Sigma 1.2 Bugs & Feedback

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Celestialray
Azure Drake
179 | -2
Anonymous: wrote:Barrage description does not say what it does per skill level increase after 6 points in it. More arrows, more damage ? Just mana cost increase ?


Yea, like most skills on the bowzon. Pretty poorly designed tree
Celestialray
Azure Drake
179 | -2
Archbishop lazarus teleporting inside you sometimes and preventing you from moving is a feature? Because whenever this happens, it's pretty much game over. By the time you realize you can't move, you're probably dead. Can I get a response on this?
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SwineFlu
Core Lord
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In addition to my previous post regarding broken random mechanics in d2, apparently this obscure behavior is way more common than I initially thought. Every skill that constantly produces missiles is spoiled by it, e.g. Hive, Path of Flames, Beacon, etc.

Here is another example: SrvDoFunc (skill) = 146 has a similar issue, i.e. it causes unit seed to be set to unexpected value. This time though this function is called from the game code that manages various unit states and if state in question has its SrvAcitveFunc set to 146, it would call the corresponding SrvDoFunc. It's not as bad as the previous case with SrvDoFunc (skill) = 43, yet it still should be taken into consideration since the whole SrvDoFunc (skill) = 146 is a good example how to not write the code.

That's how the call sequence looks like:

Code: Select all

1. CALL Skill SrvDoFunc = X with AuraState which has SrvAcitveFunc = 146
   Set D2SkillStrc + 0x18 (Skill X) to Rand(0x10000), where src D2Unit Seed is used to produce random value (MWC state)
   
2. CALL Skill SrvDoFunc = 146 till the state expiration
   Set D2Unit Seed to 0x29A as high dword and D2SkillStrc + 0x18 (Skill X) as low dword (it's technically a reset)
   Set D2SkillStrc + 0x18 (Skill X) to Rand(0xF4240), where src D2Unit Seed is used to produce random value (MWC state)

All this mess is done just to randomize missile position when it's spawned. Instead of using temporary local variable for that purpose they decided to use player/monster unit seed as a temporary variable, what a sick joke! Maybe I'm nitpicking but it's about the consistency and there is no consistency there, such behavior is an exception and more like a reason for scuffed random with a poor value distribution.

Just in case here is the list of SrvDoFunc that might? cause the same issue, even though I'm not sure if these functions are even called from anywhere (I haven't tested them as well): SrvDoFunc (skill) = 37, 39, 41, 143.
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Crash
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Anonymous: wrote:
Crash wrote:
Anonymous: wrote:Barrage description does not say what it does per skill level increase after 6 points in it. More arrows, more damage ? Just mana cost increase ?


just mana cost and synergy to wyrmshot


Are you talking about trinity arrow instead of barrage ?


sorry, I realized that this morning after I said it last night. Trinity synergizes wyrmshot, but barrage still gains nothing but mana cost. The number/spread of arrows on barrage and the WDM is fixed now. only skill that scales it from the tree now is the passive to get extra pierce on the conversion.
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Hexen
Skeleton
3 | 1
Found some bugs:
1.1 In game settings there is no option to toggle minimap fade.
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in the original d2 and MXL2017 there was such an option, and there was a hotkey for it. I used it quite often.
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1.2 Also there was a hotkey to switch between large and small map. Now it's gone, and you can switch map sizes only in settings. And those settings only apply after you save and exit.
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1.3 Now you can't chose small map position: right or left. It's always left.
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2. On the Quest Log screen there is no button to hear the quest dialogue.
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in the original d2 and MXL2017 there was such an option:
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Hexen
Skeleton
3 | 1
When items become unequipped due to lack of stats they are not highlighted in red, it's hard to tell when something gets unequipped. You have to hover mouse over all items to check:
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