Gates of Arimyth http://forum.arimyth.com/ |
|
Known 1.3a bugs http://forum.arimyth.com/viewtopic.php?f=9&t=2630 |
Page 1 of 1 |
Author: | blue_myriddn [ Tue Jan 04, 2011 6:51 pm ] |
Post subject: | Known 1.3a bugs |
Item errors Incorrect graphic size for reinforced mace class items Incorrect item size for Boss Soulstones Incorrect str requirements for Hone Sundan Bad string text for new unique claws Bad string text for new unique amulet (Ardural's Icon) Lust runeword does not work in helms Truth runeword does not work Strength error on Yari and War Pikes Jah rune has the wrong color Warriv's warder does not give fissure (needs to be called "eruption" in the code) Hero's Reward is not implemented Kethryes's Flight is lvl95 (should be lvl80) Sorceress Orbs are range 1 items (should be range 2) Zeal does not work for sorceress orbs (fix here) Salvation does not receive passive absorb (fix here) Messerschmidt's Reaver is only %ED on MAX dmg, not all dmg Incorrect quest flags (details) |
Author: | kramuti [ Wed Jan 05, 2011 12:46 am ] |
Post subject: | Re: Known 1.3a bugs |
added to the main list under Misc, other item errors, as well as modifying runewords entries |
Author: | Striker [ Mon Jan 10, 2011 2:07 pm ] |
Post subject: | Re: Known 1.3a bugs |
one more runeword error! Plague runeword doesn't work in helms, alone in body armor |
Author: | blue_myriddn [ Tue Jan 11, 2011 1:59 pm ] |
Post subject: | Re: Known 1.3a bugs |
Striker wrote: one more runeword error! Plague runeword doesn't work in helms, alone in body armor That isn't an error. When it says "armor" it only means chest armor. That's the b.net standard. It needs to say "helm" in order to work in a helm |
Author: | Hflame [ Tue Jan 11, 2011 5:33 pm ] |
Post subject: | Re: Known 1.3a bugs |
maybe you should change all of the ones that just say armor. it can be confusing as there are some that say body armor, while others just say armor. |
Author: | blue_myriddn [ Tue Jan 11, 2011 6:10 pm ] |
Post subject: | Re: Known 1.3a bugs |
sure - will do a global search/replace on that. |
Author: | Steel [ Wed Jan 12, 2011 8:03 am ] |
Post subject: | Re: Known 1.3a bugs |
Death Knights in a5 cit/glacial use LR 1%, It usually takes my res from 62 to 61... |
Author: | Zikur [ Wed Jan 12, 2011 12:47 pm ] |
Post subject: | Re: Known 1.3a bugs |
hahaha LR nerfd! |
Author: | Draped [ Thu Jan 13, 2011 6:41 am ] |
Post subject: | Re: Known 1.3a bugs |
Jah rune has the wrong color |
Author: | Zorax [ Thu Jan 13, 2011 1:29 pm ] |
Post subject: | Re: Known 1.3a bugs |
Not sure if this is specific for 1.3a: Life Tap appears to be an Oskill, but it doesn't work as an Oskill. |
Author: | blue_myriddn [ Thu Jan 13, 2011 1:50 pm ] |
Post subject: | Re: Known 1.3a bugs |
nope - that bug was from several patches ago, I didn't break that one |
Author: | nedder [ Sat Jan 15, 2011 2:43 pm ] |
Post subject: | Re: Known 1.3a bugs |
Time runeword is totally fubared Your site said it had mindblast, LR, ias and slow target removed but now it was edited to say it has everything and +7 skills. I made it offline and it has +7 -59 cold light fire (page says -20-30) mindblast 50% fcr but it has no ctc LR, no ias or slow target Need to fix this before people start wasting runes. |
Author: | kramuti [ Sat Jan 15, 2011 9:32 pm ] |
Post subject: | Re: Known 1.3a bugs |
nedder's post is confirmed via text files...adding so that folks know. |
Author: | blue_myriddn [ Sun Jan 16, 2011 4:50 pm ] |
Post subject: | Re: Known 1.3a bugs |
ok - I think I understand the confusing Time posts now. There isn't really anything wrong with that runeword, it was implemented correctly - it is just that there was an error on the website. The runeword should list: +7 to All Skills +50% Faster Cast Rate +3 to Natural Resistance (OSKILL) -50-60% to Enemy Fire Resistance -50-60% to Enemy Cold Resistance -50-60% to Enemy Lightning Resistance 100% Chance to Cast Level 20 Mind Blast when Struck Hit Freezes Target (+33) +30 to Energy +60 to Mana Indestructible Ignore Target's Defense So it isn't "fubar'd" - it is as designed. |
