Mobile Terraria Mobile Bugs & Issues Status

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I found a glitch , if goblin tinker dies (due to lava, expostions, etc.) before being unbound it won't spawn in your world again. (Android)
 
I found a severe bug when I when on my world it crashed and now it's crashes when I try to go on any of my world please someone help me
[DOUBLEPOST=1452266086,1452266061][/DOUBLEPOST]On ipad
 
This I what happens when you magic mirror while on a minecart going up or downhill on iOS


cid:E8E8704E-A0E1-40E6-8162-B943C72DBB75

 
Lost another character cloud save. It's almost a joke now. Restoring previous versions in Google Drive didn't work. All this new content but many can't keep a character long enough for any of it to matter. They need to remove the cloud save option until it actually works.
 
What did it do before the latest hotfixes - the same or even less damage?



Just so that I'm clear - this is damage done to a 0 defense target? (this is a great way to test things btw guys as it removes ALL other variables)


I'm going to get a list of the base damage ranges from PC in the background and then I can compare and give the CG guys very specific direction. So keep the info coming please. :)
Problem began with the 1.2.4 content update, damage beforehand was fine.
I took some average damages with a sample size of 5 for each trap, so that you can have more specific info. Please tell CG when you relay this that damage to players is still the higher, correct value. Anyway, damage values:
Super dart trap: 12,12,15,13,14 average= 13.2
Flame trap= 12,15,10,14,11 average= 12.4
Spiky ball trap=12,14,14,10,12 average=12.4
Spear trap=15,15,19,16,15 average=16
Dart trap=7,7,6,5,7 average=6.4
This was all tested on 0 defence enemies (critters and basic slimes).
 
Problem began with the 1.2.4 content update, damage beforehand was fine.
I took some average damages with a sample size of 5 for each trap, so that you can have more specific info. Please tell CG when you relay this that damage to players is still the higher, correct value. Anyway, damage values:
Super dart trap: 12,12,15,13,14 average= 13.2
Flame trap= 12,15,10,14,11 average= 12.4
Spiky ball trap=12,14,14,10,12 average=12.4
Spear trap=15,15,19,16,15 average=16
Dart trap=7,7,6,5,7 average=6.4
This was all tested on 0 defence enemies (critters and basic slimes).
Thanks for posting an in depth damage value list!
 
Duke Fishron is bugged. These are all the Duke Fishron Bugs that I’ve encountered:
  • He drops Lesser Healing Potions and not Greater Healing Potions.
  • He doesn’t drop the Duke Fishron Trophy.
  • He spawns offscreen instead of where your fishing bobber was.
  • He only becomes enraged when leaving the outer fourth of the world and not when leaving the Ocean biome.
  • His damage values are mixed up. Here is some more information on that:
Melee Attack (first form):

PC version damage: 100+
Mobile Version damage: 65–85

Sharknado:

PC Version damage: 90
Mobile Version damage: 80

Sharkron:

PC Version damage: 100
Mobile Version damage: 90 in first form, 100 in second form

Detonating Bubble:

PC Version damage: 100
Mobile Version damage: 90

Melee Attack (second form):

PC Version damage: 150+
Mobile Version Damage: 90–100

Chuthulunado:

PC Version damage: 150+
Mobile Version damage: 150+​
The bugs are all annoying I agree, but I'm pretty sure the reduced damage is intentional. It's a considerably harder fight on mobile imo, he's very rarely on screen and the sharknados appear out of nowhere. Nevertheless nice work on compiling the damage, from personal experience I agree with most, but I think initial form melee might be closer to 90.
 
Problem began with the 1.2.4 content update, damage beforehand was fine.
I took some average damages with a sample size of 5 for each trap, so that you can have more specific info. Please tell CG when you relay this that damage to players is still the higher, correct value. Anyway, damage values:
Super dart trap: 12,12,15,13,14 average= 13.2
Flame trap= 12,15,10,14,11 average= 12.4
Spiky ball trap=12,14,14,10,12 average=12.4
Spear trap=15,15,19,16,15 average=16
Dart trap=7,7,6,5,7 average=6.4
This was all tested on 0 defence enemies (critters and basic slimes).

