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 Post subject: Bug list (updated 4-21-2016)
PostPosted: Thu Oct 29, 2009 6:48 pm 
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1.6c (4-21-2016)
-The textfile Misc.txt was mistakenly replaced with an older version.
This means that mana/health potions are based on attributes again.
It also breaks merchants selling of multiple gems of the same type (i assume this is just startsone, moonstone, and uber gems).

Things below here are mainly reference. It includes things that simply cannot be fixed as well...it is worth a read at least once for anyone that chooses to mod.

(unsure if this ever was fixed...will read at some point to see)
-Pally Aura Tithe not deactivating correctly in some cases (Lockdown's 3rd post shows a way to replicate it at least)
viewtopic.php?f=9&t=8454

-Rejuv potions appearing
Only happens with Find Potion/Item. These are not useable (are regular juvs acting like regular healing potions, and full juvs simply not functioning?...that or neither work). Consider it a trophy, or a virtual paper weight.
-They appear because these skills are hardcoded.

-Misc

-Act5 merc eats offhand weapons
Yes. This will happen. This is a conflict with wereform as far as I remember. Don't trust the one that doesn't transform either. Skills, at minimum, conflict.

-Music volume. at least for some (including me) when the music only plays at full volume. Seems like a fix is found here
viewtopic.php?f=9&t=5734&p=47956&hilit=music#p47956
Quote:
Bottom line is you can fix the music slider by adding lines 4701 to 4758 (4758 is the last line) from the HU sounds.txt to the end of the Diablo 1.10 sounds.txt and using that in your data folder.

If your txt program dose not number the lines then just search for the line starting with mortanius_taunt_1 that's line 4701 and copy all the way down to the last line, then add that to the end of the Diablo 1.10 sounds.txt.


Isolated Purgatory 2 crash: possible fix is given here (likely now outdated. The map has been changed to default cave colorings (still no automap enabled)).
viewtopic.php?f=8&t=6257

-Not really a bug, but a concern. Oblivion Knights Amplify Damage spell is reducing physical resistance by 100%. This does not seem to be in line with other monsters Amplify Damage values. Likely they are using the wrong Amp version. (likely outdated, amp values are changed. Still is probably good to have this for posterity).
Quote:
6FD0AAE5 should be the value for monsters' amp.


-Smite display issue with Defiance synergy
(response from Baerk)
Quote:
Smite's skill damage description function is very hardcoded. It was coded to never accept the existance of damage synergy possibilities like how defiance was coded into it. If it wasn't for the fact that any other skill description function would display a 0-1 damage on the character screen for smite I'd use an other skill description function so that it can display in the skill description damage listing properly.
It's really there, but the skill description is just too hardcoded to accept its existence.


The following cannot be fixed via text edits, but people should be aware of them.

-Proc'd skills
Some hit/gethit skills will not function, or are buggy. Don't forget about these if new updates are done, and somebody thinks of something 'neat'.

These include, but may not be limited to, Valkyrie, Bladeshield, Blade Fury, and Rabies.

-Auras from completing sets will not cooperate with each other. (Like Hsarus' Defiance and Milabrega's Sanctuary), or even from set and one from another item.

-Oskills and +class skill from different sources will not stack. It will cause issues with even using a skill (Absolute Zero oskill and Laying of Hands class skill for Frozen Armor) if you are not of that particular class. I am not sure what happens if you are actually of the 'correct' class (sorceress in the mentioned case.

I am told that the above is not necessarily true. I have only vague recollection of those two items clashing as they stood at that time.

Edit (1-06) 1.5, and cleanup.
Edit(1-14) Hydra broken, and more cleanup
Edit(1-26) Tithe, Rejuvs, and act5 merc reminder
Edit(4-21-2016) added Misc.txt, and cleaned up a little

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Last edited by kramuti on Wed Aug 29, 2012 11:24 pm, edited 55 times in total.

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 Post subject: Re: Textfile bug list
PostPosted: Wed Dec 09, 2009 7:24 pm 
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Remove this please. If other things pop up I will give this another go.

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 Post subject: Re: Textfile bug list
PostPosted: Tue Feb 02, 2010 2:51 am 
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Since this is still stickied and it has gotten a good number of views since I last looked I will try to update this towards the end of this week. If you know of anything that is not on this list, tell me please. Tell me if I miss fixes, too. I have not kept as up to date lately due to a lot going on.

