. The theme was so SugarWiki/{{Awesome|Music}}, however, that the feature, now dubbed "Trombe Override" (after [[https://www.youtube.com/watch?v=BvbkVAnpcR4 the theme music, named ''Trombe!'']]) is a regular fixture of the series.

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* ''VideoGame/SuperRobotWars'':
** ''VideoGame/{{Super Robot Wars Alpha}} 3'' calculates the energy cost to move in the air or in space based on how many tiles the unit has actually moved on screen, but the amount of energy to refund from cancelling a movement based on how many total squares were ordered to be moved. Cancelling movements partway through can thus allow any unit to infinitely recover energy, albeit excruciatingly slowly.
**
The first ''VideoGame/SuperRobotWarsOriginalGeneration'' game had a bug that caused all character themes to be overriden by a particular enemy unit's theme when he comes into play. The theme was so SugarWiki/{{Awesome|Music}}, however, that the feature, now dubbed "Trombe Override" (after [[https://www.youtube.com/watch?v=BvbkVAnpcR4 the theme music, named ''Trombe!'']]) is a regular fixture of the series.



** ''VideoGame/SuperRobotWarsZ Tengoku-hen'' has a glitch where if either [[Characters/SuperRobotWarsZ Hibiki Kamishiro]] or [[Anime/{{Diebuster}} Nono]] use items in their inventory and then transform into their super modes, they can reuse the items that they already have used again. By the end of the game, both of them each get an even ''more'' super mode which also has the glitch, letting them use their items a third time. This wouldn't be so broken if ''Tengoku-hen'' wasn't the only game to ever feature the Miracle Fragment, an item that casts every single beneficial spirit command in the game, making it already a GameBreaker when you can use it ''once''.

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** ''VideoGame/SuperRobotWarsZ Tengoku-hen'' has a glitch where if either [[Characters/SuperRobotWarsZ Hibiki Kamishiro]] or [[Anime/{{Diebuster}} Nono]] use items in their inventory and then transform into their super modes, they can reuse the items that they already have used again. By the end of the game, both of them each get an even ''more'' super mode which also has the glitch, letting them use their items a third time. This wouldn't be so broken if ''Tengoku-hen'' wasn't the only game to ever feature the Miracle Fragment, an item that casts every single beneficial spirit command in the game, making it already a GameBreaker when you can use it ''once''.
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** ''VideoGame/SuperRobotWarsZ Tengoku-hen'' has a glitch where if either [[Characters/SuperRobotWarsZ Hibiki Kamishiro]] or [[Anime/{{Diebuster}} Nono]] use items in their inventory and then transform into their super modes, they can reuse the items that they already have used again. [[GameBreaker And considering the both of them]] have 3 tiers in their super modes (though Nono gets hers near the end of the game).

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** ''VideoGame/SuperRobotWarsZ Tengoku-hen'' has a glitch where if either [[Characters/SuperRobotWarsZ Hibiki Kamishiro]] or [[Anime/{{Diebuster}} Nono]] use items in their inventory and then transform into their super modes, they can reuse the items that they already have used again. [[GameBreaker And considering the both of them]] have 3 tiers in their super modes (though Nono gets hers near By the end of the game).game, both of them each get an even ''more'' super mode which also has the glitch, letting them use their items a third time. This wouldn't be so broken if ''Tengoku-hen'' wasn't the only game to ever feature the Miracle Fragment, an item that casts every single beneficial spirit command in the game, making it already a GameBreaker when you can use it ''once''.
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*** There is a pretty famous one involving the skill Adept. Adept gives the unit a speed percent chance to make another attack, meaning it has a somewhat low but still decent chance to hit when using a unit with good speed. If using a Brave weapon though, the game can proc Adept on the the extra attacks as well. Where it becomes almost certainly a bug is that if a character has the Resolve skill - which gives a 1.5 multiplier to speed and skill if below half HP - then the character has a huge chance of making ''every attack'' activate Adept, meaning instead of up to four attacks, the unit can make ''eight'', which can make almost every enemy in the game crumble unless they have insanely high defense or some kind of NoSell.

