|
|
|
The DSF Buglist for
Diablo version 1.09 Last Updated:
June 21, 2000
The intent of this list is not to make Blizzard look bad; in
fact, compared to most other computer games out there, Diablo is
exceptionally stable and bugless. The intent of this list is to
educate and provide insight for anyone wanting to see what parts of
the game don't work as intended or are strange. This list was
constructed on the Diablo
Strategy Forum, from the people who know more about the game
than Blizzard itself does. :)
If you feel that you know of a reproducible bug that
affects gameplay, post about it on the DSF. Find out if it really is a new bug, and I'll
get it added.
Heartfelt thanks and a major thumbs up to all who've contributed
bugs or helped explain them so far: Agammaglobulin, Argus McFrugal,
Armin, Bolty, Charles Warren, Claudio(Cat), Code Myster, Cyrene,
Darkman(BNM), Dark_Slayer, Das Regard, DaveMcW, Dr. Disaster, Dr.
Zed, Drasca, El_Gecko, Erthshade, Esau, EviL, felisandria, Flux,
Frank, Frenzy, Gorakh, Gyrefalcon, JakRabbit, Jarulf, KingOfPain,
Kipo, Lance, Lochnar, M., Mayaheine, mellymel, moe SAINT EverGreen,
Mystifier[CB], NoVit4Me, Nystul, Omega, Rand'al, Rich, Ruger,
Tahrajj, Thecla, the Sage, Saxywoo, Sourceror, StormDemon, Stu,
Tommi Helminen, Uwain, Van Damned, Varaya, and Walkiry.
Unless stated so, all bugs are multiplayer bugs. Some may apply
to single player mode, some may not. Also, a key point here: many of
these bugs aren't really bugs, but strange behavior, or quirk, in
the game that was probably intentional. The reason they are in this
list is because the list is meant to be an educational tool to point
out quirks of the game to people who've never heard of them. "Quirk"
bugs are indicated with this color
text.
To date, two immediate game-crashing bugs have been identified in
version 1.09. They are listed in this
color text.
Bug Index
SPELL BUGS All bugs in this category are related to spells
and spellcasting.
CHARGED BOLT
-
-
If you stand in a tile of a bookcase or shrine and cast Charged
Bolt, the spell effect will never take place. No bolts will
form, but you will lose mana.
FIRE WALL
-
-
Fire Walls do more damage than listed in the spell book.
When you walk through a firewall in a way
against its alignment, you will not be damaged if you step through
its gaps. For instance, walking through a horizontal straight
firewall diagonally won't damage you if you walk through at the
correct tiles. The same effect applies to monsters and other
players.
TELEKINESIS
-
-
If you Telekinesis a monster too much, it's possible for it to
disappear into a wall. You will see the graphic in the wall, but
no monster.
You cannot drink a potion from your belt using number keys
while the Telekinesis cursor is active.
Telekinesis won't work on a monster unless
it is activated. These means you can't mess with them if you can
only see them with Infravision.
TOWN PORTAL
-
-
If a character goes to pick up an item as he/she is entering a
Town Portal, a dupe will appear on the other side, thus creating
the same item in town and in the dungeon. Neither item will be
destroyed.
If a character dies while entering a Town Portal he/she will
arrive in town dead, being unable to restart in town. The
character must be resurrected, or he/she can drink a potion to
heal to a living state. Also, if the character was killed by a
monster, his/her equipment will fall in town - in a position
relative to the level he/she left (sometimes in impossible
locations, such as inside buildings).
Casting a spell just as you enter a Town Portal can cause a
casting of the spell in town, producing an Illegal Spell
warning.
On levels in which "Gargoyles" (i.e. Winged Demons, Gargoyles,
Blood Claws, and Death Wings) are present, if a player leaves via
Town Portal and re-enters the level, upon arrival all Gargoyles
are "activated" and will immediately fly at the player when they
enter the player's light radius.
You cannot drink a potion from your belt using number keys
while the Town Portal cursor is active.
FLASH
-
-
If you stand in the X in the diagram below and cast Flash,
monsters in squares 1, 3, and 5 will receive about 1/10 of the
normal Flash damage for some weird reason. Conversely, if the
MONSTER is in the X, standing in 4, 6, and 8 will limit the damage
you will be doing to that monster with flash. This rule also
applies for when the monsters are casting Flash.
1 2 3 4 X 5 6
7 8
When casting Flash, your character becomes temporarily
invulnerable (but cannot move or take any other
action).
