M17 1.1.3 Bugs&Feedback

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romanN1
Core Lord
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Dunno if it was mentioned before or not but...I get this only with tw here.
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WReckLess
Sasquatch
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romanN1 wrote:Dunno if it was mentioned before or not but...I get this only with tw here.

Use D2Stats version 3.8.2.
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romanN1
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Could i ask why? I just entered and got insta error. No drops no nothing ;/
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Crash
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romanN1 wrote:Could i ask why? I just entered and got insta error. No drops no nothing ;/


I've had that too on Stormzon, only when I enter and slightly/immediately step left. Only happened once on TSW.
GodofMagic
Dark Huntress
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Getting a stalling crash whenever a Diablo is killed during the fight with Destruction Baal.

Waypoints in A5 do not show properly on minimap when using map is revealed. Just a blank spot that can be slightly identified if looking for it.

Killing Destruction Diablo gave me purple swirlies, it this for something?
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Crash
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GodofMagic wrote:Killing Destruction Diablo gave me purple swirlies, it this for something?


void uber
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Crash
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Gorst's minions in upper Caldeum still drop Tier 1 items while Gorst now drops Tier 6.

Edit: Looks like Punishment Turrets in Ureh also drop Tier 1 after an accidental kill
Edit2: Yup, confirmed. Kill a few more and all Tier 1 and minor potions

Guided Chain oskill has transparent skill icon:

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Edit3: Got this error as soon as Vision of Terror died at DBaal. Was using Zerae set and Divine Judgment oskill. Only had this error crash 1/3 of the Diablos that were summoned.

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chickenfeeder
Grubber
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@L H: ye the t1 items drop is real, also I have had countless times when the game crashs after I kill baal :lol:
also idk if this is a bug or not but I cant remove necromorph's physical immune status with colosseum like I can do with necrobot in dunc.
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notforkeeps
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chickenfeeder wrote:@L H: ye the t1 items drop is real, also I have had countless times when the game crashs after I kill baal :lol:
also idk if this is a bug or not but I cant remove necrobots physical immune status with colosseum like I can do with NECROMORB in dunc.


fixed for ya
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Heathen
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Been back on TSW the past few days, playing a hybrid Melee/ Spirits build. The Spirits themselves are really powerful, but could their leash be increased so that they don't disappear in sparse density areas? (E.G. act 2 tombs, beginning of A3, a4 leading up to river of flame).

It's just really a pain in the ass to summon all of them again, when you dash towards a mob like a bat outa hell just to not need to resummon them. And even worse, when you spirit walk, and they poof just beforehand, and you get gibbed like a waterballoon.

It's just a qol change for it. I like that the Spirits don't follow you, but the build suffers needless micromanagement.