Author: | Steel [ Sun Jan 16, 2011 4:59 pm ] |
Post subject: | Re: Known 1.3a bugs |
Blessed aim and strategy still share the same state. It lowers zon's def, PureRage months ago said it'd be fixed Edit: maybe it's not a bug but hell dury gets phys immune when he uses frenzy(hm, smite, just checked). |
Author: | blue_myriddn [ Sun Jan 16, 2011 5:28 pm ] |
Post subject: | Re: Known 1.3a bugs |
Steel wrote: Blessed aim and strategy still share the same state. It lowers zon's def, PureRage months ago said it'd be fixed Edit: maybe it's not a bug but hell dury gets phys immune when he uses frenzy. neither of those things I can fix |
Author: | Steel [ Mon Jan 17, 2011 3:32 am ] |
Post subject: | Re: Known 1.3a bugs |
1 - add new ID in states.txt and name it penetrate2, in skills.txt change either blessed aim's or penetrate's passivestate to penetrate2 - they share same state now. 2 - Lower duriel's phys res so he won't get immune. Well If it was intended so he's killed only by fire/psn then ok. Btw. I don't know how smite now works, if it gets %dr per soft/hard point or is it capped, but duriel starts with 14lvl smite on norm, on hell it's +12 |
Author: | PureRage-DoD [ Mon Jan 17, 2011 5:15 am ] |
Post subject: | Re: Known 1.3a bugs |
I didn't actually fix the blessed aim because I completely forgot about it (was months and months ago iirc). Hell dury is always phys immune, he has 100 phys res. You can break it with decrepify alone. The reason he has a breakable phys imunity was you could kill him in 4-5 attacks using sob and a barb with 2 edge + amp. Smite gets 1%dr per hard point. |
Author: | Steel [ Mon Jan 17, 2011 5:23 am ] |
Post subject: | Re: Known 1.3a bugs |
well ok, as I said I didn't know if it was intended because in files he has 75% phys res and before he start using his attacks he's only cold immune. Meaning now dec lowers his 101% phys res to 96%, good to know. |
Author: | Steel [ Tue Jan 25, 2011 8:51 am ] |
Post subject: | Re: Known 1.3a bugs |
Steel wrote: Death Knights in a5 cit/glacial use LR 1%, It usually takes my res from 62 to 61... All knights have lr 1%, on all diff levels. Maybe because they don't have LRskill, their curse usage is hardcoded?? Maybe the same is with amp. |
Author: | PureRage-DoD [ Tue Jan 25, 2011 9:16 am ] |
Post subject: | Re: Known 1.3a bugs |
They are hardcoded to cast curses from a set of skill ID's (one of the reasons IM and tap show up as "oskills" on wands) I assume thats why thats happening (they dont have the skills themselves. This can be fixed by giving them 2 dummy stats in monprop and adding those stats into the calculation for lr and amp. Ie. Pierce_stat1 = 1, 6 and 12 in norm nm and hell Pierce_stat2 = 1 in all difficultys LR calculation for each pierce just needs to have (at the end): +(25*stat('Pierce_stat2'.accr))+stat('Pierce_stat1.accr) |
Author: | drrod [ Wed Jan 26, 2011 2:11 am ] |
Post subject: | Re: Known 1.3a bugs |
Enigma seems to be all over the place in comparison to Blue's patch page. Testing in SP, it's missing the dex and the DR% is 5% instead of 8%. |
Author: | PureRage-DoD [ Wed Jan 26, 2011 10:42 am ] |
Post subject: | Re: Known 1.3a bugs |
i think the dr% is lower due to ber runes dr% being lowered. |
Author: | blue_myriddn [ Wed Jan 26, 2011 11:37 am ] |
Post subject: | Re: Known 1.3a bugs |
forgot to remove the dex from my website - adjusting now. |
Author: | Striker [ Thu Feb 03, 2011 5:11 pm ] | ||
Post subject: | Re: Known 1.3a bugs | ||
i know a minor spell bug Frozen Armor
|
Author: | blinky99 [ Mon Feb 14, 2011 12:12 am ] |
Post subject: | Re: Known 1.3a bugs |
shiver armor also doesnt list a def % bonus, or is that normal. or whatever the next armor is |
Author: | PureRage-DoD [ Mon Feb 14, 2011 7:46 am ] |
Post subject: | Re: Known 1.3a bugs |
no def bonus on those shields, just frozen armor. |