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 Post subject: Re: Textfile bug list
PostPosted: Fri Apr 09, 2010 5:40 pm 

Joined: Wed Apr 07, 2010 10:10 am
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Does the Frost Tear bug apply only with description? or does it actually not have the -% resistance in game? I have 1.21z, and it just says it's 320 cold damage. I'm running it from the batch file and it executes as -direct, -text


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 Post subject: Re: Textfile bug list
PostPosted: Fri Apr 09, 2010 8:31 pm 
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it works, a few people have had that problem, re download the small update and run dmodsetup to be sure.

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 Post subject: Re: Textfile bug list(updated 12-31)
PostPosted: Sat Jan 01, 2011 9:54 am 
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smite cant be fixed with a txt edit, it uses a unique skilldesc descdam number that reads only damage from smite and holy shield.

the 1 you see for conviction is the reduction per hard point and 4 soft points. the problem was a - instead of a + in the calc1 column

sacrifice is fixed (in the txt files at least) the formula is correct

cleansing should work, it is setup like that in my own mod and works fine

mages were fixed, i maybe sent the wrong set of files (that didnt include mages and blizz changes)

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 Post subject: Re: Textfile bug list(updated 12-31)
PostPosted: Sat Jan 01, 2011 2:36 pm 
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.


Last edited by Steel on Sun Jan 02, 2011 5:26 pm, edited 1 time in total.

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 Post subject: Re: Textfile bug list(updated 12-31)
PostPosted: Sat Jan 01, 2011 9:56 pm 
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I have the fixed file already good to go.

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 Post subject: Re: Textfile bug list(updated 12-31)
PostPosted: Sun Jan 02, 2011 1:24 am 
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i will change the notes again once the fixes are disseminated . Good show Rage. Sorry for the misleads.

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 Post subject: Re: Textfile bug list(updated 1-4)
PostPosted: Sat Jan 08, 2011 3:08 pm 
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General Changes
* Mana burn bug fixed - enemies now burn mana proportional to their damage.

Has this been looked into? I had a manaburn monster in act1 norm crush my 700 mana bulb in 1 hit.

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 Post subject: Re: Textfile bug list(updated 1-4)
PostPosted: Sat Jan 08, 2011 4:22 pm 

Joined: Tue Sep 01, 2009 9:19 pm
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Location: Reno NV
The exceptional belt strength requirements look a little messed up. Battle belts require 88 strength while the war belt only requires 70. Shouldn't these two be switched?


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 Post subject: Re: Textfile bug list(updated 1-4)
PostPosted: Sat Jan 08, 2011 6:01 pm 
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yeh they sound like they are the wrong way round for sure

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 Post subject: Re: Textfile bug list(updated 1-4)
PostPosted: Sat Jan 08, 2011 6:48 pm 
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hmm - that was an error that was in there from earlier versions, I didnt tweak belt strengths. Can be fixed up next time though.

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 Post subject: Re: Textfile bug list(updated4-12)
PostPosted: Sat Apr 23, 2011 3:12 am 

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I'm not sure if this has been said or not, but wisp has 100-511 magic damage instead of 100-800. Since i will be wearing two on my Magic Zealer, I'd like that extra 600 damage =D.

I apologize if I have been redundant!


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 Post subject: Re: Textfile bug list(updated4-12)
PostPosted: Sat Apr 23, 2011 8:45 am 
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511 is the max value

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 Post subject: Re: Textfile bug list(updated4-12)
PostPosted: Thu Apr 28, 2011 2:54 am 
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Wasn't that changed, Blue? Or was that just for weapons?

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 Post subject: Re: Textfile bug list(updated4-12)
PostPosted: Thu Apr 28, 2011 9:02 am 
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kramuti wrote:
Wasn't that changed, Blue? Or was that just for weapons?

AFAIK it was never changed. Certainly not for weapons. You can only put 511% ED on any weapon, which is why most of the uniques stop at 500%.

