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Bugs
A list of known "bugs" currently present in the game (in no specific order).
- The "bug" definition here is relatively broad, and includes some asset errors and game oddities.
- Older bugs that have been fixed or were linked to a limited time Event are not included.
- This does not include historical inaccuracies or fake news.
Display Bugs
Bugs and errors that are only graphical in nature, and do not affect general gameplay.
Black HP
- Bug
- If a ship's HP ratio is between 0.665365 and 2/3 full (for example 233/350 on the Aircraft Carrier Princess), its battle banner's HP bar becomes black.
- Causes
- This is caused by some rounding error in the calculation of the greenness of the color. Within this range, the green color would become round (≥255.5) = 256, causing an overflow in the final color value, resulting in the color 0x1000000 being used instead of a color around 0xFFFF00.
Exact LV increase
- Bug
- When a ship gains exactly the right amount of experience to level up, the experience is correctly incremented, but the level animation does not play and keeps displaying the old level.
- Cause
- This happens in the HTML 5 client when the level up plays in the last frame of the animation, as the client checks for the experience threshold on each frame, it only checks if it hits the threshold exactly (as in, no XP over this threshold) on the last frame.
- Since the animation is 2 seconds long and the game runs at 60 FPS, this issue will happen when it goes over with less than 1/120 of the XP gained.
- E.g. This will happen when gaining 540 XP on a ship with 539 XP remaining.
- Additionally, when hitting the level before the cap (Lv. 179), the exp required for the next level afterward will not be displayed, as the server does not send the API information required to display the exp.
Resupplying
- Bug
In the Resupply menu, when resupplying high amounts of fuel and/or ammo, the displayed pile may overflow or not disappear after being resupplied.
- Causes
- Unknown
Low Res Galery
- Bug
- Some older ship seasonal CG have a low resolution in the Gallery.
- Causes
- Unknown
Rainbow of Doom
- Bug
- The game screen (notably in menus) is littered with multicolored beams (mostly red and green).
- Additionally, some other assets may not load at all.
- Causes
- This happens when some values stored in the web browser's RAM overflow (HTML5 only), or GPU VRAM.
- Fixe
- If this happens, the only way to make it disappear is to refresh/restart the game.
Shop Special Corner Ghost Item
- Bug
- When in the Shop "Special Corner", the left side shows the "Regular Corner" side as if it has all items on display, even when it does not (typically corresponding to the "88 Resource Set").
- Causes
- When being in either corner, a set of assets from the other corner is loaded, to create the illusion that both corners are side by side, even so it is not really the case. The set loaded for the "Special Corner" is here probably predetermined, regardless of what really is inside the other corner.
Ship Cards
Rarity Offset
- Bug
- Some ships have rarity animations different from the card rarity.
- Causes
- Card rarity does not perfectly match the real API rarity, the latter being used to determine what rarity background to use in animations.
- This is notably noticeable when sinking a ship, the displayed background corresponding to its API rarity.
- See here for the full list of ship cards ranked by card and API rarity.
Asset Errors
- Bug
- Bismarck Kai has a gold Flower & Fog, and Bismarck Drei has a red Flower & Fog, despite both being "S Holo".
- Cause
- Unknown
Lexington's Foot
- Bug
- Lexington's left foot is missing its last drawing layer.
- Cause
- It is a mistake from the artist and an oversight from the devs.
Equipment Cards
Rarity Offset
- Bug
- Almost all equipment have a displayed card rarity offset compared to their real rarity (notably seen through the equipment selection menus).
- Causes
- This is probably due to power creep, newer equipment having higher rarity on average, and lower rarity being more accessible through crafting.
Asset Errors
- Bug
- The following equipment are missing the card border:
- Cause
- It is a mistake from the artist and an oversight from the devs.
Style Errors
The following equipment do not respect the current asset rarity system (see here for more details):
- Rarity
- The 2 stars equipment 25mm Single Autocannon Mount
is Rare instead of Holo.
- The 3 stars equipment Submarine Radar & Waterproof Telescope
is Holo instead of S Holo.
- The 4 stars equipment SG Radar (Initial Model)
is S Holo instead of SS Holo.
- Background
- The following equipment have the Shining Rainbow instead of the Rainbow background of 4 stars rarity:
- The HF/DF + Type144/147 ASDIC
has the Shining Rainbow + Stars instead of the Shining Rainbow background of 5 stars rarity,
- Icon petals
- The 16inch Triple Gun Mount Mk.7
has the 16 petals instead of the "Rising Sun Cross".