So...wait. The traps do more to a player and less to a 0 def critter?

Can you give me player values with 0 def?
 
@Loki, I now have the damage to a player with 0 defence:
Super dart trap:78,92,92,76,86 average: 84.8
Flame trap:92,80,68,92,92 average:84.8
Spiky ball trap:84,74,84,68,72 average:76.4
Spear trap:116,116,114,142,106 average:118.8
Dart trap: 44,38,42,36,38 average: 39.6
As you can see, this is much, much higher than the values for a 0 defence enemy or critter. Here are the values compared:
Super dart trap.
To player: 84.8
To enemy: 13.2

Flame trap.
To player: 84.8
To enemy: 12.4

Spiky ball trap.
To player: 76.4
To enemy: 12.4

Spear trap.
To player: 118.8
To enemy: 16

Dart trap.
To player: 39.6
To enemy: 6.4
 
This is weird but doesn't really affect gameplay....
It is always night time at my house. Step a screen or two either way everything goes back to normal, but it always dark and starry at home.
Not really that bothered, it adds to rhe ambiance an all that, just puzzled by it. Might not even be a bug, could just be a side effect of something in my house or basement that I don't know about.
 
This is weird but doesn't really affect gameplay....
It is always night time at my house. Step a screen or two either way everything goes back to normal, but it always dark and starry at home.
Not really that bothered, it adds to rhe ambiance an all that, just puzzled by it. Might not even be a bug, could just be a side effect of something in my house or basement that I don't know about.
Is your house near a surface mushroom biome? If you're within about a couple of screens of one of those it will always be night.
 
Important Note: We will keep these posts updated as further information comes in from the community and/or development team. Please read the fixed and reported bug lists below before posting your own to reduce duplicates!
Hi everyone,

Well, it’s been a crazy week since the 1.2.4 update was launched on mobile, to say the least! :) We’ve been thrilled to see what players have been discovering, but that also means there have been a number of new bugs coming up that our teams need to squash. As part of our mission to communicate as clearly and openly with you as possible, we will be using this thread to keep track of and update issues with the mobile versions of Terraria, so that you can see where we stand on each of them.

We’ll also include general updates at the top about some of the biggest issues affecting each individual platform, and where we currently stand. We all believe it’s just as important for you to know about what’s being fixed as it is to know when we still can’t reproduce a problem or don’t have a solution yet.

Things may seem slightly messy at first as we filter all the data and get everything organized and vetted against our own internal systems, but again, this will serve as a great one-stop place for you to see what’s going on with the current version and future updates.

With that being said, let’s jump in, shall we? Hope you brought your Flippers!



Top Platform-Specific Issues:

Apple iOS:

  • December 18, 2015: New patch for iOS released. It addresses the iOS 7 cloud save issue below, as well as the "confirmed" list of bug fixes. :)
  • UPDATED! iOS 8+ cloud save issues -- It turns out that recent iOS updates have turned the iCloud Drive setting to "OFF" in Settings > iCloud on some devices. Please check your settings, and if it's Off, turn it On! :) This is for users who were stuck at the endless "updating cloud" message. Thank you very much to user @Zach Wright for bringing this to our attention. Sometimes the solution is right there under your nose!
  • iOS 7 cloud save issues -- Because the new cloud system is only compatible with iOS 8 and above, and iOS 7 devices still received the update, this has caused incompatibility issues resulting in cloud saves not being accessible. Your data should be safe! However, we are currently working on a solution with Re-Logic that will be a good compromise in ensuring you can play with those saves, even if your device doesn’t support iOS 8 and above.
  • Everyplay is currently disabled, so video recording is not possible. We are awaiting a new SDK and will have this re-implemented in a future update.
Google Play (Android):
  • January 4, 2016 Update: Good news! We will be releasing new version of both the free and paid versions of Terraria on the store shortly. This should both fix the in-app purchasing issue as well as contain the bug fixes that were in the last update for iOS. Again, we apologize for the delay, but we are excited to finally bring this to you!
Windows Phone:
  • Crashing at launch -- Unfortunately, try as we may, we have yet to reproduce this issue internally. However, we believe to have narrowed down a root cause, and are working directly with Microsoft on a solution. We know that this has been ongoing for several weeks now, but it has been a difficult bug to isolate and address.
Amazon (Android):
  • Hello, where is our update? -- The latest update was delayed to ensure the new bug fixes make their way into the release. We apologize for the delay, but rest assured that it is coming!

