1.11 Release Notes

Jude said:
Mercs get stuck and can't move or fight, although they are still shown on the screen and on the map. They are not stuck behind somthing or in a room, they are just completely stuck for no reason....

Anyone else notice this, especially with other merc in different acts and/or on Windows?
I've seen this occasionally in windoze 1.09/1.10, with both A1 and A2 mercs. I suspect it would happen with the other two, but I never use them. :uhhuh:
 
Jude said:
I didn't see this listed in the summary, so I apologize if it has been listed here before:

Mercs get stuck and can't move or fight, although they are still shown on the screen and on the map. They are not stuck behind somthing or in a room, they are just completely stuck for no reason. The only way (other than save & quit) to set them free is to have your character enter a different location either by teleporting, waypoint jumping, or just walking into town or a different location in the game (where the game tells you it's a different place in the upper corner).

I noticed this bug in 1.09 a lot, especially with the Rogue merc, but don't remember dealing with it in 1.10 (although it may have been there). It's happened to me in Mac version 1.11b with three different characters already, all using the Rogue merc in Act 1.



Anyone else notice this, especially with other merc in different acts and/or on Windows?
Jude


I've never had my merc get stuck but my wife's Barb has gotten stuck a few times. She had to save and exit to release him too.

I think my barb got stuck once too....in one of the tombs of Tal Rasha in the Canyon of the Magi. All he could do is spin around on the spot.

Maybe the 1.11 patch will fix the problem.

ShadowStalker
 
ShadowStalker said:
I've never had my merc get stuck but my wife's Barb has gotten stuck a few times. She had to save and exit to release him too.

I think my barb got stuck once too....in one of the tombs of Tal Rasha in the Canyon of the Magi. All he could do is spin around on the spot.

Maybe the 1.11 patch will fix the problem.

ShadowStalker

I have 1.11b and my barb got stuck in the same place, in mid frenzy he just froze up and the rest of the action took place around him. My merc finished off what was left of the monsters and then just continued to walk around for a while until I decided that exiting the game was the only way out.
 
If your charcter gets stuck

hi i have patch 1.11, & concerning freeze ups in act2 with a barb. this usually happens down in the tomes & the only way to sort it is open up inventory & click on the weapon your carrying this in my experience will unfreeze you.
 
lord cronos said:
hi i have patch 1.11, & concerning freeze ups in act2 with a barb. this usually happens down in the tomes & the only way to sort it is open up inventory & click on the weapon your carrying this in my experience will unfreeze you.

Does this work for mercs when they get stuck/frozen, too?
Jude
 
Hey,

I might start to play again and would like to know couple of things of 1.11. I played 1.10 HC pretty much, gloams and FE were f*cked up those days, are they patched in 1.11b? I know that the answer lies in this topic, but it's so friggin long :)

So, could someone make a little conclusion of dangers/(new bugs?) in 1.11, especially concerning HC gaming. Thanks in advance!
 
Miki- said:
Hey,

I might start to play again and would like to know couple of things of 1.11. I played 1.10 HC pretty much, gloams and FE were f*cked up those days, are they patched in 1.11b? I know that the answer lies in this topic, but it's so friggin long :)

So, could someone make a little conclusion of dangers/(new bugs?) in 1.11, especially concerning HC gaming. Thanks in advance!

FE has been nerfed, although it can still kill you if you aren't careful. Gloams are still buggy.

There's no new lethal bugs that I'm aware of, maybe someone else knows more.
 
1.11/1.11b Summary Update

1.11 Summary List

[highlight]1.11 vs. 1.11b[/highlight]
Q. What are the differences between 1.11 and 1.11b?
  • In 1.11 the CtC Valk on the Peace runeword causes the game to crash when worn by a merc. In 1.11b, the CtC Valk does not work for a merc (so no game crashes.)
  • The problem with games crashing on Battle.net has been fixed. (Originally reported as a Mac problem, but actually was more widespread.)

Q. Is there any reason to upgrade to 1.11b from 1.11?
A. Only if you use Battle.net and were experiencing the crash bug, or if you want to use the Peace runeword on a mercenary (for a reason other than the CtC Valk.) Of course, there is no reason not to upgrade other than the time it takes to install the patch..