STONE CURSE
-
-
If you Stone Curse a teleporting enemy mage (Counselor,
Magistrate, Cabalist, Advocate, or Lazarus) as he is in the middle
of teleporting, he will be stoned frozen but you cannot see him.
Since he is invisible, you cannot hurt him, so you must wait for
the Stone Curse to wear off.
FLAME WAVE
-
-
Flame Wave misses every other square when cast in the diagonal,
direct left, right, top and bottom screen orientation.
FIREBALL
-
-
Fireball actually does far more damage than listed in the spell
book, as a Fireball hit causes initial damage to the target and
then splash damage on top of it.
Splash damage from Fireballs (possibly other spells) is removed
when traveling over objects like spikes, chests, etc. Try casting
a Fireball into a pack of Snow Witches behind a spike or
something, and only the direct damage will be applied; one witch
will be hit, the rest won't be scratched.
MANA SHIELD
-
-
Any attack causing more damage than a character's current hit
points will not stun the character if they are using Mana Shield.
Furthermore, the game considers the character to be in a state of
death for a small period of time before his/her hit points are
"refunded" by the Mana Shield. During this period of death
(fraction of a second) the character is actually rendered immune
to attacks, and cannot be knocked backward as well.
Players can "block" stairways when they enter them. A "ghost"
image of the character remains at the stair entrance to the other
players, and remains until the stair-taking player finishes
loading up the next level. This blocking effect occurs 100% of the
time when the player has a Mana Shield cast.
All spell levels of Mana Shield have the
same damage reduction effect, 33%.
Mana Shields only reduce the damage caused
by a Constricting Ring by 25%, not 33%.
GOLEM
-
-
The damage listed under the Golem spell in the Spell Book has
no meaning. Golems do not do a constant rate of damage; their hit
points are controlled by the caster's max mana.
If a character steps into a square the Golem was swinging at
(to kill a monster) and the Golem hits the character, it then
treats the character as an enemy and will attack him.
If you are in a corner surrounded by enemies, and cast a golem
with your cursor on yourself, the golem will appear over you. Your
golem takes no damage with this bug.
A golem is nearly invincible if it is cast while you have
negative mana. The game treats the negative value as unsigned and
thus an enormous HP value is applied.
A Golem has an infinite light radius to
witches. Any witch in a line of sight to it will fire Blood Stars
at it.
Golems do very minimal damage against witches when the witches
are trapped inside a Hell stairwell.
SPELL MEMORY
CARRYOVER
-
-
Upon starting the Diablo program (before you play any other
games of Diablo), start a game; click on the spell speedbook
square and press 'S' at the same time. You'll get to use the Null
Skill, which does nothing and looks like a fire-based spell.
If you use a spell on one character and then switch to a new
one who doesn't have that spell, you can use the same technique
above to load the old spell on the new character. If the
character doesn't have that spell, it'll show up as a level zero
spell.
SPELL EFFECT LIMIT
-
-
Diablo has a limit as to the number of ongoing spell effects
(including arrows) that can appear on a level at any one time,
which is 125. Some spells can use up several effects.
SPELL QUEUING
-
-
You can queue spells by casting one while another's already
being cast, and this can cause lots of problems. Examples are
Teleporting only a space or two because the spell queued where
your cursor was at the time, casting a spell when you don't have
enough mana for it (you get a free cast and end up with negative
mana), and firing spells in completely wrong directions because
your mouse cursor was moved after the first cast.
You can queue a spell before entering a level (while it's still
loading), which causes it to take effect to where your cursor was
on the level beforehand. So, if the stairs down were on the left
side of the upper level, and the entranceway below was on the
right side of the lower level, you could cast Teleport and cross
the entire lower level instantly. Same goes with other spells such
as Town Portal. You can also cause illegal spells in town to occur
this way, although the timing is very difficult to get right.
Certain spells from scrolls can be cast twice if a character
casts a read, known spell and interrupts it with the scroll spell,
casting twice in rapid succession. This is because the game queues
the scroll spell before it realizes it can only be cast once.
A spell from a staff can be cast even if you run out by queuing
the spell before the last spell casts.
You can avoid entering a stairwell by
repeatedly casting spells while standing on the stair entrance
tile.
SCROLL SPELL LEVELS
-
-
Scrolls of spells that you cannot read books of (i.e.
Infravision) will be cast at the spell level of whatever book-read
spell you have selected in your speedbook, when the scroll is cast
from the belt. A level 15 Infravision can last a long
time.
INCORRECT SCROLL
DESCRIPTIONS
-
-
Scrolls often have the wrong directions for casting.
