Big list of bugs (Diablo 2)
I found one post on the Internet listing bugs in patch 1.13, and considering what a "huge" patch note they rolled out with the release of 1.14 and up to its latest version, fixing only compatibility problems with new versions of Windows, I think many of these points are relevant and still ... I know that some of them on this server were fixed by him, but what about the rest? What other bugs have you noticed in this game since 1.13? I translated everything while preserving some of the more familiar slang phrases and names of skills / objects, if there are jambs in the translation - write, I will correct it.Caution, a lot of text 1. Waypoint Memory Leak - memory leak due to more than one activated waypoint at about the same time.
2. Kick-skills - The result of this bug is that the skills will not perform a server-side attack until you release the mouse button.
3. Kick Skills Part II - it looks like it was originally supposed to split the target / attacker's mLvl and cLvl multipliers like other skills, but ends up using target mLvl for both multipliers (this means that no matter what you attack, the result of this formula will be the same).
4. Kick-skills part III - due to an incorrect code in the function of creating damage in melee by default, kick-skills receive elemental damage from weapons.
5. Psychic Hammer - copy-pasted code from the knockback section of the Dragon Talon skill with the same formula error (using [acronym = "Monster Level"] mlvl [/ acronym] twice).
6. Kick damage bonus - this parameter is not actually used in vanilla, but the bonus is added twice, not once, so +1 is actually +2.
7. Power Strike bug - SrvStFunc function ignores attack rating bonus from Skills.txt.
8. Smite bugs - never meant to be beaten all the time, it does call the attacker / defender routine, but the problem is that it ignores the results, probably because they confused logical AND with OR.
9. Smite also does not install unitflag # 64, which tells the game that the skill was successfully completed (this will finally cause all kinds of glitches that might seem unrelated).
10. Smite applied by monsters uses the damage specified for mode A2, even if they did not use A2 to trigger the skill (and even if they do not have damage specified for A2).
11. Infernal meteors (like in the River of Flame) are completely broken, that is, meteors flash across the screen, but do not land, and when they do land, they explode only occasionally, and when they explode, they generate only one flame instead of fire spots. (like the Meteor skill and how they worked before v1.10)
12. Time-delayed boss events (Poison Death, Cold Enchanted, Lightning Enchanted, Firegolem Explosion, Fire Enchanted, Lightning Nova on death, and others), all use one and the same timeout identifier, so that every time a timeout is set, all these events will perform their effects.
13. After using certain skills (Frenzy, Leap Attack, Whirlwind, Charge), the player can get stuck in place.
14. The defense bonus for ethereal items will increase each time the item is transmuted with a cube recipe that changes the item's flags.
15. Elemental damage of monsters is completely broken, the function that Blizzard uses to generate monster stats does not differentiate between different columns of elemental damage, as a result the game will use damage from the first column for all enchanted attacks that the monster can inflict (= Gloam bug ), this is further complicated by the fact that the elemental damage dealt by monsters is dependent on their critical strike chance (for example, Fire Explosion can deal double damage).
16. Melee attacking monsters that steal life, mana, and stamina deal twice the specified damage.
17. Mana drain bosses do 512x more damage!
18. Skills using SrcDamage values ​​other than 128 do not have the correct amount of damage because SrcDamage is incorrectly (and inconsistently) applied throughout the code, which can lead to more damage reduction than it should, on projectiles the situation is even worse, since some types damage is not reduced at all.
19. Rather a design flaw than a mistake, the game will apply the ED% bonus after applying another damage bonus. This is not a bug because there is no way to change the check order in vanilla (weapon damage and additional weapon damage use the same stat, so changing the order will completely break ED%).
20. Poison rears its ugly head again, Blizzard confused Poison_Count stat with Poison_Length when it comes to applying SrcDamage to projectile damage, resulting in skills like Multishot (which have SrcDamage different from 128) will have an invalid poison duration when you have more than one source of poison (this is related to the above, but deserves a separate place).
21. Monsters that are low on health will eventually not regenerate health (the value is rounded up to 0).
22. Players with a physical resist> 99% can become immune to crushing blows as the function used for Crushing Blow does not differentiate between monsters and players.
