Bugs: Difference between revisions

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<noinclude>This page lists errors, unintended behavior, and glitches found in PD2. Some major vanilla bugs are also listed. Also see: [https://discord.com/channels/701658302085595158/781105003535400991 #known-bugs] discord channel</noinclude>
 
For help with crashes or other game issues, see the [[Support FAQ]] or the [https://discord.com/channels/701658302085595158/770081262982529064 #tech-support] discord channel.
 
== Non-Vanilla ==
<span class="emphasis">''Bugs introduced in PD2 due to new features''</span>
 
'''General Bugs:'''
Note that both attribute ranges and lootfilters are handled by [https://github.com/Project-Diablo-2/BH PD2's open-source version of BH], which anyone may submit improvements for. The discord's [https://discord.com/channels/701658302085595158/771820538502971402 #lootfilter] channel may be a good place to learn more about it if you have questions, since devs and editors often frequent the channel and discuss BH-related changes there.
* [[Recipes#Gem_&_Rune_Recipes|Flawless gems]] can only be promoted to perfect gems while in their ''stacked'' form.
* Sometimes when using the [[Cartographer's Orb]] recipe, the result is a Hand Axe instead of a map of a higher tier.
* The monsters named "skeleton" in act 1 (like those in mausoleum/crypt) don't drop loot.
* Shrieking Terror monsters in maps cause summon AI issues.
* In Character Select screen, some characters are missing heads or appear to have different equipment.
* Some people are crashing with HD text enabled (disable within ctrl+o menu if it's an issue)
* Text/Quantity numbers show through UI elements when using D2GL
* In some cases, having two equipment items of the same type within the cube when using a recipe which only requires one, one of those items may be destroyed.
* When attempting to connect while too many players are active, players may be presented with a dialogue box showing their position in a queue. This is misleading since the queue system is not used - players will need to connect manually instead. This may take several attempts, especially if the server they've selected is at its limit and others are also trying to join it. If other servers are acceptable, try using one of them temporarily instead.
 
'''Bugs for Specific Skills or Equipment:'''
* [[Revive|Revives']] own summon/sentry abilities (e.g. hydras cast by revived council members) don't grant player experience or quest progress if they kill enemies.
* Being in [[Whirlwind]] ([[Blade Dance]]) animation when leveling up on assassin locks up your animation.
* Hydras spawned from the [[Dragon_(Chest)|Dragon]] runeword (chest) are only staying up for ~1 second before despawning if trigged by whirlwind.
* Fire Resist aura from [[Flickering Flame]] on merc reduces max res back to 75 on paladin.
* Heart of the Wolverine (from [[Wisp Projector]]) despawns when you level up.
* Some items in the [[Elite#Immortal_King|Immortal King]] set have their set bonuses displayed in blue (like normal attributes) rather than in green.
* Ethereal versions of [[Elite#Immortal_King's_Stone_Crusher|Immortal King's Stone Crusher]] may display the incorrect damage (missing the set bonus) depending on the order of the set items being equipped.
 
<div id="BH"></div>'''BH-Related Bugs:'''
* Attribute ranges on tooltips are sometimes incorrect
** When multiple affixessources add the same attribute, only a single affixsource's attribute range is shown rather than a combined range. Examples:
*** The attribute50% rangeDamage canto oftenUndead show valuesautomod for ablunt differentweapons affixisn't thatincluded addsin the same attribute,'s even if that affix might not be able to roll on that particular itemrange.
*** TheCrafted 50%items Damagewill todisplay Undeadthe automodstandard forattribute bluntrange weapons(e.g. isn'trolled includedaffixes) inwithout taking into account the attribute's range from predetermined affixes.
*** RunewordWhen tooltipsa don'truneword account foradds the statsame gainedattribute fromas aone runeof ifits runes, the runewordattribute itselfrange addsdoesn't theinclude samevalues stat.from (e.gthe rune. Example: [[Chains of Honor]] shows [35-45] all res in-game but is actually [50-60] since Um adds +15)
**: <span class="omod">List of attribute sources: prefixes, suffixes, automods, superior affixes, predetermined crafting affixes, corruptions, socketed gems/runes/jewels, pointmods</span>
** Some corruptions don't display a red indicator next to the corrupted stat.
** When an item has a "hybrid" affix with multiple attributes, each attribute range is still treated separately which can result in inaccurate/ambiguous comparisons. Example:
** Several additional cases exist for this issue, but are not well documented.
*** A Fine Small Charm adds +[1-3] damage & +[10-20] AR but the attribute range for AR shows [2-36] in-game since the Bronze/Iron/Steel affixes can add that much AR (but of course those affixes don't add any damage)
** The attribute range may only reference affixes which are possible for rare items so some higher magic-only affixes won't have accurate ranges
** Some items have their [[Item_Filtering#Colors|default color]] built into '''%NAME%''', so their color won't change unless their name is rewritten completely.
 