Scrolls either have a "Right-click to read" description or a
"Right-click to read. Left-click to target" description. On
many spells, the description is wrong. For instance, the
Flash spell scroll has the 'left-click to target' description,
even though left clicking is not required.
->
Back to the Index
LAG AND DESYNC BUGS All bugs in this category are generally caused by
lag and game desyncronization.
DUPING
-
-
Laggy conditions allow duplication of items in Diablo. Blizzard
has never fixed this bug for some reason. Their claim that
it cannot be fixed without an overhaul of the game engine is
incorrect, as it has been fixed in modifications.
TOWN PLACEMENT OF
"HOTPOINTS"
-
-
Occasionally the characters ("hotpoints") in town will be in a
wildly different location than normal (such as a cow placed right
next to Griswold). This is caused by clients arguing over the true
position of these hotpoints.
TOWN PLACEMENT
OF DROPPED ITEMS
-
-
When dropping items in town and entering the dungeon, upon
return to town the items dropped will have sometimes moved, even
to impossible locations - such as inside buildings or across the
Tristram borders. This is caused by other players entering the
game and not receiving the correct information as to town
placement, so the entering client "moves" all the items around (as
long as no other clients are in town).
DISAPPEARING ITEMS
-
-
Occasionally an item will simply disappear when a character
tries to pick it up. It is believed to be caused by lag, although
there are reports of occurrences in Single Player mode - which may
be a wholly different bug. Generally however this is a result of a
game desync, when clients do not agree as to the items that were
"generated" by dying monsters.
DESYNCED LEVELS
-
-
When playing with a partner, it is possible to play in a
disjointed level (possibly related to previous bug). This occurs
when the level layouts are different for each player. This causes
strange effects such as watching your partner walk through walls.
You may also see completely different monsters. It is highly
dangerous to play this way, and both players should leave the
level immediately.
WRONG CHARACTER
STATUS
-
-
Characters can sometimes appear dead, permanently stunned,
equipment-less, or other ways due to game desyncs when the player
changes his/her status, or when suddenly leaving the
game.
PLAYER GHOSTS
-
-
If a player leaves the game while in a "trouble" situation
(i.e. swarmed by monsters), it may not have a graceful exit. The
character's "ghost" remains, the picture of the player. It can be
highlighted by another player, even attacked. On other players'
screens that can see the ghost, they may see monsters try to
attack the ghost.
EXITING PLAYERS
-
-
When a player is lagged out, or "times out" of a game, the
other clients will occasionally see a "Player has left the game"
message instead of the time out message.
->
Back to the Index
EQUIPMENT BUGS All bugs in this category are related to effects
caused by equipment or equipment generation.
STEALTH EFFECTS
-
-
When using items that reduce a character's light radius, a
character will only activate monsters who are in that light
radius. However, the character's light radius for attracting
monsters depends upon the highest light radius the character had
on a level until he/she exits the level. If the light radius is
increased/decreased while on the level, it will alter the player's
light radius, but not in terms of monster attraction - they will
be attracted to the highest radius that existed at any time on the
character. In other words, always have stealth equipment equipped
BEFORE entering a level, and if you drop a stealth item, you'll
have to leave the level and come back to use its effect on monster
attraction again.
When at full stealth level (-80% light radius), walls sometimes
cannot be mapped even when the character is right next to them.
Also, portions of the map for a level will appear as revealed very
far away from the character's position. And, last of all, you
won't see a monster one square away from you if it's at a diagonal
angle. It won't see you, either.
HIGH DURABILITY
WRAPAROUND
-
-
When an item has over 255 durability, its durability wraps
around back to 1 to 10 durability. This can cause strange effects
when using Hidden Shrines or finding items with
durability-boosting suffixes that would normally cause its
durability to be higher than 255.
If you use Hidden Shrines to take an item to exactly 255
durability, the item will transform to an indestructible item.
This is because an item that is indestructible is actually one
with 255 durability (the highest hex value for durability).
Items raised to 256 durability with
Hidden Shrines have a number of problems. When starting a
new game, the item will have zero maximum durability. Any
attempt to repair the item at Griswold will then crash the
game. Any attempt to repair the item with a warrior's Repair
Skill (when it is something other than 0/0 durability) will result
in the either the immediate disappearance of the item, or the item
will become unselectable and will disappear when clicked on
again.
GRISWOLD'S REPAIRS
-
-
Occasionally Griswold will charge you for repairing an item and
yet not repair it, forcing you to have to pay for repairs again,
and possibly multiple times.