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 Post subject: Re: Textfile bug list(updated4-12)
PostPosted: Thu Apr 28, 2011 9:29 am 
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It's only more on rws because %ed on some is already maxed + you get extra %ed from runes. Now 511% is limit for one roll. It was suggested that these limits(for ele damage) were higher but that topic just got abandoned.


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 Post subject: Re: Textfile bug list (updated 9-16)
PostPosted: Sat Sep 17, 2011 3:27 pm 

Joined: Mon Jul 04, 2011 6:45 pm
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how nerphed is prayer.... it took me like 5 points to get it to go from 20 heal to 21 heal currently lvl 16 healing 21.... that seems oddly very low

also holy bolt... prayer synogy 7168% healed per lvl. something is wrong there, def not getting those results for the lvl of my prayer.

was rabies nerphed, poison creeper used to give it 33% now it gives it 2%. just never remembered reading bout that nerph,

also life is not displayed on wearwolf or lyr, and the defence seems abnormally high, dmg on wearbear seems pretty high too. 2500% dmg first wear bear lvl


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 Post subject: Re: Textfile bug list (updated 9-16)
PostPosted: Sat Sep 17, 2011 4:02 pm 
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deer_dance9 wrote:
a bunch of crazy values listed


Concerning all the things you mentioned. That's because you downloaded the initially available norm/high res full/light mpqs. Those mpqs I had packed incorrectly resulting in corrupted data on the inside that runs without crashing (which results in all the crazy values you just listed).

The fix is to download and install one of the new r2 mpq downloads which were properly compiled. You do not have to redownload the core download since it had no mpqs in it in the first place.


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 Post subject: Re: Textfile bug list (updated 9-16)
PostPosted: Sat Sep 17, 2011 4:08 pm 

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**fixed**


Last edited by deer_dance9 on Sat Sep 17, 2011 4:15 pm, edited 1 time in total.

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 Post subject: Re: Textfile bug list (updated 9-16)
PostPosted: Sat Sep 17, 2011 4:09 pm 

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Baerk wrote:
deer_dance9 wrote:
a bunch of crazy values listed


Concerning all the things you mentioned. That's because you downloaded the initially available norm/high res full/light mpqs. Those mpqs I had packed incorrectly resulting in corrupted data on the inside that runs without crashing (which results in all the crazy values you just listed).

The fix is to download and install one of the new r2 mpq downloads which were properly compiled. You do not have to redownload the core download since it had no mpqs in it in the first place.


ah ok, thanks for the help


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 Post subject: Re: Textfile bug list (updated 6-2)
PostPosted: Sat Jun 02, 2012 10:39 am 
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updated for 1.3c beta1

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 Post subject: Re: Textfile bug list (updated 10-9)
PostPosted: Tue Oct 09, 2012 10:44 pm 
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quick update for 1.3f done

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 Post subject: Re: Textfile bug list (updated 10-10)
PostPosted: Sat Oct 13, 2012 10:54 am 
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replenish is now 1 per sec (sent files to Drrod a day before reset) so you can remove it

I'm currently not playing but I'd like to know if hydra fireball issue is going to be fixed (soon) before I start making one.


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 Post subject: Re: Textfile bug list (updated 10-10)
PostPosted: Sat Oct 13, 2012 11:54 am 
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Thanks Steel.

I sent the file before the reset but after things were compiled, so the line just needs to be copied to the newest missile file.

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 Post subject: Re: Textfile bug list (updated 2-14)
PostPosted: Thu Mar 14, 2013 10:44 am 
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Oblivion Knights use moncurse I believe. Chances are theres a minor hardcode needed to fix the phys res reduction, but I'm not in a position to check it atm.

I fixed all the errors is skills.txt, I hope to have something for you guys to test before the end of Easter.

IIRC Hydras are odd and seem to have a hardcode somewhare that forces the missile to always behave like firebolt serverside. (forcing 1/1 SrvDoFunc/SHitFunc)

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 Post subject: Re: Textfile bug list (updated 3-15)
PostPosted: Tue Mar 19, 2013 8:53 am 
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6FD0AAE5 should be the value for monsters' amp.


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 Post subject: Re: Textfile bug list (updated 3-19)
PostPosted: Tue Mar 19, 2013 12:48 pm 
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thanks fellas. added notes.

