Bugs:修订间差异

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<span class="emphasis">''Bugs 的引入在 PD2 中是由于新特性造成的''</span>
<span class="emphasis">''Bugs 的引入在 PD2 中是由于新特性造成的''</span>


'''General Bugs:'''
'''常规 Bugs:'''
* [[Recipes#Gem_&_Rune_Recipes|Flawless gems]] can only be promoted to perfect gems while in their ''stacked'' form.
* [[Recipes#Gem_&_Rune_Recipes|无瑕疵的宝石]] 只有当处于 ''已堆叠'' 状态时才能升级为完美的宝石.
* Sometimes when using the [[Cartographer's Orb]] recipe, the result is a Hand Axe instead of a map of a higher tier.
* 有时候当使用 [[Cartographer's Orb|制图师的法珠]] Cartographer's Orb 公式时, 结果是一个手斧 Hand Axe 而不是一个更高层级的地图.
* The monsters named "skeleton" in act 1 (like those in mausoleum/crypt) don't drop loot.
* 章节 1 中名为 "骷髅 skeleton" 的怪物 (如在 大陵寝/墓地 mausoleum/crypt 中的怪物) 不会掉落战利品.
* Shrieking Terror monsters in maps cause summon AI issues.
* 尖叫恐惧 Shrieking Terror 怪物在地图上会导致召唤 AI 问题.
* In Character Select screen, some characters are missing heads or appear to have different equipment.
* 在角色选择界面, 有些角色缺失头部或似乎有不同的装备.
* Some people are crashing with HD text enabled (disable within ctrl+o menu if it's an issue)
* 有些人在启用 HD text 的情况下会崩溃 (如果有此问题请在 ctrl+o 菜单中禁用)
* Text/Quantity numbers show through UI elements when using D2GL
* 使用 D2GL 时 文本/数量 数字通过 UI 元素显示
* 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.
* 在某些情况下, 当使用只需要一个物品的公式时盒子中有两个相同类型的装备物品, 其中一个可能会被摧毁.
* 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.
* 当有太多玩家在尝试连接时, 玩家可能会出现一个对话框显示他们在队列中的位置. 这是误导因为排队系统没有使用 - 玩家将需要用手动连接来代替. 这可能需要多次尝试, 特别是如果他们选择的服务器已达到极限并且也在试图加入其他服务器. 如果可以接受其他服务器, 请尝试暂时只使用其中一个服务器.


'''Bugs for Specific Skills or Equipment:'''
'''专属技能或装备的 Bugs:'''
* [[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.
* [[Revive|重生怪]] Revives' 自己的 召唤物/守卫 能力 (例如. 由议会成员复活的九头海蛇) 如果敌人是被它们杀死的话不会给予玩家经验或完成任务进度.
* Being in [[Whirlwind]] ([[Blade Dance]]) animation when leveling up on assassin locks up your animation.
* 当刺客在使用  [[Whirlwind|旋风]] ([[Blade Dance|刀锋之舞]]) 过程中升级时会锁定你的动画.
* Hydras spawned from the [[Dragon_(Chest)|Dragon]] runeword (chest) are only staying up for ~1 second before despawning if trigged by whirlwind.
* [[Dragon_(Chest)|飞龙]] 符文之语 (护甲) 生成的九头海蛇如果是被旋风技能触发的在消失前只会停留 ~1 .
* Fire Resist aura from [[Flickering Flame]] on merc reduces max res back to 75 on paladin.
* 佣兵的 [[Flickering Flame|闪烁火焰]] 抗性光环会使圣骑士的最大抗性降低到 75.
* Heart of the Wolverine (from [[Wisp Projector]]) despawns when you level up.
* 狼獾之心 Heart of the Wolverine (来自 [[Wisp Projector|鬼火投射者]]) 当你升级时会消失.
* Some items in the [[Elite#不朽之王_Immortal_King|Immortal King]] set have their set bonuses displayed in blue (like normal attributes) rather than in green.
* [[Elite#不朽之王_Immortal_King|不朽之王]] 套装中的一些物品的套装奖励显示为蓝色 (像普通属性一样) 而不是绿色.
* Ethereal versions of [[Elite#不朽之王的碎魂者_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.
* 无形版本的 [[Elite#不朽之王的碎魂者_Immortal_King's_Stone_Crusher|不朽之王的碎魂者]] 可能会显示不正确的伤害 (缺少套装奖励) 取决于所装备的套装物品的顺序.