- The Type 0 Fighter Model 62 (Fighter-bomber)
has the "Rising Sun Cross" instead of the 16 petals.
Chuuha Animation Lost Shard
- Bug
- During the Chuuha animation, one of the shards of the breaking "Chuuha" appears at the wrong location.
- Causes
- The shard has the wrong coordinates in the animation code.
6-5 LBAS Offset
- Bug
- 6-5's LBAS Legend is incorrectly positioned in HTML 5 client, causing it to appear to be in the middle of the ocean instead of the island.
- It is correctly positioned in the Android client.
- Causes
- The asset card coordinates might be miscomputed by the game engine.
Carrier Night Shelling Planes
- Bug
- When using the standard night surface shelling, some carriers use a plane attack animation (unless using a cut-in).
- It even uses this animation when no plane is equipped, sending an "invisible plane".
- Only happens for Kaga Kai Ni Go, the Taiyou-class Kai Ni, and Lexington/Kai.
- Cause
- Unknown
Visible Fit Bonuses
- Bug
- The Special Type 4 Amphibious Tank has some preview bonus stats that are not counted on the ship's total stats
- Cause
- Unknown
Landing Craft Annimation
- Bug
- When attacking an installation with either Daihatsu Landing Craft or Toku Daihatsu Landing Craft, the landing craft animation of the Daihatsu Landing Craft (Type 89 Medium Tank & Landing Force) is used instead of the "transport DLC" one.
- The asset is unused for now.
- Causes
- The animation code for the transport DLC is probably mislabeled.
Wiped Default Plane Proficiency
- Bug
- If a plane that has a default initial proficiency is emptied, its proficiency is set down to 0, but it will visually reset to that default rank after the sortie.
- Sortieing them again will update the proficiency to its actual value.
- Cause
- When a plane is emptied, only its displayed rank (0-7) will be set to its default value, whereas its internal exp value (0-120) will always be set to 0. After sortieing the plane again and its exp changes, its displayed rank will be updated to the correct value of 0 to match the exp.
Misrepresentations
Nationalities
- Bug
- For the Nationality ordering:
- Verniy is not counted as a Soviet ship,
- Dan Yang is not counted as a Chinese ship,
- General Belgrano is not counted as an Argentinian ship.
- Causes
- For Verniy, she was introduced before the nationality system, and was never updated afterward.
- For Dan Yang and Belgrano, those nationalities were never implemented.
Longest Range
- Bug
- "Longest Range" does not have an icon, only displaying "Very Long Range".
- Causes
- It was probably never planned that such a range would become attainable, and so no asset was prepared.
Library Equipability
- Bug
- Some of the listed default equipment equipabilities in the library do not reflect the current equipabilities.
- E.g. Medium caliber guns are listed as not equipable on AS, despite being equipable by the majority of them.
- Causes
- This system was hardcoded early on, and does not reflect the current equipabilities.
Evacuated Night Recon
- Bug
In a Combined Fleet, if a ship in the fleet equipped with a Night Recon is evacuated from the fleet using the Fleet Command Facility, the night recon can still trigger and activate as the fleet proceeds onward and enters a night battle.
- Causes
- Evacuated ships are just displayed as evacuated, but are still technically in the fleet, with this mechanic not being properly deactivated.
Zombification
- Bug
It is possible to save a sunk ship in events:
- When sinking a ship on a "time-limited event map", by closing the game before the battle ends (before battle result screen is shown), and refraining from logging in until a maintenance in which the time-limited map is removed from the game occurs, upon entering the game after the map is removed, the sunken ship will remain in the game, at 0 HP and with the "Sunk" status.
- The ship can be repaired as per normal; removing this status, and sortieing it at 0HP will cause it to return to 1HP.
- Opening the game at any time before the map is removed, or sinking a ship in a normal map will not enact this behavior, regardless of whether a maintenance has occurred or not.
- Causes
- This probably comes from the fact that the game is unable to resolve the battle state due to the map the ship was sunk in, no longer existing. This presumably aborts the game's attempt to check for and delete the sunken ship in question from the roster.
- Exploit
- This can be used to rescue an otherwise lost ship, at the cost of any further progress during the rest of the event.
Stats
Hidden Fit Bonus
BB Fits
- Bug
- Yamato Kai Ni/Juu do get hidden penalties with heavy guns where she should not.
- Nelson Kai does not get hidden bonuses or penalties where she should get some.