23. Summoned monsters will receive an additional attack and defense rating equal to 100% of the value specified in MonLvl.txt for their mLvl (noratio is ignored).
24. Monsters that use ranged attacks that require an attack rating (Quill Rats, Blow Pipers, etc.) have twice their attack rating than they should.
25. Throwing and shooting skills that add an attack rating bonus to projectiles do not add their bonus (they pass 0 functions instead of reading the projectile bonus).
26. Blessed Aim and Penetrate use the same state, as a result of which two skills can neutralize each other due to the replacement of the statlists of the states of each.
27. There are a lot of places in the code where Blizzard forgot to handle life and damage in 256 stakes, this results in 1/256 of the life assigned to units, which can cause all sorts of weird behaviors.
28. Evil Urns are not designed to create spiders.
29. The ObjGroup data listed in levels.txt is very damaged, some groups have a 0% chance of appearing, other groups do not contain objects and thus simply destroy the number of objects that appear in the area.
30. Curse resistance is checked by the same function that processes most statlists based on the time assigned to units, with the exception of a few cases that are processed specifically, and will be applied to each statlist based on time, which means a decrease in the duration of the buff also for Fade (skill the killers).
31. Frozen Horror's Arctic Blast does not fire events correctly, which can cause sprite overflow when the skill is applied to a sorceress using Chilling Armor.
32. All searches for records in MonType.txt performed on the client will incorrectly use the record count from MonProp.txt
33. This is not a real bug, but again, it causes some likely unintended behavior (for example creating nests as bosses), the game uses nmon instead of umon to select bosses, which means they are picked from the normal enemy pool instead of the special boss pool ...
34. Magic Pierce and Magic Skill Damage Stats
These stats, although not used in the vanilla version, are inconsistently mentioned in the code, so if they decide to use them in the future without fixing this mess, expect more bugs.
35. Some of the death effects of NoMultishot bosses are not set to true, as a result of which colliding with them and killing them, if they have a Multishot UMod, will cause their death effect up to five times (Schenck et al.)
36. The additional oblivion knights added in v1.10 and v1.11x are not getting the required components, which means they appear with an inappropriate glow around their arms, this is because they do not check BaseId, but check HcIdx ...
37. The game does not display affix colors for craft items because they forgot to specify this in the item color function inside D2Client.dll.
38. Correcting the old glitch of the chest broke the drops from some act bosses. Some act bosses were originally supposed to drop 7, not 6 items.
39. The target search flags used on the client and server for projectiles that automatically search for a target (Guided Arrow, etc.) are not identical. This can sometimes cause different units to be targeted at both ends, causing the projectile to disappear.
40. The last batch of palettes in RandTransforms.dat is never used by the game because they forgot to set up the index in the only lookup that really matters (the paint function).
41. Trapped souls that drop their items with a delay (those that light up when touched) do not count your characters' gold find and magic find, they pass NULL to the TC function.
42. Blizzard copied and pasted the Desert uberquest location at 1.11x and forgot to set the waypoint id to -1 (255), waypoint lists are created on the client side, and we all know what that means.
43. Uber Diablo (or Clone, one of the two) does not use the diablo mode diagram entry, instead it uses the same normal monsters that are used, which can cause unexpected problems.
44. Treasure class (TC) improvement bug.
This is a critical bug, the function does not check whenever it reads the last entry inside the TCEX BinImage, as a result, it may end up moving through random memory until it crashes.
45. Some poison clouds have an invalid hit class in Missiles.txt, as a result they play the same sound as a spear when you enter them, which can be very annoying. The trail left by Plague Javelin does not harm due to a typo in the server-side traffic function.
46. ​​Some quest flags are reset when they should not allow you to receive Andarieli and Durieli's quests an infinite number of times until you visit Act II.
47. The guest monsters added in v1.11b (as well as the Diablo clone) have broken chains, which lead to different (but subtle) glitches.
48. Broken Runwords
Some of the property codes assigned to v1.11x runwords are written incorrectly (which will cause the game to stop assigning a stat after reaching a bad property, which is a bug in itself, it should just be skipped like elsewhere).
