TFW: Awakening alpha2 Bug Reports

Information and updates for TFW: Ancients (D2 v1.09x) and Awakening (D2 v1.10) mods. If you have any questions or suggestions about either mod, please post them here. Click here to visit the official web site.

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Dreadlord90
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Post by Dreadlord90 » Sun Dec 17, 2006 4:43 pm

everything was so simple :) hardcoded stuff sucks :mrgreen:

Fortunately, I didn't remove my previous character, lvl 92. :D
Last edited by Dreadlord90 on Sun Dec 17, 2006 5:29 pm, edited 1 time in total.
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Dragon_Uprising
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Re: TFW: Awakening alpha2 Bug Reports

Post by Dragon_Uprising » Mon Dec 18, 2006 8:56 am

Not sure what to make of thise.. nor if it's been reported, but the Barbarian's Warcry, the one that has a frost effect to it, doesn't seem to work... It seems to DRAW them toward you, they don't run at all. :( But also NICE WORK on the Den of Evil, I loved every moment of it..

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Post by horan » Mon Dec 18, 2006 9:16 am

strange one here:
druid's summons can't hit Swarms (act2/3) at all....

another one:
druid's bat will go instantly dead when hit an enemy with thorn aura.
to be or not to be that is a question...

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Re: TFW: Awakening alpha2 Bug Reports

Post by Dreadlord90 » Mon Dec 18, 2006 12:14 pm

[quote=Dragon_Uprising";p="299937"]Not sure what to make of thise.. nor if it's been reported, but the Barbarian's Warcry, the one that has a frost effect to it, doesn't seem to work... It seems to DRAW them toward you, they don't run at all. :( But also NICE WORK on the Den of Evil, I loved every moment of it..[/quote]

I confirm this. It is the skill "Cold Cry" which was previously a cry that made monsters run away from you in fear. In Awakening it has frost graphics but they are totally useless and do nothing, even the previous howling effect is disabled.
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Re: TFW: Awakening alpha2 Bug Reports

Post by Myhrginoc » Tue Dec 19, 2006 3:55 am

Skills and monsters are my weak points, and GuyAskingQuestion hasn't been around lately. I am not sure when these bugs will be fixed.

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Re: TFW: Awakening alpha2 Bug Reports

Post by Dragon_Uprising » Tue Dec 19, 2006 8:26 pm

Unhandled Exception: Access_Violation [c000005] when trying to form the Staff in Act 2... This has happened three times already. -.-;
PS: Yeah, sorry about that... x.=.x; It sucks having da flu.. so near Christmas.
Another PS: I was fooling around.. and I tried cubing the staff with a fury gem, it did the same thing as the amulet.. seems I'm stuck here. :(
Last edited by Dragon_Uprising on Wed Dec 20, 2006 7:58 am, edited 2 times in total.

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Re: TFW: Awakening alpha2 Bug Reports

Post by Myhrginoc » Wed Dec 20, 2006 3:51 am

Wouldn't you know, I saw your post in the other thread and answered there. This is why we don't approve of posting the same thing in multiple places. (The question really belongs here...but...)
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intium
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Post by intium » Wed Dec 20, 2006 8:29 pm

hey al, whats left to do for this mod?

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Post by Dreadlord90 » Wed Dec 20, 2006 9:36 pm

I think the word "alpha" can explain how much work is left =)
LOTS of work :)

bug fixes
maps
monsters
skills

etc... :-|
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Post by intium » Wed Dec 20, 2006 9:42 pm

maps and monsters are optional stuff imo, all it needs is to fix all character
s lvl up, and the mercs lvl-up
weapons are ok
gems are ok
some scrools need fixing and thats that

i think thats bot as much work as it is if he was making new maps na monsters.

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Re: TFW: Awakening alpha2 Bug Reports

Post by Myhrginoc » Thu Dec 21, 2006 2:51 am

Fixing bugs and balancing skills is important, don't think I discount that! But the mod is not yet fully what it was before even with my additions. DeathScythe and SilenTx did change maps and monsters (remember The Elder?) and if v1.09x had been cooperative they would have added to both. And I really do want to make the TFW side adventures into something memorable!

As for scrolls, I have several ways to work them, none perfect:

1) Leave it as is, anybody can potentially make any skill book. Users find out what works.
2) Go back to the limited selection in TFW: Ancients (only about 50 spells).
3) Users tell me what doesn't work and I pull out the individual cases.

I don't have time to test the 1470 combinations of skill and class in the near future. And if I went with #3, I would probably have to make leather covers be class specific and twinkers would hate that.
Last edited by Myhrginoc on Thu Dec 21, 2006 2:52 am, edited 1 time in total.
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intium
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Post by intium » Sun Dec 24, 2006 4:33 am

k, this more of a question, not a bug.
do online ladder runewords work in tfw?