- Causes
- The system supposed to remove the penalties for the Yamato-class does not apply this effect to the class directly, but instead to any BB (not FBB/BBV) with a base maximum HP (unmodified & before marriage) greater than 92 HP.
- As a result, Yamato Kai Ni/Juu who is either an FBB or BBV does not get this effect, and Nelson Kai who has 93 HP does get it.
- Exploit
- It is possible to put guns like the 46 cm series on Nelson at no loss.
DD Fits
- Bug
- The John C. Butler-class does not receive any bonus from 5inch Single Gun Mount Mk.30.
- The Fletcher-class receives ~10 accuracy from 2x 5inch Single Gun Mount Mk.30 instead of 4.
- Causes
- Unknown
Visible Fit Bonuses
- Bug
- Most plane-related stats do not work:
- AA bonuses on planes are AA and not fighter power,
- Torpedo bonuses on planes affect only one plane and do not work in some situations,
- Dive bombing stat does not work,
- ASW stat not counted for CVN attacks,
- No stat is working for CVNCI outside of SDP+.
- Causes
- This is a half-baked late addition, which is not properly accounted in older mechanics.
- See here for more details.
LBAS Stats
- Bug
- Some LBAS plane stats have no effect:
- For LB Attackers:
firepower,
evasion, and
LoS,
- For LB Fighters:
firepower,
dive bombing,
armor, and
LoS,
- For LB Recons:
armor and
improvements.
- For LB Attackers:
- Cause
- Those stats were probably never implemented in any mechanics, and given to some planes later on.
- The
evasion for LB Attackers only comes from the Hayabusa bomber, being a bad copy of the other Hayabusas' "Interception" stat, which used to have the same icon.
improvements on LB Recons most likely bring
LoS like other recons, but this is not used in any LBAS mechanic.
- The
Proficiency
- Bug
- Devs have stated that proficiency provides a bonus to LoS and contact rate, but nothing is observed.
- Cause
- Unknown
- It might be too small to be observed.
Ribbons
- Bug
- Ribbons' stats are not counted for Carrier Night Attacks damage.
- White Tasuki firepower is only counted in half in some combat mechanics.
- Ribbons can be put on a ship with no warning, even if it already has a ribbon, also losing the previous ribbon.
- Causes
- This is a half-baked late addition, which is not properly accounted in older mechanics.
Expeditions
Normal Expedition Equipment
Adjusted Aircraft Stats
- Bug
- Aircraft stats are not counted as they should for expedition requirements, being dependent on the slot size of the plane and its proficiency.
- Causes
- Unknown
Adjusted Improvement
- Bug
- Improvements do not bring the same stat increase in expeditions as in sorties.
- Causes
- Unknown
Support Expedition Stats
- Bug
- The following stats are not counted for support expedition calculations:
- Damage: hidden fit bonuses and improvement bonuses, plane proficiency,
- Accuracy: visible fit bonuses, hidden fit bonuses, improvement bonuses, plane proficiency,
- Fighter power: visible fit bonuses, improvement bonuses, plane proficiency,
- Plane proficiency,
- ASW: visible fit bonuses (ASW support only)
- AP Shells post cap damage bonus
- Causes
- Unknown
Torpedo Support Expedition
No Damage
- Bug
- Torpedo support expeditions seem to have a base attack power of 0, causing them to only deal scratch damage, regardless of any firepower or torpedo stat.
- Causes
- Unknown
No Accuracy
- Bug
- Causes
- Unknown
Expedition Plane Resupply
- Bug
- Provisional Resupply do not resupply lost planes.
- This is notably problematic for support expeditions.
- Cause
- This system was most likely only conceived to resupply resource expeditions, which only require fuel and ammo, and not support expeditions which can lose planes.
Resources Cap
- Bug
- It is possible to go beyond the resource hard-cap of 350000.
- It is notably done by sinking a resupplied ship, adding its current fuel and ammo supply to the resources stock, regardless of the hard-cap.
- Cause
- The hard-cap was not implemented from the start, and it notably allowed players to keep any resources they gathered beyond it before its implementation.
- The resources given by sunk ships was most likely forgotten and not counted in the cap implementation.
Remodel (Menu)
Repaired Ship Equipment Swap
- Bug
- It is possible to take equipment from other ships, even if they are being repaired.
- Causes
- The equipment swapping probably does not check if the ship is currently repaired (with its equipment therefore not supposed to be removed).