[highlight]1.11 Things that have been observed[/highlight]
Q. Which 1.10 bugs have been fixed?
A. Here is what we have so far:
  • FE Bug is "fixed." (It appears that damage still occurs at inappropriate times, but the amount of damage has been reduced to more tolerable levels.)
  • Ethereal Armors that are upgraded now retain their ethereal bonus.
  • The charged item synergy bug has been fixed.
  • The gold making bug from 1.10 which involved selling and buying items with the fool's prefix has been fixed.
Q. Which 1.10 bugs have not been fixed?
  • Gloams are as buggy as ever.
  • Poison Vipers (in Nilathak's temple) are still bugged.
  • The Anya bug remains. The resistances from the resist scrolls Mala gives you for rescuing Anya stop applying if you die (despite what the LCS says) untill you save and exit the game.
  • The leap bug remains.
  • The invisible merc bug remains, and it looks like it may be more common in 1.11. Merc is invisible, but still attacks and gets attacked. This appears to be a display bug only. Some people have had all of their minions become invisible.
  • The door bug remains. Sometimes doors that are closed really aren't and monster's and players can walk through them.
  • The Trang's set still has a bug with the casting rate. (They cast at the rate of the Vampire monster type, not the necro casting rate.) <-- Yup, I'm still calling it a bug. :p
  • The Andy quest drop bug has not been fixed. :)
  • The Inferno/ArcticBlast bug has not been fixed.
  • Act 5 fallen-type shamen are still listed as resurrecting the warped, regardless of their actual type.
  • The Fend bug has not been fixed. (Going into the Dodge/Avoid/Evade animation during attack causes all remaining attacks in the cycle to miss.)
  • The Paladin's Charge attack bug has not been fixed.
  • The mana burn bug has not been fixed.
  • The min/max + ED in armor bug has not been fixed.
  • The Amazon bow tree AR bug has not been fixed. (The bow skills do not actually get the AR bonus listed, despite what the character screen says.)
  • Characters can still get stuck on the graves in the Mausoleum/Crypt. Teleporting (or sometime a town portal) can be used to get out of the grave.
  • There are reports of animation glitches. (Characters stay green from poison, even though they have been healed and are no longer losing hit points; animations from curses remain on the character even when healed/cursed with something else.) This was also reported in 1.10.
  • If you recast hurricane before the first one runs out, there's no sound. This bug existed in 1.10.
  • Runewords that grant auras need to be re-equiped on mercs after they die in order for the aura to work. This bug existed in 1.10.

Q. What are the new bugs in 1.11 that have been found so far?
A.
  • The ctc Valk crashes the game if worn by a merc or used for a iron golem. (There are rumors this is fixed on the realms.)
    [highlight]1.11b Note: [/highlight]This has been "fixed" in patch 1.11b. The game will no longer crash, but testing indicates that the CtC Valk does not work for a merc.
  • Fangskin no longer drops any items in Hell.
  • Using the socketing recipes on ethereal armor causes the ethereal bonus to be applied twice. So instead of multiplying the defense by 1.5, it multiplies by 1.5 x 1.5 for the bonus. This does not occur with the SOJ rare item socketing recipe. This bug does not affect ethereal weapons.
  • Some minions from charges and CtC are dissapearing after a few seconds (Ravens from HOTO and Cranebeak have been confirmed, as well as the Valk from the CtC on Peace.) Are any other minions affected? Using certain skills, going to town, or drinking potions cause the minions to poof. The following minions appear to be okay and are not affected by this bug: Cresent Moon (spirit wolves), Stone (clay golum) Wolfbarb helm (dire wolves.)

Q. What content does SP have in 1.11 compared to Battle.net?
A. It's certainly not as simple as it used to be.
Single Player get everything on the Battle.net ladder with the following exceptions:
  • We do not have the 23 runewords added in ladder season 2. These are Brand, Death, Destruction, Dragon, Dream, Edge, Faith, Fortitude, Grief, Harmony, Ice, Infinity, Insight, Last Wish, Lawbringer, Oath, Obedience, Phoenix, Pride, Rift, Spirit, Voice of Reason, and Wrath. RTB has provided the RTB 1.11 RWM to add these runewords to SP. Remember forum rules about declaring mods if you want to MP/Trade and have installed the mod.
  • We do not have the Annihilus charm.
  • Uber Diablo does not spawn in SP.
  • The portals to get to the new areas/bosses (Lilith, Duriel Clone, Izual Clone, and the Tristrim Battle with the 3 bufed up brothers) in 1.11 can not be made in SP.
  • We do not have the Hellfire Torch.
The content and features that were added for SP in 1.11 are the following.
  • The 4 previously realm-only runewords: Duress, Prudence, Splendor, and Wind
  • Seven new runeword armors, each with +2 skills to a specific class. Their stats can be found here.
  • The keys (Terror, Destruction, Hate) spawn in SP, but cannot be used to open the portal. They will cause an error in the current version of ATMA if you open a character that a key on it. RTB has given instructions for fixing this in ATMA. Extract this file into the ATMA_CONFIG\1.10 directory.
  • Hired mercenaries are now 1-5 levels below the character level. This means that a level 92 sorceress can buy a Act 1 merc from normal difficulty that is level 87-91. The hire screen shows stats from the mercs that are dramaticallly lower than would be normal. This is a display bug in the hire screen. Once hired, their stats are what they should be for a merc of the given level and hired in the given difficulty.
  • Mercenaries gain experience much faster, and are able to catch up/keep up better than before.
  • You can no longer drink a mana potion from a hotkey while holding the shift key. Your merc says "I can't use that" and nothing happens.

