此页面列出了在PD2中发现的错误、意外行为和小故障。还列出了一些主要的普通bug。This page lists errors, unintended behavior, and glitches found in PD2. Some major vanilla bugs are also listed.

Non-Vanilla

PD2中由于新功能而引入的BugBugs introduced in PD2 due to new features

常规BugGeneral Bugs:

  • 无瑕疵宝石只能在堆叠状态下提升为完美宝石。Flawless gems can only be promoted to perfect gems while in their stacked form.
  • 用制图师的法珠将三张T1地图升级,有时会产生一把白色斧头而不是T2地图Cubing three T1 maps with a Cartographer's Orb sometimes creates a white axe instead of a T2 map
  • 在某些情况下,在一个配方中,方块中有两个相同类型的物品可能会消耗其中一个物品。In some situations having two items of the same type within the cube during a recipe can consume one of the items
  • 双持攻击速度断点现在总是基于更快的武器,这修复了野蛮人的攻击,但刺客有几个近战技能,从技术上讲是双持的,但只使用右手武器。这导致了一个新的WSM错误,即可以在即时装备更快的武器,以绕过攻击武器的速度。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 bypass the speed of the attacking weapon.
  • 不朽之王套装中的一些物品的套装加成显示为蓝色(就像普通属性一样),而不是绿色。Some items in the Immortal King set have their set bonuses displayed in blue (like normal attributes) rather than in green.

BH相关Bug:BH-Related Bugs:

  • 工具提示上的属性范围有时不正确Attribute ranges on tooltips are sometimes incorrect
    • 当多个源添加同一属性时,只显示单个源的属性范围,而不是组合范围。示例:When multiple sources add the same attribute, only a single source's attribute range is shown rather than a combined range. Examples:
      • 钝器对不死造成的50%伤害不包括在属性范围内。The 50% Damage to Undead automod for blunt weapons isn't included in the attribute's range.
      • 手工制作的物品将显示标准属性范围(例如滚动词缀),而不考虑来自预定词缀的属性范围。Crafted items will display the standard attribute range (e.g. rolled affixes) without taking into account the attribute range from predetermined affixes.
      • 当符文添加与其符文相同的属性时,属性范围不包括符文中的值。例如:荣誉之链在游戏中显示[35-45]所有res,但实际上是[50-60],因为Um加了+15。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
      属性来源列表:前缀、后缀、自动词缀、高级词缀、预先确定的手工词缀、腐蚀、镶嵌宝石/符文/宝石、pointmods。List of attribute sources: prefixes, suffixes, automods, superior affixes, predetermined crafting affixes, corruptions, socketed gems/runes/jewels, pointmods
    • 当一个物品具有具有多个属性的“混合”词缀时,每个属性范围仍然被单独处理,这可能导致不准确/不明确的比较。例如:When an item has a "hybrid" affix with multiple attributes, each attribute range is still treated separately which can results in inaccurate/ambiguous comparisons. Example:
      • 一个尖锐的小符咒会增加+[1-3]伤害和+[10-20]AR,但AR的属性范围在游戏中显示为[2-36],因为青铜/钢铁词缀可以增加那么多AR(但当然这些词缀不会增加任何伤害)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)
    • 属性范围可能只引用稀有物品可能使用的词缀,因此一些高级魔法词缀不会有准确的范围The attribute range may only reference affixes which are possible for rare items so some higher magic-only affixes won't have accurate ranges
  • 没有前缀/后缀的魔法物品在其名称中前缀/后缀名称所在的位置会有一个额外的空间,使整个名称看起来稍微偏离中心。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.
  • 某些物品的默认颜色内置在%NAME%中,因此除非完全重写其名称,否则其颜色不会更改。Some items have their default color built into %NAME%, so their color won't change unless their name is rewritten completely.
  • 通过小站站点更改区域时,在更新MAPID之前,会更新附近的物品,因此在新小站屏幕范围内的任何物品就好像角色仍在前一个区域中一样。When changing zones via a portal, nearby items are updated before the MAPID gets updated so any items within a screen length of the portal will be displayed as if the character was still in the previous zone.

请注意,属性范围和lootfilter由PD2的开源版本BH处理,任何人都可以提交改进。如果你有问题,discord的#lootfilter频道可能是一个了解更多信息的好地方,因为开发人员和编辑经常访问该频道,并在那里讨论与BH相关的变化。Note that attribute ranges and lootfilters are handled by PD2's open-source version of BH, which anyone may submit improvements for. The discord's #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.

仅限单人玩家的Bug 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
  • PlugY: Having gold in the shared stash can cause issues such as preventing oskills from working correctly
  • 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
  • Andariel quest bug (vanilla bug - fixed in multiplayer)

For all singleplayer differences, see: Singleplayer


普通模式Vanilla

普通模式和PD2中发现的BugBugs found in vanilla and PD2

  • 多重尸体BUG——重新加入一个有多具尸体的游戏,只会导致价值最高的尸体被带走,而所有其他尸体上的物品都会丢失。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
  • 尸体数量BUG——只有15具尸体可以同时存在,所以如果一名玩家在穿戴装备和达到尸体限制时死亡,即使没有重新加入游戏,装备也会丢失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
  • 力量BUG——其他玩家看不到的装备;当有多具尸体时,也可能导致物品丢失Strength bug - gear not visible to other players; may also contribute to losing items when there are multiple corpses
  • 破碎武器旋风斩BUG——当双持和使用旋风时,如果右手武器被打破(0耐久性)并有1个宝石镶嵌(以防止其消失),主武器同时用作主武器和副武器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
  • 加入失败BUGFailed-to-Join (FTJ) bug
  • 下次命中总是未命中BUGNext-hit-always-misses (NHAM) bug
  • 血腥女巫有时不会在死亡大厅里引发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.

MediaWiki Appliance - Powered by TurnKey Linux