- Exploit
- It can be used to recover equipment on ships being repaired, without waiting for the repair time.
Limited Slots
- Bug
- Ships slots with equipability exceptions, cannot select equipment the ship can normally equip in the slots with no exceptions, despite having at least one of those main slots empty that would automatically be attributed the equipment.
- Notably affecting the Ise-class Kai Ni, Agano-class Kai Ni, Yuubari Kai Ni/Toku/D, and Akizuki-class Kai Ni.
- Causes
- It is most likely hardcoded in the slot itself rather than in the "ship's XXth slot".
RE
- Bug
- RE can be added and accessed at any time, even if the ship is currently being repaired or is an expedition.
- It is notably possible to equip or unequip equipment at any time.
- Causes
- The RE was added after those mechanics and was never fully implemented.
- Exploit
- It can be used to recover equipment on ships being unavailable, without waiting for the relevant timer.
Momochi Gun
- Bug
- No.101 Transport Ship cannot take the 12cm Single High-angle Gun Mount + 25mm Machine Guns Additions from another ship equipping it, even so she can equip it in her RE.
- Causes
- Momochi cannot equip this gun in her main slots, but this secondary was later added as a default equipable equipment for all LHA RE, including her, but this was not correctly implemented.
Scroll Lock
- Bug
- After triggering a remodel video animation, scrolling through the different modernization pages will not work, the list staing stuck on the same page.
- Cause
- Scrolling is a later addition, not properly implemented.
LBAS F5
- Bug
- When any battle is interrupted before its end, if an LBAS has been sent to said combat, then no proficiency will be lost.
- Causes
- The proficiency loss/gain is only accounted for after the battle's end, therefore, interrupting this process will prevent it from being resolved.
- Exploit
- It can be utilized to avoid having to have to rerank all planes at each try, notably in event LD (see here).
Asahi CT
- Bug
- Causes
- Asahi has a different bonus, discriminating submarines and other ships, which might not be properly taken into account in some situations.
- Exploit
- It can be used to still level up Asahi in PVP, without having to endure the xp penalty.
Pumpkin
- Bug
- For Pumpkin modding, using 5 class members is not counted as 4+ and does not guarantee +2 luck [3][4], and only counts as much as a single duplicate.
- Causes
- 5 class members should count as 2 duplicates (aka +3 luck guaranteed), but is mis-incremented, being therefore only counted as a single duplicate.
7-5 installation node
- Bug
- Causes
- 7-5 was implemented shortly before the balloon mechanic was added, and was not updated to support it.
World 6 Air Nodes
- Bug
- Enemy Air Raid nodes in the world 6 have a different resource cost than any such node in the game, and the enemy fleet can be previewed.
- Causes
- Unknown
PVP Swap
- Bug
- Enemy PVP fleets can swap at the last second when going to fight them.
- Causes
- The check for the current enemy fleet updates instantly the PVP fleet, but only updates the displayed fleet upon releasing the PVP menu.
New Ship CGs Missing From Library
- Bug
- Some new ship CGs are not immediately unlocked in the library when introduced, and sometimes are just never unlocked, even when currently possessing the ship in the missing CG.
- Causes
- Unknown
Quests
Quest Order
- Bug
- The quest list is messy, with little to no ordering or logic.
- Causes
- Quests are sorted by API ID, which are simply incremental, with no maintaining of the ordering.
Quest Percentages
- Bug
- The percentage advancement counter for quests (50 % and 80 %) do not always correspond to the read advancement.
- Notably, the 50 % counter may appear as early as 33 %, as late as 80 % depending on the quest.
- Causes
- This system does not count the real quest advancement in percentage, but only triggers upon reaching certain milestones in the completion of the quest, each quest milestone being arbitrarily and independently set by the devs.
- E.g. for a quest requiring to clear 3 maps twice each, the milestone is often:
- 50 % after 2 clears on one of the maps,
- 80 % after 2 clears on two of the maps,
- Thus, doing 1 clear only on each of the maps, despite being exactly 50 %, might not always display 50 %.
Quests Double Counting
- Bug
- If both Bd5 and Bd6 are active at once, both quests receive double credit for each transport sunk
- This means Bd5 is completed with only 2 transport kills and Bd6 with only 3.
- Also, if only one of these quests is active, the other still receives credit, even though it is not active.
- The same behavior also happens with C3 and certain one-time PVP quests (including C10).
- Causes
- Those quests share the same advancement counter internally, so if both are active when 1 action is scored, the counter gets +1 for each, effectively giving +2 to both.