Author: | blinky99 [ Mon Feb 14, 2011 5:02 pm ] |
Post subject: | Re: Known 1.3a bugs |
well if frozen armor freezes enemies and so does shiver armor whats the point of using shiver armor over frozen armor? |
Author: | Steel [ Mon Feb 14, 2011 5:56 pm ] |
Post subject: | Re: Known 1.3a bugs |
?? Frozen gives Def bonus Shiver counters melee attacks with cold dmg and freeze Chilling counters ranged attacks with ice bolts(it's epic vs any sort of inferno like spells) You can use 3 of them at once but only Frozen can be cast on team. |
Author: | blinky99 [ Mon Feb 14, 2011 10:20 pm ] |
Post subject: | Re: Known 1.3a bugs |
so frozen armor saying it freezes enemies that hits you is a display bug ? and it doesnt actually do it and just gives def%bonus and mdr/pdr? |
Author: | PureRage-DoD [ Tue Feb 15, 2011 9:42 am ] |
Post subject: | Re: Known 1.3a bugs |
its a side effect of making it shareable im afraid. Are srocs getting hit by trash (thats all you can freeze anyway) that much though? |
Author: | blinky99 [ Tue Feb 15, 2011 10:56 am ] |
Post subject: | Re: Known 1.3a bugs |
is the freeze length of shiver armor worth it in hell at like lvl 20 ? or is it cut by1/4th length in hell |
Author: | beast [ Fri Feb 18, 2011 9:17 pm ] |
Post subject: | Re: Known 1.3a bugs |
Just after I defeat Tobial in normal, the boss before Andariel the game crashes out with an unhandled exception, access violation. Love this mod I just can't go any further into this game, help. Is there any work around? |
Author: | blue_myriddn [ Fri Feb 18, 2011 9:56 pm ] |
Post subject: | Re: Known 1.3a bugs |
beast wrote: Just after I defeat Tobial in normal, the boss before Andariel the game crashes out with an unhandled exception, access violation. Love this mod I just can't go any further into this game, help. Is there any work around? That sounds like an installation issue. Try running d2modsetup again to reinstall it. |
Author: | beast [ Sat Feb 19, 2011 12:10 am ] |
Post subject: | Re: Known 1.3a bugs |
blue_myriddn wrote: beast wrote: Just after I defeat Tobial in normal, the boss before Andariel the game crashes out with an unhandled exception, access violation. Love this mod I just can't go any further into this game, help. Is there any work around? That sounds like an installation issue. Try running d2modsetup again to reinstall it. Thats it! Thanks Wow Andariel is actually a good challenge! |
Author: | blinky99 [ Sat Feb 19, 2011 5:12 pm ] |
Post subject: | Re: Known 1.3a bugs |
is the freeze length of shiver armor worth it in hell at like lvl 20 ? or is it cut by1/4th length in hell |
Author: | Zikur [ Sun Feb 20, 2011 1:16 am ] |
Post subject: | Re: Known 1.3a bugs |
umm act 3 bug is being exploited wildly on sc |
Author: | Steel [ Sun Feb 20, 2011 4:40 am ] |
Post subject: | Re: Known 1.3a bugs |
That's a feature. And not only on SC. ON HC guys even have tombs openers |
Author: | Zikur [ Sun Feb 20, 2011 10:17 am ] |
Post subject: | Re: Known 1.3a bugs |
eh? i dont see how skipping flail quest is a feature |
Author: | Zen1337 [ Sat Feb 26, 2011 1:58 am ] |
Post subject: | Re: Known 1.3a bugs |
Not sure did anyone ever mention this... I found that if I over use Leap Attack with my barb ocasionaly it gets bugged and I am not able to use it character simple doesnt respont to the Leap Attack skill usage however all other skills work fine.Also at the same time I heard pally has the same problem with charge. |
Author: | blue_myriddn [ Sat Feb 26, 2011 12:20 pm ] |
Post subject: | Re: Known 1.3a bugs |
Zen1337 wrote: Not sure did anyone ever mention this... I found that if I over use Leap Attack with my barb ocasionaly it gets bugged and I am not able to use it character simple doesnt respont to the Leap Attack skill usage however all other skills work fine.Also at the same time I heard pally has the same problem with charge. Not a new bug to this season, that is a long standing diablo problem that I can't fix. |
Author: | Hflame [ Mon Feb 28, 2011 5:40 am ] |