Note that both attribute ranges and lootfilters are handled by [https://github.com/Project-Diablo-2/BH PD2's open-source version of BH], which anyone may submit improvements for. The discord's [https://discord.com/channels/701658302085595158/771820538502971402 #lootfilter] channel may be a good place to learn more about it if you have questions, since devs and editors often frequent the channel and discuss BH-related changes there.
* Lootfilter issues:
** The quantity shown with '''%QTY%''' doesn't update correctly sometimes when using cube recipes with stacked gems/runes.
** If the lootfilter attempts to hide stacked gems/runes, they'll usually be loaded regardless and appear with an [[Item_Filtering#Info_Codes|empty name]].
** Magic items without a prefix/suffix will have an extra space in their name where the prefix/suffix name would be, making the overall name appear slightly off-center.
** Some items have their [[Item_Filtering#Colors|default color]] built into '''%NAME%''', so their color won't change unless their name is rewritten completely.
** The '''GEMLEVEL''' condition doesn't apply to ''unstacked'' flawless/perfect gems like it intuitively should. ([[Item_Filtering#Gems|individual item codes]] can be used instead as a workaround)
** Conditions values get converted to unsigned integers before comparison, which means negative values count backward from the maximum storeable value (a few billion) rather than counting backward from 0 (multiple [[Item_Filtering#Named_Attribute_Codes|workarounds]] exist)
** Notification keywords [[Item_Filtering#Notification_Keywords|bypass]] the normal rule-handling procedure. (BH quirk, no problems if it's known about when editing notifications)
** In some cases, items that are correctly shown (name not hidden) on the ground under normal circumstances can become hidden/unloaded after leaving the area and returning. This should only occur with items that aren't shown (name hidden) under normal circumstances. Presumably, the bug can also occur with items dropped by monsters, which makes it impossible to know how prevalent the bug is since players won't be given any indication something is amiss - being unable to find specific items can reasonably be attributed to poor luck. The cause and scope of the bug is undetermined, but it was reproducible in the few instances that it was noticed by lootfilter authors.
** In some cases where '''MAPID''' is used, items that would normally be correctly hidden can be shown instead when moving from an area where they should be shown to an area where they should be hidden. (such as from town to a map via a portal) In these cases, the items will be re-hidden after walking far enough away in the same area and returning.
** The '''1H''' code doesn't include Hand Axe.
** Items in the multiplayer shared stash incorrectly have the '''EQUIPPED''' flag set if they begin the game there.
** Strange bug involving '''SHOP''':
::: <code>ItemDisplay[NMAG SHOP]: %NAME%</code> <span style="color:gray;">''show shop items''</span>
::: <code>ItemDisplay[NMAG (NORM OR EXC)]:</code> <span style="color:gray;">''hide unwanted items''</span>
::: The first rule breaks the second rule, even though there's no '''''%CONTINUE%''''' involved. Instead of hiding those items, they show up as blank text boxes.
 
* Upgrading an ethereal item may reduce its current durability by a seemingly random amount. This might just mean that it gets rerolled, and that the reroll range is within the vanilla durability range (half the non-ethereal range) instead of the standard PD2 range.
* When some skills that were previously right-click-only are used on left-click, they don't interact with exits/entrances or other objects. As a workaround, rebind to right-click or use weapon swap to quickly switch left-click skills.
: <span class="omod">''Skills changed to work with left-click (as of S4):'' Lightning Sentry, Mind Blast, Psychic Hammer, Battle Cry, War Cry, Raven, Summon Grizzly, Fissure, Volcano, Amplify Damage, Poison Nova, Meteor, Hydra, Static Field, Telekinesis, Nova, Teleport, Frost Nova, Blizzard ...many more changed in S5</span>
 
The following bugs were copied from the [https://discord.com/channels/701658302085595158/781105003535400991 #known-bugs] channel on PD2's Discord server:
 