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*** There is a pretty famous one involving the skill Adept. Adept gives the unit a speed percent chance to make another attack, meaning it has a somewhat low but still decent chance to hit when using a unit with good speed. If using a Brave weapon though, the game can proc Adept will still have a chance of activating on the the extra attacks as well. Where it becomes almost certainly a bug is that if a character has the Resolve skill - which gives a 1.5 multiplier to speed and skill if below half HP - then the character has a huge chance of making ''every attack'' activate Adept, meaning instead of up to four attacks, the unit can make ''eight'', which can make almost every enemy in the game crumble unless they have insanely high defense or some kind of NoSell.
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** There is a pretty famous one involving the skill Adept. Adept gives the unit a speed percent chance to make another attack, meaning it has a somewhat low but still decent chance to hit when using a unit with good speed. If using a Brave weapon though, the game can proc Adept on the the extra attacks as well. Where it becomes almost certainly a bug is that if a character has the Resolve skill - which gives a 1.5 multiplier to speed and skill if below half HP - then the character has a huge chance of making ''every attack'' activate Adept, meaning instead of up to four attacks, the unit can make ''eight'', which can make almost every enemy in the game crumble unless they have insanely high defense or some kind of NoSell.

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** *** There is a pretty famous one involving the skill Adept. Adept gives the unit a speed percent chance to make another attack, meaning it has a somewhat low but still decent chance to hit when using a unit with good speed. If using a Brave weapon though, the game can proc Adept on the the extra attacks as well. Where it becomes almost certainly a bug is that if a character has the Resolve skill - which gives a 1.5 multiplier to speed and skill if below half HP - then the character has a huge chance of making ''every attack'' activate Adept, meaning instead of up to four attacks, the unit can make ''eight'', which can make almost every enemy in the game crumble unless they have insanely high defense or some kind of NoSell.
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** There is a pretty famous one involving the skill Adept. Adept gives the unit a speed percent chance to make another attack, meaning it has a somewhat low but still decent chance to hit when using a unit with good speed. If using a Brave weapon though, the game can proc Adept on the the extra attacks as well. Where it becomes almost certainly a bug is that if a character has the Resolve skill - which gives a 1.5 multiplier to speed and skill if below half HP - then the character has a huge chance of making ''every attack'' activate Adept, meaning instead of up to four attacks, the unit can make ''eight'', which can make almost every enemy in the game crumble unless they have insanely high defense or some kind of NoSell.
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*** Seemingly to avoid any issues, Staff weapons are capable of being used as melee weapons, though only if the user is attacked. For some reason though, most Staffs have higher than average crit chance, with the Matrona staff having a guaranteed crit chance. Due to this, it is possible with some preparation to have a character crit enemies to death with what amounts of bonking them with a healing staff, despite the game obviously not intending for that to be a strategy.

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*** Seemingly to avoid any issues, Staff weapons are capable of being used as melee weapons, though only if the user is attacked.as {{Counter Attack}}s. For some reason though, most Staffs have higher than average crit chance, with the Matrona staff having a guaranteed crit chance. Due to this, it is possible with some preparation to have a character crit enemies to death with what amounts of bonking them with a healing staff, despite the game obviously not intending for that to be a strategy.

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*** Seemingly to avoid any issues, Staff weapons are capable of being used as melee weapons, though only if the user is attacked. For some reason though, most Staffs have higher than average crit chance, with the Matrona staff having a guaranteed crit chance. Due to this, it is possible with some preperation to have a character crit enemies to death with what amounts of bonking them with a healing staff, despite the game obviously not intending for that to be a strategy.

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*** Seemingly to avoid any issues, Staff weapons are capable of being used as melee weapons, though only if the user is attacked. For some reason though, most Staffs have higher than average crit chance, with the Matrona staff having a guaranteed crit chance. Due to this, it is possible with some preperation preparation to have a character crit enemies to death with what amounts of bonking them with a healing staff, despite the game obviously not intending for that to be a strategy.



