Diablo 1.09b bugs that are fixed in devilutionx 1.5.4 (* = unaddressed, / = hack fix)
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*RENDER: Some objects render ontop of tiles that they should be behind
-RENDER: If you load while moving, the camera will jerk noticeably to resync your new position
-RENDER: If you save+load right after killing Diablo, the screen-shaking effect will bug out the camera position
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-INTERF: Casting is not blocked during tome narration or initial towner quest dialogs
-INTERF: Some areas of the HUD and panels register as world clicks when clicked
-INTERF: The loading screen graphic suffers palette corruption when you enter a level with animated water tiles
-INTERF: If you talk to an NPC with the F1 help screen active, the help screen stays active
-INTERF: Lines on the automap are squiggly instead of straight
-INTERF: Item sprites are misaligned by 1px on some areas of the inventory grid
-INTERF: The automap shakes vertically by 1px when you walk diagonally
-INTERF: Too many active quests will overflow beyond the quest log panel
-INTERF: The southernmost pillar of the Chamber of Bone entrance is not drawn on the automap
-INTERF: Cave and catacomb walls are not drawn correctly on automap
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-LVLDAT: Some tiles have incorrect flag values for solidity, automap, missile blocking, or vision
-LVLDAT: One tile on the caves "up to town" staircase says "up to level 8" when moused over and will take you there if you teleport to it
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*LVLGEN: Cathedral rooms will sometimes have a disconnected archway tile in the middle
*LVLGEN: Quest entrances, stairs, and braziers will never spawn on the northern parts of a cathedral map
-LVLGEN: Some monsters can spawn ontop of doors
-LVLGEN: Wall traps can spawn ontop of torches, resulting in a trap that appears to emit light
-LVLGEN: The Halls of the Blind will sometimes have missing doors
-LVLGEN: Wall tile variations are not applied near some catacombs quest structures
*LVLGEN: The game can hang in an infinite loop when first entering level 7
-LVLGEN: Cave lava pools will sometimes have dirt tiles in the middle
-LVLGEN: The braziers in Lazarus' Chamber are missing their fire
-LVLGEN: Some level layouts can change after saving+loading
-LVLGEN: If the upward stairs on level 7 or 8 spawn on the same coordinate as level 6's Chamber of Bone entrance, they will be unusable
-LVLGEN: The top tile for cathedral corners is wrong
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-ITMDAT: Flamedart was mistakenly given melee fire damage in addition to its fire arrow damage
-ITMDAT: Stormshield is missing its 50% lightning resist
*ITMDAT: Fleshstinger should have +6 durability instead of +6%
-ITMDAT: Hammer of Jholm should do 4-10 damage instead of +4-10% damage
*ITMDAT: Some class starting equipment was never updated to match changes to dropped versions
*ITMDAT: The duplicate "Crimson" prefix giving 31-40 fire resist should be "Burgundy" as revealed by the beta and Prima's Strategy Guide
*ITMDAT: The duplicate "Fine" prefix giving 20-30% armor should be "Sturdy" as revealed by the beta version. "Stout" is also acceptable.
