1.11 Release Notes

How many of you guys are switching over to 1.11? Should I just hang with 1.10 or should I switch over... I want to be able to still play with the majority

Hoid
 
NacRuno said:
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

Actually, this already could be found... where ever you read that it was ladder-only... never read there again. I used to have a couple of them myself and I have never played 1.11b or 1.11. Plus if you look at the Atma report it says 1.10 Expansion.

Hoid
 
necrolemming said:
Bad advice :p

That site was correct - Kira's is indeed a ladder-only item; just that SP gets most of the ladder-only features.

And Atma does not differentiate between 1.10 and 1.11 items.

Damn... My bad

Hoid

YAY 200 posts :|
 
[highlight]1.11/1.11b Changes for Single Player[/highlight]

The purpose of this post is to provide a summary of the changes made in the 1.11 and 1.11b patches to Diablo 2: LOD as they apply to Single Player.

Note: The information in this post applies to both 1.11 and 1.11b unless stated otherwise.

[highlight]Table of Contents[/highlight]
  • What is new in Single Player in 1.11?
  • 1.11 vs. 1.11b
  • All About Bugs
    • Bugs from Previous Versions That Have Been Fixed
    • Bugs/Issues from Previous Versions That Have Not Been Fixed
    • New Bugs
  • Single Player Content versus Battle.net Content Or Can I get this in SP?[/i]
  • Miscellaneous

[highlight]I. What is new in Single Player in 1.11?[/highlight]
  • New Runewords and Items
    • The 4 previously realm-only runewords have been added to Single Player: 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. The most current version of ATMA has been updated to handle these keys. Versions before 5.05 will have an error when opening a character with one of these keys. RTB has given instructions for fixing this. Extract this file into the ATMA_CONFIG\1.10 directory. This fix is not necessary if you are using ATMA 5.05 or later.
  • Mercenaries
    • 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. This still applies even if the mercenary is dead. The mana potion will not be used if you are holding down the Shift key while trying to drink the potion.
  • Drops
    • The Countess, Summoner, and Nilathak have had their drops modified slightly to add the chance to cast the new keys. This does not directly affect the Countess's special rune drop.
    • Fangskin's Hell drop has been borked. (He no longer drops anything.)


[highlight]II. 1.11 versus 1.11b.[/highlight]
  • In 1.11 the CtC Valk on the Peace runeword causes the game to crash when worn by a merc or used to make an Iron Golem. 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.)
  • There are no known new bugs introduced in 1.11b that did not exist in 1.11.