*** When randomly generating units for the training tower or Tempest Trials, ensures that legendary weapons or [[SecretArt exclusive skills]] don't go into the unintended hands. An oversight on the weapon Alondite caused one of its wielders, Zelgius, to randomly generate with a random non-legendary sword in the training tower and completely unarmed in Tempest Trials, because Alondite was coded only for the Black Knight. This was eventually fixed in 2.3 as an undocumented change.

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*** When randomly generating units for the training tower or Tempest Trials, ensures that legendary weapons or [[SecretArt exclusive skills]] don't go into the unintended hands. An oversight on the weapon Alondite caused one of its wielders, Zelgius, to randomly generate with a random non-legendary sword in the training tower and completely unarmed in Tempest Trials, because Alondite was coded only for the Black Knight.Knight, who was a free unit who could not show up as a random enemy. This was eventually fixed in 2.3 as an undocumented change.


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** When [[VideoGame/FireEmblemRadiantDawn Lucia]] was added as a unit, her weapon's effect had a form of NoSell that prevented out of combat effects or skills from applying to her. A mistake with the coding though caused the effect to only half apply to her allies, meaning an ally unit with one of the Save skills meant to shield allies would protect her, but Lucia would still be able to counter the attacker and not be hurt. This briefly made her insanely broken as a result, leading to it being fixed quickly.
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** ''VideoGame/SuperRobotWarsUX'' has perhaps the only case where a bug being a GameBreakingBug is what ''makes'' it a GoodBadBug. Having ''VisualNovel/{{Demonbane}}'' and Master Therion use their Shining Trapezohedrons against each other will crash the game on the spot; what makes this a good bug is that it perfectly recreates the source material, where if they ever did this, it would cause Azathoth to awaken and reality would instantly pop like a soap bubble.
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* In ''VideoGame/RomanceOfTheThreeKingdoms IV: Wall of Fire'', one can transform a number of soldiers into a nigh-infinite number of soldiers by assigning them to a general's command and then declining to go to war, removing the general and reassigning him, and repeating as desired.

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* In ''VideoGame/RomanceOfTheThreeKingdoms ''VideoGame/{{Romance of the Three Kingdoms|Koei}} IV: Wall of Fire'', one can transform a number of soldiers into a nigh-infinite number of soldiers by assigning them to a general's command and then declining to go to war, removing the general and reassigning him, and repeating as desired.
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*** Staffs were given battle animations so that if one using it is attacked, the game doesn't have issues loading the animations. As a side effect of this though, they had to give them some amount of stats to make it work. Likely because they couldn't do damage normally, staffs were given high crit chances (as in higher than weapons designed to actual crit enemies). Several units who can use staffs also have decent strength stats, meaning its possible to kill enemies by criting them with a staff.

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*** Staffs were given battle animations so that Seemingly to avoid any issues, Staff weapons are capable of being used as melee weapons, though only if one using it is attacked, the game doesn't have issues loading the animations. As a side effect of this user is attacked. For some reason though, they had to give them some amount of stats to make it work. Likely because they couldn't do damage normally, staffs were given high crit chances (as in most Staffs have higher than weapons designed to actual average crit enemies). Several units who can use staffs also have decent strength stats, meaning its chance, with the Matrona staff having a guaranteed crit chance. Due to this, it is possible with some preperation to kill have a character crit enemies by criting to death with what amounts of bonking them with a staff.healing staff, despite the game obviously not intending for that to be a strategy.
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** A less "glitchy" bug is the way the AI is coded to refuel units. The AI is indeed coded to move units adjacent to an APC to refuel them if they get low on fuel, but this is bugged because the AI is also coded ''to move transports last''. This means they'll move their own units beside an APC, then the APC will move way, then the turn will end, and if left alone they'll effectively chase their own [=APCs=] about the map until they run dry on fuel. This actually makes ''Drake'' an incredibly useful CO on the Green Earth factory mission and the final missions of ''Advance Wars 2: Black Hole Rising:'' since his Super CO power drains half the fuel of his enemy, you can put a large swath of Hawke and Sturm's army into this glitched "chase the APC" behavior which renders them incredibly vulnerable to attack.