Griswold will not repair a cursed item because its value to him
is negative or less than one.
Griswold can only repair an item when at least 1% of its
durability has been lost; therefore, items over 100 durability can
only be repaired after they've lost more than one durability point
(over 200, 2 points).
ADRIA'S ISSUES
-
-
Occasionally Adria will charge you for recharging a staff and
yet not recharge it, forcing you to have to pay for recharge
again, and possibly multiple times.
Adria will recharge a staff for free if the number of charges
to be reset is less than 1% of the total number of charges on the
staff.
If you sell an item at Adria and you don't have enough room for
the cash to be placed in your inventory, the excess gold is
lost.
DEADLY HUNTER
-
-
This unique bow is listed as doing +200% damage versus demons,
just as the BloodSlayer (axe) and Civerb's Cudgel (mace). However,
while the Civerb's Cudgel and Bloodslayer have the effect of
tripling a characters total damage to demons (not the weapon
damage, but the total), the Deadly Hunter does not. This is caused
by the way the game engine handles arrows differently than melee
weapons.
IMPOSSIBLE ITEMS
-
-
Due to the item generation rules of Diablo, these items cannot
be found: Bramble, Crackrust, The Deflector, Gonnagal's Dirk, and
The Mangler.
DUPED ITEMS AT THE
SHOPS
-
-
Griswold, Pepin, and Adria will occasionally sell dupes of
items at their shops. Dupes of potions are somewhat common since
the the range of ID numbers assigned to potions is rather
small.
DUPED ITEMS IN THE
DUNGEONS
-
-
While rare, it is possible to have duplicate items drop from
monsters, causing embarrassing situations in town when they're
ID'ed later. :)
KING'S VS.
CHAMPION'S PREFIX
-
-
The prefix "Champion's," while being weaker than "King's," is
considered more valuable in terms of rarity in the game. This
causes "Champion's" to be unfindable from any monster; it can only
be bought from Wirt. This is a result of a hasty change in the
value of the "King's" prefix before the release of the game - it
was lowered to make it easier to obtain, and "Champion's" was
not.
SWING SPEED
-
-
The suffix "of Haste" is supposed to be faster than "of Speed,"
but they both produce the same swing speed as they eliminate the
same number of animation frames on an attack. Blizzard falsely
claims this was fixed in the 1.07 patch.
The normal swing speed of the warrior is too fast (by one
frame), causing the suffix "of readiness" (designed to drop one
frame of animation) to be useless.
DEATH WITH CURSED
ITEMS
-
-
When dying from monsters' attacks, a character loses all items.
If he/she was carrying items that lower hitpoints, he/she will
regain the hitpoints that were drained by those (either cursed
items or certain uniques). Upon dropping the items, the player
will sometimes reach a value of hit points greater than zero - but
the character will remain dead on his/her screen. For other
players in the game this character has positive hitpoints, though,
and thus they will not see a corpse and thus be unable to cast
resurrect on him/her.
SHARP PREFIX
-
-
The prefix "Sharp" is considered a cursed prefix by the game
(it shouldn't be), so you can't buy it in town.
CURSED AC ROUNDING
-
-
When a cursed prefix or suffix modifies the AC value of an
item, it is supposed to lower the AC. However, if the amount of AC
to be lowered rounds down to zero, the AC is actually raised by 1.
For example, an AC 3 helm with -26% AC will yield an AC of 4,
since 26% of 3 is rounded to 0.
"RED" ITEMS
-
-
"Red" items (i.e. items that you are "wearing" but cannot use
because you don't meet the requirements), put on your character by
using an item that gave you the requirements, equipping it, and
then removing the item that allowed you to use it, will lose
durability just like items you're allowed to use.
Even though a red item cannot be used by your character, it
will still modify your damage based on weapon type. If you
use a "red" sword, for instance, your fist damage will be raised
by 1.5 times when you punch animals, and lowered by 0.5 times when
you punch undead.
GRISWOLD/WIRT PRICING
INCONSISTENCY
-
-
If you buy an item from Wirt and then go to sell it to
Griswold, he will offer you one fourth of the price you paid Wirt
for it. If you then start a new game, however, Griswold will
only offer you one fourth of what HE would sell it for (less
money).
CORRUPTION SUFFIX
-
-
Equipping an item "of Corruption" when you
have negative mana will actually GIVE you mana, setting your mana
to zero.
