Mega Man RPG Prototype Bug Reports

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Official Known Bugs and Issues Thread

January 14th, 2014 at 10:52pm
8,554,300 BP
206 TP | 536 PP
The current version of the prototype has many bugs, as will many version in the future. This is inevitable, all we can do is fix them as they come up and then move on.

Some bugs and issues, however, do not want us to move on. Unfortunately there are some quirks with the prototype that I have not been able to fix yet and unfortunately get reported a lot. I would like to list the most common ones here so that you know you are not alone in your struggles and we are aware of the issue.

Items will be taken off this list when/if they ever get fixed, but until then you just have to deal with 'em. Let's get started!

* This game only works in modern, updated browsers like Chrome, Firefox, and Safari. Opera is iffy and Internet Explorer is just a "no". If you use one of the less-than-desirable browsers and it doesn't work properly you're on your own. Browsers are free, downloads are small, and dealing with Microsoft's backward system is not on my list of priorities. Sorry. :|

* Even though the games works fairly well in modern browsers, it can still lag sometimes and has a really nasty crashing bug its tab goes inactive during a battle. If the transitions are too choppy you should lower your message speed in the "Options" menu, and if you need to switch tabs click the little pause button at the top of the battle window before you do (or wait until you're back at the main menu again). You've been warned.

* Every single turn your actions are sent back to the server and the results sent back to you after being calculated. If your browser session somehow expires while you're in the middle of a battle (maybe you have aggressive cookie settings, maybe you left the battle idle for way too long, etc.) the entire battle will be ruined and you'll have to start over. Hundreds of robots will appear on-screen in a glitched out manner and you will not be able to do anything constructive so don't try. Reload the prototype and see if you need to log in again.

* Slightly related to above issue, sometimes there will be a fatal error on the server and the battle will be unable to continue causing an endless "Loading..." screen. After a set amount of time, an alert will appear asking you if you want to resend your last action, but most of the time it will not work and the battle may need to be restarted entirely. This is obviously a game-breaking bug that should be fixed, but at the moment it's incredibly hard to diagnose. At the very least, any experience points earned in battle before the bug occurs will NOT be lost.

I know this issues are really annoying and can make your throw the mouse across the room, but please understand that I will fix them as soon as I am capable and I feeeeeeeel your pain. Thank you for baring with me and these bugs and thank you soooo much for playing the prototype! :D
Official Known Bugs and Issues Thread
Posted by Ageman20XX on January 14th, 2014 at 10:52pm
Viewed 8138 Times
25,089,200 BP
10 TP | 623 PP
Posted on July 18th, 2016 at 4:09am
Posted 2016/07/18 at 4:09am
@ThatOneEnderMan : Hopefully the crash didn't affect our save files and yeah MMRPG crashed for unknown reason,we should keep an eye on any new outgoing bugs
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37,622,600 BP
12 TP | 703 PP
Posted on August 6th, 2016 at 9:24pm
Posted 2016/08/06 at 9:24pm
Is it just me, or does the "Players" tab doesn't work, and all of the other tabs work just fine?
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8,554,300 BP
206 TP | 536 PP
Posted on August 6th, 2016 at 9:49pm
Posted 2016/08/06 at 9:49pm
@ThatOneEnderMan : Fixed, thanks for the heads-up!
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34,767,700 BP
13 TP | 180 PP
Posted on October 17th, 2016 at 4:28pm Edited on 2016/10/17 at 5:51pm
Posted 2016/10/17 at 4:28pm Edited 2016/10/17 at 5:51pm
I don't know if it's just me, but it seems robots aren't getting a Weapon Energy discount for their own abilities, which means for example that Mega Man needs 2 WE to use the Mega Buster, and Elec Man needs a whooping 4 WE to use his own Thunder Beam! If I try to remove the ability and then put it back on, it shows the correct discounted WE ammount, but upon reloading the Robots tab or going into battle it reverts back to double the correct ammount.

Also, it seems if you remove (NOT replace) an ability that's not the last on the list, some of the later abilities tend to dissapear afterwards.

EDIT: I found another bug
As much as I use either the Attack Capsule or the Super Capsule, my Ice Man's stats won't actually increase. They go up in-battle, but as soon as I get out of it the upgrade goes away, even tho Ice Man doesn't yet have Max Attack.
Also, even though the Super Capsule is meant to increase stats by less than the other capsules (20% in each stat vs 30% in one), in practice the Super Capsule increases everything by MUCH more than the Specialized Capsules.
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6,298,800 BP
35 TP | 670 PP
Posted on October 17th, 2016 at 5:43pm
Posted 2016/10/17 at 5:43pm
@Shadownnico : This also Effects Mega Slide if I'm Correct
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- deleted -
14,021,100 BP
2 TP | 60 PP
Posted on October 19th, 2016 at 9:43am Edited on 2016/10/19 at 9:51am
Posted 2016/10/19 at 9:43am Edited 2016/10/19 at 9:51am
One interesting bug (which surely no one cares due to the attack's nature):Roll Swingcannot be learned by ANYCopy Robot. However,Disco FeverandRhythm Satellitedoes. Another bug related to tier 2 support attacks (which is negligible, since it only affects the display of your "Unlocked Abilities" and is for display purposes, and we have the Light Program for that): The Tier 2 attacks are only recorded as "unlocked" depending on whose doc is using it. That means, if you useRoll,DiscoandRhythmwithDr. Lightprior to unlocking the ability, all of it were credited toDr. Light, and no credit will be given toDr. WilyorDr. Cossack. Same goes for the elemental shots, busters and overdrives sold on Reggae's shop. (One idea I had is that the other docs can still be credited as the "unlocked the ability" by using Copy Shot, provided the enemy RM uses the aforementioned attacks, which requires LUCK...but this idea only counts the elemental shots, busters and overdrives, as the AI NEVER uses Tier 2 Support Attacks.)
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super ultra man
4,721,300 BP
0 TP | 5 PP
Posted on April 3rd, 2017 at 4:31pm
Posted 2017/04/03 at 4:31pm
my party turned into all the robots i have at level 1 and can't attack with fill weapon power had to quit
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61,536,200 BP
3 TP | 195 PP
Posted on April 15th, 2017 at 11:20am
Posted 2017/04/15 at 11:20am
So this happened when I attempted to go back during a mission...