*ITMDAT: The "Raven's" prefix range should start at 16 not 15
*ITMDAT: The "Serpent's" prefix range should start at 31 not 30
*ITMDAT: The "Wolf" suffix range should start at 31 not 30
*ITMDAT: The "Sturdiness" suffix range should end at 50 not 75
*ITMDAT: The "King's" prefix should have qlvl of 60 not 28
*ITMDAT: The "Sharp" prefix is incorrectly flagged as a curse, so it doesn't appear on vendors
*ITMDAT: The "Spider's", "Vicious" and "the Bear" affixes are incorrectly flagged as Evil
*ITMDAT: The "Tin", "Brass", "Useless, "Bent", "Weak", "Clumsy", and "Dull" affixes are incorrectly flagged as Any alignment
*ITMDAT: The "Hyena's" prefix has lots of copy paste errors and should have an Evil alignment, a value of 0, and a multval of -3
-ITMDAT: Flash scrolls say "left-click to target" even though it is non-targeting
-ITMDAT: Identify scrolls don't say "left-click to target" even though it is targeting
-ITMDAT: Town Portal scrolls don't say "left-click to target" even though it is targeting
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-ITMGEN: The item quality bonus for Nightmare and Hell difficulties was never applied
-ITMGEN: The item quality bonus for unique monsters was never applied
-ITMGEN: Starting a new game can morph some unique items into other items
*ITMGEN: Unique items of the same type and quality will only drop sequentially in a given session, making them virtually unfindable
-ITMGEN: Catacombs treasure rooms can spawn gold piles worth 0 gold
-ITMGEN: If you trigger a quest item drop with max items on the floor, it destroys the quest item and makes the quest uncompletable
-ITMGEN: If you leave and and re-enter a quest submap via town portal, it will reduce the level's item drop quality
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-QUESTS: The Gharbad quest will sometimes fail to appear in the quest log
-QUESTS: If Gharbad is killed by a golem, his magic item will not drop
-QUESTS: If you try to pick up the magic rock from its pedestal with a full inventory, it will drop into the base of the pedestal
-QUESTS: The magic rock only animates after it's dropped, not when it's on its pedestal
-QUESTS: If you read a book of lore prior to entering level 5, it may cause the bloodstone pedestal to be pre-filled with bloodstones
-QUESTS: The 3 bloodstones spawn all at once, allowing players to obtain them via Telekenesis
-QUESTS: If you click Zhar's bookshelf after pestering him into aggro, he will repeat his aggro speech
-QUESTS: If you talk to Pepin first after acquiring the mushroom, it prematurely triggers his demon brain dialog
-QUESTS: If you save+load with a usable Spectral Elixir, it reverts back to its unusable state
-QUESTS: There is a 13% chance that the teleportation tile to Lazarus' chamber will spawn on a walkable tile before you find his staff
-QUESTS: If you step on the teleport pad in Lazarus' chamber after opening the trap rooms, then save+load, the rooms will permanently re-close and seal off any items/enemies within
-QUESTS: If you reuse the teleport pad in Lazarus' chamber when Red Vex and Black Jade are near it, they become pacified
-QUESTS: If you town portal back to town after Lazarus aggros, return to and leave level 15 by stairs, then go back through the town portal, the Lazarus level state will reset
-QUESTS: If you flip 1 of the 2 outer levers on lvl 16, then leave and re-enter the level, Diablo's chamber will be opened
*QUESTS: Talking to a talkable monster resets their idling animation
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-MONSTR: Monster damage ranges can be 63/64ths over or below intended values
-MONSTR: If you kill a hidden while it's cloaked, it stays invisible throughout its death animation
-MONSTR: Hiddens flee from golems in the wrong direction
-MONSTR: Fallens often flee in the wrong direction
-MONSTR: Monsters won't fight back if your golem attacks them outside your vision radius
-MONSTR: Some monsters have armor and chance-to-hit values of 0 on Nightmare/Hell difficulties
-MONSTR: Monster health bonuses are 1 and 3 instead of 100 and 200 in Nightmare/Hell difficulties
-MONSTR: Horned Demons are more likely to charge in cardinal directions than diagonally
-MONSTR: Scavengers only look for corpses SW/S/SE of them
-MONSTR: Scavenger uniques can enter a pacified state when their minions eat corpses
-MONSTR: If you kill a unique's last minion while the minion is stone cursed, the unique will become immobile
-MONSTR: The first monster generated by a dungeon level will give no experience upon being killed
-MONSTR: Golems fight each other instead of ignore each other
*MONSTR: Diablo is not given unique status, which lowers his loot potential
*MONSTR: Leoric's lifesteal raises his max life when the amount stolen exceeds his lost life (MP only)
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*MONDAT: Hell Knights are demons instead of spectral undead
*MONDAT: Mages are demons instead of spectral undead
