List of bugs and glitches (XC3)
- For other articles titled "Bugs", see Bugs (disambiguation).
The following is a list of bugs and glitches in Xenoblade Chronicles 3 and Future Redeemed: examples of unintended behaviour displayed by the game. Note that while in some cases it is obvious that behaviour was unintended, it is not obvious in others; therefore, there is a possibility that some behaviour in this list was intended, or that it mistakenly omits unintended behaviour.
Some bugs were fixed ("patched") in updates to the game; others remained unfixed, or were introduced in later versions. All names below are unofficial.
Unpatched bugs[edit]
Quickdraw bug[edit]
Some Fusion Arts apply the Master Art's hits via white "bullets" which quickly home in on the enemy. If a Master Art has bullets when used as part of a Fusion Art, but does not have bullet projectiles otherwise, the multi-hit correction of the Art is not taken into account when used as the Master Art in a Fusion Art; that is, each hit of the Art deals what would normally be the Art's full damage and achieve the Art's full Role Actions.
In practice, this only applies to Quickdraw, as it is the only multi-hit Master Art with fusion bullets but not regular bullets (hence the name).
Missing info fragments[edit]
Under certain circumstances, info fragments from NPCs in the field do not appear. The specifics are unknown, but it is believed to be due to a memory leak - an error in coding that causes the game to reserve space in memory but then not properly free it later, causing it to eventually run out of room for new things. Closing and reloading the game fixes the bug.
TP storage[edit]
TP storage is a glitch affecting the application of bonus TP in a chain attack, in which TP bonuses are incorrectly stored up and then applied all at once later.[1]
When an art is used in a chain attack, all the TP bonuses it earns are added to a list, so they can later be displayed in sequence. This list wraps around from the end to the start, has enough room for 50 entries, and is maintained by two pointers: a "head" that adds new entries, and a "tail" that removes entries until it finds a blank. Normally, as the head adds TP instances, the tail shortly processes them, and the two stay in sync pointing to the same place. If a single art creates more than 50 bonus TP instances, then the head will cross over the tail as new entries overwrite old ones. The tail will then process the entire list, not finding a blank until it returns to its starting position, which causes it to no longer be in sync with the head. In this bugged state, the head will continue adding new TP entries for subsequent arts, but the tail (being stuck in a different part of the list) will not find them, so all bonus TP is stored and not processed. Eventually, the head will wrap back around to the tail, which unsticks it and allows it to process TP instances up to where the head stops. But eventually the head will return to a part of the list that still has unresolved entries hanging around, and the tail will desync again as it processes all the extra instances, dumping a large amount of TP on the current around from seemingly nowhere.
In practice, this means that once an art is used to overflow the TP buffer and a desync occurs, the following several arts will have no bonus TP applied. Once an art is used that generates enough TP instances to allow the tail to access the missing TP, it is then resolved all at once onto the current art.
The glitch only affects the amount of TP added to the current round; TP added to characters for when they get reactivated later is done immediately, without using the list, so it is done properly. The exception is when an effect multiplies the user's TP by a set value - these instead operate on the amount of TP added to the round, and thus are affected by the glitch. As a result, using something such as First Blood allows the stored TP to actually apply to the character instead of only the round when it is unleashed.
The TP buffer is never reset. Once the glitch occurs, it is in effect until the game is closed, persisting across chain attacks, fights, area loads, different saves, and between the main game and Future Redeemed.
AI Fusion Art friendly fire[edit]
Buffs, Healing Arts, and Field Arts have specific Class roles assigned to them, and AI-controlled party members will "target" allies of that role when using the Art. If they use them as part of a Fusion Art, the offensive effects of the Fusion Art will also apply to the ally target (albeit with the 99% damage reduction associated with friendly fire). In specific scenarios, this can cause interactions that are normally impossible, such as the player being inflicted with Burst, or two users of Returning the Favor dealing damage to each other in a loop until one is incapacitated.
Furthermore, inflicting Target Lock on an ally using friendly fire can have all manner of consequences:
- When the afflicted character is player-controlled, the sound of switching targets constantly plays until the debuff wears off.
- By using Interlinking to pass Target Lock to the character who inflicted it, it is possible for that character to attack themself.