Confirmed & Potential Bug Fixes:

Confirmed fixes and potential fixes for the next patch (most of these should already be in on iOS, with other platforms coming soon):

  • Fix for 'Don't place Demon Altars outside of Crimson biome'
  • Fix for iOS7 scaling and misalignment in menus issues
  • Fix for Arch Demon gore sprite transparency
  • Fix for issue with items being deleted while drag/dropping and switching tabs in some situations
  • Added check for iCloud login on device, prompt displays telling them to log in
  • Added check if cloud upgrade already ran during session, preventing a 2nd prompt on iOS
  • An even more elegant solution for the delay experienced with iCloud deleting data after the conversion has completed
  • Removed inactive close button from cloud character menu on iOS
  • Fix that removes the black bars on the iPhone 5 build
  • Fix for 'Builder Potion permanently causing a glitch on that character'
  • Fix for 'Trying to manually take things out of chests (like platinum supply)'
  • Fix for 'All Items acquired from Chests disappear'
  • Fix for missing entries for 6x4 wall paintings/objects - animal skins and treasure map now drop their proper items when pickaxed
  • Fix for honey color on the minimap (blue -> yellowish honey color)
  • Fix for dungeon being destroyed by world gen in some cases
  • Fix for 'No long dig tunnels through Ebonstone and Crimstone'
  • Fix for Corruption biome being destroyed by world gen in some cases
  • Fix for iOS build name and debug menu in tutorial (1.2.11252)
  • Fix for Traps not doing damage to enemies or critters
  • Fix for Timers not working
  • Fix for Truffle worms not spawning on all platforms
  • Fix for No Spider Armor / Fangs not dropping on all platforms
  • Fix for Slimes not dropping gel and Black Recluse on all platforms
  • Fix for Plantera music playing while the Frost Moon event occurs
  • Localization: Zombie Elf's have their names replaced with Zombie
  • Fix for crash occurring on Player inventory
  • Fix for Travelling Merchant message & spawn
  • Fix for Beetle Armor not giving the "beetle hovering" set bonus that absorbs damage (Beetle sprites were not displaying correctly)
  • Fix for fishing issues (Cavern layer fish in Oceans)
  • Fix for iOS scaling issues on large retina screens
  • Fix for Updated support information
  • Fix for Don't place Demon Altars outside of Crimson biome
  • Fix for No long dig tunnels through Ebonstone and Crimstone
  • Fix for Corruption biome being destroyed by world gen in some cases
  • Fix for dungeon being destroyed by world gen in some cases
  • Potential Fix for Android Try & Buy issue
  • Potential Fix for Amazon certification issues
  • Potential Fix for Windows Phone issue
By Design / Unable to Reproduce:
  • Switches and Levers not working consistently: We need to look at this more closely, but they are working as expected in code.
  • You cannot open a chest when you have a pick in your hand: The game logic tries to mine the chest instead of opening it. Works as designed.
  • Shroomite gloves do not like opening chest: Same as Pickaxe issue above.
  • Builder Potions can be found in chests: This is in the original game code, and is by design.
  • Picksaw doesn't work: Confirmed by QA as working correctly.
  • Asphalt doesn't work: Confirmed by QA as working correctly. Clarification in 12/16/15 update below.
  • Ocram Trophies are converting to Ice Queen Trophies: QA was unable to reproduce this.
  • Looms seem to duplicate rather than disappearing: QA was unable to reproduce this.
  • Angler doesn't give any fish quest: QA was unable to reproduce this.
  • Flame Dyes still don't work: By design, as these complex dyes are not supported on mobile.