If you equip an item of corruption and
afterwards equip mana adding items, mana will still be
added. Also, when you take off the corruption item and
re-equip it, mana will not be reset to 0, but instead to what it
previously was (i.e., mana from items equipped after equipping the
corruption item will still be added).
More seriously, if your character has
negative max mana (possible with mana-reducing items such as the
Cranium Basher), using an item of Corruption will set your mana to
zero. Removing it keeps your current mana at zero (of a max
of a negative number). If you then unequip the item(s) which
gave you negative max mana, the game will immediately crash.
Don't try this at home.
GOLD IMAGE
STABILITY
-
-
Images of gold piles are updated incorrectly sometimes.
For instance, if you have two piles of gold totaling between 5,000
and 10,000 gold, you can merge one gold pile with the other and
the amounts will switch. If this causes one pile to obtain a
"smaller" shape, drop it on the ground and pick it back up - it
will have the older image of a larger pile again.
UNFINDABLE ITEMS IN
DUNGEONS
-
-
Monsters in each level of difficulty have
the same value for item drops in terms of prefixes and suffixes;
therefore, many high-end prefixes and suffixes can never be
dropped by a monster. Specifically, these prefixes and suffixes
cannot be found on items dropped by monsters: Mammoth, Whale,
Holy, Godly, Weird, Strange, Champion's, Ruthless, Merciless,
Carnage, Slaughter, Osmosis, Burning, and Thunder. Only Wirt can
sell you these prefixes and suffixes.
FIRE/LIGHTNING
SUFFIX ISSUES
-
-
Damage from Fire or Lightning elemental arrows will
occasionally be highly excessive. It is caused by the calculation
for the damage occurring multiple times as it hits its target.
This occurs on traps sometimes, as well.
When a monster is hit by a fire damage arrow, it stops
regenerating hit points. This even applies to the Dark Lord,
Diablo.
->
Back to the Index
DUNGEON LAYOUT/POSITIONAL BUGS All bugs in this category are related to problems
with dungeon layouts, level transitions, the positions of objects,
and other errors caused by the tile layout design of the
game.
SCREEN DRAW ERRORS
IN CAVES
-
-
Certain wall formations in the caves can cause screen draw
problems which are harmless. This is caused by spots on the level
map that do not contain graphics, usually seen as stalagmites.
Images in them will "ripple."
"Mirroring" effects can be seen where a character's image will
appear in lava pools.
LEVEL RESETS
-
-
Occasionally, if you go down a set of stairs, back up, and back
down again, the entire level changes. This includes wall
placements, creatures, etc...which can lead to you arriving in the
middle of a pack of monsters, or a wall.
HELL'S INVISIBLE
WALLS
-
-
Sometimes in Hell levels, especially level 16, hidden walls
exist which cannot be seen by the player but are treated as
physical barriers that also block sight and shots. There seems to
be a correlation between dead body parts hung on walls (aka "Shish
Kebabs") and hidden wall squares.
HOLES IN THE WALL
-
-
Many walls in the game have holes in them that allow arrows and
spells to leak through. One such hole exists on the left side of
Lazarus' chamber.
IMPOSSIBLE LEVELS
-
-
Very rarely will a level be generated that is not continuous -
it is split into sides that can only be accessed by casting
Phasing or Teleport.
FAR OFF MAP SQUARES
-
-
Occasionally dotted map squares, corresponding to walls and
inaccessible areas, will be visible on the map upon level entry -
even when being very far away.
MONSTERS IN WALLS
-
-
Monsters will occasionally appear inside closed doors or walls,
as they are generated there. As soon as they enter your light
radius they simply walk out of the wall/door they were
"in."
RANGED ATTACK
ANGLES
-
-
Certain angles of ranged attack against monsters will result in
a character being unable to hit them; the character will have to
move a square to be able to score a hit. Shots fired in straight
lines to the target are much easier to connect.
SHARING SQUARES
-
-
When a character teleports/phases onto a square that a monster
was moving in to, they will overlap. The character will have to
move off the square to hit the monster, making him/her vulnerable
to physical attack.
If two characters wind up occupying the same square, which can
happen rarely when casting Teleport or when Resurrecting while
standing over a body, the player who does not move will become
invisible to both players, until he/she moves.
STAIRWAY PROBLEMS
-
-
A character can teleport/phase into a stairway leading down in
Hell levels and "levitate" in the open area inside the "cage" of
the stairway. He/she can then shoot ranged attacks out of the
mouth of the stairway, but no ranged attacks from monsters can get
in from certain angles.