49. There are several places where the movement flags on the tiles are not properly set, which allows players to move to places inaccessible to them (for example, teleport to walls), this also applies to monsters that appear on inaccessible islands (for example, in the sewers of Act III or summoned creatures in the location of the quest with Gibbdin).
50. Some items appear with affixes that they shouldn't receive (for example, circlets with both damage reduction series, instead of just the first one intended for circlets, shields with AR), small charms should be able to receive the Lucky prefix instead, the small charm version is assigned to large charms, some affixes have invalid item types, which prevents them from spawning on those types (staves, noteworthy, are listed as staff, not staf). There are also some problems with qLvl and reqLvl of some affixes (for example, King's and Master's have the same qLvl, and among the resistance affixes the strongest affixes have a lower level than several weaker ones available for the same items [IIRC]), another incarnation this is the prefix Lizard's on small charms,
51. Uberquest items also drop in single player, where they are completely useless (quest drops like this should be hardcoded ...)
52. AiParams for some monsters (especially vampires) are incorrect, which makes the earliest species more aggressive than the endgame options, the guest monsters don't have their AI configured at all, which means most of them act as enemies of Act 1-2.
53. On the client side, certain things are handled that should never be controlled by the client, for very obvious reasons (which the author for some reason did not want to mention).
54. Trang-Oul transformation bug (which is even indicated on the Arreat Summit) - getting stuck from an attack or a spell, as well as from opening things, which is reproduced at the speed of a vampire, and not at the real speed of the player. It is very unpleasant to "freeze" after hitting the barrel.
55. Santard of Heroes still does nothing.
56. Fire Enchanted's damage is doubled despite what is stated in the 1.13 patch notes.
57. Diablo Clone's spawn mechanism encourages duplication.
58. The TPPK problem: you all know all too well.
59. PK Problem: Doesn't Require Mutual Hostility - Deactivating hostility on one side results in the other player still being able to harm the one who has given up the hostility.
60. Mass copying of runes due to the rarity of the drop of high tier runes.
61. Anya Quest bug: after the death of the character, the resistance from the quest reward scroll disappears, but is not indicated in the character's stats, and returns only after restarting the game).
62. Error casting speed set Trang-Oul (slows the player for an unknown reason).
63. Client will continue to execute ClientDoFunc for skills even after you go into hit recovery animation, which will result in empty Zeal hits and ghostly projectiles that don't hit anything because they don't exist on the server side (affects Fury, Zeal and Strafe), Dodge / Avoid / Evade interrupts Fend, Jab and Strafe while animations continue, but does no damage.
64. Glitch Rushing (ability to complete Baal's quest with a level 1 character).
65. Game is Full Bug (the game is a complete bug, as the author writes).
66. Incorrect figures in the stats of the character (especially with + damage modifiers).
67. Spirits of the druid gain 2 immunity to Nightmare and 1 to Hell, which makes them weaker in spite of all game design.
68. When a non-ladder character tries to join a ladder game, the following message is displayed: "The game does not exist."
69. When a ladder character tries to join a non-ladder game, the following message is displayed: "A non-ladder character cannot join a ladder game."
70. A bug with Inferno is still present (skills that deal damage per frame do half the specified damage).
71. The Sanctuary skill is not working correctly: Enhanced Damage does not work at all.
72. The game stops and returns to chat when trying to revive Qual'keh's mercenary without enough money (act V NPC).
73. "% Skill Trigger on Attack / Hit / Death / Level Up" is not displayed in the item description in the Spanish version of Diablo.
74. The bug that makes you lose the ability to use Barbarian Leap / Leap Attack until you exit and return to the game is quite annoying and can even kill you on hardcore.
75. Mercenary equipment auras - the need to remove / wear items with auras on your mercenary to activate the aura every time you resurrect him / her. This is insignificant, but a big waste of time for everyone.
76. Slowing Baal - When you use Clay Golem, Decrepify or items with a Slow Monster on Baal, they completely neutralize it. Because of the way his animations are set up, he continually interrupts himself during deceleration, never ending one animation before starting the next. This error prevents him from using teleport and many of his other dangerous skills, making him one of the easiest bosses to kill.
