Note: this documentation is a bit outdated and needs to be rewritten.

Any bugs found in FFX 3 should be reported to the FFX 3 Bug Report Thread in the Mods forum at www.freedomreborn.net

KNOWN BUG LIST

PERFORMANCE ISSUES

FFX will tax your processor, memory and hard disk much more than the default game, as there is a lot more going on behind the scenes. For normal game situations on even relatively modest hardware, it shouldn't show too much if at all, but as you add more characters, FFX attributes, combo attributes, power swaps, plugins, etc. to a mission, the performance hit gets worse.

Also note that some scripts require much more computing power than others. For example, the Disguise attribute, when active, is much more likely to slow down your system than Superheroic.

FFX CONTROL CENTRE ISSUES

There are a few problems with the FFX Control Centre.

MIMIC and PUPPET MASTER

If a MIMIC mimics a PUPPET MASTER'S minion, the PUPPET MASTER can DEANIMATE the mimic, causing you to lose the character for the rest of the mission. Don't do this, OK? (This also means that the PUPPET MASTER can heal the MIMIC with the SUSTAIN command)

TELEKINESIS, SUPERTK, EARTH CONTROL and MAGNETIC

Sometimes an object will fail to lift if its in a confined space. Just try again.

NEW ATTACK TYPES DONT WORK WITH AREAS AND DIRECTS

This can't be addressed by me - its due to some fundamental flaws/design decisions in the FF Engine. Direct attacks, however, can be closely simulated with the new 'invisible beam' FX. Area attacks can be simulated by being triggered by a special power such as empathy, invisibility or displace image.

MISSING STATE SWAPS

Very occasionally, a customised attack type doesn't trigger.

EXPLOSIVE PROJECTILES

Explosive projectiles currently only state-swap for the central target. e.g. buying an exile explosive projectile and swapping that state for shrink will cause the central target to shrink but others in the radius will be exiled as normal. Limey Lure swaps can be used to mimic explosive projectiles best.

MULTIPLAYER ISSUES

Attributes which don't have a chance of ever working in Multiplayer have been disabled now. They're marked NOT MULTIPLAYABLE in the descriptions now, and are automatically disabled. The new attack types all work in multiplayer.

Customisations of all attributes and special attacks are disabled for multiplayer for both gameplay and technical reasons.

Important: The above applies to FFX 2.6; FFX 3.x has never been tested with multiplayer, so it's not really suppposed to work at all.