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Post by Dreadlord90 » Sun Dec 24, 2006 4:26 pm

they work.
as far as I remember, even 1.11 runewords work here.
All runewords present in D2/LoD v1.11 can be made, even some of the ladder-only runewords. Only those few that
were not defined in the local file are missing. In addition, you can make the fury runewords from TFW: Ancients.
I have not yet implemented the extractors and augmented runewords mentioned in Ancients, although some vendors
sell the Greek runes for them.
--------------------------
mistake in recipe:
any grand charm + Jo r31 + Flasked Oil + Crafting chest + Orange Key
-> crafted grand charm, slow target by 25%, +5% maximum life, +50 to life, +7% life steal
rune #31 is Jah, not Jo.
Last edited by Dreadlord90 on Sun Dec 24, 2006 4:51 pm, edited 1 time in total.
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Post by Domini Canes » Sun Jan 07, 2007 1:02 am

Wrong Graphic

Seraph Hymn - Seraph Rod 3 slots, shows amulet in top slot
Horazon Chalice - Mighty Scepter shows as a crystal sword only takes 3 slots
Dark Fear - Dusk Shroud shows as dark helm.
Spike Thorn - Bramble Mitts - show as spiked shield image (special) takes 4 slots.

Cheers.
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Post by horan » Tue Jan 30, 2007 6:01 pm

another issue about druid:

after using "teleport", if the character is not moving (stand still), druid's pets (claw viper, minotaur, dark giant) and spirits(vile witch, werewolf, succubus) will also stay at same spot, can't attack enemy. the character has to move to release the "lock" status.
to be or not to be that is a question...

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Post by Phlebiac » Wed Jan 31, 2007 12:50 pm

Is it intended that gold drops are quiet low?
I don't have much gold find, but I haven't had any gold drop beyond 800 gold so far, even from champions in nightmare or hell.
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Dreadlord90
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Post by Dreadlord90 » Wed Jan 31, 2007 2:36 pm

I think it is intended.
I usually carry some charms "+% more gold from monsters" (crafted charms which need ears), that helps a lot.
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Re: TFW: Awakening alpha2 Bug Reports

Post by GuyAskingQuestion » Thu Feb 01, 2007 1:53 am

[quote=Myhrginoc";p="300028"]Skills and monsters are my weak points, and GuyAskingQuestion hasn't been around lately. I am not sure when these bugs will be fixed.

:cry:[/quote]

You want me to have a looksie at that skill?

It worked for me :mrgreen:
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Post by Myhrginoc » Thu Feb 01, 2007 3:12 am

[quote=Phlebiac";p="306901"]Is it intended that gold drops are quiet low?
I don't have much gold find, but I haven't had any gold drop beyond 800 gold so far, even from champions in nightmare or hell.[/quote]
That is intentional. I wanted to emphasize questing to get loot, not gambling or buying your way to the good stuff. And if it costs a lot to repair something, that makes money management more important than in vanilla.
Do the right thing. It will gratify some people and astonish the rest.
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Post by Phlebiac » Thu Feb 01, 2007 8:45 am

Ok, I only wanted to be sure.
Now, let me see how I can get my hand on a few ears :D.
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Post by horan » Mon Feb 05, 2007 7:59 pm

tfw runeword name changed in readme file (a2p17):

"winter" -> "voice of reason"
"widowmaker" -> "grief"

wrong:
"The Beast (BerTirUm)" -> "Beast (BerTirUmMalLum)"
to be or not to be that is a question...

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Re: TFW: Awakening alpha2 Bug Reports

Post by Myhrginoc » Tue Feb 06, 2007 3:40 am

The next patch will use the readme names, Winter and Widowmaker. Has anybody made The Beast using the longer (v1.11) combination? If so, I'll change the readme. Otherwise I might drop the other two runes from the requirement.
Do the right thing. It will gratify some people and astonish the rest.
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Post by horan » Wed Feb 07, 2007 1:34 am

new name? great! then i will leave them on the fan site :D

cant try the longer one now, however confirmed that the short one ("BerTirUm") doesn't work...
to be or not to be that is a question...

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Post by Phlebiac » Wed Feb 07, 2007 9:05 am

BerTirUmMalLum does work, at least in a War Axe.
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Re: TFW: Awakening alpha2 Bug Reports

Post by Myhrginoc » Thu Feb 08, 2007 3:24 am

Somebody has done it...I'll change the readme for that word.
Do the right thing. It will gratify some people and astonish the rest.
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