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Bugs:Xenoblade Chronicles

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This page details bugs of Xenoblade Chronicles.

This page details bugs of Xenoblade Chronicles 3D.

This page details bugs of Xenoblade Chronicles Definitive Edition.

This page covers bugs found in all three versions of the game. Bugs specific to certain versions are specified.

Damage Range Bug (Wii/3DS)

When weapons roll for damage (auto-attack or arts), they cannot actually reach the weapon's maximum damage value: it can only be between [minimum] and [minimum + 99] (inclusive). This makes weapons with a wide range of damage much worse than advertised, and renders Attack Plus gems (which raise maximum) almost useless compared to Attack Stability gems (which raise minimum).

100 Key Items Glitch (all versions)

If you have 99 of any given key item and attempt to obtain another copy, the game softlock, as you must take the new key item but cannot delete the old key items to make room. The only key item you can gain infinite multiples of normally is the Strong Lubricant Oil.

(Source: Laenthor)

Early-Game Level 50 (Wii/3DS)

Tephra Cave, the second map in the game (outside of the prologue), can be logically divided into three parts: the main part of the cave is initially blocked by a red-lit door which unlocks shortly after by proceeding with the story, while a large bonus section is unlocked in late-game events. The game also rewards the player with experience for completing missions and discovering named locations: like in Pokémon, the experience-to-level conversion is not linear, so the rewards are larger for content intended to be obtained later.

Taking advantage of the imperfect solidity of the door, as well as the ability of the three active characters to push each other around if crowded, it is typically possible with a few minutes of effort to enter the second section early.

While the above trick does not allow for skipping those early events (as the player will meet a spider web that is not passable with that same method), they can reach the floor above Vilia Lake, wait for a Pond Skeeter on the lower level to come sufficiently close to be tauntable, do so without starting the battle (which would disable jumping), lure him next to a one-way jump from the endgame section of the cave, and jump in place, hoping for the knockback from the monster's attacks to push them up.

The player will that way have access to the third section. Further, as the game does not spawn enemies in that area until it is unlocked, the player is free to almost fully explore it, claiming high-level Ether Crystals and the aforementioned experience rewards before using the map to return to the first section of the cave and continuing normal gameplay.

Note that this trick cannot be reasonably done later in the game (as the characters will be too strong to not defeat the Skeeter quickly) or during a section of the story where the player cannot warp.

(Source: Shyntos et al.)

Voice Loss Bug (3DS)

For unclear reasons possibly related to a memory leak/long playing sessions, characters may spontaneously lose their voices. If this happens, the game will hang if a chain attack is attempted. Saving and reloading the game will correct the issue.

(Source: Thekiller37 (GameFAQs) et al.)

Climbing Switch Glitch/Early-Game Level 50 (Switch)

While both the door glitch and the range of the enemy were fixed in the remake, it is possible to glitch through a floor/wall if a CPU player is climbing a wall, the player is running against the wall to pass, and the active character is switched with the former. Done in appropriate places (i.e., backtracking from the Arachno Queen's Nest and holding the joystick towards top-left), this can also allow for reaching the last section of Tephra, as well as the High Entia treasure room along the Sororal Statue's elevator.

Unlike its equivalent in the older releases, this method can be done at pretty much any progression through the game.

It was fixed in v1.1.2.

(Source: Gren)

Battle Music Outside of Battle (Switch)

While many enemies attack on sight, some (called Scouts) will instead run away and return after some time with reinforcements (if not taunted or attacked before they reach them). If in the meanwhile the player teleported elsewhere (on a map where doing so is possible with actual world features), battle music may start to play and override the normal world music until the player moves to a different one.

(Source: Tables (GameFAQs))

End-of-Battle Bug (Switch)

If a battle is won by CPU characters while the player is dazed (yellow star status effect), there is a chance of the battle not terminating, hanging the game.

(Source: Wiltedflower (GameFAQs))

Affinity Coin Underflow (Switch)

Characters ordinarily earn one Affinity Coin per [maximum] level-up, plus one per Unique Monster defeated the first time, coincidentially allowing for a maximum of 255 coins. It is also intended that, when starting a New Game Plus, the latter coins can be obtained again, eventually reaching the cap of 999 coins after a sufficient number of chained playthroughs.

However, for unclear reasons associated with the use of Expert Mode to reduce levels below the maximum unlocked, the amount of coins may underflow when doing so.

The cause was allegedly fixed in v1.1.2.