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-LIGHTS: Unique monster light is initially placed on a tile adjacent to monster
*LIGHTS: Unique monster light can revert from corpse to initial spawn location on level re-entry
-LIGHTS: Unique monster light does not follow bat monster when it blinks
-LIGHTS: Unique monster light does not follow monster when it's moving outside of player vision radius
-LIGHTS: Your light does not follow you when you're knocked back
-LIGHTS: Your light radius malforms while moving, which also causes irregular illumination of nearby objects
-LIGHTS: Firewall does not immediately emit light
-LIGHTS: Flame Wave does not light up in a linear fashion
-LIGHTS: Default lights override dynamic lights in the final room of the Arkaine's Valor quest
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-VISION: Some automap corners are overly hard to reveal
-VISION: At minimum light radius, monsters on tiles N/S/E/W of you are invisible
-VISION: At minimum light radius, walking S or E makes your sprite disappear
-VISION: You retain a duplicate vision radius near the portal or staircase where you last exited a level
-VISION: Changing equipment to that which results in a vision radius lower than 100 will instead set the value to 100 until the dungeon level changes
-VISION: You have slightly more vision while moving than you should
*VISION: You have vision through cathedral stairs that go up
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*MISSIL: Flame Wave fails to impact every tile it crosses
*MISSIL: Firewall does not damage enemies or players that walk inbetween the flame tiles
*MISSIL: Golem and mana shield do not persist between levels
*MISSIL: Trap missiles miss or hit you based on a randomized precalculated distance you are standing from them
-MISSIL: If you use a Golem scroll, it does not create a targeting cursor like it should
-MISSIL: If you cast Golem at your feet or on a nearby object, it spawns ontop of you
-MISSIL: If you cast Mana Shield with remaining life equal to or lower than your character level, it grants you 0 hit recovery duration
-MISSIL: If you cast Town Portal in a sublevel like "The Dark Passage" or the "Chamber of Bone", it causes a duplicate portal to appear on level 1
-MISSIL: If you cast Fireball or Elemental and lose vision of your target during impact, it does no damage
-MISSIL: If you Stone Curse a monster while it's moving, then save+load, it will slide forward when it comes out of Stone Curse.
-MISSIL: Flash only deals 10% of its damage to tiles N/NE/E of the caster
-MISSIL: Missiles that only briefly cross the edge of a tile can skip hit checks on enemies occupying it
-MISSIL: Elemental damage from arrows can be magnified by impact animation length, as high as 7x for fire and 9x for lightning
-MISSIL: Elemental damage from arrows are magnified by an enchanted bow's physical damage multiplier
-MISSIL: Missiles always miss targets walking E or W
-MISSIL: Missiles path to the corners of tiles rather than the centers, causing situations where you can hit enemies but they can't hit you
-MISSIL: Missiles from unique enemies don't have their palette applied
-MISSIL: Fire missiles prevent monsters from regenerating health
-MISSIL: Guardian uses the firebolt damage formulas instead of its own
-MISSIL: Firewall and lightning wall create duplicate overlapping flames/bolts in the middle of the wall
/MISSIL: If you change levels while a rhino enemy is charging or viper enemy is lunging, it will become invisible and invulnerable upon re-entry
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-SHRINE: Eldritch Shrines will transform a cursored item into a rejuvenation potion
-SHRINE: Thaumaturgic Shrines don't refresh all chest types
-SHRINE: Holy Shrines can teleport you out of normal map boundaries
-SHRINE: Mysterious Shrines, Enchanted Shrines, and Hidden Shrines are not as random with their effects as they should be
-SHRINE: Shrines can lower max mana below 0 and max health below 1
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-SOUNDS: If you try to cast a lvl 0 spell, it will say "not enough mana"
-SOUNDS: The sound of Diablo speaking in reverse when you first enter level 16 doesn't play
-SOUNDS: All sounds sometimes go mute after Diablo dies
-SOUNDS: Getting hit by another player's spell and having resistance to it will play the get-hit sound from the attacking player's class
-SOUNDS: The arrow sound effect from trapped chests is missing
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-If you spamclick melee attacks, an extraneous swing will always occur on the dead or dying monster
-If you click on a talkable monster right after clicking on a place to walk, it loops your walk animation
-If you change equipment in the middle of an attack or cast, it freezes your sprite animation
-If a trap kills a monster that you've damaged, you get no experience
-If you buy an unusable scroll with only belt space available, it destroys the scroll and your gold