If you enter the caves via the cave mouth entrance near Wirt,
you can run the mouse cursor over the stairs on level 9, and a
small spot on the right side of the stairs will read "up to level
8." If you left click on that spot your character will begin
walking towards the level 8 stairs (even if you can't see them on
the map), unless the way is blocked by lava, grates, or some other
obstacle. If you teleport onto that spot, your character will
teleport all the way to the level 8 stairs and go up!
Players can "block" stairways when they enter them. A "ghost"
image of the character remains at the stair entrance to the other
players, and remains until the stair-taking player finishes
loading up the next level. This blocking effect occurs 100% of the
time when the player has a Mana Shield cast.
Monsters which are invisible to players
until they attack, such as Hiddens, are sometimes placed in a
position where they will be activated by a player entering the
level via a stairwell.
Monsters inside enclosed areas in range of
stairwells aren't considered as dangerous and can be placed there.
For example, you may enter a level of the caves and find Storm
Demons waiting 7 squares away, placed there because they are
inside a fenced area. They will fire at you
immediately.
BOSS LIGHT RADII
-
-
All bosses in Diablo emit a light radius visible to players. If
they move, their light radius moves as well. However, if you leave
the level and re-enter, the bosses original positions will have a
light radius on the floor, even when the boss' dead body is
located at a different position on the level.
LEVEL ENTRANCE
DISPLACEMENT
-
-
When players use stairwells to go down,
each player will see the other in the wrong spot at next level,
with their player being in the "correct" position and the partner
displaced. When the characters move, the game engine corrects this
situation by showing the other player walk one space
over.
In a similar fashion, a player taking
another player's Town Portal down to a level can wind up on the
other side of a wall if the portal was placed just to the "north"
of the wall. This is due to a displacement of one square, as the
player cannot land on the exact square of the Portal (they'd head
right back up again, then).
TRAP RESETTING
-
-
If a door with a trap is opened, thus
setting off the trap, and the door is closed again, you can
"reset" the trap. Leave the level and come back to it, and the
trap will be reset.
127 OBJECT LIMIT
-
-
You cannot drop more than 127 items on the floor in any one
level, including town. Note that this can cause you to lose
monster drops if you have 127 items on the floor of a level, since
a dying monster will have no "room" to drop it and it will simply
never exist. Remember that every pile of gold is an
"item."
ITEM DROPS
ON SHRINE/BOOKCASE TILES
-
-
If an item drops on the tile for a shrine or bookcase, you
cannot highlight or pick up the item until activating the shrine
or bookcase.
MOONBENDER'S LIGHT
RADIUS
-
-
The light square of Moonbender (a Blink boss) will freeze in
place if it 'blinks' next to you, and won't follow the boss even
if the boss moves afterward.
UNHITTABLE
WHEN WALKING HORIZONTALLY
-
-
When a character (or monster) walks horizontally on the screen
(as in on your monitor), he/she/it cannot be hit by most spells
and ALL arrows, even when fired on the same line of action of the
walker.
->
Back to the Index
MISCELLANEOUS BUGS Everything else.
FIFTH SPELL BOOK
PAGE
-
-
Clicking on the small area between the number 4 and the right
edge of the spellbook causes a blank page to appear.
PRICE LIMIT
-
-
The upper limit to the price of items
Griswold or Adria can sell you is 140,000 gold, even though a
character could still buy an item that takes up six slots and
carry 170,000 gold. Wirt's limit is 135,000
gold.
FAMILIARS
-
-
Familiars are demons and not animals like all of the other bat
types.
BOSS APPEARANCE
-
-
Due to the assignments of bosses and their corresponding
monster types in the code, certain bosses can never appear in the
game. For example, an Azure Drake boss could be coded to appear on
level 13 when Azure Drakes can only appear on level 15. Since a
boss can only appear with its corresponding monster type, the
Azure Drake boss will never be seen in the game.
SHRINES
-
-
An Enchanted Shrine will reduce a spell by two levels if it is
base level 15, instead of just one spell level reduction. This is
caused by how the shrine works - it raises all spell levels by one
and then picks a spell to reduce by 2 levels. A level 15 spell
will not raise to 16 and then go down to 14, it will stay 15 and
be reduced to 13.
Mysterious Shrines, Tainted Shrines, and Fountains of Tears do
the same kind of thing with character stats - they can pick a stat
to be raised that's already maxed, and wind up lowering all the
other stats.
Due to a design flaw in how the game engine handles the random
effects in shrines, Hidden Shrines will tend to reduce the
durability of the item in the right slot (left hand) more often.