Q. Have any of the drop mechanics in the game changed?
A. Nothing significant. Here is the list:
  • The Countess, Summoner, and Nilathak have had their drops modified slightly to add the chance to cast the new keys. This does not affect the Countess's special rune drop.
  • Fangskin's Hell drop has been borked. (He no longer drops anything.)
  • Reports that Baal's minion's drops had been nerfed are not correct. They drop like champion monsters (as opposed to minions or uniques) just as they did in 1.10. (In other words, their drops have always been crap, nothing new here. :D )

Q. What hasn't changed in 1.11?
A. Here are things that appear to be working just as they did in 1.10:
  • Ethereal items used for crafting lose there etherealness. This is unchanged from 1.10.
  • Diablo is unleachable in Hell. This is unchanged from 1.10.
  • Hidden skill bonuses have not changed. (Passive AR bonus from Blessed Aim, damage reduction from Fade, passive +max resistance bonus from paladin single resist auras.)

Q. Anything else?
A.
  • The current version of ATMA seems compatible with the exception of the new keys (Terror, Hate, and Destruction). Opening a character that has one of these on them will crash ATMA. RTB has given instructions for fixing this in ATMA. Extract this file into the ATMA_CONFIG\1.10 directory.
  • The new keys can not be personalized. :(
  • The character files for 1.11 are backwards compatible with 1.10. It is important to note that many people on the forum will not accept items moved from 1.11 to 1.10, and there is debate about whether or not this is "legit." Doing so will affect your ability to trade and MP, so it needs to be declared before participating in these activities on the forum.


[highlight]1.11 Questions to be answered and things to be tested.[/highlight]

The following bugs have been reported, but need more verification:
  • It has been reported that 1.11 doesn't recognize mouse button 3. Anyone else have this problem? Cattleya's test: I tested all of the extra buttons on my mouse (mouse buttons 3, 4, and 5.) They are all still working in the game. I am using Mac OS X and a Kensington mouse (using the Mac OS X software to control it, not the Kensington software.) Others report no problems, although they did have to reset it. Could the person who had this problem post more info? OS, mouse type, any other conditions that might be important?
  • Iron Maiden bug. Iron Maiden affects bezerk. So far, only one person has reported having this problem. I did not have any problems when I tested with my Passion Enchantress. Iron maiden would insta-kill her when she used ES (and didn't have enough mana and reverted to regular attack) as was expected. Without ES, she was safe from iron maiden. If anyone experiences this bug, please get a screenshot of the death screen. Any other screenshots would be good as well.
  • A display bug has been reported for Barbarians with the increased stamina skill who use a skill shrine. The maximum stamina will still display at the higher amount, although it will only fill to the correct amount. This makes it appear as if the Barbarian is unable to regain full stamina. Save and Exit fixes this problem.
  • There are reports on B.net that WW Assassins using Chaos claws will get stuck if they are using WW when they go up a level. The player needs to Save and Exit to get unstuck.

Other areas of interest:
 
Kira's Guardian Tiara

I read all the posts under this topic put didn't see anything about it, maybe it is told before and maybe my info is wrong so sorry if they are the case.

Although it is said to be ladder only in the info tools i looked at, i found "Kira's Guardian" unique tiara. I play single player 1.11 of course (not 1.11b if matters). So maybe some of these ladder only items are introduced to single player with the patch.

Kira's Guardian
Tiara
Defense: 105
Durability: 18 of 25
Required Level: 77
Item Version: 1.10 Expansion
Item Level: 87
Fingerprint: 0x804f752c
+60 Defense
All Resistances +68
20% Faster Hit Recovery
Cannot Be Frozen
 
NacRuno said:
Although it is said to be ladder only in the info tools i looked at, i found "Kira's Guardian" unique tiara. I play single player 1.11 of course (not 1.11b if matters). So maybe some of these ladder only items are introduced to single player with the patch.
All of the ladder only items were added to SP in the 1.10 patch, so only things introduced after that patch (and the world event) are not in SP. For more details check out the section "What content does SP have in 1.11 compared to Battle.net" in the summary post right above yours. :smiley:
 
BABrules said:
Where can you download it from?
What about "Muling & Reporting: The ATMA/Flavie thread"?
I have mentioned it in my previous post.

(IF you are not able to understand where the thread is, it's just below this one) :scratch:
And guess what is in the first post of that thread...
Official Atma page link :scratch:
 
Cattleya said:
  • Poison Vipers (in Nilathak's temple) are still bugged.

According to Bnet personnel, this is not a bug...they actually wanted that damage to be so insane. It is in one of the "general discussion" threads on the Bnet forums. Their exact response was "working as intended!"

Steve
 
Crudesash68 said:
According to Bnet personnel, this is not a bug...they actually wanted that damage to be so insane. It is in one of the "general discussion" threads on the Bnet forums. Their exact response was "working as intended!"

It was a moderator that said it, and quite frankly I doubt he knew how they are doing that much dmg, much less know that it's not a bug.
 
Crudesash68 said:
According to Bnet personnel, this is not a bug...they actually wanted that damage to be so insane. It is in one of the "general discussion" threads on the Bnet forums. Their exact response was "working as intended!"
If the programmers at Blizz really intended for the damage from a Poison cloud to do physical damage every frame, perhaps they need to lay off the special brownies. :wink3: As I have state before for other things, saying "It's a feature, not a bug" doesn't actually make it true.
 
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