Post subject: | Re: Known 1.3a bugs |
salvation doesn't get passive cold absorb like it does with fire or lightning, if the proposed skill nov 17 is almost the current, then in aurastatcalc5 column, it reads Par5*skill('Resist Cold'.blvl), which should be par5*skill('Resist Cold'.blvl) with the lowercase p in the beginning. i found it with Purerage's char screen edit |
Author: | PureRage-DoD [ Mon Feb 28, 2011 12:57 pm ] |
Post subject: | Re: Known 1.3a bugs |
ha, it came in handy!. |
Author: | Zikur [ Mon Feb 28, 2011 3:35 pm ] |
Post subject: | Re: Known 1.3a bugs |
no cold sorbs on salv ? but i maxxed synergies ... |
Author: | Aalal [ Tue Mar 01, 2011 2:38 am ] |
Post subject: | Re: Known 1.3a bugs |
if i try to sell cube (strg+lmb) i get c/i |
Author: | blue_myriddn [ Tue Mar 01, 2011 8:17 am ] |
Post subject: | Re: Known 1.3a bugs |
Aalal wrote: if i try to sell cube (strg+lmb) i get c/i ya - don't do that |
Author: | kramuti [ Fri Mar 04, 2011 11:12 am ] |
Post subject: | Re: Known 1.3a bugs |
went ahead and noted on the other list, though i am kinda surprised that it recognizes (or fails to) caps there. |
Author: | Draiden [ Fri Mar 04, 2011 3:02 pm ] |
Post subject: | Re: Known 1.3a bugs |
Armageddon and Valor Runewords make all caracters fire/cold based spells OP. Not sorceress ofc. I have tryed with druid and assasin and seems that fire/cold mastery considers all spells damage as base damage. Example: Druid with valor: Arctic blast lvl 20 damage 7312 - 14828 ( without valor ) arctic blast lvl 23 damage 16422 - 33348 ( with valor ) cold mastery was lvl 8 - +65% cold damage imagine what +skills and +%cold damage from gear means for this spell i think it can easily go to 150k per second Same thing applyes to fire druid, assasin fire traps, donno about the paladins auras but i think those to. |
Author: | blue_myriddn [ Fri Mar 04, 2011 3:07 pm ] |
Post subject: | Re: Known 1.3a bugs |
so rather than getting a 65% boost, this spell is getting a 224% boost? |
Author: | Steel [ Fri Mar 04, 2011 3:45 pm ] |
Post subject: | Re: Known 1.3a bugs |
47 lvl firestorm - 17708-22975 /no armg rw 50lvl firestorm - 33203-42996 /with - total 17lvl firemastery No idea why arctic is 120%(not 224% for sure) with only 8lvl coldmast. |
Author: | Draiden [ Fri Mar 04, 2011 4:50 pm ] |
Post subject: | Re: Known 1.3a bugs |
Steel wrote: 47 lvl firestorm - 17708-22975 /no armg rw 50lvl firestorm - 33203-42996 /with - total 17lvl firemastery No idea why arctic is 120%(not 224% for sure) with only 8lvl coldmast. is olso +3 to skills from runeword but still i think it will be like +90% I think il try making an op arctic blast druid as i have the runes for it I have recently noticed that this bug with the 2 runewords apply only to fire/cold based attacks that dont use weapon damage as a base damage. Example: Fire mastery works with paladin fire aura and damage on weapon from that aura same with cold and holly frost. Fire mastery doesnt work with vengeance damage, same with cold. Fire mastery doesnt work with assasin fire kick. Fire mastery works with fire claws. Cold mastery works with frost bite. Fire mastery works with fire traps making that weapon best in slot for any fire trapsin. Im allmost sure that cold/fire mercs become OP with those runewords. Fire mastery works with immolation amazon but then she will have to shoot arrows from her ass. |
Author: | blinky99 [ Tue Mar 15, 2011 11:37 am ] |
Post subject: | Re: Known 1.3a bugs |
if valor is op imagine time +3 bliz +cm on a3 cold |
Author: | blue_myriddn [ Tue Mar 15, 2011 11:50 am ] |
Post subject: | Re: Known 1.3a bugs |
blinky99 wrote: if valor is op imagine time +3 bliz +cm on a3 cold Zod runewords are by design overpowered. This is not a bug. People wanted them to be insanely strong, so that's what went in. I suggested bumping the level req on them to 95, but this was not something people wanted: viewtopic.php?f=11&t=2413 |