-If you click a belt item on the same frame that you pick up a ground item, it turns the belt item into a duplicate copy of the ground item
-If you cast a cursor-changing hotspell with the inventory open on the same frame that you pick up a ground item, it destroys the ground item
-If you try to cast a spell while a story tome or npc is talking, it isn't blocked
-If you take a quest item into a new game that did not roll that quest, it will cause that quest's structures to spawn over the existing dungeon layout
-If you pick up gold that exceeds the amount needed to cap an existing pile, it won't cap it before creating a new one
-If you swap a large gold pile with a small gold pile, then drop it and pick it up, the cursor graphic will revert to the wrong size
-If you read a spellbook with an item of corruption equipped, the mana that is normally restored from reading books isn't blocked
-If you change levels with an item cursored, it destroys the item
-If you knock back a monster that has a monster standing behind it, it can sometimes result in both occupying the same tile
-If you change spells 1 frame after casting a hotspelled scroll, it fails to consume the scroll
-If you kill a monster with the character window open at max experience, it causes the number to fluctuate
-If you save+load in town, it resets vendor inventories
-If you spamcast a hotspell while having mana for only one cast, it will double cast the spell and take your mana negative
-If you spamcast a hotspelled scroll, it will double cast
-If you close a once trapped door in multiplayer, then leave and re-enter the level, the door's trap will be rearmed
-If you unequip an item with a tiny secondary gold pile in your inventory, then try to repair it as the last item on the repair list, the item will not be repaired but the gold will be taken
-Knockback moves a monster the direction opposite of what they're facing instead of the direction that the knock is coming from
-A suffix that reduces armor by a fraction of a point will give +1 armor instead of -1 armor
-The class-specific chance-to-block bonus is not restored when loading savegames
-The repair cost and recharge cost formulas are not as precise as they should be
-The chance-to-hit value shown in the character panel is understated
-An unexplored tile will sometimes show up as explored on the automap
-The small damage boost you receive from leveling isn't applied until an attribute is invested or equipment changes
-The "3x damage to demons" on the unique bow "Deadly Hunter" does nothing
-Equipping all 3 hit recovery prefixes gives you an extra frame of hit recovery
-When you level up from 49 to 50, you do not receive the life and mana bonus that normally comes from levelling up
*If a vendor has an item with unmet requirements, and you leave town and give yourself the required stats prior to re-entering town, the item will still appear red
*If you save+load after levelling from 49 to 50, it causes the experience cap to change from 1310707109 to 1583495809
*Your first attack animation is slower than subsequent attacks
*The Readiness suffix does nothing and Speed/Haste do the same thing
*The magic requirement formula for books is not the precise 20% gain per level it's supposed to be
*The magic requirement formula for books has a loop condition error that causes magic requirements between 234 and 254 to become 255
*Some parts of selectable objects do not trigger selection on mouseover
-[MP] If your golem damages a monster that is killed by another player, you gain no experience
-[MP] If you damage a monster with a spell they are resistant to, but it is killed by another player, you gain no experience
*[MP] Many actions "desync" and appear differently to other players in multiplayer
Hellfire 1.01 bugs that are fixed in devilutionx
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-QUESTS: Celia does not hold her teddy bear as soon as you give it to her
-QUESTS: Celia never goes home after saying she will
-QUESTS: Complete Nut does not wear his brown suit as soon as you give it to him
-QUESTS: Lester never goes south to the orchard after you resolve his problem
-QUESTS: Lester's rune bomb cannot be picked up by guest or seen by host if its drop was triggered by a guest
*QUESTS: If you save before spawning Na-Krul with books, spawn him, then load the save, reading only the final book will spawn him
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-LVLGEN: The 6 braziers surrounding story books sometimes don't spawn
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-MONSTR: Monsters in Nightmare/Hell that are supposed to regenerate life when eating instead suffer a loss of maximum life
-MONSTR: Monsters cannot see firewalls when a lightning wall they are immune to is ontop of it, and vice versa
-MONSTR: Gravediggers only look for corpses SW/S/SE of them
-MONSTR: Scavengers and gravediggers go idle after eating instead of returning to previous action
-MONSTR: Torchants and Hellbats deal a fixed amount of damage and much less than intended