77. Patch 1.11 gave only 7 runwords instead of 10 as stated in the patch notes.
78. While collecting the pieces of the staff in Act 2, the quest screen in the sixth and last field says "Talk to Meshif" before the party killed Duriel. It is suspected that this player killed Duriel in the previous game, but that player left without answering the request.
79. Dire Wolf bug. Dire Wolf will often try to eat a corpse that they cannot eat, such as a skeletal corpse or a Thorned Hulk monster.
80. Volcano bug. It cannot be used in very tight spaces such as the stairs in the Arcane Sanctuary, and it cannot be used on monsters that remain near certain objects.
81. When the mercenary is frozen and colored blue, change the map, for example Tower Level. Does not work in open spaces, as the map is not redrawn. When the card is redrawn, the mercenary loses its sluggishness, but is not painted back to its original state. Rarely, it also happens with a poisonous effect (green, cause unknown).
82. New glitch with Hellforge Hammer: it can be found more than once by the same person.
83. Bug with Wirst's Leg: Runwords do not work at all in this weapon, possibly because it is considered a unique item, although it is a normal item.
84. Bug with improving the quest item. Their item type is changed to "Hand Ax", the quality is normal instead of exceptional (although the horadric recipe "Unique Normal to Exceptional" is used).
85. A glitch with the palace in act 2. Annoying when another player enters Palace Cellar, Canyon, or Arcane waypoints and players who have not completed the quest with the Horadric Staff cannot speak to Jerhyn).
86. Damage / defense mitigation skills have been broken since the game was released - they are included in the damage calculation instead of using final damage to calculate them.
87. The stacking damage reduce from using the Thorns aura in PvP (the first damage dealt to the target player is reduced, then the reduced amount is again reduced when it is reflected to the attacker).
88. Fire Golem: The problem is that it does not absorb fire damage over time. He is immune, but does not heal at all.
89. The top two lightning traps are actually so powerful that on Nihlatak they can cause a bug that kills Nihlatak so quickly and from afar that the quest is unfulfilled.
90. Repairing harpoons and the like will not increase their number above 20, which is fucking stupid, because the cross-arrows show 15 or less, plus 20, which is not very much. Alternatively, it might just be a weapon with an increased stack size. Harpoon weapons with a stack of more than 110 pieces cannot be repaired more than 20.
91. The sorceress's timerbug, which appeared since v1.10, has not been fixed.
92. The assassin's Dragon Talon first counts the physical resistance of the monsters, then converts the remaining physical damage into his explosion damage, and then uses the fire resistance of the monsters to further reduce the damage. Thus, he uses 2 types of resistances instead of one, and is completely useless against monsters with physical immunity, for which this skill was invented.
93. Act 5 Quest # 5 with the destruction of the Ancients. When using Cloak of Shadows after hitting them several times, the game crashes.
94. Grief Smite Bug - + Grief's damage is fully applied when using the Smite skill. (note that many do not consider this a bug, since it is used in paladin builds and is considered a feature)
95. When using Impale, the Critical Strike (or Double Strike?) abilities do not work.
96. Skating in the city (running, then holding shift). The character's walking animation stops, but the movement doesn't.)
97. Desink of the Charge skill - on the client side it is faster, but on the server side the character is displayed in the wrong place, which leads to practical invisibility.
98. Respec-aurastack glitch - after the respec, the visual components of the skills will remain, and the character stats screen will remain false until the skill is recast or until you re-enter the game. It is unknown if the same happens with periodic skills like Enchant, Werewolf, ES, Venom, etc.)
99. Sometimes the mercenary becomes invisible. It is functional but has no visible component. The granted aura is also not visible on hit targets, but still works correctly.
100. Sometimes, when a player's character is poisoned, for example, in Act 2 from the Great Mummies, the duration of the poisoning is unexpectedly long, and the damage is unreasonably high. When usually (in 99% of cases) the poison effect damages 1/5 of the player's maximum health, this buggy damage is very quickly applied from three times the character's maximum health. It is suspected that the length of the poison is also reduced here, and the player's resistance is not applied.
