Bugs:修订间差异

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删除3,568字节 、​ 2023年5月13日 (星期六)
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<span class="emphasis">''Bugs introduced in PD2 due to new features''</span>
<span class="emphasis">''Bugs introduced in PD2 due to new features''</span>


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.
'''General Bugs:'''
* [[Recipes#Gem_&_Rune_Recipes|Flawless gems]] can only be promoted to perfect gems while in their ''stacked'' form.
* Cubing three T1 maps with a [[Cartographer's Orb]] sometimes creates a white axe instead of a T2 map
* In some situations having two items of the same type within the cube during a recipe can consume one of the items
* 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.
* Some items in the [[Elite#Immortal_King|Immortal King]] set have their set bonuses displayed in blue (like normal attributes) rather than in green.


'''BH-Related Bugs:'''
* Attribute ranges on tooltips are sometimes incorrect
* Attribute ranges on tooltips are sometimes incorrect
** When multiple affixes add the same attribute, only a single affix's attribute range is shown rather than a combined range.
** When multiple sources add the same attribute, only a single source's attribute range is shown rather than a combined range. Examples:
** The 50% Damage to Undead automod for blunt weapons isn't included in the attribute's range.
*** The 50% Damage to Undead automod for blunt weapons isn't included in the attribute's range.
** Crafted items will display the standard attribute range (e.g. rolled affixes) without taking into account the attribute range from predetermined affixes.
*** Crafted items will display the standard attribute range (e.g. rolled affixes) without taking into account the attribute range from predetermined affixes.
** 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
*** 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
** When an item has a "hybrid" affix with multiple attributes, each attribute range is still treated separately which results in inaccurate/ambiguous comparisons. Example: 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)
**: <span class="omod">List of attribute sources: prefixes, suffixes, automods, superior affixes, predetermined crafting affixes, corruptions, socketed gems/runes/jewels, pointmods</span>
** Several additional cases may exist for this issue, but are not well documented. ''(Please help report other cases if you come across any)''
** 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:
*** 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)
* Magic items without a prefix/suffix will have an [https://wiki.projectdiablo2.com/wiki/File:DescEx1.png 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.
* When changing zones via a portal, nearby items are [[Item_Filtering#MAPID_IDs|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.


* Lootfilter issues:
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.
** 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.
 
* Other bugs:
** 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>
** 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.
** Some items in the [[Elite#Immortal_King|Immortal King]] set have their set bonuses displayed in blue (like normal attributes) rather than in green.
** [[Recipes#Gem_&_Rune_Recipes|Flawless gems]] can only be promoted to perfect gems while in their ''stacked'' form.
 
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 ===
=== Singleplayer-Only Bugs ===
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* Failed-to-Join (FTJ) bug
* Failed-to-Join (FTJ) bug
* Next-hit-always-misses (NHAM) bug
* Next-hit-always-misses (NHAM) bug
* [[Monsters#Bloodwitch_the_Wild|Blood Witch]] sometimes doesn't spawn in Halls of the Dead


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.
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.


For bugs fixed in PD2, see [[General_Changes#Bug_Fixes | General Changes]].
For bugs fixed in PD2, see [[General_Changes#Bug_Fixes | General Changes]].

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