(Source: Eletho (Reddit))

Elemental Carryover (Switch)

A bolt hanging around while no battle is active.

In some circumstances, elementals summoned by Melia do not go away when a battle ends. It is believed this has to do with the summoning art being interrupted at a certain time by something like a chain attack starting. The elemental remains active until it is used in battle, or a battle ends and it is properly disposed of.

Spike Defence Overflow (Switch)

If a character's total Spike Defence (from gems and skills combined) exceeds 100%, then counter spikes will heal them instead of damage them (e.g. at 105% defence they heal for 5% of the spike damage).

(Source: reddit)

Element Burst Aura Outside of Combat (Switch)

Normally, Melia's talent gauge is lowered to 90% if combat ends when it is full. However, the Channeled Pain skill link from Reyn (or Glorious Future from Shulk) allows it to fill to 100% without engaging in battle (e.g. from luring an enemy but not drawing weapons). From there, putting Melia in an AI slot and initiating combat will instantly activate her Elemental Burst aura, and she'll begin combat by summoning an elemental. If the player immediately disengages, swaps Melia out of the party before she's finished the summoning animation, and then puts her back in the player slot, her burst aura remains active indefinitely. This can be abused with an Aura Heal gem (and usage of Expert Mode) to wander forever through damaging terrain without dying.

In the original version, the battle menu is too slow to put away to access the party menu in time to set up the glitch, so it's unknown whether it's also present there.

(Source: https://www.youtube.com/watch?v=EhSX_2gRtr0)

Riki Gem Crafting Bug (Wii/3DS)

When using Riki as the Shooter for Gem Crafting his passive ability doesn't work properly, rendering him only able to shoot up to a maximum of 15 times. Definitive Edition fixed this, and Riki now works properly - at the cost of not being able to enter a Fever, he shoots twice as much. This means that he is much more viable for Gem Crafting in the Switch version.

(Source: Aximili99)

Zanza Target Icon Oversight (Switch)

Screenshot from the Wii version. Note the colors of the target icons above the adds' heads and of Zanza's target window.
Screenshot from the Wii version. Note the color of the target icon above Zanza's head.
Screenshot from Definitive Edition. Note the colors of the target icons above all the enemies' heads and of Zanza's target window.

Zanza is treated as always being "overleveled" regardless of the party members' levels, via having a red target icon and target window. However, in the Switch release, Zanza's target icon above his head is erroneously not set to always be red like his target window, as it instead changes color based on what level the party is like a typical enemy. Because of this, it's possible to figure out Zanza's exact levels during his fights without looking at the code: in Mechonis Core he's Level 50, in his final battle's First Phase he's Level 81, and in his final battle's Second and Third Phases he's Level 82.

(Source: source needed)

Voice Line Differences (Switch)

Definitive Edition has quite a few differences in which audio files it plays and how they're triggered compared to the original Wii version. The plausibility of these being deliberate changes varies for each case, but because the vast majority of battle lines are both treated identically to the Wii release and use the same takes from the voice actors, as well as the fact that there was a patch released that altered some of the battle lines, it's equally likely that any or all of these are errors.

  • In the Wii version, the enemy voice lines used during the Mecha-Mumkhar (not Metal Face) Valak Mountain fight and Egil (not Yaldabaoth) Agniratha fight contain the "Face Mechon voice filter/effect" despite them being outside of their Faces. These voice lines have this filter baked into them; the original performances do not exist in the Wii version's audio files. However, the original, clean takes for these lines were sought out to be used for the fights in the Switch version, fixing this oversight.
  • Changes that affect all party members except Dunban, Melia, and Riki:

There are two different types of lines that might play when a character is healed or buffed: a generic "thank you" of some sort, which all party members have, or dialogue that mentions a specific character, which only certain party members have.