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** A less "glitchy" bug is the way the AI is coded to refuel units. The AI is indeed coded to move units adjacent to an APC to refuel them if they get low on fuel, but this is bugged because the AI is also coded ''to move transports last''. This means they'll move their own units beside an APC, then the APC will move way, then the turn will end, and if left alone they'll effectively chase their own [=APCs=] about the map until they run dry on fuel. This actually makes ''Drake'' an incredibly useful CO on the Green Earth factory mission and the final missions of ''Advance Wars 2: Black Hole Rising:'' since his Super CO power drains half the fuel of his enemy, you can put a large swath of Hawke and Sturm's army into this glitched "chase the APC" behavior which renders them incredibly vulnerable to attack.attack.
** Reboot Camp has an infinite funds glitch on Version 1.0.0. All you need to do is drain your funds to exactly zero, exit the map, and reload the mission -- your units will be built but you'll have the full amount of funds you would have received at the start of your turn, allowing you to build again. This can be repeated as many times as you like, so long as you can keep draining your money to zero.
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** ''VideoGame/FireEmblemThreeHouses'': Linked Attacks would only trigger their bonuses when another unit is in attacking range of an enemy. Due to an oversight though, characters with spells that could hit from far across the map could essentially always give bonuses to other units. The most note worthy one being Dorothea, whose Meteor has huge range and who had a large amount of support options, meaning not only would she almost always provide the basic bonus, but the additional might that came with it. This allowed units to potentially always have the extra hit/avoid, which while not gamebreaking, was a huge asset on higher difficulties. Sadly, this was tweaked in later patches to balance it out.
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** Advance Wars Dual Strike had a means of glitching the game to have no [=CO=] at all, resulting in a glitched "commander" who had Andy's theme, no [=CO=] power, and [[MasterOfNone completely average stats with no unique abilities]]. Being able to choose no [=CO=] for your army would even [[AscendedGlitch become a feature]] in Advance Wars: Days of Ruin.

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** Advance Wars Dual Strike had a means of glitching the game to have no [=CO=] at all, resulting in a glitched "commander" who had Andy's theme, no [=CO=] power, and [[MasterOfNone completely average stats with no unique abilities]]. Being able to choose no [=CO=] for your army would even [[AscendedGlitch become a feature]] in Advance Wars: Days of Ruin.Ruin.
** A less "glitchy" bug is the way the AI is coded to refuel units. The AI is indeed coded to move units adjacent to an APC to refuel them if they get low on fuel, but this is bugged because the AI is also coded ''to move transports last''. This means they'll move their own units beside an APC, then the APC will move way, then the turn will end, and if left alone they'll effectively chase their own [=APCs=] about the map until they run dry on fuel. This actually makes ''Drake'' an incredibly useful CO on the Green Earth factory mission and the final missions of ''Advance Wars 2: Black Hole Rising:'' since his Super CO power drains half the fuel of his enemy, you can put a large swath of Hawke and Sturm's army into this glitched "chase the APC" behavior which renders them incredibly vulnerable to attack.
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Loads And Loads Of Characters is no longer a trope


** ''VideoGame/{{Super Robot Wars Z}}2'' had some interface tweaks between the first and second parts. One of the tweaks opened up a bug that allows you to have ''[[LoadsAndLoadsOfCharacters all of your party members]]'' take a turn at using the Sub Orders system, instead of the normal limit of twenty. While this can be used to gather enormous amounts of money very quickly, a less game-breaking application is to gather kills and PP on the units that you don't normally deploy on a given run. Another bug allows you to select and then deselect the carryover option when starting a new game to stack the carryover bonus money, allowing you to gain enough money to max out all of your units before the game even begins.

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** ''VideoGame/{{Super Robot Wars Z}}2'' had some interface tweaks between the first and second parts. One of the tweaks opened up a bug that allows you to have ''[[LoadsAndLoadsOfCharacters all ''all of your party members]]'' members'' take a turn at using the Sub Orders system, instead of the normal limit of twenty. While this can be used to gather enormous amounts of money very quickly, a less game-breaking application is to gather kills and PP on the units that you don't normally deploy on a given run. Another bug allows you to select and then deselect the carryover option when starting a new game to stack the carryover bonus money, allowing you to gain enough money to max out all of your units before the game even begins.
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** And even moreso in the first ''Advance Wars'', where it was possible to put the game in a glitched state where, in a nutshell, both the Campaign ''and'' the Map Editor were active at the exact same time. This allowed you to not win one, but ''every'' match by simply setting the "place unit" cursor to the color of the enemy army, and then choosing "yield" from the menu to instantly end their match ''before their turn even begins''.
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** In ''VideoGame/FireEmblemGaiden'' the player is normally expected to have TheHero [[OnlyTheChosenMayWield use]] the SwordOfPlotAdvancement in order to damage the FinalBoss after a certain point because said sword is a VillainBeatingArtifact. However, a programming oversight that normally forces attacks to miss (as the force the player into beating the final boss in the intended way) fails to work on the [[LifeDrain Nosferatu]] spell, which has fixed accuracy. As a result, it became possible to kill Duma with Nosferatu, which was eventually added in as an EasterEgg when Gaiden was remade.

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** In ''VideoGame/FireEmblemGaiden'' the player is normally expected to have TheHero [[OnlyTheChosenMayWield use]] the SwordOfPlotAdvancement in order to damage the FinalBoss after a certain point because said sword is a VillainBeatingArtifact. However, a programming oversight the game code that normally forces attacks to miss (as the to force the player into beating the final boss in the intended way) fails to work on the fixed-accuracy [[LifeDrain Nosferatu]] spell, which has fixed accuracy. spell due to a programming error. As a result, it became possible to kill Duma with Nosferatu, which was eventually added in to the remake as an EasterEgg when Gaiden was remade.EasterEgg.
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** In ''VideoGame/FireEmblemGaiden'' the player is normally expected to have TheHero [[OnlyTheChosenMayWield use]] the SwordOfPlotAdvancement in order to damage the FinalBoss after a certain point because said sword is a VillianBeatingArtifact. However, a programming oversight that normally forces attacks to miss (as the force the player into beating the final boss in the intended way) fails to work on the [[LifeDrain Nosferatu]] spell, which has fixed accuracy. As a result, it became possible to kill Duma with Nosferatu, which was eventually added in as an EasterEgg when Gaiden was remade.

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** In ''VideoGame/FireEmblemGaiden'' the player is normally expected to have TheHero [[OnlyTheChosenMayWield use]] the SwordOfPlotAdvancement in order to damage the FinalBoss after a certain point because said sword is a VillianBeatingArtifact.VillainBeatingArtifact. However, a programming oversight that normally forces attacks to miss (as the force the player into beating the final boss in the intended way) fails to work on the [[LifeDrain Nosferatu]] spell, which has fixed accuracy. As a result, it became possible to kill Duma with Nosferatu, which was eventually added in as an EasterEgg when Gaiden was remade.



** In VideoGame/FireEmblemTheSacredStones, that enemy control glitch (which can now be activated by normal combat damage as long as it's the enemy's turn) still lets you make all the enemies hand their weapons and equipment to your team. Including, say, claws, teeth, and eyes, which the game treats as weapons. And if you then equip eyes, you can train any character, no matter their class, in dark magic. You can also give rare items to a gorgon egg, which will mark its whole inventory except the first item as "items which will be dropped when I die", wait for it to hatch, and kill it, and when you do all the items will be fully recharged, even the unique items which were specifically designed to be unrechargable.

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** In VideoGame/FireEmblemTheSacredStones, ''VideoGame/FireEmblemTheSacredStones'', that enemy control glitch (which can now be activated by normal combat damage as long as it's the enemy's turn) still lets you make all the enemies hand their weapons and equipment to your team. Including, say, claws, teeth, and eyes, which the game treats as weapons. And if you then equip eyes, you can train any character, no matter their class, in dark magic. You can also give rare items to a gorgon egg, which will mark its whole inventory except the first item as "items which will be dropped when I die", wait for it to hatch, and kill it, and when you do all the items will be fully recharged, even the unique items which were specifically designed to be unrechargable.