* cubing three Bastion Keep Maps or three Horazon's Memory Maps with a cartographers orb becomes a white axe sometimes (happens inconsistently with any t1 maps)
* leaving uber tristram or dying in uber tristram is causing disconnects
* barbarians are sometimes disconnecting from whirlwind or leap (happens while using the skill when transitioning into a new area)
* some critical strike passives from character skills are not properly applying to the advanced sheet (e.g. Barbarian weapon masteries, Assassin claw/dagger mastery, Amazon javelin/spear mastery, oskills from [[The Gladiator's Bane]]/[[Insight]]/[[Peace]], etc ...everything except the natural Critical Strike skill itself)
* cobra strike on shadow warrior and shadow master uses kick instead
 
=== Singleplayer-Only Bugs ===
* PlugY: Having too many itemsmaps in a stash page with many affixes (especially maps) can cause a crashcrashes if that page is the most recently visited stash page
*: <span class="omod">Fix: Reduce the number of maps stored per page, or switch to another page before leaving the stash</span>
* PlugY: Having gold in the shared stash can cause issues, such as preventing oskills and other stats from working correctly
* PlugY: The "toggle stash" button may be set to the wrong stash upon loading until interacting with the current stash - putting an item on a higher page (such as page 200) in whichever stash is loaded first seems to fix it in many cases
*: <span class="omod">Fix: Remove all gold from the shared stash, or disable the shared gold feature in the config file</span>
* PlugY: The "toggle stash" button may be set to the wrong stash upon loading until interacting with the current stash - puttingthis anhappens itemif onthe amost higherrecent pagestash (suchinteraction asprior pageto 200)saving/exiting ininvolved whicheverusing stasha isPlugY loadedstash firstbutton seemsinstead toof fixmanipulating itan item in manythe casesstash
*: <span class="omod">Workaround: Add or remove an item from the stash prior to saving/exiting (this also fixes the button at any time if it's set wrong)</span>
* PlugY: Stash navigation may be buggy if the stash pages are empty - the navigation will appear to jump between the wrong pages, but it is actually just displaying the wrong page numbers for all pages between the first page (page 1) and the first index (page 10)
*: <span class="omod">Fix: Put an item on page 10 or higher and save/exit</span>
* Andariel quest bug (vanilla bug - fixed in multiplayer)
<noinclude>
 
OtherFor all singleplayer differences, see: [[Singleplayer]]
</noinclude>
* New endgame content (e.g. Rathma in S4) may be ladder-only during the season it's introduced, so it won't be available in singleplayer during that time (there are no such differences in S5)
* The shared stash is not enabled for singleplayer since PlugY already includes its own which has more features suited for offline play
 
== Vanilla ==
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* Multiple corpse bug - rejoining a game with more than one corpse will result in only the highest value corpse being carried over and items on all other corpses being lost
* Corpse limit bug - only ~15 corpses can exist simultaneously, so if a player dies while wearing gear and at the corpse limit, the gear will be lost even without rejoining a game
* Strength bug - if stat requirements of equipped items are only met via the stats granted by those items, the gear notwon't be visible to other players; this may also contribute to losing items when there are multiple corpses or there isn't enough inventory space to store unequippable items when recovering them from a corpse
: <span class="omod">When recovering items from a corpse, they are re-equipped in the following order: helm, amulet, chest, left weapon/offhand, right weapon/offhand, left ring, right ring, belt, boots, gloves</span>
* Broken-offhand-whirlwind (BOW) bug - when dual-wielding and using whirlwind, if the offhand weapon is broken (0 durability) and has 1 gemmed socket (to prevent it from disappearing), the mainhand weapon is used as both the mainhand ''and'' offhand weapons
* Failed-to-Join (FTJ) bug
* [[Monsters#Bloodwitch_the_Wild|Blood Witch]] sometimes doesn't spawn in Halls of the Dead
* Next-hit-always-misses (NHAM) bug
 
For a more complete list of vanilla bugs, see wikis dedicated to vanilla. [https://www.theamazonbasin.com/wiki/index.php?title=Diablo_II The Amazon Basin] wiki does an especially good job, with bugs typically written in red in their relevant categories. Another example is this [https://us.forums.blizzard.com/en/d3/t/bugproblem-list-for-devs-what-to-fix-for-d2r/30490 list of 200+ bugs] that focuses on what should be fixed for D2: Resurrected.