*MONSTR: Out of sight monsters that are attacked by berserked monsters do not aggro
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-LIGHTS: Berserk lights don't get restored upon level re-entry
-LIGHTS: Berserk lights don't disappear when a monster dies
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*MISSIL: Reflect does not persist between levels
*MISSIL: The extra arrows from Gnat Sting are delayed by one frame, which can cause them to not fire in certain scenarios
-MISSIL: Missiles from berserked monsters always miss other monsters
-MISSIL: Mana Shield becomes less powerful with each spell level
-MISSIL: When Firewall/Lightningwall/Search/Rage are cast by player 0, the dungeon level is used instead of the spell level
-MISSIL: Firewall deals 18 points less damage than stated
-MISSIL: When Flash is cast by a Sparkling Shrine, it deals a random amount of damage between -254 to 255
-MISSIL: If you save+load after casting Reflect on yourself, the buff disappears
-MISSIL: When Ring of Fire is cast by a player, it uses the dungeon level in damage calculation
-MISSIL: When Ring of Fire is cast by a shrine, it uses the character level in damage calculation
-MISSIL: When Ring of Fire is cast by a trap, kills give experience to player 0
-MISSIL: [MP] When Ring of Fire is cast by players 1/2/3, kills give experience to player 0
-MISSIL: When Lightning is cast by a rune, it does virtually no damage to monsters
-MISSIL: When a Bloodstar is blocked, it vanishes instead of deflects the way arrows do
-MISSIL: When an arrow is blocked, it always rotates south instead of either adjacent direction randomly
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-SHRINE: When a Town Shrine, Oily Shrine, or Sparkling Shrine is activated by player 1/2/3, it acts as though player 0 activated it
-SHRINE: Solar Shrine's time windows for stat bonuses are off by 1 hour, with an unassigned gap between 4:00am and 4:59am
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-SOUNDS: Monster attack sounds sometimes don't play
-SOUNDS: If you click on a cow as a Bard or Barbarian, the cow doesn't "moo"
-SOUNDS: When you trigger a "downgrade potions" trap with nothing but minor potions, the broken glass sound effect doesn't play
-SOUNDS: If you drop and pick-up the Cathedral Map again, the "uh oh" sound plays again
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-When player 0 does cleave damage (Barbarian ability), chance-to-hit and damage penalties aren't applied
-Search (Monk ability) grants its effects to all players instead of just the caster
-Rage (Barbarian ability) life reduction is permanent instead of temporary
-The damage bonus from a weapon with the "decay" suffix is applied to the opposite hand in multiplayer games
-The "downgrade potions" trap will only turn rejuvenation potions into life potions, never mana potions
-If you walk by holding click too close to your sprite, your hero stutter steps
-Staves don't lose durability when you block with them (Monk ability)
Original Limits:
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Map Size=40x40
Ground Objects=127
Object Types=40
Corpses=31
Missiles=127(expanded to billions)
Monsters=200
Players=4
Item Price=140000
Gold Stack=5000
D2ifications:
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-Autoattacking + fountain autodrinking on held click (massive click saver)
*Vendors have inventories (massive click saver)
-Pepin autoheals (click saver)
-Adria autorestore mana (click saver)
*Casting golem always spawns a new golem and "delete" key unsummons (click saver)
-Player has stash
-Quest log shows completed quests
-Ground item labels
-Enemy health bars
*Floating item description boxes
*Vision radius is an actual circle instead of a square/cross
*All quests spawn every game instead of being semi-random
*New difficulties are unlocked by killing Diablo, not level grinding
*Golems no longer take friendly fire
*Diablo's death doesn't autoend (animation repeats until clicked again)
*Lifesteal stacks like all other numerical bonuses
Dejank:
====================
*Tickrate upgraded from 20hz to 60hz
*Screenshots are saved as png instead of pcx and all visual cues and delays are removed
-Better inventory auto-placement algorithm
-Real wall transparency instead of stippling
*Consistent item descriptions, numbers always come first, life isn't referred to as "hit points" etc
*Single Player and Multiplayer saves are no longer separate
---sp has difficulty modes
---mp has quests
***mp has save/resume of world state
***mp has entrance discovery instead of clvl checks
***mp has sp shrines
***mp has sp jewelry for sale at Griswold
*Two or more of the same sound effect can play at once
*Berserked enemies have outlines instead of light as an indicator, differentiating them from uniques
*Oil and shrine item buffs/debuffs no longer stack and are displayed in item descriptions
*Spectral elixir also restores life and mana permalost to Black Death and shrines