Issues Reported to QA & Development (Status Pending Further Investigation):

Newly Collected and Reported to QA/Dev on December 16, 2015:
  • Clarification: The Asphalt bug mentioned in OP is only for asphalt that was placed before the new update, and fixed by replacing the asphalt. This is not really an issue, but a little annoying since some structures have lots of asphalt.
  • The discount card doesn’t work (it doesn’t affect prices). Also, it increases prices for re-forging. (Android/iOS)
  • As soon as a world is loaded, user crashes. They did some testing and figured out that the crash might be due to chests. Their game is having trouble rendering them. They tried the same on an older iPad, and they can open chests, but only with an empty slot.
  • Mech Bosses do not drop their respective drops.
  • Living Loom is not present on living trees.
  • Wiring is not working properly.
  • Spears do not work properly.
  • Corruption's generation isn’t working correctly.
  • Must have Candle and Battle Potion in order to get high spawn rate.
  • Guide does not have Recipe Guide (maybe due to limited memory of mobile devices?)
  • Players and NPC/enemies cannot go down Stair platforms, they are pushed upward.
  • Spawning of critters and even enemies can spawn right in front of you (supposed to be off-screen).
  • Auto-aim feature malfunctioning, only detects closer enemies, unable to detect far enemies.
  • NPC Glitch (spawning in a solid place).
  • Beetle armor: Set bonus reads "Minion damage +"
  • Spectre armor (mask): Set bonus reads "Mana usage -"
  • In MP, items you take from worlds other than the ones in your device disappear when you return to your world. Any changes to the character also appear to not be saved.
  • HP hearts have lines in the middle.
  • Bosses in MP: When the person who the boss is focused on teleports, the boss follows it and de-spawns. Happened with Queen Bee.
  • Pre-Hardmode Crimson does not convert grass or trees to spread. Crimson will only spread on dirt blocks (Galaxy S4, Lollipop 5.0.1). Related, you can try to plant Crimson Seeds on grass, and the seeds will be used, but no Crimson is planted.
  • Wall removal is limited to the PC’s waist. Excavating is tedious when you have to remove the background for your own walls one tile at a time.
  • Immediately following a power off due to battery, game enters a failed download/install loop. (Android)
  • Magic Mirror needs to sometimes be used several times for it to take player home.
  • Fishing: Items in inventory will randomly be considered bait with the tooltip "10% bait power." Seems to happen on stackable items only. User had it happen with a big stack of Cobwebs. Suddenly had 400+ bait to use.
  • Sometimes switching from a Bug Net or Fishing Pole to another item (weapon, pick, etc.) will randomly place a number in the hotbar next to that item, and you will not be able to swing it. Shortly after, the game will crash.
  • I found that when an Arch Demon is killed, the head has a white box around it.
  • Chairs have a horizontal purple line through the middle (chairs placed before update).
  • Created several new worlds, defeated all bosses until Plantera. However, no Plantera Bubble spawns inside the Jungle biome (iPhone 6 128GB iOS 8).
  • When I use the Sonar Potion to save on my bait by seeing what is biting, my bait still dwindles away. Bait isn't supposed to be used until it is reeled in, but while bait is sitting in the water, it will dwindle away every time user gets a bite.
  • All of the new light furniture are not emitting the right color of light (e.g., Boreal Wood Candelabra emitting yellow light instead of blue, Ebonwood Lamp not emitting any light at all, etc.)
  • Bottled butterflies graphical glitch: corrupt graphics sometimes show in place of original animation.
  • Ultrabright Torches from the Traveling Merchant don’t produce light when held, and when you break them, the item doesn’t drop.
  • The NPC heads in the mini-map appear to be too big.
  • Worm Duplication Glitch using Rainbow Bricks.
  • Torches have substandard animation.
  • Tooltips appear to be wrong (e.g. Naugthy Present: “15% bait power. Use as bait.”).
  • Firefly animation bug (light source).
  • Vanity Accessory Slot? (Q1 Update)
  • Worms and Grasshoppers are quite slow to spawn.
  • Enemy Spawn Rate is too low.
  • Sunflowers bloom their light before nightfall.
  • Maps show wrong color when viewed.
  • Traveling Merchant arriving message.
  • Rain becomes fast when using touchscreen on point placing.
  • Destroyer's laser and healing orbs given by the Spectre Armor are too big.
  • Hammer (Joystick Coordination)
  • Terrain Generation (Q1 Update)
Reported to QA/Dev on December 14, 2015:
  • The game decided to consume a bee mount as a potion, and it disappeared (Nickxy)
  • Using Builder Potion and placing bars will cause item to duplicate (dark_lord)
  • The Hardmode dungeon mobs besides the teleporting caster skeletons are not attacking the player. They only seem to do contact damage but they don't aim for the player. Also, the paladin doesn't attack the player and he only do contact damage. (Android)
  • Picksaw doesn't work/disappears after being used (Nickxy)
  • Robes do not appear fully on mannequins
  • Torches sometimes don't appear in hand when selected
  • Enchanted swords seem to appear far more frequently
Reported to QA/Dev on December 13, 2015:
  • “Failed fetching download URL" (Android) - Player crashes after notification.
  • Animal capturing not working properly (iOS) - If host captures animal, animal is still visible on guest devices and able to be killed.
  • Pirate Invasion, Frost Legion, and Goblin Invasion not summoning in world (iOS) - Able to summon the Pirate Invasion and Frost Legion one time in my world, but was able to only once, and the Goblins can't be summoned at all.
  • The top and bottom 20-30 blocks have become inaccessible since the last update (Android) - Stuff is inaccessible at the top of the world and the bottom of the world that was originally fine. Players have chests and items at the bottom of the world.
  • Player can't open any web-covered chests, water chests, shadow chests, sky chests, gold chests, or any if the dungeon biome chests (Android) - Player can only open the wooden ones and the ones they have placed themselves.
  • Game freezes and crashes seemingly at random (Android) - Freezes for about 3 seconds, animation stops, but player can still hear music and fighting/killing/getting hurt sounds, so the game still plays, but they can't see anything because the animation is frozen. After that 3 seconds, instant crash.