*** When randomly generating units for the training tower or Tempest Trials, ensures that legendary weapons or [[SecretArt exclusive skills]] don't go into the unintended hands. An oversight on the weapon Alondite caused one of its wielders, Zelgius, to randomly generate with a random non-legendary sword in the training tower and completely unarmed in Tempest Trials. Turns out Alondite was coded only for the other wielder: [[spoiler: his alter ego,]] Black Knight. This bug was fixed in 2.3, but wasn't documented.

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*** When randomly generating units for the training tower or Tempest Trials, ensures that legendary weapons or [[SecretArt exclusive skills]] don't go into the unintended hands. An oversight on the weapon Alondite caused one of its wielders, Zelgius, to randomly generate with a random non-legendary sword in the training tower and completely unarmed in Tempest Trials. Turns out Trials, because Alondite was coded only for the other wielder: [[spoiler: his alter ego,]] Black Knight. This bug was eventually fixed in 2.3, but wasn't documented.3 as an undocumented change.
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*** There's a similar (and more convoluted)exploit found [[https://www.youtube.com/watch?v=ZVqWCdKif3c&t=1277s here]] that combines the ability to trade per-turn resources for one-time payments and cancelling the trade the next turn without getting involved in a war at all. In short, the trick combines being able to trade one-time payments for per-turn obligations, the rule that says that if ''any'' part of the per-turn trade is unable to be completed the whole deal is off, the fact that forts can be used to replace improvements like plantations and mines and the ''first turn'' of building the fort removes the existing building, and a few more. Essentially, you offer a luxury resource of which you have only one source to a computer opponent in return for receiving gold, and then break the deal the next turn by losing access to that luxury when you start building the fort, which means you get their money and can then cancel the fort and rebuild the mine/plantation to do it again. What happens if they don't have a substantial amount of gold to make it worthwhile? Well, you can get around this by first offering the gold to ''them'' in exchange for a certain amount of gold per turn back to you, and then immediately use the gold you just gave them to sell them the resource. Since the gold per turn they are giving you in return for the flat gold payment is ''not'' associated with the trade involving the resource, it does not cancel out when the resource loss cancels the other trade. Note that not only does this trick give YOU a lot of gold, it obliges the computer to keep giving you money to their financial ruin, AND if the trade offers were generous enough to the computer, makes them love you all the more while they are driven into bankruptcy.
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The "Nuclear Gandhi" overflow glitch has been refuted by Sid Meier himself.


** Civ I gave the AI single blanket aggressiveness ratings. The Democracy government made your citizens unhappy with war, so it gave a modifier of -2 to the rating. This worked pretty well at making them less likely to start trouble, except that [[UsefulNotes/MahatmaGandhi Gandhi]]'s [[ActualPacifist default aggressiveness was 1]], and would underflow to 255, so as soon as he got democracy he would turn into a bloodthirsty maniac that threw nukes around with reckless abandon. (By way of comparison, the most warlike leaders were Montezuma and Genghis Khan, with aggressiveness of 10.) This was so memorable that [[AscendedGlitch later games in the series give Gandhi an abnormally high priority on the construction of nuclear weapons]].
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** In ''VideoGame/FireEmblemGaiden'' the player is normally expected to have TheHero [[OnlyTheChosenMayWield use]] the SwordOfPlotAdvancement in order to damage the FinalBoss after a certain point because said sword is a VillianBeatingArtifact. However, a programming oversight that normally forces attacks to miss (as the force the player into beating the final boss in the intended way) fails to work on the [[LifeDrain Nosferatu]] spell, which has fixed accuracy. As a result, it became possible to kill Duma with Nosferatu, which was eventually added in as an EasterEgg when Gaiden was remade.

