1.11 Release Notes

no cd crack

[highlight]Link removed[/highlight] are the loader. Extract the archive in your d2 directory and then start game via d2loader.exe :) The d2 will start without asking for cd.

[highlight]Your link was to a hack, and posting it is a violation of the rules of this site. Consider this a warning, the only one you will receive.

-Kremtok[/highlight]
 
Necro Summoning bug

With the Diablo II LOD 1.11 patch installed:

I was playing a Necromancer under Normal difficulty with a wand that adds 1 to summoning skills and 2 Skeletal Mage (making a total of 3 points to allow summoning 3 Skeletal Mages).

Empyrian Bar Bone Wand
One-hand Damage: 3 to 7
Durability: 15 of 15
Required Level: 16
Staff Class - Very Fast Attach Speed
+1 SUmmoning Skills [Necromancer Only]
+30 to Attack Rating
+80 to Poison Damage
6% Mana Stolen per Hit
+2 Raise Skeletal Mage [Necromancer Only]
+3 Iron Maiden [Necromancer Only]
+2 Amplify Damage [Necromancer Only]
Hit Causes Monster to Flee 50%
+14 to Energy
+3 to Light Radius
50% Damage to Undead

When my character goes up a level, 2 of the summoned Skeletal Mages disappear (which can be really bad in the midst of a fight!). I assumed that the wand's abilities were being reset then, but the weird thing is that the 1 Skeletal Mage from the wand's +1 to Summoning Skills stays around, and even weirder is that it stays aropund after I switch to a different weapon or even unequip the wand! It only disappears if killed or, stranger yet, if my Necro drinks a potion or assigns a skill point!

Jude
 
Need help testing!

I just started a new Necromancer with patch 1.11, and I realized that this same "disappearing minion" bug occurs even with the basic +1 Skeleton wand that he starts with, when he goes up a level.

Anyone know if this bug existed with patch 1.10 (and I just never noticed)?

Also, I am curious, if anyone can test it, if the bug also occurs with Necro golems (assuming that your only points in them come from an item--otherwise, I wonder if they go down in level if you already have some skill points put in them--how can you tell?)?

Also, anyone get a chance to test this with Druids? It's hard to tell with Raven (since they disappear after so many hits anyway), and the vines and sage/spirit, because you only get one of them (like the Necro golem). But it should be possible to test it if anyone has an item that gives extra wolf summons.

So if anyone can test any of these things, or still has the 1.10 patch installed and can see if the bug existed before 1.11, please post here with your results.

Thanks.
Jude

Jude said:
With the Diablo II LOD 1.11 patch installed:

I was playing a Necromancer under Normal difficulty with a wand that adds 1 to summoning skills and 2 Skeletal Mage (making a total of 3 points to allow summoning 3 Skeletal Mages).

Empyrian Bar Bone Wand
One-hand Damage: 3 to 7
Durability: 15 of 15
Required Level: 16
Staff Class - Very Fast Attach Speed
+1 SUmmoning Skills [Necromancer Only]
+30 to Attack Rating
+80 to Poison Damage
6% Mana Stolen per Hit
+2 Raise Skeletal Mage [Necromancer Only]
+3 Iron Maiden [Necromancer Only]
+2 Amplify Damage [Necromancer Only]
Hit Causes Monster to Flee 50%
+14 to Energy
+3 to Light Radius
50% Damage to Undead

When my character goes up a level, 2 of the summoned Skeletal Mages disappear (which can be really bad in the midst of a fight!). I assumed that the wand's abilities were being reset then, but the weird thing is that the 1 Skeletal Mage from the wand's +1 to Summoning Skills stays around, and even weirder is that it stays aropund after I switch to a different weapon or even unequip the wand! It only disappears if killed or, stranger yet, if my Necro drinks a potion or assigns a skill point!

Jude
 
Jude said:
I just started a new Necromancer with patch 1.11, and I realized that this same "disappearing minion" bug occurs even with the basic +1 Skeleton wand that he starts with, when he goes up a level.

Anyone know if this bug existed with patch 1.10 (and I just never noticed)?
I think this occured in 1.10, as the game re-equips items after leveling up. I also believe that the minions that stick around are still at the higher level.

I'm not sure about some of the weird behavior from your first post about the skelletal mages, though. That just seems weird.
 
I started hybrid zon (strafe and LF). The build is based on
Peace - Body Armour
ShaelThulAmn
2% chance to cast level 15 Valkyrie on Striking
4% chance to cast level 5 Slow Missiles when Struck
+2 to Amazon skills
+2 to Critical Strike (all classes)
20% Faster Hit Recovery
+30% Resist Cold
Attacker Takes Damage of 14
I plain to use ctc Valk. I know that
The ctc Valk works for players, but she poofs when you go to town.
This will be problem against act bosses, but I hope it will be no problem against regular monsters. But the important think that I need to know is - is other sinergies are applied to this valk. Because if I max decoy this will give me 1760+20*88=3520 hp in valk and cheepest decoy(~4.5 mana points). And I can invest more points into passive skils...
 
IIRC, we're not sure about synergies between hard skill points giving chance-to-casts any benefit. This was certainly the case in 1.10, but there have been reports of chance-to-cast spells being noticably weaker. Do we have a verdict? (This connection will cost me half an hour to check through the thread.)
 
Thirty-Thirty said:
IIRC, we're not sure about synergies between hard skill points giving chance-to-casts any benefit. This was certainly the case in 1.10, but there have been reports of chance-to-cast spells being noticably weaker. Do we have a verdict? (This connection will cost me half an hour to check through the thread.)
The state of CtC has still not been tested. As far as the weaker minions are concerned, it is not clear if it is a synergy thing or a new bug. In the case of Ravens from Hoto, it appears to be a new bug unrelated to synergies.

All I can say is that if they fix these new bugs on the realms and leave us SP'ers in the cold again like the FE bug, it's going to do a number on my motivation to play this game. :(
 
1.11 Summary List

[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
  • Ethereal Armors that are upgraded now retain their ethereal bonus.
  • The charged item synergy bug 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.
  • 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.
It looks like the following bugs are here to stay in 1.11 as well. If anyone has in-game confirmation on these bugs, please post it.
  • the Fend bug
  • the Charge bug
  • the mana burn bug
  • the min/max + ED in armor bug
  • the Amazon bow tree AR bug

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.)
  • The ctc Valk works for players, but she poofs when you go to town.
  • 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.

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 include Brand, Insight, Spirit, Wrath, and others. 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 that was added for SP is 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 crash 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.

Q. What other new features/changes does this patch give SP players?
A. Here they are so far:
  • 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 Baals 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.


[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.
  • Some minions from charges are dissapearing after a few seconds (Ravens from HOTO have been confirmed.) Are any other minions affected?

Other areas of interest:
  • I've seen reports of a serious bug for Mac users, where the game crashes when you exit/join a game. It looks like it may only be a problem if you are playing on Battle.net, but I would like to know if any of the mac users are having issues in Single Player or TCP/IP game. I haven't had any issues in SP to date, and I did a bunch of S&E and then loading a new character to see if I got the bug. So far, there has not been a fix posted by Blizz, but they are working on the problem. They have a sticky for the issue in their forum: http://www.battle.net/forums/thread.aspx?fn=opensupport&t=361040&p=1&tmp=1#new361040

    Jude was unable to duplicate the reported problems on B.net using OS X 10.3.8, G4 1.25 GHz, NVidia Geforce 4 Ti 128 AGP graphics card, 1 GB Ram. He tested on the European Realm.

    Cattleya tested on the US West realm and was unable to duplicate the reported problems, either in full screen mode (Open GL) or windowed mode (software emulation). System info: Mac OS X 10.3.9, G5 2x 2.0 GHz, 1 GB Ram, standard video card (I don't remember which one it is, sorry.) By the way, I now feel dirty. ;)
 
I don't know if this is a new or old bug, but since running the Mausoleum I have twice had my Sorceress walk on those grave things on the ground (not the ones you can pop for items) and once she has walked on it, she is stuck and cannot move of it. Normally you can't even walk onto them, the AI (??!!??) guides you around them. The only way I have gotten of them is to use teleport. The second time this happened, I took a screenshot, but will need to upload it at some time. After teleporting off the grave I tried replecating the bug, but the game guided me around it.

Has anyone else experienced this?
 
I think there was another bug they fixed in v1.11.

Formerly (in v1.10), I could make my character do the moonwalk just by clicking at the edge of the screen, and then quickly clicking in the opposite direction.

My character would then do the moonwalk by sliding backwards to the first location I click at the edge of the screen.

Tried replicating it in v1.11, so they fixed it (or so it seems).
 
Tasdaz said:
I don't know if this is a new or old bug, but since running the Mausoleum I have twice had my Sorceress walk on those grave things on the ground (not the ones you can pop for items) and once she has walked on it, she is stuck and cannot move of it. Normally you can't even walk onto them, the AI (??!!??) guides you around them. The only way I have gotten of them is to use teleport. The second time this happened, I took a screenshot, but will need to upload it at some time. After teleporting off the grave I tried replecating the bug, but the game guided me around it.

Has anyone else experienced this?

It's an old bug, at least from 1.10. It's happened to me several times, though never with a Sorceress, so I couldn't teleport out. I could still shoot missile weapons and throw things, and protect myself if attacked, but I couldn't move except to rotate. I couldn't even use a teleport scroll since I couldn't move into it. I had to save & quit and start up again in town.

Cattleya:
Jude is a SHE not a HE! If you mention me, I'd appreciate you making the gender correction to the pronoun! :) Thanks.
You might want to add Tasdaz's bug to the not fixed list, and also maybe mention the item-based disappearing minions if you think it qualifies as a bug not fixed.

Thanks for compiling the list. When you think it is complete, would you mind e-mailing it to [email protected] and [email protected] requesting a patch to fix at least the worst of the bugs?
Jude
 
Jude said:
e-mailing it to [email protected] and [email protected] requesting a patch to fix at least the worst of the bugs

Just a short note ... I know how suppor works from inside a large company. From this experience, don't bother mailing this to support (again), they got such lists already and probably not only once. Instead, mail it to the board of directors or the ceo, and make sure to state it is not only your own opinion but the collected list of a forum with quite a lot of people playing SP.
 
Tasdaz said:
I don't know if this is a new or old bug, but since running the Mausoleum I have twice had my Sorceress walk on those grave things on the ground (not the ones you can pop for items) and once she has walked on it, she is stuck and cannot move of it. Normally you can't even walk onto them, the AI (??!!??) guides you around them. The only way I have gotten of them is to use teleport. The second time this happened, I took a screenshot, but will need to upload it at some time. After teleporting off the grave I tried replecating the bug, but the game guided me around it.

Has anyone else experienced this?
Yes it is old bug. I run Mausoleum before in 1.10 and I run it now at 1.11. I always stuck in these damn graves. They could be quite dangerous in hardcore. Fortunately there is an easy way out of them — you may cast town portal and go into it. When you will go back again you will be out of the trap.
 
Jude said:
Jude is a SHE not a HE!
Oopsie! :) As someone who has had to correct others about her own gender, I appologize for the mistake.

I'm also not sure that mailing the list to Blizz support will do much, but once we have a good list, I suppose we could throw it up on the Blizz open support forum. (If only to enjoy the reaction of the B.net crowd to it. :D )
 
Cattleya said:
Oopsie! :) As someone who has had to correct others about her own gender, I appologize for the mistake.



I'm also not sure that mailing the list to Blizz support will do much, but once we have a good list, I suppose we could throw it up on the Blizz open support forum. (If only to enjoy the reaction of the B.net crowd to it. :D )

That's okay. :) I know my nickname is androgenous. That's one of the reasons I use it on the internet, so I don't automatically get ambushed by guys looking for females. Since this is a friendly, safe forum, I let the secret out long ago, but since I don't post regularly, it's easy to miss. It's short for Judith.

Yeah, the open support forum AND e-mail it to every e-mail address we can find for Blizzard. I agree that it's a good idea to say that it's a collective list from the multitudes (thousands?) at the purediablo.com Single Player forum.

Jude
 
Just exclude the parts about ATMA in your e-mail. Blizz probably already thinks that us SP are "teh huXX0rZ", so no need to make them confused with a 3rd party program they know nothing about.
 
About dissapering minions

Was playing my new Magezon, got her high enough for her "Peace" armour and started waiting for the first Valkyre to appear, it did and....puff it dissapeared. It happended a few times sometimes she stayed for a while sometimes she hardly materialised. I jumped back to act 1 and started testing by dropping different eq and fight hand to hand etc.

Result: Valkyre seems to dissapear if I use Immolating Arrow and stay otherwise, could it be "spell delay" that unsummons minions in 1.11? dont have the raven charge thingy so cant test on that.

Sorry if this is old theory/news.
 
Llathias said:
Just exclude the parts about ATMA in your e-mail. Blizz probably already thinks that us SP are "teh huXX0rZ", so no need to make them confused with a 3rd party program they know nothing about.
i would think they know about it.
 
Back
Top