[highlight]III. All About Bugs[/highlight]
  • Bugs from Previous Versions That Have Been Fixed
    • FE Bug: This bug has been "fixed." FE damage is still applied at inappropriate times, but the FE damage has been greatly scaled down in Nightmare and Hell. This is the fix that was made available on the Realms for the 1.10 patch. More information on the FE bug can be found here.
    • Ethereal Armors Upgrade Bug: In 1.10 the Horadric Cube formulas used to upgrade rare and unique armors removed the ethereal defense bonus from the armor. This has been fixed in 1.11/1.11b, so that when upgraded, armors retain the ethereal bonus.
    • Skills from Charges Synergy Bug (Marrowalk Bug): The 1.10 bug that allowed skills granted by charges to act as synergies for other skills has been fixed in 1.11/1.11b.
    • Vendor Gold Bug: The gold making bug from 1.10 which involved selling and buying items with the fool's prefix has been fixed.
    .
  • Bugs/Issues from Previous Versions That Have [highlight]Not[/highlight] Been Fixed
    • Gloams Damage Bug: Gloams use their mana burn damage values instead of the proper values in their lightning attacks. This results in approximately 200-300 damage per attack instead of 5-190 intended for hell gloams. The damage dealt is pure lightning damage.
    • Mana Drain Attack Bug: Attacks that drain mana drain 256 times the intended amount. This leads most mana burn attacks to empty a players mana bulb completely.
    • Poison Viper Damage (Nilathak's Temple Only): The poison cloud from their poison javelins deals physical damage per frame. Standing still can help reduce the damage. Also, having "damage reduced by X" adding up to about 50 nullifies the damage from this bug. Note that this is strait damage reduce (like from a Sol rune in armor) and not % damage reduced (like on Shaftstop.)
    • Anya Quest Resist Scroll Bug: When a character dies, they no longer receive the resist bonus from completing the "Rescue Anya" quest. The character screen does not show this drop in resistances. Saving and Exiting the game fixes this problem.
    • The Leap Bug: Barbarians using Leap Attack who are hit at the wrong time at the begining of the attack will experience the attack being disabled. Saving and Exiting fixes the problem.
    • The Charge Bug: Paladins using Charge who are hit at the wrong time at the begining of the attack will experience the attack being disabled. Saving and Exiting fixes the problem.
    • The Fend Bug: Amazons who go into the Dodge/Avoid/Evade animations while using fend will have the rest of their attacks in the Fend cycle miss. (Some other animations caused by being hit may also trigger this bug.)
    • The Assassin Whirlwind Bug: If an assassin levels up during a Whirlwind, she will get "stuck." She is not able to interact with the game. A Save and Exit fixes the problem.
    • The WW Bug: If a Bloodletter is used instead of hard points in WW, the assassin WW bug still applies. IE a mid-whirl level up will result in a stuck char.
    • The Inferno/ArcticBlast/Wake of Inferno Bug: These skills only do 1/2 to 1/3 of their listed damage. The animation for the area of effect is also misleading, as the damage does not occur in the entire area of the graphic.
    • Invisable Merc Bug: The 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. This might be more common in 1.11/1.11b.
    • The Door Bug: Sometimes doors that are closed really aren't and monster's and players can walk through them.
    • Trang's Set Casting Rate "Issue": The Trang's set uses the casting rate for the Vampire monster type instead of the Necromancer's casting rate. <-- Yup, I'm still calling it a bug.
    • The Andarial First Kill Drop Bug: Andarial continues to drop from her first drop tables if you continue on to Act 2 without Saving and Exiting after killing her for the first time.
    • Act 5 Guest Monster Fallen-type Shaman Display Bug: Act 5 fallen-type shamen are listed as resurrecting the warped, regardless of their actual type.
    • The Min/Max Damage in Armor Bug: +min/max and +enhanced damage when added to armor in the wrong order will not apply all of the damage. More information on this bug can be found here.
    • Amazon Bow Tree AR Bug: The Amazon's bow skills do not actually get the AR bonus listed, despite what the skill description and character screen say.
    • Stuck Character Bug: Characters can get stuck on the graves in the Mausoleum/Crypt. Teleporting (or sometimes using a town portal) can be used to get out of the grave. Otherwise, a Save and Exit is necessary.
    • Character Status Graphic Bug: Characters and mercenaries 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 or cursed with something else.
    • Barbarian Stamina Display Bug: 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.
    • Hurricane Sound Bug: If you recast hurricane before the first one runs out, there's no sound.
    • Mercenary Runeword Granted Aura Bug: Runewords that grant auras need to be re-equiped on mercs after they die in order for the aura to work.
    .
  • New Bugs
    • Peace Runeword Merc/Iron Golem Bug: 1.11 Only: The ctc Valk crashes the game if worn by a merc or used for a iron golem.
      [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.
    • Hell Fangskin Drop Bug: Fangskin no longer drops any items in Hell.
    • Ethereal Armor/Socketing Recipe Bug: 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.
    • Minions from CtC and Charges Poof Bug: 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.) Using certain skills, going to town, or drinking potions cause the minions to poof. When the minion would normally teleport to more closer to the character, they will poof instead. If an Amazon using the Peace runeword has any points in Valkery, the CtC from peace works as is should. 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.)

[highlight]IV. Single Player Content versus Battle.net Content (Can I get this in SP?)[/highlight]
  • Quest Content
    Single player has the same quest content with two exceptions.
    • The World Event: Diablo Clone does not spawn in Single Player, and the Annihilus charm is unavailable.
    • The Pandemonium Quest: The Portals to Lilith, Uber Duriel, Uber Izual, and Uber Tristrim can not be made in Single Player, and Standards of Heros and the Hellfire Torch are unavailable. The Keys of Terror, Hate, and Destruction drop in Single Player, but they do not serve any purpose in Single Player.
    .
  • Items (Non-Runeword)
    All set and unique items that are available on the ladder are available in SP with the exception of the 2 unique charms that can only be gained from quests that are Realm only: the Annihilus and Hellfire Torch. Gheed's Fortune can drop in Single Player.
    .
  • Runewords
    • 1.11 adds the 4 previously Realm-only runewords to Single Player. There are Duress, Prudence, Spledor, and Wind.
    • The only runewords not available in SP are the 23 Runewords added to the Battle.net ladder in Ladder Season 2 and these cannot be created in unmodded Single Player. 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.
    These runewords can be added to the game using the 1.11 RWM provided by RTB. Forum rules require that you declare any mods that you use before you participate in MP, Trade, and Giveaways in the Single Player Forum. You are considered to be a user of a mod if you have traded, MPed or accepted items from someone using a mod, even if you do not use the mod yourself. The Single Player Forum does not allow technical support for mods, so please do not post asking for help installing the mod. RTB has also requested that he not be contacted for technical support of his mods. For technical information on mods, please go to the Phrozen Keep.

    Also note while that the ladder-only runewords cannot be made in unmodded Single Player, a ladder only runeword made using the RWM will work in unmodded Single Player. The server only flag only affects the runewords creation, not it's use.​
    .
  • Horadric Cube Recipes
    All of the cube recipes that work on the Realms work in Single Player, including all of the ladder only recipies.

[highlight]V. Miscellaneous[/highlight]
  • ATMA 5.05 and latter fully supports 1.11.
  • 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.
  • Both 1.10 and 1.11 items are listed as 1.10+ Expansion when looking at the item information in most recent version of ATMA. Earlier versions list the items as 1.10 Expansion.
 
A couple more bugs that haven't been fixed:

According to Maniphesto in a different thread:

For Throwing Barbarians the damage is only 1/3 of whats shown in your stats.

And according to me and some others:

Mercs still get stuck sometimes, just standing there and not following or attacking/defending. Can be "unfrozen" by having your character enter a new location (where the game needs to load it) or town or teleporting.

Jude
 
Jude said:
According to Maniphesto in a different thread:

For Throwing Barbarians the damage is only 1/3 of whats shown in your stats.

do you have more information about this or maybe link to this different thread? search is useless.

and I was just thinking about starting throwing barb :sad2:
 
It's not exactly 1/3rd, as it's more of a miscalculation at the LCS (what else did you expect?). AFAIK the LCS claims the Double Swing synergy along with the Mastery ed% multiplies the weapon dmg first, then the rest of the off-weapon/skill ed% multiply the resulting dmg. Thus showing lots more dmg than it actually does.
 
RTB said:
It's not exactly 1/3rd, as it's more of a miscalculation at the LCS (what else did you expect?). AFAIK the LCS claims the Double Swing synergy along with the Mastery ed% multiplies the weapon dmg first, then the rest of the off-weapon/skill ed% multiply the resulting dmg. Thus showing lots more dmg than it actually does.
Hah, I didn't know that. No wonder that I reached max 80K double throw damage (on LCS) in Eastern Sun easily.
 
thanks. so throw barb is still viable build and we even get stupidly exagerated numbers in LCS to impress noobs :wink3:
 
Jude said:
What's LCS?
Jude
LCS = Lying Character Screen

It's amusing that the most commonly used abriviation for the character screen shows how much we actually trust it. :grin:
 
do items have new requirements in str/dex in 1.10/.11?
im specifically wondering about an exceptional executioner sword i found that has requirements closer to the elite version as it is listed on dii.net

as it apears on dii.net: executioner sword- 73str./61dex., collossus blade- 189str./ 110dex.

as it apears in my inventory: executioner sword- 170str./110dex.

if someone could give me an accurate req. for collossus blade i'ld be very greatful.

edit: hmm... now that i looked again the normal reqs. are listed as higher than the exceptional, so i'm assuming its a typo, still a stat requirement for the collossus is what i'm after. :thumbsup:
 
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