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** In ''VideoGame/FireEmblemRadiantDawn'', an enemy Bishop with a Rescue staff can place an enemy on top of a pitfall trap in Chapter 3-11. This allows a unit with Pass to move through the square unimpeded, as well as creating a very silly situation where a unit can engage an enemy and then fall into a pit as soon as they try to pass through the recently occupied space. More importantly, you can take advantage of this by placing your ''own'' flying units atop one of these spaces (and you recruit a LOT that chapter) and then moving your non-fliers past the pitfalls. The game will not allow two units to occupy the same space; therefore, it will not stop them as they go over the pitfalls.
** ''VideoGame/FireEmblemHeroes'', when randomly generating units for the training tower or Tempest Trials, ensures that legendary weapons or [[SecretArt exclusive skills]] don't go into the unintended hands. An oversight on the weapon Alondite caused one of its wielders, Zelgius, to randomly generate with a random non-legendary sword in the training tower and completely unarmed in Tempest Trials. Turns out Alondite was coded only for the other wielder: [[spoiler: his alter ego,]] Black Knight. This bug was fixed in 2.3, but wasn't documented.
*** Also in Heroes, on the first Touch Battle, it was possible to win the first level without actually playing, as you had just enough HP to tank all the enemies.

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** In ''VideoGame/FireEmblemRadiantDawn'', an ''VideoGame/FireEmblemRadiantDawn''
*** An
enemy Bishop with a Rescue staff can place an enemy on top of a pitfall trap in Chapter 3-11. This allows a unit with Pass to move through the square unimpeded, as well as creating a very silly situation where a unit can engage an enemy and then fall into a pit as soon as they try to pass through the recently occupied space. More importantly, you can take advantage of this by placing your ''own'' flying units atop one of these spaces (and you recruit a LOT that chapter) and then moving your non-fliers past the pitfalls. The game will not allow two units to occupy the same space; therefore, it will not stop them as they go over the pitfalls.
*** Staffs were given battle animations so that if one using it is attacked, the game doesn't have issues loading the animations. As a side effect of this though, they had to give them some amount of stats to make it work. Likely because they couldn't do damage normally, staffs were given high crit chances (as in higher than weapons designed to actual crit enemies). Several units who can use staffs also have decent strength stats, meaning its possible to kill enemies by criting them with a staff.
** ''VideoGame/FireEmblemHeroes'', when ''VideoGame/FireEmblemHeroes''
*** When
randomly generating units for the training tower or Tempest Trials, ensures that legendary weapons or [[SecretArt exclusive skills]] don't go into the unintended hands. An oversight on the weapon Alondite caused one of its wielders, Zelgius, to randomly generate with a random non-legendary sword in the training tower and completely unarmed in Tempest Trials. Turns out Alondite was coded only for the other wielder: [[spoiler: his alter ego,]] Black Knight. This bug was fixed in 2.3, but wasn't documented.
*** Also in Heroes, on During one period of the first Touch Battle, it game, a glitch was possible to win made where when doing maps with the first level without actually playing, as retry option, if you had just enough HP to tank all kept redoing the enemies.fight, it would cause the amount of Skill Points (SP) to continuously double, meaning you could get up to getting nearly 800 SP for defeating a single enemy. It was fixed shortly, but the developers opted not to punish people for using it.
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*** When founding a Pantheon, you receive a small bonus to go with it. However, if you press Escape at the same time as clicking 'Found Pantheon', you get the founding bonus but can choose another one. Or the same one. Repeat this as many times as you like for as big an early-game steroid as you like, such as having fifty Settlers on Turn 30.

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*** When founding a Pantheon, you receive a small bonus to go with it. However, if you press Escape at the same time as clicking 'Found Pantheon', you get the founding bonus but can choose another one. Or the same one. Repeat this as many times as you like for as big an early-game steroid as you like, such as having fifty Settlers on Turn 30.in the Ancient Age.
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*** When founding a Pantheon, you receive a small bonus to go with it. However, if you press Escape at the same time as clicking 'Found Pantheon', you get the founding bonus but can choose another one. Or the same one. Repeat this as many times as you like for as big an early-game steroid as you like, such as having fifty Settlers on Turn 30.

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