Hi!
Here's listed few bugs I've faced during playing the game. I'd also like to note, that I'm not complaining here, so please, don't read this as a complaint. The game is awesome, even if it gets boring rather quickly. Did I mention that this game is awesome? This game inspired me to start playing Fallout 1. Also I hadn't played with my Playstation 2 in years, but this game inspired me to start playing Fallout: BoS. Instead of screwing around with my phone's clock, I avoid some bugs and play other Fallout-titles. (Please don't prevent the ability to mess around with the clock! Instead, fixing related bugs would be cool, because traveling and time-zones.)
Phone: Samsung Galaxy S4 GT-I9505
OS: Android 5.0.1
Have installed the game only once. No removal, no reinstall.
- Crashing: Most of the time when I'm about to quit the game, it crashes. It may happen during loading-screen after selecting "MAIN MENU" from options-panel. It may happen in any moment after returning to the main menu. It may happen after selecting "Yes" as an answer to question about quitting the game. And since the reporting is "disabled" (I'd believe, as it vanishes so fast that most of the time I don't have time to select "report", sometimes it doesn't even appear), I really never know does the game quit normally at all. For first I thought that I could speed up things by just shutting down the game from Android's "recently used list", but... (see below)
- Quitting the game through Android's "recently used list" causes some of the bugs listed below to occur more often.
- All dwellers roaming the wasteland may simultaneously stop collecting stuff, regardless of how much they already have. I've seen a dweller with 2h of wasteland time with nothing collected. I suspect, that for some odd reason the "hourly trigger" gets stuck, which in return may prevent ALL collecting (sometimes even caps) from occuring. This can be fixed by (merely) calling all dwellers back, and waiting for unknown amount of time (in minutes) before sending anyone out again. In some cases, the "trigger-jam" can be reapplied by ordering the returning dwellers to explore again, if those dwellers were called back during "trigger-jam". Manually advancing the phone's time may increase chances for this bug to occur, usually after setting phone's time back to normal. (May also be that when advancing time, the actual bug may seem to trigger more likely due to the increased pace of events.)
- In occasion, an Objective may appear which causes itself and others of same prize-type to reset during Daily Report evaluation - Objective counter goes to zero. This is extremely annoying when you've collected 16 out of 20 rare weapons during few days, and the Objective suddenly resets due to another new Objective which happens to trigger the bug. This occurs mainly with Objectives that have a lunchbox as a prize. With increasing horror I'm waiting for a buggy Objective to appear and reset my "sell 3150 weapons and outfits" Objective. (3150? You really have to?) I have tested twice so far that the buggy resetting stops when a single, suspected Objective is removed. (Ie. Lunchbox-Objective appears, I fill it couple days, a second one appears, after next Daily Report evaluation all lunchbox-prized Objectives have reset, I remove the newest lunchbox-Objective, and the earlier lunchbox-Objective no longer resets.)
- Dying raiders may absurdly increase the length of the incident, especially the resource draining part. At first I thought it would be nice way to give the people in a (fully upgraded, fully staffed) radio-room a way to gain even that small bit of experience by placing it next to the vault door, but that "good idea" died fast when I noticed that it could take half a minute for a single dying raider to stagger from the back of the room to the front of the room, while the incident continues to drain resources. (The raider went straight into the booth at the back of the fully upped radio-room.) I'd suggest that when all raiders are either dead or about to die, the resource-draining should stop already, instead of waiting for all raiders to be dead. Another solution could be that the raiders simply wont move in depth, only horisontally and vertically. Best would be if both of those could be applied, as it would both prevent unfair resource-draining (unfair in a meaning that the staggering raider is something a player cannot affect) plus shortening the lenght of the incident itself. Because, you know, watching a staggering raider for half minute is in no way fun, even if the resource-draining wouldn't occur.
- The happiness-counter in main view does not match with Daily Report counter. Before I made certain that people in my vault (including wasteland roamers) are 100% happy, Daily Report gave below 99% readings even when the main meter showed 100%. And even then, I got 99% in Daily Report. Then I removed two dwellers from radio-room and made sure there were no people below 98% happiness (there was few 97% until I fixed that). THEN I got the 100% in DR evaluation.
- When adding people into the radio-room and then removing them, everyone who had 100% happiness before this, have their happiness decreased afterwards. An example: I had pre-built a second radio-room to wait for trained dwellers to populate it, and you can guess the disaster that occured to my vault's happiness when there appeared a fire in the empty radio-room - which I of course populated with dwellers to put out the fire. And this occured right after I had finished the major task of making everyone (about 60 heads) in the vault 100% happy.
- During Deathclaw-incident, dwellers who kill Deathclaws do not gain any experience, if they are not in the same room where the last Deathclaw dies. This is a problem especially if you have placed a radio-room next to the vault door in hopes of them gaining experience from incidents.