101. Copying things.
102. Fire Enchanted + Corpse Explosion bug - when the boss monster has both abilities, their effect is activated twice only on Nightmare difficulty.
103. Skating Assassin bug.
104. Charged Strike / Lightning Strike uses Critical Strike / Double Strike / Crushing Blow / Open Wounds or something similar depending on melee attack.
105. Gambling on classics by Gheed in 1 act of normal. Has a throwable weapon on the game screen (unidentified), which, when purchased, is always a "white" superior throwing weapon, not a magic / rare / unique one.
106. Dragon Talon attacks twice for each "hit" (but this bug is based on other errors in various kick-skills).
107. The chance of knockback on the assassin's finishing blows multiplies slvl against mlvl, but incorrectly uses mlvl as a subtraction (resulting in only slvl end result).
108. If someone completes the Lair of Evil quest in the game, and someone who has not completed the quest joins the game, Akara will grant them a respawn option as a chat option, but does nothing. (It may require that the other player is already in the game and then rejoin, but not complete the quest).
109. Due to typos in the column headings in weapon.txt, armor.txt, and possibly elsewhere, Hratli has the wrong MagicLevel 1. Its (?) Name is misspelled as Hralti in these headers.
110. Oblivion Knights never attempt to heal their allies (however, they choose a target to heal).
111. Fetish shamans never use their Fetish Aura skill.
112. Fangskin, a level 2 Super Snake Temple, never drops any items on Hell difficulty. This is because it has an invalid Treasure Class.
113. Frozen Horror in Act 5 casts Arctic Blast, which has an incorrect flag for triggering events. This can easily cause the sprite limit to overflow when they put it on a Sorceress with Chilling Armor (or a character with "Fortitude" who put Chilling Armor on them).
114. The "Shooting magic arrows" property of some unique items does not correctly account for any other functions of the projectile, as a result of which the arrows are just ordinary arrows, which (to the client) look like magic arrows.
115. Dragon Claw: If the first claw attack hits, the second deals normal damage and does not receive a charged bonus. Also true for any assassin finishing blows.
116. Tomb Viper in act 5 at Nihlatak does not correctly inflict physical damage per frame when attacking with his "poison spear" attack. The attack should only use their poison.
117. Prevent Monster Heal does not apply from your mercenary's items.
118. Aura-stacking bug - when a character in the game uses 2 pieces of equipment that add the same active aura, for example, when equipping the helmet and shield of the "Dream" runword with level 15 Holy Shock auras, the aura level is summed up, i.e., it grants a level 30 Holy Shock aura).
119. However, you can re-stack levels by attempting to trade with someone and then canceling it. This is triggered after trying to sell an item to a player when his inventory is full, and also when trying to exchange an item for 1 inventory space to a player who already has the same item (trying to exchange annhilus for a player who already holds it), as a rule, any situation when the exchange cannot be completed for any reason. This will reapply one (or both?) Of the item's aura to the existing stacked aura in our case dual "Dreams", granting a level 45 Holy Shock. The summation procedure can be repeated further, and the effects are summed up with additional unsuccessful deals.
120. When the window is stretched, the mouse still moves as if the window was a normal 800x600. This means that when you completely remove the mouse from the window at high resolution, it does not appear until it is much lower.
121. WP: sometimes wp in the city is displayed in blue besides the currently used wp.
122. Changing boss Durieli for the ability to drop essence conflicts with his treasure class (TC). He now sometimes does not drop the tp scroll at all, and sometimes only drops one tp scroll.
123. When creating a game or exiting it, the window returns to its original position .... which is not very good and it seems like it was not until 1.13.
124. To play: buy a city portal volume, set it to F #, make a city portal anywhere. Return to the city via wp and put the city portal volume in the cache. Buy a new volume and go anywhere with wp. This will not RMB create a city portal when selected with the F # keyboard shortcut (only animation happens). However, the city portal can be created by right-clicking on the volume in the inventory. If the original city portal volume is retrieved from the cache, RMB applies tp when the correct F # hotkey is selected.