  1. Characters who have both types of lines will always choose to say the latter type when applicable. This may be an intentional change so these relatively rare lines can be heard more often. Of note is that characters who have both types speak much less often when healed/buffed by characters they have latter-type lines for, than when the same characters are healed/buffed by characters they lack latter-type lines for. (e.g. Reyn talks to Shulk and Sharla less often than he does Melia when healed by them.) Therefore, it's possible the game still contains code for the affected characters to say their generic lines even when healed by characters they have latter-type lines for, which would match the Wii version, but is also coded to ignore/negate the times when RNG decides to have the generic lines play.
  2. Whenever multiple characters are healed/buffed simultaneously, at least one of which have latter-type lines as an option, and the game chooses to have multiple characters speak, the latter-type line will play over/at the same time as the generic line.
  • Changes that affect all party members:
  1. When a character receives a heal or a buff, they aren't guaranteed to thank the healer/buffer with the lines described above. This may be an intentional change to make battles less noisy.
  2. Characters will not say their "vision tag break" lines unless the tag is broken by killing the enemy in the vision.
  3. Only two party members will speak after a chain attack is completed, instead of all three.
  4. There are battle lines that are said when an enemy reaches certain HP thresholds: between 50% and 31%, and 30% or lower. In the Wii version, only the "30% HP" lines are guaranteed to play, the first line of both cases is always spoken by the character who landed the blow, and these lines will play even if the enemy affected is not the one currently targeted by the player. In the Switch version, both types of lines are guaranteed to always play, the first line is instead spoken by the player-controlled character, and non-targeted enemies being hit cannot trigger these lines. In addition, the Switch version plays these lines each and every time the player targets (and re-targets) an enemy whose HP is in either threshold.
  5. After the player wins a battle, the player-controlled character will always be the one who first says a "battle won" line, instead of the first speaker being chosen randomly.
  6. Any characters who were dead at the time the player won a battle will still say a "battle won" line. This may be an intentional change, as any dead characters are automatically revived the moment combat ends and should therefore be able to speak.
  7. Characters never say their "Gem ranked up in Gem Crafting results" lines, rendering them unused[1].
  • Changes that only affect Fiora:
  1. Fiora has lines that play when specifically Shulk heals or buffs her (see above): "Aww, thank you, Shulk." and "Shulk, I'm right beside you." In the Wii version, she says the latter only after she first says either the former Shulk-specific line or one of her generic "thank you"s. In the Switch version, she only ever says a single line when Shulk heals her, treating both of the aforementioned lines as alternate options for the same criteria.
  2. Two of Fiora's lines for her Battle Arts in the Switch version are audio files that do not exist in the Wii version of the game: she can say "Heal Barrier!" when using Healing Energy, and she can say "Gravity Zero!" when using Zero Gravity. Why these alternate takes where she says the wrong names for her Arts, which were presumably recorded before their localized names were finalized, were sought out and included is unknown.
  3. Homs Fiora can incorrectly say the line "The electromagnetic tempest will swallow you!" when using Power Smash which essentially replaces her original line "You're mine!" for this Art. Of note is this could be a potential spoiler for new players. Additionally, this is likely an "off by one" error, as the original line is audio file #986 while the replacement is #987.
  4. Mecha-Fiora has similar errors with her Arts voice lines. Her Double Wind line "You're mine!" essentially replaces her Ether Drain line "Your energy is mine!", and the latter line essentially replaces her Power Drain line "Now, it's not nice to hog all the energy!", rendering that one unused[1]. These especially seem like they were human error, as the lines for each replacement-pair use some of the same words.
  • Changes that only affect Reyn:
  1. When Reyn heals another character's daze, sleep, or confuse status, he can say the line "Guess I'll just go for it!" which essentially replaces his original line "What're ya playin' at?!", rendering it unused.[1] This change is especially odd because the "new" line is both unused in prior versions and is stored 65 files away from the original line, so it's very confusing how this happened and very likely to be an error.
  2. When Reyn takes damage in battle, his line that is supposed to only trigger when he misses several attacks in a row has a chance to play. Of note is that all versions of the game distinguish between attacks that deal average damage and attacks that are either critical hits or cause blow-down when playing voice lines, and Reyn's "repeated miss" line can play for both cases. This implies this was a deliberate choice, as the same line accidentally being tied to two separate, similar criteria is very unlikely. Why this was done and why Reyn is the only character affected is unknown.
  • A Riki-exclusive change: As a side effect of trying to fix a bug from the previous versions, Riki can no longer enter a Fever while Gem Crafting. This therefore renders his "Fever" line unused.[1]
  • Changes that only affect Sharla:
  1. Sharla's Heat Bullet line "Let's fire it up!" essentially replaces her Thunder Bullet line "Eat this electric round!", rendering it unused.[1]
  2. Sharla's Heal Bullet line "One Heal Bullet coming right up!" essentially replaces her Heal Blast line "Dose of healing, coming up!", rendering it unused.[1] This is similarly confusing to Fiora's alternate-takes errors, as the incorrect Art name is outright said in the line.
(Source: Kadoodles)

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 At the moment, it's unknown whether or not the audio file even exists in the Switch version, so the line may technically not be unused.