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 Post subject: Re: Textfile bug list (updated 10-13)
PostPosted: Sun Jun 22, 2014 11:26 pm 

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Bug in tristram - RIP, I could not make screen.
debug log here


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 Post subject: Re: Textfile bug list (updated 10-13)
PostPosted: Mon Jun 23, 2014 2:01 pm 
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Could you explain what happened please?
It's possibel that you didn't run D2ModSetup.

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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Mon Jun 23, 2014 10:06 pm 
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Edited intial post for 1.41b.

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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Mon Jul 07, 2014 7:01 pm 

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Thought I'd share this amulet with you. It spawns without any +sorc skills.
Image

Can somebody confirm this is a bug? I remember it always spawning with +skills.


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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Mon Jul 07, 2014 11:08 pm 
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hmmm.
please take a gander at the item changelog and see if this is the way it is supposed to be. I took a quick glance and did not see any of Tal's stuff changed...i could have missed it though. If you see nothing there, I can take a look at the text file.

thanks for the catch.

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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Tue Jul 08, 2014 6:06 am 

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I too did find nothing written in the changelog. However, I also found a +2 sorc skills tal rasha's amulet. So the range is apparently 0-2


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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Tue Jul 08, 2014 6:58 am 

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Minions:
- Chimera located in The Abyss ( Act V) still drops the hellforge hammer.
This is especially awesome for new characters.
Image

Item Affixes:
- elemental pierce affixes spawn on necromancer wands
Image


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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Tue Jul 08, 2014 10:04 am 
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I say make us more dependable on uniques, and not crafted items


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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Tue Jul 08, 2014 10:55 am 
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you're still in normal and nightmare.. although there are exceptions uniques and runewords win out in diablo 2 I don't think there is anything wrong with the items as they currently are.. but then again there's still a lot more to find :)


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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Tue Jul 08, 2014 12:01 pm 
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kramuti wrote:
Isolated Purgatory 2 crash: possible fix is given here
viewtopic.php?f=8&t=6257


I believe this can be fixed clientside with the attached edit. Place it into data\global\excel folder and run shortcut with -direct -txt


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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Thu Jul 10, 2014 8:15 pm 

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+x to barb masteries will not spawn on rare circlets (at least gambled ones)
+x to barb skills don't spawn on helmets anymore at all until way later in the game(or was this intended?)
+x to assassin skills don't spawn on claws until ac5 nm (intended again?)

Elite unique claws spawn with +x to A evil Force instead of their proper MA skill (massive problem). The new unique phoenix claw is named A evil Force and suffers from the same problem.

Random claws can spawn with +x to a evil force as well.


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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Fri Jul 11, 2014 6:24 pm 
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Vampire Gaze also spawns with +x to an evil force.


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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Sat Jul 12, 2014 8:46 am 
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Do we know what skills are trying to be called on these items that are spawning with 'an evil force'? Seems liked a cloned skill with no description in the table files.

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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Wed Jul 16, 2014 10:25 am 
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+x to an evil force on vamp gaze looks like it's supposed to be "Bone Golem". Not sure what/when/by who it was added. The skill has no skilldesc.txt entry, hence an evil force. You don't actually get the skill because it's not a class skill and the item uses "skill" rather than "oskill" so it won't be applied anyway. If it is to be added, it needs a skilldesc entry and a proper skill icon entry or the game will crash when you open the skill list.

Additional bug: Thunder storm calls the skill "Static" for one of it's synergies. Should be "Static Field" so it's only got 1 synergy from Nova at the minute.

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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Wed Jul 16, 2014 10:39 am 
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Any items that spawn with the following skills via staffmods will not get the skill as the skills have been moved out of the grouping.

Might
Inferno
Fanat
Fists of Fire (original - will show up as an evil force because silldesc points to invalid skilldesc.txt line)
(See line #59 in AutoMods.txt)

Easier to just add staffmods back onto items and move skills into proper groupings.

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 Post subject: Re: Bug list (updated 6-23)
PostPosted: Wed Jul 16, 2014 8:44 pm 
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Rage: It looks like you are fixing the item issues. I will leave this out of the listing since it doesn't seem they are going to be problems much longer.

I will edit the post again after these changes are sent through. (like the sound fix that SapphireRawk linked).

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