125. Character - a barbarian ... During a duel, holding 1 weapon in your hands, the damage is regulated properly. When adding a 2nd weapon for the first time, the damage is adjusted, as it should be in the character's stats. When replacing any weapon with the 3rd, the damage remains unchanged. From now on, in order to see the damage adjustment, you have to remove all weapons by closing the inventory and stats windows, the "wrong" damage was still indicated in the character's stats when this window was reopened.
126. If you create a new game, or join an existing game, or leave the game and previously moved the window to any place from the starting position (from the middle), then it will return to its original position.
127. If you go to the next act with a quest (not via wp) and previously moved the window to any place from the starting position (from the middle), then it will return to its starting position.
128. The last charge of any summoning skill from an object does not work (the summoned creature immediately disappears).
129. Hydra - The base speed of the hydra projectile has been decreased.
Projectile speed appears to have been reduced rather than increased as indicated in the patch notes. If they were to be increased, then this is a bug. For players only, in-game monsters work fine.
130. When an assassin has a +2 claw to Dragon Tail, her DT skill level does not increase. It doesn't matter which hand she holds it in. A +2 skill claw works, but a +2 claw does not work on Dragon Tail.
131. Sometimes it becomes possible to respawn in Hell from Akara without completing the quest with the Den of Evil and having not completed it before either on Normal or on Nightmare.
132. If I activate the Thunderstorm spell, rip the char, and then leave the game and return as a new character, then on my screen, the image and sound of Thunderstorm were still flashing every few seconds.
133. After ripping a character, and then picking up his corpse, the teleport is no longer tied to a hotkey. This also happens even if there are no teleporter charges. It also happens when using any ability from charges. This is only when using items with charges. For example, the Enigma runword does not have this problem.
134. When using stat charms such as Hellfire Torch, Annihilus, +2 strength small charms, etc. on the player's monitor the character is dressed, but on the screens of other players this character is naked.
135. Strength bug: when a character is put on an item of equipment that meets only the requirements of strength (or another stat, dexterity, for example), and the item gives the same bonus as the rest of the equipment that allowed to wear this item, then the item remains usable, even when to remove this equipment back.
136. After using Akara's respec on normal and nightmare, then hitting the Hell difficulty, then going to Act 5 to visit Act 1 and talk to Akara, the option to reset stats and skills will be available without completing the lair quest. After you click on it and then OK, then nothing happens. This could be done any number of times, and when you cleaned the lair and try again, it would work and the option would no longer be available.
137. WPs are not active when you create a new game and click on an already activated WP on foot (not via WP itself).
138. Oblivion Knights no longer apply the Lower Resist curse.
139. When moving, hitting the slowdown effect from Decrepify (the author is not sure about its other effects), it does not work.
140. The barbarian has a spelling error on one of his skill icons. It says "Pole Arm Mastery" instead of "Polearm Mastery" (space). All weapons have "Polearm Class" written on them.
141. Bug / exploit "Drop barabarian" (the bug does not appear in single-player games): a barbarian who has at least one point in every skill in the Mastery branch, in Shout, Battle Orders, Battle Command, Enchant, Venom and several buffs Auras (Fanaticism, Holy Shock, Holy Fire) causes other characters to crash from the game.
142. Invalid Smite paladin damage displayed on the character screen when items with the "+ Damage" attribute are equipped.
143. Skill of the sorceress Telekinesis and waypoints (wp). When Telekinesis is applied from afar on wp, it
opens a screen with waypoints,
144. "Invisible projectiles". Projectiles such as Bone Spirit or Blessed Hammer can become invisible to players. In the case of the Blessed Hammer skill, the projectiles become invisible when the paladin moves very quickly when using the Blessed Hammer (with the FRW attribute on items, Charge, Vigor).
145. Rada and Countess sometimes go missing.
146. When creating a game in windowed mode and switching back to diablo, a strange wind is heard, similar to a howling sound. To fix this one has to go to sounds and move the soundbar, which is pretty annoying every time (windows xp).
147. The jumper cannot be killed (monster with 0 hp).
148. Whirlwind death disconnection: In pvp, sometimes when a character dies while in a whirlwind animation, they freeze on the "press Esc to continue" screen and get stuck in that animation for an annoyingly long time, and then the game will report disconnection.