- If the character who inflicted Target Lock interlinks, an invisible "copy" of that character will remain and can still be attacked. Additionally, for as long as said copy is present, the corresponding character's Ouroboros form is unaffected by death barriers.
AI Art condition failure[edit]
When an AI-controlled party member targets an ally with a support Art, the game checks whether they are in range of the intended target ally. If not, the character moves towards the target, checks again if they're in range, and if so uses the Art. But if they are in range of the target ally in the initial range check, the game performs an additional check to see if they're in range, but this erroneously checks the distance to the targetted enemy rather than the ally. If the party member is too far from the enemy, this will cause them to not use the support Art even if they're close enough to the target ally that it would be effective.
This bug makes it possible for AI-controlled party members to get stuck in a loop of doing nothing: they may erroneously not use a support Art due to them being too far from the enemy, but because they are close enough to the target ally they will not move, so the same situation will occur repeatedly if their AI script then calls for them to use the support Art again.
All But Fatal but again[edit]
The effect of All But Fatal is twice as strong as it claims to be, and applies to the entire party rather than only the Unity pair (all other party-affecting Unity Skills state that their effect is party-wide). It is likely that the effect was only intended to apply to each member of the pair, but both instances of the effect were accidentally made party-wide.
Shackle Ring 7-chain failure[edit]
The rare and legendary Shackle Ring, as well as the upgraded version of Mighty Link, allow for a chain of 7 different Arts in a row (which can be done by using all three Class Arts, Master Arts, and the Talent Art). However, the bonus for doing so is set to zero.
Eclipse Soul & Staying Power damage modification[edit]
Normally, Eclipse Soul causes afflicted characters to take 0.01x damage from friendly fire, and then transfer 100x of that damage back to Moebius M to compensate. In most situations, this also applies to the extra damage caused by the Staying Power field. However, if said field was placed by the Eclipsed character specifically, the damage reduction erroneously does not apply while the damage amplification still does. As a result, if placed by someone who is currently Eclipsed, Staying Power deals a hundred times more damage to the boss than it should.
RNG race condition[edit]
The random number generator (RNG) used by the game is sometimes called by multiple threads at once, which leads to multiple of the Nintendo Switch's CPU cores attempting to perform the operation simultaneously. However, the RNG implementation was not designed for this, and doing so may lead to the state being corrupted, leading to the RNG producing the number 0 many times in a row. This is most noticeable when using the Craft Accessories feature, in which all randomly-determined values will be set to their minimum.
Resonant Flag reactivation[edit]
When using Resonant Flag, the Art's effect sees an additional activation every time the user grants healing to a party member during its animation. Most notably, this causes Cheer Up, Everyone to activate Resonant Flag's effect right when the Art is activated, and We Can Do Better to do the same whenever the user receives a buff (which allows Signifers to immediately pass even buffs which they receive through an Art that Resonant Flag is fused with). Healing fields also apply, potentially causing Resonant Flag to activate multiple times at the same interval that the field heals at.
[edit]
Soulhacker's Damage Share skill transfers not only damage to an ally, but also buffs which the user was a direct target of. As such, when at low HP, buff sources like Toxic Gas or Sense of Danger will instead grant their buffs to random allies rather than to the user.
Mondo Mute[edit]
If the player defeats the Lambda Ferronis in such a way that the battle music extends too far into the subsequent cutscene before finishing, the music that's supposed to play to begin the cutscene will not, leaving the entire Taion-focused sequence in utter silence. The next piece of music in the cutscene begins as usual.
Camera movement speed lock[edit]
The "Camera movement speed" option is always at level 5, regardless the option the player has chosen.
Seraph's low Critical Rate[edit]
Seraph's Dragon's Snarl and Sturm and Drang does not give a high Critical Rate, despite their descriptions saying so.
Melia's corrupted world[edit]
During the cutscene Queen Nia's Story, Part 1, the Mechonis' Sword has the hole left by the Anhilator during the game, despite the cutscene happening in the past. Additonally, the hand of Mor Ardain is visible despite the scenario being Bionis.[2]
Anti random debuffs[edit]
The Machine Assassin skill Chaos Chain is not triggered when a debuff is inflicted through Arts that inflict random debuffs. Similarly, the Strategos skill Prowess Gambit is not triggered when a buff has been inflicted through an Art that inflict random buffs, like Aureole or Cry of Faith.