Author: | blinky99 [ Wed Mar 16, 2011 10:23 pm ] |
Post subject: | Re: Known 1.3a bugs |
im not complaining though. how would duel wielding barb be with dual valors or armegeddons? or one of each lol? would they get +10 cold +40 hurricane? griff templars, ele crafted rings facets zaka amulet etc plus id imagine a decent frenzy item with the eth and massive ed,not to mention 20% dr with two geddons' |
Author: | Draiden [ Sun Mar 20, 2011 5:47 am ] |
Post subject: | Re: Known 1.3a bugs |
blinky99 wrote: if valor is op imagine time +3 bliz +cm on a3 cold How does merc get cold mastery if he uses a stave for time? blue_myriddn wrote: Zod runewords are by design overpowered. This is not a bug. People wanted them to be insanely strong, so that's what went in. I suggested bumping the level req on them to 95, but this was not something people wanted: viewtopic.php?f=11&t=2413 Blue there is a difference between a very powerfull skill and a skill that doesnt work as it should. Some might dont understand why i said is a bug in the first place. |
Author: | blue_myriddn [ Sun Mar 20, 2011 9:04 am ] |
Post subject: | Re: Known 1.3a bugs |
I was commenting on Time. hence me quoting that section of text. |
Author: | blue_myriddn [ Sun Mar 20, 2011 9:06 am ] |
Post subject: | Re: Known 1.3a bugs |
kwikster wrote: wrote a post too dumb to even comment on. no comment. |
Author: | blinky99 [ Mon Mar 21, 2011 11:05 am ] |
Post subject: | Re: Known 1.3a bugs |
a3 mercs get cold mastery naturally. i was speaking more so if people think valor is op, how op time RW would be on a a3 merc,but i have yet to test this item. what about duel valor wielding barb? |
Author: | Lee [ Sat Mar 26, 2011 7:33 pm ] |
Post subject: | Re: Known 1.3a bugs |
I think there are solutions regarding the powerful Zod runewords. I think Rune drops were decreased this patch if not? It's very difficult to get Zod in itself. The runewords are over powered but blues point does have a little validity. If you make them very difficult to obtain then the OPedness isn't as bad. I'm not saying it changes the fact that they are op. Whatever is OP is always OP but making them end game and difficult obtain makes a significant difference. Boosting to 95 if not higher is a + Adding more difficult runes for the oskill RWs is a + Making higher runes even more hard to obtain is another + This helps in balancing the availability of being "OP" Of course you could alter the runewords to be less powerful and that is probably the recommended way. I think there are far more important issues though than fixing Zod rws such as melee balance. My two cents. |
Author: | Angel [ Mon Mar 28, 2011 11:08 am ] |
Post subject: | Re: Known 1.3a bugs |
The time runeword, on your website, says ZodJahLum, whereas the pictures of the actual runes say ZodJahOhm. |
Author: | Draiden [ Thu Mar 31, 2011 1:40 pm ] |
Post subject: | Re: Known 1.3a bugs |
Donno what u guis dont like about those runewords there are powerfull yes but i wouldnt want o change any of them excluding Armagedon and Valor A barb with 2 armagedons would be nice mostly because of the 20% dr and the fact that he can do more that 0 damage to a hell act boss . Dont expect to much damage i tryed in singleplayer. But 2 armagedons would be better than lets say 2 botds. Valor is a little weaker mostly because Huricane < armagedon skill in terms of damage and no 10% dr on rw ider. If i come to think i might say 2 x armagedons > 2 x last wishes for a frenzy barb so if u know u can get 2 zods make ur barb on axes before hand. |
Author: | Verb [ Fri Apr 08, 2011 11:25 am ] |
Post subject: | Re: Known 1.3a bugs |
I would like to add that you cant see how many weapons you got left in the stack on a throwing weapon if you put a rw in it. Its quite annoying |
Author: | PureRage-DoD [ Fri Apr 08, 2011 11:30 am ] |
Post subject: | Re: Known 1.3a bugs |
