Bugs: Difference between revisions

1,889 bytes added ,  7 months ago
added newly listed bugs from #known-bugs discord channel
(→‎Non-Vanilla: magic-only affixes aren't referenced for attribute ranges)
(added newly listed bugs from #known-bugs discord channel)
Line 1:
<noinclude>This page lists errors, unintended behavior, and glitches found in PD2. Some major vanilla bugs are also listed.</noinclude>
 
Also see: [https://discord.com/channels/701658302085595158/781105003535400991 #known-bugs] discord channel</noinclude>
 
== Non-Vanilla ==
Line 6 ⟶ 8:
'''General Bugs:'''
* [[Recipes#Gem_&_Rune_Recipes|Flawless gems]] can only be promoted to perfect gems while in their ''stacked'' form.
* [[Orb of Destruction]] doesn't work on magic maps.
* Cubing three T1 maps with a [[Cartographer's Orb]] sometimes creates a white axe instead of a T2 map
* Sometimes when using the [[Cartographer's Orb]] recipe, the result is a Hand Axe instead of a map of a higher tier.
* In some situations having two items of the same type within the cube during a recipe can consume one of the items
* With cow portal already open, cube recipe still consumes legs. Recipe also works in other acts. Same with mini uber portals.
* Dual-wielding attack speed breakpoints are now always based on the faster weapon - this fixes Barbarian attacks, but Assassins have several melee skills which are technically dual-wielding but only the mainhand weapon is used. This results in a new WSM bug where a faster weapon can be equipped in the offhand to [[Breakpoints#Changes|bypass]] the speed of the attacking weapon.
* The monsters named "skeleton" (like those in mausoleum/crypt) don't drop loot.
* Key Event mobs invisible in Maps in certain Act 5 tilesets.
* Occasionally, maps won't spawn with enemies or will spawn with very few of them.
* 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
* In some situationscases, having two equipment items of the same type within the cube duringwhen using a recipe canwhich consumeonly requires one, one of thethose items may be destroyed.
* Some items in the [[Elite#Immortal_King|Immortal King]] set have their set bonuses displayed in blue (like normal attributes) rather than in green.
* Dual-wielding attack speed breakpoints are now always based on the faster weapon - this fixes Barbarian attacks, but Assassins have several melee skills which are technically dual-wielding but only the mainhand weapon is used. This results in a new WSM "bug" where a faster weapon can be equipped in the offhand to [[Breakpoints#Changes|bypass]] the speed of the attacking weapon.
 
'''Bugs for Specific Skills or Equipment:'''
* Hydras that is spawned from the Dragon runeword (chest) is only staying up for ~1 sec before despawning if trigged by whirlwind.
* Flickering Flame on merc reduces max res back to 75 on paladin.
* Heart of the Wolverine (from wisp protector) despawns when you level up.
* Being in Whirlwind animation when leveling up on assassin locks up your animation.
* Revives own summon kills doesn't grant player exp or quest, example: council revives hydras killing Baal will grant no exp or quest.
 
'''BH-Related Bugs:'''
Line 28 ⟶ 46:
 
=== Singleplayer-Only Bugs ===
* PlugY: Having too many maps in a stash page can cause crashes if that page is the most recently visited stash page ...Reduce the number of maps stored per page, or switch to another page before leaving the stash
*: ...Reduce the number of maps stored per page, or switch to another page before leaving the stash
* PlugY: Having gold in the shared stash can cause issues such as preventing oskills from working correctly
*: ...Remove all gold from the shared stash
* PlugY: The "toggle stash" button may be set to the wrong stash upon loading until interacting with the current stash - this happens if the most recent stash interaction prior to saving/exiting involved using a PlugY stash button instead of manipulating an item in the stash ...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)
* 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) ...Put an item on page 10 or higher and save/exit
*: ...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)
* 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) ...Put an item on page 10 or higher and save/exit
*: ...Put an item on page 10 or higher and save/exit
* Andariel quest bug (vanilla bug - fixed in multiplayer)
<noinclude>
Line 42 ⟶ 64:
* 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