- Exploit
- This can be utilized to do 1 fewer sorties to clear those quests.
Fake Bosses
- Bug
- Bw1 do not count "secondary boss nodes" as boss nodes for boss kills and reaches.
- E.g. on 7-5, when the map is in its last phase, only node T counts as the boss node, and nodes K & Q do not.
- Cause
- Only 1 boss node can exist at a time per map. Thus, if a new boss node is unlocked on the map, the previous ones stops being counted as a boss node.
Quest Unlock
- Bug
- Some cyclical quests may not be unlocked if their weekly quest prerequisite has been cleared in the previous month.
- E.g. Fq2 requires Dw2 to be unlocked, but may be unlocked only if Dw2 is cleared after the month has reset (clearing it the same week but the previous month does not work as it shoulds).
- Cause
- Unknown
Rations Boost DLC Morale
- Bug
- Cause
- It was probably never implemented as such. Indeed, rations give a general post-cap bonus, instead of a simple boost to landing craft.
Speed Evasion
- Bug
- Devs claim ([6]) that higher speed values increase evasion, however, no such bonus has ever been measured ([7][8]).
- Cause
- It was likely never implemented and/or confused with the evasion given by engines.
Landing Craft Resources
- Bug
- Some Landing Craft do not bring any additional resource in expeditions and on resource nodes, for no reason.
- Cause
- This might be an intentional choice, denoting some tank-carrying craft inability to carry additional resource. However, this is not consistent, with some craft notoriously unfit for transport still working.
7-3 Bauxite Node
- Bug
- 7-3 node O brings bauxite following the normal resource gain rules, but with values corresponding to the other resource types.
- Cause
- It is probably a bad copypasta from the devs.
Detection
- Bug
- Detection displays a message indicating that Accuracy and Evasion have changed, but testing has shown that it has no noticeable effect.
- Cause
- Unknown
Friendly Fleet Night Zuiun Last Kill
- Bug
- The Night Zuiun Cut-in can kill the last enemy when launched from a friendly fleet.
- It happens when only two enemies are left and the night zuiun CI kills both of them [9].
- Cause
- This cut-in was introduced after the friendly fleet mechanic, and is not fully implemented.
- Any friendly fleet attack will always check if it is currently targeting the last surviving enemy, in order to trigger its last enemy mechanic and not kill it, however, as the night Zuiun CI can target two different enemies, it is possible to be facing the last two enemies, thus triggering the normal attack, which can now kill both enemies, as the 2nd second part of the attack does not check for the friendly fleet last enemy mechanic.
Striking Force Routing
- Bug
- In events, when the starting point is decided by both the fleet type (single/striking) and the lock, the game does not check if the fleet is single or striking but just blocks or not the 3rd fleet from sortieing.
- Cause
- As the striking force fleet can only be set up in the 3rd fleet, the devs took the shortcut of only coding restrictions linked to the 3rd fleet and not the striking force proper.
Special Attacks
BB Touch
- Bug
- Special Attacks cannot trigger in CTF versus a single fleet for the Nagato-class, Richelieu-class, and Queen Elizabeth-class.
- Cause
- Unknown
AS Touch
- Bug
- Submarine Supply Materials are not consumed if the battle is interrupted, even if the submarine touch triggered.
- Cause
- This probably comes from the fact that the game is unable to resolve if the touch did trigger, and so do not have to subtract the item.
- Exploit
- It can be utilized in order to not waste the item on each sortie, notably in event LD (and ideally only use 1 per map).
HQ Cap Killing Rankers
- Bug
- When a player hits the HQ experience hard cap, he is no longer able to farm ranking points outside of rewarded points.
- Cause
- Ranking points earnings are directly linked to the HQ experience gain, thus, when the latter hits the hard cap, it no longer grows, preventing any ranking point from being incremented either.
Shelling Order Range Tie Randomness
- Bug
When several ships share the same range, the chance of any of them attacking first is random, but not uniformly random.
- Some orders are weighted more commonly than others for unknown reasons.
- Cause
- Unknown
Dead Abyssal AACI
- Bug
- Sunk enemy ships can still activate Anti-Air Cut-in for the fleet [10].
- Cause
- Unknown
Torpedo Phases Damaging Abyssals
- Bug
- During Combined Fleet vs Combined Fleet (12 vs 12) and Player Single Fleet vs Enemy Combined Fleet (6 vs 12) scenarios, for Opening Torpedo Salvos and Closing Torpedo Salvos, the abyssals behave as if they 1st received the allied torpedoes, firing then their shoot, with the various penalties linked to damages taken.