Mysterious Shrines will tend to raise Dexterity more often than
other stats. Enchanted shrines will tend to reduce Chain Lightning
more often than the other spells. This effect becomes less
noticeable the more you play in a single gaming session, i.e. the
shrine effects will become more 'random.' Namely, the "random
seed" stored with ANY shrine is not initialized properly, and the
shrine uses whatever happens to be in that memory location. At
startup this memory will mostly be "empty", which is read as zero,
which then causes the non-random behavior. After the game is
played for a while, the memory is much less likely to be zero, and
therefore tends to approach randomness.
ZERO HIT POINT
ISSUES
-
-
Under special circumstances a character can wind up with 0 hit
points and yet not die. The character then is invincible to all
forms of attack unless he/she heals or has Heal Other casted upon
the character. This is apparently caused by some portions of the
code treating -1 HP as death, not 0.
RESURRECT IN TOWN
-
-
Occasionally when a character is resurrected by another player
in the dungeons, players in town can see the beam of light in town
corresponding to the player's position on a level in the
dungeon.
DUPE MESSAGE ON GAME
ENTRY
-
-
If a player enters a game at the exact same time that another
player drops an item in town, the entering player will see a "A
duplicate item has been detected from another player"
message.
PLAYER FRIENDLY
MODE IN DUELS
-
-
If you use a melee weapon against a character who has set
themselves on "Player Friendly" you cannot stun lock him/her. This
does not apply to attacks with a a bow.
KNOCKBACK PROBLEMS
-
-
When being hit by a creature with knockback power (or a
character with a knockback weapon) such as Diablo or a charging
beast, you can be knocked back physically, but your light radius
does not move unless your character makes some form of move
(either walking or attacking). Thus, you can eventually be knocked
outside of your own light radius and all creatures will
disappear.
Knockback bows do not knock enemies back 100% of the time.
Hitting a monster/player will knock them
back according to the direction they are facing; thus, you can
technically knock a creature back towards you if it's facing away
from you.
SINGLE PLAYER
DIFFICULTY LEVELS
-
-
If you start a multiplayer game at Nightmare or Hell difficulty
and then quit to start a single player game, the single player
game will be the same difficulty as the multiplayer one, including
the value of experience per monster, gold drops, etc.
BOSS ERRORS
-
-
Powerful bosses in higher levels of difficulty have their
experience level overflow, as the game calculates the experience
level for them too many times.
Bosses in Nightmare and Hell difficulties are sometimes far
weaker than they should be, with poor AC and to-hit%. This is
caused by an error in the order of how the game looks up this
information, updating for difficulty level.
Diablo in Nightmare and Hell difficulties is far weaker than he
should be, with poor AC and to-hit%. This is caused by a
wraparound overflow in his AC and to-hit% values.
LEVEL 50 CROSSOVER
PROBLEMS
-
-
Any partners in a game where a player levels up to 50 will
still see the player as level 49 in that game.
A character does not receive a hit point or mana point bonus on
leveling to 50.
SINGLE PLAYER LEVEL
BONUSES
-
-
Players get an extra 1/64th HP and MP on leveling up in single
player instead of a full 64/64.
GOLD LOSS ON DEATH
-
-
If you are carrying a large amount of gold in your inventory,
you stand to lose much more than half of it when you die. The game
won't drop enough piles of it and the piles themselves will have
less than 5,000 gold each. It apparently doesn't generate the gold
correctly when you are defeated.
EARS
-
-
Ears from the same character are duplicates, even if the ears
come from two different character levels.
If a player dies from a PK attack and an ear from that
character is already on the floor somewhere, a new ear will not be
generated (related to bug above).
YEAR 2039 RANDOMIZER
ISSUE
-
-
The game engine will stop creating random
levels after midnight of January 1, 2039. This is because the date
and time of a computer is used to "seed" the dungeons, and this
seed is based off the time passed since January 1, 1970. Thus, any
game started before January 1, 1970, will also not be
random.
CHARACTER
DAMAGE UPDATE UPON LEVEL UP
-
-
When a character levels up, the damage displayed in the
character screen may be incorrect until the status of the
character changes. Status changes include the removal and/or
applying of equipment or a raise in character
attributes.
TRAP DAMAGE
-
-
Trap damage does not get increased by
difficulty. Traps in Nightmare and Hell difficulties do the
same amount of damage as the ones in Normal. This makes
traps for high-level characters meaningless.