put throw skill on left click and that shows you how many you have left without even having to hover over the item in your inventory. Not showing on rw's is a game engine limitation. possibly fixable with some hard coding, idk though. |
Author: | Pixelpojken [ Mon Apr 11, 2011 4:02 pm ] |
Post subject: | Re: Known 1.3a bugs |
Well, just had some magic heavy boots first eat a quad socket and then a single socket. Seems they refuse to get socketed. Darn, took ages to get those sockets |
Author: | Clown [ Mon Apr 11, 2011 4:11 pm ] |
Post subject: | Re: Known 1.3a bugs |
Pixelpojken wrote: Well, just had some magic heavy boots first eat a quad socket and then a single socket. Seems they refuse to get socketed. Darn, took ages to get those sockets cant socket boots but it should not have take the socket too. should just be click and nothing happens |
Author: | Pixelpojken [ Mon Apr 11, 2011 4:31 pm ] |
Post subject: | Re: Known 1.3a bugs |
Ah, fast reply! Thanks:) Was that never an option or is it just with the hu sockets? I mean, was it not possible with the quest rewards and so on either? I agree, it shouldn't eat my sockets though, that's annoying. But thanks for the update, still a newbie. |
Author: | Verb [ Mon Apr 11, 2011 7:34 pm ] |
Post subject: | Re: Known 1.3a bugs |
you've never been able to socket boots or gloves, not here nor in LoD. |
Author: | kramuti [ Thu May 05, 2011 3:30 pm ] |
Post subject: | Re: Known 1.3a bugs |
Chains of Honor is not correct on the website. It says 35-40% resist all, but I rolled 43%. I imagine that you just forgot to add the 6% from the Um rune er somethin...i don't have the stuff installed to take a look. |
Author: | slappyNuts [ Thu May 05, 2011 7:18 pm ] |
Post subject: | Re: Known 1.3a bugs |
I heard you're only supposed to have 1 skellie per hard point, but I'm able to summon 2 mages per my 1 hard point |
Author: | magoogle [ Thu May 05, 2011 7:22 pm ] |
Post subject: | Re: Known 1.3a bugs |
slappyNuts wrote: I heard you're only supposed to have 1 skellie per hard point, but I'm able to summon 2 mages per my 1 hard point i noticed the same last night lol maybe the 1 hard point in skel is counting as a hard point into mages?? |
Author: | Rebel [ Sat May 07, 2011 11:46 pm ] |
Post subject: | Re: Known 1.3a bugs |
Meditation on insight does not work with Hsaurus. I know auras from different sources tend to clash. just throowing it out there |
Author: | blue_myriddn [ Mon May 09, 2011 8:20 am ] |
Post subject: | Re: Known 1.3a bugs |
Rebel wrote: Meditation on insight does not work with Hsaurus. I know auras from different sources tend to clash. just throowing it out there auras on equip from a full set don't play well for some reason. We found this bug out when I first added auras to the normal complete sets several seasons ago. For the moment, I consider it a nice feature as it makes early players make some choice rather than having so many auras running. |
Author: | mcpl slackbag [ Wed May 11, 2011 2:03 pm ] |
Post subject: | Re: Known 1.3a bugs |
i dunno where else to ask this but on blue.arimyth.com, Time is listed as zod jah lum, but the rune pics are zod jah ohm... which is it? |
Author: | blue_myriddn [ Wed May 11, 2011 2:08 pm ] |
Post subject: | Re: Known 1.3a bugs |
go with the text over the images |
Author: | slappyNuts [ Wed May 11, 2011 2:10 pm ] |
Post subject: | Re: Known 1.3a bugs |
I heard Jah rune doesn't have the correct text color... so, which color IS it? Sorry I haven't found one yet, if it's white I need to start reading more of the crap that's on the ground lol |
Author: | mcpl slackbag [ Wed May 11, 2011 2:11 pm ] |
Post subject: | Re: Known 1.3a bugs |
jah is red |
Author: | PureRage-DoD [ Wed May 11, 2011 3:21 pm ] |
Post subject: | Re: Known 1.3a bugs |
not if you use the fixed strings |
Author: | tase [ Mon May 16, 2011 12:53 am ] |
Post subject: | Re: Known 1.3a bugs |
I lost my shield, it vanished. I played swaping shiled with sword, and dissapeared. |
Page 1 of 1 | All times are UTC - 5 hours |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |