1.11 Release Notes

Another strange bug that I just noticed. When I cast Hurricane, then recast it again before the first one wears off, there's no sound. This goes on as long as I keep casting it. After the spell expires, the sound comes back.

I think I'll call this one the SBD Bug.
 
I don't know whether this is a real bug, and whether it's new or not, but my whirlwindbarb's merc does stay behind all the time. Does not move into the battle, in spite not being attracted by another group of monsters at the other side. Haven't noticed this with other characters also using an act II merc, including other melee characters. The staying behind is not because I run so fast, I'm whirlwinding back and forth, and the merc stays more than a screen away, without being hampered by other monsters, objects or walls.
 
My Peace based zon are in Act 2 - nightmare. Ctc Valk also disapere when:
1.put skill point
2.drink potion
3.get skill shrine
For the moment I didn't put any point into decoy - may be I will test sinergies in hell difficulty.
 
rild said:
My Peace based zon are in Act 2 - nightmare. Ctc Valk also disapere when:
1.put skill point
2.drink potion
3.get skill shrine
For the moment I didn't put any point into decoy - may be I will test sinergies in hell difficulty.

I was starting HC necro and when i put 1 skill point into raise skeleton my summoned skeleton died, didnt happen back in 1.10.IIRC
 
forgive me if this has been covered in one of the 1336 posts prior to this, but I reinstalled and made a necro and his skellies don't show up up top. (skellies are walking around but no portrait). Anyone else have this problem?
 
Tournai Solum said:
I think there is a button you can press to fix that. I know that you can toggle them on or off.

Check your keyboard settings, see if you can find it in there.
heh, it ended up fixing itself. No keys needed. I know it wasn't me who fixed it as the key to toggle them wasn't mapped to anything.
 
I thought I would post the summary again, since several pages have passed and the old one is getting harder to dig up. Not much has changed, mostly old bugs from 1.10 coming back to haunt us in 1.11...

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." (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.
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.
  • 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 Charge 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.

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

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 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.

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 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. :(


[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.

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. She 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. ;)
 
Cattleya said:
Q. Which 1.10 bugs have not been fixed?
The Trang's set still has a bug with the casting rate.

Hi Cattleya! Thanks for reposting the 1.11 summary list for the rest of us. :thumbsup: Just want to inform you that RTB has posted the FCR for Vampires in the Necromancer Forum. The slower casting rate is the actual one for Vampires and is not a bug. :)
 
Just discovered a new feature in 1.11.

When already having the cube (from normal difficulty), I did find the Horadric Scroll in the chest next to Radament (in nightmare difficulty). This was in an unmodded game except for the runeword mod which should not affect any drops. Has anyone else noticed this? I never got that scroll when already having the cube. It might have something to do with talking to npc's beforehand, with two earlier characters in 1.11 I did not find the scroll again. This time the only npc's I talked to before refinding the scroll were Jerhyn and Drognan (this was in a tourney were talking to healers is forbidden). I went to Cain and to Drognan with the scroll and neither did anything with it, it just remains.

My suspicion is that it's triggered by talking or not talking to Cain in act II before opening that chest, but confirmation is needed.
 
Sir Lister of Smeg said:
Just discovered a new feature in 1.11.

When already having the cube (from normal difficulty), I did find the Horadric Scroll in the chest next to Radament (in nightmare difficulty). This was in an unmodded game except for the runeword mod which should not affect any drops. Has anyone else noticed this? I never got that scroll when already having the cube. It might have something to do with talking to npc's beforehand, with two earlier characters in 1.11 I did not find the scroll again. This time the only npc's I talked to before refinding the scroll were Jerhyn and Drognan (this was in a tourney were talking to healers is forbidden). I went to Cain and to Drognan with the scroll and neither did anything with it, it just remains.

My suspicion is that it's triggered by talking or not talking to Cain in act II before opening that chest, but confirmation is needed.
It also happens to me...
 
Sir Lister of Smeg said:
When already having the cube (from normal difficulty), I did find the Horadric Scroll in the chest next to Radament (in nightmare difficulty). This was in an unmodded game except for the runeword mod which should not affect any drops. Has anyone else noticed this? I never got that scroll when already having the cube. It might have something to do with talking to npc's beforehand, with two earlier characters in 1.11 I did not find the scroll again. This time the only npc's I talked to before refinding the scroll were Jerhyn and Drognan (this was in a tourney were talking to healers is forbidden). I went to Cain and to Drognan with the scroll and neither did anything with it, it just remains.

My suspicion is that it's triggered by talking or not talking to Cain in act II before opening that chest, but confirmation is needed.

This just happened to me in a 1.09 Hell game, so I suppose it can happen from time to time. I don't think I spoke to Cain before heading down to Radament, but if I didn't, there have certainly been other times when I didn't, and never found a scroll when already in possession of the cube.

I don't remember if I got the quest from Atma first either, but neither that would be a first.

The thing I definitely did for the first time on that game though, was to open Radament's chest before killing him (he was MSLE so I took my time). Could it be you did the same?

By the way, the Horadric Scroll is a stupid item to carry around; it's useless and won't go into an ATMA stash. So I just have to bear it. Like a good luck charm (or so I like to think - hey, it worked for a grailie fairly soon).
 
symeon said:
This just happened to me in a 1.09 Hell game, so I suppose it can happen from time to time. I don't think I spoke to Cain before heading down to Radament, but if I didn't, there have certainly been other times when I didn't, and never found a scroll when already in possession of the cube.

I don't remember if I got the quest from Atma first either, but neither that would be a first.

The thing I definitely did for the first time on that game though, was to open Radament's chest before killing him (he was MSLE so I took my time). Could it be you did the same?

By the way, the Horadric Scroll is a stupid item to carry around; it's useless and won't go into an ATMA stash. So I just have to bear it. Like a good luck charm (or so I like to think - hey, it worked for a grailie fairly soon).

Could be, I'm not sure. At least this shows that it's not a new feature in 1.11. One thing I am 99% sure about is that I never before did not talk to Cain before killing Radament/opening the chest. I think there is some chance I did in the past already open the chest before killing Radament without getting the scroll again, but I'm not sure about that either. Still, I wonder since what version this feature is present, 1.00? I never noticed it in all those years.
 
Comage said:
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).

Looks like I spoke too soon.

Just click somewhere at the edge of the screen, then when your necro's running towards that spot, click at the opp end of the screen with the right-mouse button set to Raise Skeleton (not sure if others would work also).

He'll do the moonwalk.
 
I wasn't quite sure where to put my question. I picked up a "Key of Hate" from the Summoner in Hell with my sorceress, and now ATMA won't open her character file at all. I don't know what the key is for, but I don't want to throw it away because it is probably useful. Anybody got suggestions? Is there a updated version of ATMA in the works.

Sorry if this has already been answered, but I didn't feel like reading through the 50-odd pages in this post.
 
Naracla said:
I wasn't quite sure where to put my question. I picked up a "Key of Hate" from the Summoner in Hell with my sorceress, and now ATMA won't open her character file at all.

There is an updated items.txt you need to download to get it to work. See Cattleya's last post in this thread (about 10 or so posts back by now probably).
 
Naracla said:
I wasn't quite sure where to put my question. I picked up a "Key of Hate" from the Summoner in Hell with my sorceress, and now ATMA won't open her character file at all. I don't know what the key is for, but I don't want to throw it away because it is probably useful. Anybody got suggestions? Is there a updated version of ATMA in the works.

Sorry if this has already been answered, but I didn't feel like reading through the 50-odd pages in this post.
Grab, RTB's updated .TXT file, and drop it in ATMA V\ATMA_CONFIG\.

As for the key, there is an event only available in Realm games for which the keys are needed. Blizzard specifically disabled this event for non-Realm games, but for some reason, they left the keys in. In other words, unless you're playing a modded version of the game, those keys are 100% useless for 'open' games.
 
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