149. While viewing the barbarian skill tree, you can see that Double Swing's mana cost is -1 (it should display 0, since using the skill does not generate mana).
150. You can access wp in the city using Telekinesis, however, if you just appeared in the game and did not move before trying to use wp using Telekinesis, then you cannot move to other wp until you move.
151. Blaze does not give 1% damage per point in Firewall.
152. The twin weapons in the shape of werewolves are buggy.
153. When equipping a mercenary in act 1 with a bow with a single property in the "of transcendence" suffix, the minimum damage is shown in the screen of her stats, higher than the maximum. For some reason, this does not happen with other bows with the additional minimum damage property. Game mechanics (according to the author) should be adjusted using the line that if minimum damage> maximum damage, then min. damage = max. damage - 1 or if minimum damage> max. damage, then max. damage = min. damage + 1. In the future, it would be preferable to avoid problems with the balance of certain skills.
154. On Hsarus' Iron Heel (boots from the set), the assassin does not show kick damage 6-12, although it is applied.
155. When you are on WorldStone Keep levels and fight without walking (it happens when there are many monsters and weapons with low damage are used), the AI ​​thinks that the player is not doing anything, so it initiates Baal's elemental attack. The effect does not actually appear, but laughter still occurs because of it. (Try on a higher difficulty, where the AI ​​is more active.)
156. When Baal is defeated, Tyrael appears motionless in the place where Baal was defeated. Compared to Tyrael, the red portal appears in a fixed location. The result of this is that sometimes the portal location is not available.
Link to original post from Erichvon
The beard in which the scribes themselves were entangled. A good half are not bugs at all.
Game is Full Bug (the game is a complete bug, as the author writes)
The carpet wrote:
152. Twin weapons in the shape of werewolves, buggy
In this list, about 70% of the items are of similar content. Another 20 percent of features - such as bar damage, double kick damage, etc.
Straight endless bugs - these are Persian friezes from linden, charge, well, frogs are immortal yet, no more than 10-15 will be typed.
I've only seen such a list. It is small and the bugs are mostly known.
http://www.mannm.org/d2library/faqtoids/bugs_eng.html
I will add a few more that I encountered myself:
157. If during the casting of Arctic Blast from the sword Frostwind (or Inferno with Flamebellow) you press Leap, then the character will freeze, the cells of the inventory will be highlighted in red and it will not be possible for him to make health below 1, i.e. That is, you cannot kill, but, nevertheless, the durability on the gear from the hits of monsters or players will still decrease. Only restarting the game helps.
158. Bug with Shadow Master assassins and die-facets. An enchantment is required with the equipped things in which die-facets are inlaid (those that trigger a certain skill ## level after the death of the character), their number is not important, you can even take all 4 different ones for greater effect. We put the host as an assassin for this enchantment (or vice versa, it does not matter), we display the enchant with facets outside the city, cast Shadow Master to it, while the assassin herself should be in the city. The Shadow Master will try to kill the enchant, but he will not be able to kill him, because the assassin is standing in the city, when she reaches 1 hp and when the master casts a meteor on the enchant, leaving a burning earth that deals frame-by-frame damage, something interesting happens ... they also start to work on a frame basis, and, of course, from such a number of requests, the server just starts to freak out, dropping absolutely everyone from the game. As far as I know, this garbage has been fixed on PG for a long time, you don't even need to try, but in another multiplayer (in the same open battlenet) you can try.
159. In werewolf form, bows can be used even without arrows. Bonuses to damage from it are added as with melee weapons.
passed
Sad, but true. Developed for a long time as the game is not properly followed, it is not economically profitable, and the developers are not the same, and the source code has suddenly lost somewhere, as Brevik said, and the time is not right ... in general, yes.
from myself I will add that pisses me off, with which I constantly face.