ATTRIBUTE
WRAPAROUND
-
-
If an attribute of a character becomes negative, which can be
accomplished through the use of Mysterious and Tainted Shrines (by
partners touching them), on starting a new game the character's
attribute will wrap around to 255-value. If magic or
vitality wrap around this way, the character will NOT gain the hit
points and mana one would expect from this "gain." For
example, if a warrior obtains -2 magic, in the next game he starts
he'll have 253 magic (which will then be limited to 50 magic, his
max). However, a character will not gain mana from this wrap
around, thus harshly corrupting the character.
BLOCK BONUS LOSS
-
-
Characters in Diablo are supposed to have a blocking
bonus; 30 for a warrior, 20 for a rogue, and 10 for a
sorcerer. This would be equivalent to a warrior having 30
more dexterity in terms of blocking ability, and likewise for the
other two classes. However, this bonus is not saved with the
character when it is saved (via Save Game in Single Player or Exit
Game in Multiplayer). Thus, a character has a blocking bonus
when it is started which is lost forever after the first session -
a huge loss for ironman characters.
TOWN TALKING
-
-
If you press F1 to open the help screen and then talk to a
townsperson, pressing F1 to clear the help screen overlay causes
the talk menu to stretch out across the screen. When this
happens, you cannot select any of the talk menu's options and must
clear it using the Esc key.
->
Back to the Index
GAMEPLAY BUGS FIXED IN PREVIOUS OR CURRENT
VERSIONS OF DIABLO
VERSION 1.08
-
-
[Mac Only] Improved Mac vs. PC multiplayer, modem, and direct
connect.
VERSION 1.07
-
-
Fixed crashes associated with being attacked or killed by a
Black Death (Zombie class). This includes the crash upon
resurrecting after being killed by a Black Death.
Fixed the freeze upon touching a Hidden Shrine while equipped
with only indestructible items.
Prevented players from becoming stuck inside a wall when Town
Portalling down into a dungeon.
Fixed bug that made some Hell difficulty monsters too easy to
hit. Beware.
Fixed the Mana Shield bugs that could make a player
invulnerable and/or invisible to other players.
Fixed the bug that prevented Rogues from properly disarming
traps on levels 13 through 15.
Fixed bug that rarely transformed unique items (like the Optic
Amulet) into some other (usually mundane) item when saving the
game and then starting a new game.
Prevented repeated castings (128 or more) of Mana Shield from
disabling the casting of any more spells.
Fixed bugs that prevented items with the suffixes Thieves,
Balance/Stability/Harmony, and Piercing/Bashing/Puncturing from
working properly.
Fixed the bug that caused Mana Shield to become less effective
with increasing spell level.
Fixed the bug that caused excessive damage when a Mana Shield
expired due to an attack.
Prevented bows with fire-hit damage from interfering with the
behavior of Gargoyle class monsters.
Allowed right-clicking (casting/drinking) belt items in
positions 5 through 8, while the Spellbook is open.
Fixed the bug that froze Lazarus (and made him invulnerable to
arrows and spells) after player had entered his lair, then left
(or died), and finally returned.
When in effect, the Mana Shield graphic appears to all
players.
The casting of a Nova spell is now visible to all nearby
players.
Adria's books appear white now only if a player can read
them.
Equipped shields always appear properly to all players.
Nightmare and Hell difficulty monsters now display the correct
number of hit-points (HP).
In single player, the sound is no longer shut off by loading a
saved game while Diablo is in his death throes.
VERSION 1.05
-
-
Fixed potential memory corruption bug that occurred when
casting town portal
VERSION 1.04
-
-
Fixes the Hidden Shrine freeze which was caused by touching the
shrine when not holding an item with durability
Fixes the Black Death crash which occurred when fighting the
monsters with an active Mana Shield and Full Health
Corrects the functionality of the Rogue's Disarm Trap
skill
VERSION 1.03
-
-
Prevents other players from casting illegal spells in town
Fixes duplicate item generation at the Blacksmith and Witch
within the same game
Improves game speed over previous version
Improves the game's handling of latency and packet loss over
the Internet
VERSION 1.02
-
-
Corrects the NULL cell buffer errors and other draw problems in
Single Player
Improves error handling for dropped network packets
Fixes the problem with some equipped items not being seen by
other players in multiplayer games
Numerous fixes to item integrity. NOTE: With this patch, when
the game detects duplicate items they will be removed from the
game.
Prevents Lazarus's red portal from disappearing after leaving
his lair in Single Player games
Fixes the Level Advance Indicator remaining on screen after
character attributes are maxed
->
Back to the Index
|
|
|