- People in radio-room do not gain experience over time. I have a punch of level 50 people who have arrived a lot later than the dwellers in the radio-room, while those folks sitting in the radio-room are still on 13-14. (I have dwellers-in-training to at least attempt to do something about this, but it's sooooo slow when you want to do it with skills ECL in 10. svcks to be perfectionist even on my level.)
- After a raider-incident is over, the room the raid ends in may become "active" in a buggy manner. It's name appears on the screen where room names come and the list-icon on the bottom-left-corner is usable, while the actual room is not activated (no markings on the room corners). If another room is selected during this, the two room names overlap. The buggy selection can be removed only by manually selecting the room.
- The PIPBoy-menu may layout badly when it is opened while the game experiences lag. Some, if not all menu objects stack at the bottom, and the menu is unusable in a way that you really can't be sure what you'll be selecting if you try something in it. Sometimes I need to reopen it several times to be able to have it open properly.
- In the PIPBoy-menu, the number which should be over the "lunchbox-item" (topmost), is most of the time vertically mislocated in the PIPBoy-menu. On my screen, it often ends up overlapping the storage-menuitem. This is mainly a cosmetic bug, as it doesn't seem to affect usage. Related to the abovementioned misplacing of items during opening the menu while game lags.
- Taking a screenshot by using Samsung's Power and Home buttons does not work after playing this game for some time (from minutes to tens). Usually the first indication of buggy behavior also indicates that the screenshot-button-combo is out of the game. Makes it impossible to take screenshots of the bugs, or some of the interesting things, as the in-game screenshot-functionality works only with the main view, not in any of the menus or popups, and it filters out some of the visual bugs.
- Sometimes, some of the dwellers names appear even when zoomed out. To make this even worse, often the healthbars of those dwellers also appear, overlapping with dweller's name, making the view rather messy.
- Browsing those horisontal lists in Survival Guide is so ex-tre-me-ly lag-gy. For me, it takes minutes to browse through WEAPONS, if I don't try to make a "quick sweep", which - if it succeeds - "teleports" the view to the end of the list. The lag is worst with those. Laggy browsing (luckily in lesser extend) also occurs with wasteland roaming dweller's log, dweller-list, build-list... heck, with all of the lists. If game happens to have laggy moment, browsing any list is impossible - it simply does not scroll. And more often than not, after the lag-spike is gone, the list-view jumps all over the place: you never know if it moves couple items or if it zaps to either of the ends. To make things more frustrating, the occuring lag-spike can be made shorter by releasing hold from the list, but then the list surely makes a "random jump", while keeping a hold on the list over the lag-spike causes the spike to be very noticeably longer, yet the view most likely is there where it should be.
- This game uses too much of memory. Before this game, I don't remember seeing a single app that would take even 600 MB of RAM in my phone. (I load new apps rarely, though.) I believe that this is the main reason why I'm experiencing heavy lagging with the game. Merely loading the game to the main menu requires 253 MB (seriously, guys!). Loading a saved game shoots memory usage to 530 MB, and playing the game spikes it to 630 MB what I've seen. Numbers may drop instantly after switching out of the game, thus these might not even be the real numbers of memory usage, especially the latter. Even though my phone has some over 1 GB of free RAM (2 GB total), I suspect that Android goes heavy with ram-cache-control when app(s) use ram over specific percentage, which of course impacts the gameplay. (As an example, I've seen (live-cd) linux with bad cache/swap settings lagging the hell out of a PC with low ram and no swap.) Another point that directs to the suspect that the usage of ram is the reason for the (main) lagging is, that I can easily play this game while charging low battery AND having energy savings off - the battery charges. With Clash of Clans, usually the battery keeps draining while charging even if the energy savings are on. I very rarely experience lag with CoC, and it's memory usage is something like 350 MB. (Just guess how aching my hand was when I started playing this game, since even the battery wasn't a limiting thing.) Turning energy savings off has noticeable effect for the first about ten minutes for this game, then it doesn't seem to make much, if any, difference.
- Sometimes when scrolling the game area and quickly giving a single tap (ie. to select/collect something) the view shoots to the borders of the game area.
- When a resource is ready to be collected, if the "resource ready" indicator is not visible (as it pulsates) and a room is tapped, the room is selected instead the resource collected.
- Above happens pretty much always when trying to quickly collect several resources in a row - instead of collecting second resource in the tap-order, the room is selected, while third collects fine. Reloading a graphic and/or sound related to the collecting causes a noticeable lag-spike, sometimes causing unexpected behavior (like tap counted as a drag). This also makes it possible to select a dweller who is (skill-)leveling up, without triggering the collecting.
- Drags should not be measured relative to the game area, because sometimes a floating view (why it doesn't stop when I stop dragging?!) causes a tap to be counted as a drag, sometimes as a strong swipe, throwing the view around. Especially when there's lag occuring. This is why drags should be measured relative to the screen only. "Dear game, I wanted to select that dweller, not to send it to the wasteland."
If there's any questions or requirement for additional info, I'm happy to assist.