- Cause
- The player side torpedoes will resolve their damage before Abyssal side torpedoes, causing Abyssal torpedo power to be lowered if the Abyssal is chuuha, or reduced to zero if taiha or sunk (causing only scratch damage if it hits), in the same way a damaged ship firing opening torpedoes is handled.
Gotland Minigame
- Bug
- Some features of the Gotland Minigame do nothing:
- The kill combo does nothing,
- The baits do nothing, and cannot be interacted with
- Bug
- Big enemies have a chance to deflect the sheep.
- Cause
- Unknown
Odd Design
Some odd design elements of the game, being unintuitive or even counter-intuitive, but being most likely deliberate choices from the devs and not "bugs" proper.
Ship Cards Flower
- Oddity
- Souya, Ryuuhou, Taiyou, and Unyou do not have any "remodel Flower & Fog" on their cards, despite being remodels.
- Reason
- The "remodel Flower & Fog" might be omitted as those ships are "brand new versions", with new type and name compared to their previous one, and so may be considered as base versions and not remodeled ones.
Damage Animations
Critical & Miss
- Oddity
- The animation indicating if the shot is either a "critical" or a "miss" does not correspond to what is really happening.
- Reason
When a ship takes a hit, the game will display the damage animation following 3 possible outcomes (e.g. with 25 damage):
- miss (no damage),
- 25 (normal damage),
- 25 Critical hit! (critical damage).
However, the damage status displayed is mostly defined by the amount of damage dealt, and not the real damage status happening in the game.
- Due to this, displayed critical hits and misses are rarely true critical hits or misses.
The displayed damage status is as follows:
Display Behavior | |
---|---|
Damage Dealt | Damage Displayed |
Miss | Miss displayed normally |
0 | Always displayed as a miss |
≤14 | Never displayed as Critical hit! |
[15;39] | Criticals displayed normally |
≥40 | Always displayed as Critical hit! |
- Notes
- A patch exists to fix this misleading behavior and display the real damage status, see here.
Damage Cap
- Oddity
- The maximum damage that can be displayed is 9999.
- Reason
- It is the normal limitation coded, probably as it was probably not anticipated that as much damage would ever be dealt.
- The real damage can still get much higher, in the 20 k range, for certain Nuke setups notably.
Anti-Bomber Icon
- Oddity
- The "Anti-Bomber" stat icon uses the
accuracy's icon.
- Non-land-based aircraft with accuracy stat do get accuracy and not anti-bomber stat.
- Reason
- The Interception/Anti-Bomber mechanic used already existing stat for different purposes, but the icon of the Anti-Bomber stat was never changed.
- Notably, the "Interception" stat uses the old evasion icon, making planes with both carrier-based and land-based variants having analog pairs of stats for evasion/interception and anti-bomber/accuracy.
Ribbons
- Oddity
- Ribbons' stats are not counted as base ship stats, notably not enabling mechanics such as the Closing Torpedo Salvo or night attacks for zero stat ships.
Combined Fleet Unsinkable Escort Flagship
- "Bug"
- The Combined Fleet's escort flagship cannot be sunk, even so it is not the fleet's flagship.
- If this ship is taiha, it will not force the fleet to retreat, and cannot consume an emergency repair personnel.
- Reason
- It is hardcoded that a fleet flagship cannot be sunk, overriding any later additions like the combined fleet.
- Exploit
- It can be a game-changer on some harder maps.
3rd Fleet Striking Force
- Oddity
- The Striking Force fleet can only be set up in the 3rd fleet and not the main fleet.
- Reason
- As in events, the 1st and 2nd fleets are coded to be able to work as a combined fleet, and this mechanic being mutually exclusive with the striking force fleet, it was probably easier to code it in the 3rd fleet instead.
Zero Stat Ships
- Oddity
- Luigi Torelli Kai and C.Cappellini Kai cannot attack during Night Battles.
- Reason
- Both ships have zero firepower and torpedo stat on their theoretical base form. In this situation, it is hardcoded that they cannot perform certain types of attacks, regardless of their current stats or equipment.
Items Display Cap
- Oddity
- In the inventory main window, the count of items stops at 9999, even if the real amount can be much higher.
- The real amount is correctly displayed in the side menu when selecting the item.
- Reason
- Is probably a simple space limitation cap.
See Also
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