<div id="BH"></div>'''BH-Related Bugs:'''
<div id="BH"></div>'''BH-相关的 Bugs:'''
* Attribute ranges on tooltips are sometimes incorrect
* 提示信息上的属性范围有时不正确
** When multiple sources add the same attribute, only a single source's attribute range is shown rather than a combined range. Examples:
** 当多个来源添加相同的属性时, 只显示单个来源的属性范围而不是组合范围. 示例:
*** The 50% Damage to Undead automod for blunt weapons isn't included in the attribute's range.
*** 钝器对不死的自动附加属性 automod 造成的 50% 伤害不包括在该属性的范围内.
*** Crafted items will display the standard attribute range (e.g. rolled affixes) without taking into account the attribute range from predetermined affixes.
*** 手工物品将显示标准属性范围 (例如. 随机的词缀) 而不考虑固定词缀的属性范围.
*** When a runeword adds the same attribute as one of its runes, the attribute range doesn't include values from the rune. Example: [[Chains of Honor]] shows [35-45] all res in-game but is actually [50-60] since Um adds +15
*** 当符文之语添加了与其中一个符文相同的属性时, 属性范围不包括符文的值. 例如: [[Chains of Honor|荣耀之链]] 在游戏中显示 [35-45] 所有抗性但实际上是 [50-60] 因为乌姆 Um(22) 增加 +15
**: <span class="omod">List of attribute sources: prefixes, suffixes, automods, superior affixes, predetermined crafting affixes, corruptions, socketed gems/runes/jewels, pointmods</span>
**: <span class="omod">属性来源列表: 前缀, 后缀, 自动附加属性 automods, 高级词缀 superior affixes, 固定手工词缀, 腐化词缀, 已镶嵌的 宝石/符文/珠宝, pointmods</span>
** 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:
** 当一个物品有一个带有多个属性的 "混合 hybrid" 词缀时, 每个属性范围仍然被单独处理这可能导致不准确/有歧义的比较. 示例:
*** 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)
*** 一个精良之小护身符添加 +[1-3] 伤害 & +[10-20] AR AR 的属性范围在游戏中显示为 [2-36] 因为 青铜之/铁之/钢之 的词缀可以增加很多的 AR (当然这些词缀不会增加任何伤害)
** The attribute range may only reference affixes which are possible for rare items so some higher magic-only affixes won't have accurate ranges
** 属性范围可能只参考亮金物品的词缀所以一些高级的魔法词缀不会有准确的范围
* Some items have their [[Item_Filtering#颜色_Colors|default color]] built into '''%NAME%''', so their color won't change unless their name is rewritten completely.
* 有些项目的 [[Item_Filtering#颜色_Colors|默认颜色]] 内建在 '''%NAME%''', 所以它们的颜色不会改变除非它们的名称被完全重写.


Note that 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.
注意属性范围和战利品过滤器是来自 [https://github.com/Project-Diablo-2/BH PD2 的开源版本 BH], 任何人都可以提交改进. 这个 discord [https://discord.com/channels/701658302085595158/771820538502971402 #lootfilter] 频道如果你有问题的话可能是了解更多信息的好地方, 因为开发者和编辑者经常光顾这个频道并在那里讨论与 BH 相关的变化.


=== 仅限单机的错误 Singleplayer-Only Bugs ===
=== 仅限单机的错误 Singleplayer-Only Bugs ===

2024年12月9日 (一) 10:12的版本

此页列出了错误, 意外崩溃, 以及在 PD2 中发现的故障. 还列出了一些主要的原版 bugs. 参见: #已知-bugs discord 频道

有关崩溃或其他游戏问题的帮助, 查看这个 常见问题解答 或这个 #技术-支持 discord 频道.

非-原版 Non-Vanilla

Bugs 的引入在 PD2 中是由于新特性造成的

常规 Bugs:

  • 无瑕疵的宝石 只有当处于 已堆叠 状态时才能升级为完美的宝石.
  • 有时候当使用 制图师的法珠 Cartographer's Orb 公式时, 结果是一个手斧 Hand Axe 而不是一个更高层级的地图.
  • 章节 1 中名为 "骷髅 skeleton" 的怪物 (如在 大陵寝/墓地 mausoleum/crypt 中的怪物) 不会掉落战利品.
  • 尖叫恐惧 Shrieking Terror 怪物在地图上会导致召唤 AI 问题.
  • 在角色选择界面, 有些角色缺失头部或似乎有不同的装备.
  • 有些人在启用 HD text 的情况下会崩溃 (如果有此问题请在 ctrl+o 菜单中禁用)
  • 使用 D2GL 时 文本/数量 数字通过 UI 元素显示
  • 在某些情况下, 当使用只需要一个物品的公式时盒子中有两个相同类型的装备物品, 其中一个可能会被摧毁.
  • 当有太多玩家在尝试连接时, 玩家可能会出现一个对话框显示他们在队列中的位置. 这是误导因为排队系统没有使用 - 玩家将需要用手动连接来代替. 这可能需要多次尝试, 特别是如果他们选择的服务器已达到极限并且也在试图加入其他服务器. 如果可以接受其他服务器, 请尝试暂时只使用其中一个服务器.

专属技能或装备的 Bugs:

  • 重生怪 Revives' 自己的 召唤物/守卫 能力 (例如. 由议会成员复活的九头海蛇) 如果敌人是被它们杀死的话不会给予玩家经验或完成任务进度.
  • 当刺客在使用 旋风 (刀锋之舞) 过程中升级时会锁定你的动画.
  • 飞龙 符文之语 (护甲) 生成的九头海蛇如果是被旋风技能触发的在消失前只会停留 ~1 秒.
  • 佣兵的 闪烁火焰 抗性光环会使圣骑士的最大抗性降低到 75.
  • 狼獾之心 Heart of the Wolverine (来自 鬼火投射者) 当你升级时会消失.
  • 不朽之王 套装中的一些物品的套装奖励显示为蓝色 (像普通属性一样) 而不是绿色.
  • 无形版本的 不朽之王的碎魂者 可能会显示不正确的伤害 (缺少套装奖励) 取决于所装备的套装物品的顺序.

BH-相关的 Bugs:

  • 提示信息上的属性范围有时不正确
    • 当多个来源添加相同的属性时, 只显示单个来源的属性范围而不是组合范围. 示例:
      • 钝器对不死的自动附加属性 automod 造成的 50% 伤害不包括在该属性的范围内.
      • 手工物品将显示标准属性范围 (例如. 随机的词缀) 而不考虑固定词缀的属性范围.
      • 当符文之语添加了与其中一个符文相同的属性时, 属性范围不包括符文的值. 例如: 荣耀之链 在游戏中显示 [35-45] 所有抗性但实际上是 [50-60] 因为乌姆 Um(22) 增加 +15
      属性来源列表: 前缀, 后缀, 自动附加属性 automods, 高级词缀 superior affixes, 固定手工词缀, 腐化词缀, 已镶嵌的 宝石/符文/珠宝, pointmods
    • 当一个物品有一个带有多个属性的 "混合 hybrid" 词缀时, 每个属性范围仍然被单独处理这可能导致不准确/有歧义的比较. 示例:
      • 一个精良之小护身符添加 +[1-3] 伤害 & +[10-20] AR 但 AR 的属性范围在游戏中显示为 [2-36] 因为 青铜之/铁之/钢之 的词缀可以增加很多的 AR (当然这些词缀不会增加任何伤害)
    • 属性范围可能只参考亮金物品的词缀所以一些高级的魔法词缀不会有准确的范围
  • 有些项目的 默认颜色 内建在 %NAME%, 所以它们的颜色不会改变除非它们的名称被完全重写.

注意属性范围和战利品过滤器是来自 PD2 的开源版本 BH, 任何人都可以提交改进. 这个 discord 的 #lootfilter 频道如果你有问题的话可能是了解更多信息的好地方, 因为开发者和编辑者经常光顾这个频道并在那里讨论与 BH 相关的变化.

仅限单机的错误 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
    Fix: 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
    Fix: Remove all gold from the shared stash, or disable the shared gold feature in the config file
  • 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
    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)
  • 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)
    Fix: Put an item on page 10 or higher and save/exit
  • Andariel quest bug (vanilla bug - fixed in multiplayer)

For all singleplayer differences, see: Singleplayer


原版 Vanilla

Bugs 发现在原版和 PD2

  • 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 won'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
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
  • 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
  • Blood Witch sometimes doesn't spawn in Halls of the Dead

For a more complete list of vanilla bugs, see wikis dedicated to vanilla. The Amazon Basin wiki does an especially good job, with bugs typically written in red in their relevant categories. Another example is this list of 200+ bugs that focuses on what should be fixed for D2: Resurrected.

For bugs fixed in PD2, see General Changes.