I pressed the back button since it sometimes goes back to the menu, but this time it restarted the mission with all my current robots.
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61,536,200 BP
3 TP | 195 PP
Posted on April 15th, 2017 at 2:16pm
Posted 2017/04/15 at 2:16pm
Oh, found another bug.

So Dive Man used Energy Swap with a defeated enemy, which in turn caused both of them to disappear. I tried to use Rain Flush again, but the mission ended once I selected it.
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Master Alicia
26,664,600 BP
13 TP | 63 PP
Posted on October 23rd, 2017 at 6:15am
Posted 2017/10/23 at 6:15am
Hello Adrian I'm happy to see you could please fix this bug I will miss you so much
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16,448,500 BP
0 TP | 4 PP
Posted on January 6th, 2018 at 12:06am
Posted 2018/01/06 at 12:06am
i'm not sure if this was normal or not i could not get a screenshot of this but what happened with while i was playing to collect a fusion star my fire man after selecting fire storm turned into a met, the enemy turned invisible, and got a whole new team

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61,536,200 BP
3 TP | 195 PP
Posted on May 31st, 2018 at 7:11am Edited on 2018/05/31 at 7:54am
Posted 2018/05/31 at 7:11am Edited 2018/05/31 at 7:54am
So, has anyone noticed Octavio hacking Prototype? He's managed to use unobtainable bots and summon them too, breaking the database statistics.

At first he had all these bots and used Star Man as an avatar:

Now all he has left is a glitched boss character:

Goodness knows how he's managed to do this. Perhaps he replaced some of the MM3 bots?
I wonder how others who play legitimately would react to seeing his unobtainable robots in Player Battles.

i say this as if i'm one to talk, being the first hacker, though all i've managed to do was replace my avatar with a non-playable robot, which was quickly patched but not this major hack
even i couldn't permanently replace actual robot fighters
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31,047,000 BP
52 TP | 1717 PP
Posted on June 6th, 2018 at 1:26am
Posted 2018/06/06 at 1:26am
Teeny weeny Guts Man
Look how smol that boy is he'll nibble your thumb off
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37,622,600 BP
12 TP | 703 PP
Posted on June 23rd, 2018 at 8:20pm Edited on 2018/06/23 at 8:21pm
Posted 2018/06/23 at 8:20pm Edited 2018/06/23 at 8:21pm
More of an issue for the forum than anything, but the dual type thing doesn't work with the Neutral type, for an example
This is Neutral/Nature.
[This is Neutral/Nature.]{neutral_nature}
And this is Impact/Neutral.
[this is Impact/Neutral.]{impact_neutral}
..And this can be an issue for the roleplaying forums and all that for, let's say, an attack that is half neutral.
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61,536,200 BP
3 TP | 195 PP
Posted on June 24th, 2018 at 3:37pm
Posted 2018/06/24 at 3:37pm
Isn't Neutral supposed to be just... Neutral? It's just a plain type on it's own, and it's not meant for any sort of alignment with other types.
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39,800,200 BP
15 TP | 1220 PP
Posted on June 24th, 2018 at 6:03pm Edited on 2018/06/24 at 6:11pm
Posted 2018/06/24 at 6:03pm Edited 2018/06/24 at 6:11pm
Not sure if it's the same or not, but you could use the None type in its place. For example;

This is None/Nature.
[This is None/Nature.]{none_nature}

And here's Impact/None.
[here's Impact/None.]{impact_none}

Though, None is a bit of a brighter shade than Neutral. I personally think having to use None if something's half-neutral gets kind of old after a while.
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37,622,600 BP
12 TP | 703 PP
Posted on June 24th, 2018 at 9:28pm
Posted 2018/06/24 at 9:28pm
@RotomSlashBlast : Hey that works, even if its slightly lighter. Thanks, man.

@Shiver : I mean I guess so? But for what I was using it for (roleplay forums) it is a bit of an annoyance.
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5,494,700 BP
1 TP | 4 PP
Posted on July 11th, 2018 at 9:39pm Edited on 2018/07/12 at 11:49pm
Posted 2018/07/11 at 9:39pm Edited 2018/07/12 at 11:49pm
So I was in the Wily Campaign and I tried to go against Heat Man and unlock him. I found it very difficult as Disco was the most underleveled on the team with Neutral moves, and Bass was weak to flame core RMs. So, I decided I'd wait 'til I unlocked the Transfer Feature and Cossack's campaign. Once I did, I transferred Proto Man and Rhythm to the Wily Campaign and faced off against Heat Man again. I killed him with Bass, Disco, Proto Man, and Rhythm. And all with neutral moves, but I didn't unlock him. Am I doing something wrong, is this a bug, or is it just not possible to get a Robot Master after you've completed their respective Campaign?

And yes, I did repost this. I accidently posted it on general since I didn't know or see the Bugs section lol

EDIT: I decided to skip Heat Man until I got Proto Man to a good level. So, I transferred him back to Cossack, got him to Level 32, and just spammed Proto Strike against Heat Man again.
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