Whew! Did you get all of that? :) Apologies for any typos, duplicates, or other errors, but we wanted to make sure to get this out there for everyone ASAP. Additional updates coming soon, although you may very well receive the next patch before we get this mammoth post updated. That's what we're hoping for anyway. :)

Thanks again for your patience and understanding, and Happy Holidays everyone!

Haha, damn! Those last 3 issues listed sound EXACTLY like how I worded it when I told your support guy about them. I guess he did deliver. Thanks Arsen.
 
I have been playing terraria on my Samsung galaxy s3 and I have been trying to get the slime mount and I have killed the king slime 30 or 40 times and he dropped nothing, is this a bug/glitch or just really bad luck
 
Thanks @Danoh23!

I'm awaiting an answer to my question to the PC dev team as to what it actually should be for each trap. If we are fixing it, let's fix it correctly. :)

Can you confirm which enemy you used for the test?
 
Thanks @Danoh23!

I'm awaiting an answer to my question to the PC dev team as to what it actually should be for each trap. If we are fixing it, let's fix it correctly. :)

Can you confirm which enemy you used for the test?
I didn't use statue spawned enemies, I just waited for whatever came along. However, I am certain that everything that it was tested on had 0 defence. Some slimes, and some bunnies/squirrels (yes it's cruel). In hindsight I should've rigged up a slime statue, but I don't think it would affect the results.
 
I didn't use statue spawned enemies, I just waited for whatever came along. However, I am certain that everything that it was tested on had 0 defence. Some slimes, and some bunnies/squirrels (yes it's cruel). In hindsight I should've rigged up a slime statue, but I don't think it would affect the results.

No, that's fine. I just know that the more details the better, usually. :)
 
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