A bug hanging on a bow Amazon with a high attack speed when using the strafe skill produces so many firestorms that for me and the players in the group, the mob models in the waves of fire are no longer displayed. Until now, because of this, I have to run around with the usual
snake protruding from nihla - after the visual disappearance of the green puddle, and even after the death of the snakes, an invisible puddle remains for some time. If you walk along it with a yardstick, you can grab a ton of physical damage, and die in a second - one and a half (in that season, in such a situation, forty died in a second from 3 to hp)
concentration as an aura supporting allies works through the ass. It seems that the bonus to dmg for the group is not cut, and the radius of action is large, but I tried to put the end of 40+ in the throne and fan of 40 + - somehow, in terms of speed, the shaking of the wave with the end makes it almost like without it. And in the case of fun, an increase in the speed of stripping by one and a half, if not twice. from which it follows that the pride is not a ditch, but the most useless guano.
Yaril wrote:
on my own I will add that infuriates me, with which I constantly encounter.
It seems to me that the list from the first post was compiled in the same way, only they were not ashamed of their "infuriates" to hang the label "here is a bug!" (however, in some places it came up by accident)
I am faced with this in this new diabetes, did not come across in the old (0.97 and 1.10?)
Glitch with "pazfining" If on the way to the target of movement there is an obstacle 1 by 1 cell or 2 by 2, then the character runs in place. Examples: ground breakable nonsense (barrels, baskets, skulls of an urn); Deckard Cain in the third act on his way to the treasury; The door to the exit from the large courtyard in the Outer Part of the Monastery.
Yaril wrote: nichla
snakes
Some of the favorite critters. An excellent example of a dangerous mob for an untrained player. Blok, others and pdr decide. Well, look where you fly in (under hell or may they hurt even more).
Yaril wrote:
concentration is like an aura
I don’t know what is there in the relative increase in dps relative to fans, but this aura has a real bug: 20% of anterrapt work exactly the opposite for everything that can be interrupted. Including - TP.
The carpet wrote:
In werewolf form, bows can be used even without arrows. Bonuses to damage from it are added as with melee weapons.
What's the bug? The bear takes the crossbow by the barrel and shows the butt of mobs - WHAT DOES HIM ARROWS? : D Bonuses to damage are added from dexa, not strength - no need for lyal.
160. When you hover over an item with teleporter charges, the hotkey with a normal teleporter is reset.
161. If you leave the mercenary from Act 2 (it seems like it works from Act 3 and 5) away from the character, closing the door behind him in the Inner Cloister lock, or just in Act 1 when leaving the city, leave him behind the fence, then after him teleportation back to the player, melee-monsters cannot target him, roughly speaking, they simply “don't seeâ€, while he still receives damage from casts and range-mobs.
162. Rather, the problem of the design of the location in which the battle with Duriel takes place - on the right there is one nyck in which you can leave the character and at the same time the boss will not be able to reach him and sell him with a melee attack. Almost the same story with Mephisto, it seems like it flies above the ground, but cannot fly across the river to the character, which allows you to throw spells at him with impunity from a long distance.
Spoiler
malloc wrote:
Changing the gun
This is if he dies on cd. It usually happens so rarely that you forget to twist.
The logic of the top reached me. I will add my additions to the list of bugs:
163. If you click on a barbarian in the menu for selecting a new character, then he comes forward, shouts HAO and begins to sharpen his ax.
164. If you hit any undead (immortal) hard enough on the head, the undead dies.
What bugs did you find?
165. If you enter the game, then after a few seconds the character is thrown out.
166. If you enter the game quickly, then the game will stop being allowed from any account for a few minutes.
167. On sticks, sometimes stats are obtained above the maximum.
168. The bug with markers continues to work.
169. The chance of a rumble falling from a hellish forge is less than the arithmetic average of the number of runes.
oh, this is the only way on a bobble, beguiled
Sweety_Mustard
And if you choose a paladin, then he starts to fight with an invisible unit, waving his sword in front of him. Forgot to finish drawing, it turns out.
there is a bug that the
persian gets stuck in textures it was a couple of times in tombs, where there is a separate room and there is usually a rat heap (or as she calls it), so if the heap is at the partition, then taking the drop from it you can get stuck between the heap and the partition
one more time stuck in a weapon rack
if the persian is without a teleport, then you have to
restart well, and buggy mobs in the desert and in the kurast, which cannot be finished off with magic, the merk does not see them, but they do damage, it turns out to finish off with the hands, if the AR allows