M's mask behaviour[edit]
During the first fight against Moebius M, she will keep her mask on if the player skips the cutscene previous to the fight.
Latency in the speaker of Ethel's Ferronis[edit]
During the fight against Ethel's Ferronis, one voice line is cut off at the beginning.[3]
Roald's impossible Card[edit]
Roald's 3rd Collectopaedia Card is impossible to access due to having an inaccessible condition, despite being fully programmed and used in the files.
Unlimited Sword vs. Stances[edit]
When Noah uses his Talent Art Unlimited Sword, all current Stances will loose its effect, despite still showing the icon next to the character.
Battle Camera bug[edit]
When the option "Battle Camera" is enabled, Kevesi Arts do not recharge during Talent Art cinematics.
Patched bugs[edit]
Fraudulent Manana[edit]
In early versions of the game, meals besides the Baked Spongy Spud and Sunny-Style Fish Pie had no effect. This was fixed in version 1.1.0.
Invincible Avenger[edit]
In the quest Shadow of Enmity, Avenger originally did not end the fight after becoming Invincible in certain conditions. This caused a softlock, as he could not be defeated while invincible. This was fixed in update 1.1.1.
Missing Gogol fruit[edit]
The Gogol Vuaga and Gogol Dalm, necessary for the completion of Nagumo's and Loloka's Collectopaedia Cards, were inaccessible in early versions of the game. This was fixed in version 1.1.1, but the fix accidentally made the Gogol Olipple inaccessible, which was then fixed in version 1.2.0.
Early Soul Link[edit]
While the Ouroboros Soul Tree UI suggests that Soul Linking is unlocked after first defeating Consul J, in early versions it was still possible to apply them. This was fixed in version 1.2.0.
Lightning Quick failure[edit]
In early versions of the game, Mio's Chain Order Lightning Quick had no effect. This was fixed in version 1.3.0.
All-Slayer in New Game Plus[edit]
The Teach-exclusive Thaumaturge art All-Slayer is only unlocked after completing his ascension quest Shadow of Enmity. Starting a New Game Plus removes this art, which if currently equipped to Teach, resulted in an empty art slot on his art palette. Attempting to use this empty slot in a chain attack resulted in triggering Teach's bonus TP and Heroic Chain as intended, but no art was used, and his total TP after bonuses was not added to the total round TP. Instead, the next character to use an art had this TP value added to their art instead, which was then applied to the round total. This was fixed in version 1.3.0.
Skip travel item duplication[edit]
In Future Redeemed, using skip travel right when collecting an item would cause that item to be duplicated. This was fixed in version 2.1.0.
Art Follow-Up friendly fire[edit]
The Art Follow-Up effect of Staying Power, which is intended to deal damage to a party member's target when they use Battle Arts, originally dealt damage to the attacker when they used Fusion Arts. This was fixed in version 2.1.1.
Taion's stabbing outfit[edit]
When Taion equipped the Strategos outfit, there was a model error a rogue vertex stabbing him in the chin. was fixed in version 1.1.1.
Roald and Zooza's collectopaedia[edit]
Zooza and Roald's Collectopaedia Cards were always displayed with the icon of the shiny bag that means the Collectopaedia Card has not been completed. This was fixed in version 1.3.0.
Selin's infinite dialogue textbox[edit]
- In Juniper's Ascension Quest Survivors, a voiced textbox does not automatically advance, even with the auto advance feature ON. This was fixed in an unknown update.
Gray's eyepatch[edit]
- Prior to version 1.2.0, Gray's chibi artwork in the class selection screen had his eyepatch placed in the wrong side.[4]
References[edit]
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| |
|---|---|
| Versions | Xenoblade Chronicles 3 • Expansion Pass • (Future Redeemed) |
| Development | Staff • (FR) • Unused content • Bugs and glitches |
| Plot | Plot summary (FR) • Game script (FR) • Aionios Moments • Lore |
| Gameplay | Combat (Auto-attacks • Battle Arts • Enemy • Chain Attack • Ouroboros • Art Combo • Buffs • Debuffs • Fields • Gems • Skills) • Classes • Items (Collectibles • Accessories • Gems) • Quests • Discussions • Skirmishes • Challenge Battle Mode |
| Audio | Music • Dialogue • Banter |
| Other | Merchandise • Advertisement |