Current UnKnown Issues (9-4-2008)
These are the issues I've noticed that have not been put in the known issues list but should - anyone have more suggestions, see things they think should be removed, please feel free to give your input!
UI:
Added: Collectible, Ingredient and Gem bags disappear when you try to scroll down using the slider bar on the right side of the window. Using the up and down arrows to scroll is a workaround to keep the window from suddenly disappearing.
Skills, Feats, & Abilities
AC does not always properly display in the box on the character sheet. Bonuses to AC may not be properly added, even though they appear in the detailed breakdown of the AC (mouse-over). I assume this is a display bug only?
Ranged attacks are often not completing properly. The attack animation occurs but no projectile is fired. This is elaborated on below and had been the subject of numerous previous threads, e.g. http://forums.ddo.com/showthread.php?t=153274
Added: When activating a feat or enhancement (e.g. rage, manyshot, attack boost, haste boost, etc.) there are occasions when the cooldown timer is involked, a charge is used if the ability uses charges, and the ability itself is not activated.
Enhancements
Added: A certain few feats (and enhancements?) e.g. Power Attack, automatically turn off every time a character is logged off. Most other feats and enhancments remain in the state the user left them in - Power Attack and any other toggled feats/enhancements should be changed to match the others for consistency.
Crafting
Quests
[COLOR="Cyan"]Added: Prey the Hunter is having serious issues with walls not breaking as intended. Sometimes they break easily, other times they don't break for extended periods and there is no clear mechanism to break the walls/floors when they bug.
Added: In part II of the shroud, the named devil and named orthon have a tendancy to teleport outside the walls of the maze and "disappear". Workaround: The devil or orthon is likely just on the other side of the wall, you ca nfind them using tab to target them, and place a blade barrier as close to them as possible. If they are hit by the blade barrier through the wall they will teleport back within reach. Fighting these particular mobs a good distance from any outside walls usually prevents them from teleporting out of bounds, but limits your options on where and how to deal with the mobs.
Recalling from a Meridia quest to the Vale, and Recalling again lands your toon in the The Twelve rather than Meridia. Yes you can walk out the front door to the quest and then recall from there to get to Meridia, but this is a work-around.
Recalling from the Shroud raid lands you in the WAVECREST and your character WILL GET STUCK ON KORTHOS, rather than returning you to Meridia. This had been listed, at least on my list for months, nothing was done about it, and with Mod8 it was made worse as you now get stuck on Korthos!!!
The Black Abbot Raid Not a bug, I just left that from the copy paste I took form the actual known issues list because it was hard for me to delete it.
Spells
Teleport and Greater teleport only cover Pre-Mod5 teleport locations. For instance, players currently have to bind in Meridia and /death when joining a shroud raid, or else drop group, run to Meridia and then rejoin.
Addressed! From Tolero, Stormreach Chronicle, September 23: The scholars of Stormreach are completing their research in order to add Meridia as a destination for Teleport and Greater Teleport Thanks for fixing one of these!
AoE buff spells (e.g. Haste) often do not cast even when there is no combat and no obstruction to the casting. Certain AoE buff spells (Good Hope) will randomly affect some group members in the cast range and not others. Revised - I think this is a combination of multiple items including the known terraine (water) issue and the issue that seems to occasionally affect clickies, spells, skills, etc. where animation is involked but spell/ability is not.
Added: Targeting AoE spells: Frequently when casting AoE spells (e.g. cloudkill, web, solid fog, firewall, Otto's dancing sphere, etc.) without a target selected the caster gets the message "Target is out of range" even when pointing at the ground 5 feet in front of them. Generally you can get around this by moving around pointing near where you want your spell targeted while spamming the spell until you get teh casting animation to initiate. This issue has existed for years but seems to be becoming more widespread.
Shopping
Added: Named gems are no longer sellable even though they have a base value - this bug resulted from the "sell gems" fix that came in a patch just after Mod8 was released.
Pawnbrokers reset inventory when the instance they are in resets (5 minutes). If someone is not leaving a toon logged in sitting in the pawn shop expect little to no available inventory due to the low traffic in these areas. Not a bug it's working as intended - this is just feedback that it does not work out well for players unless someone volunteers a toon to remain logged in to that instance, which has been a common player work-around for years.
Other
Added: Some public instances are not loading properly. Most commonly the new Reaver's Refuge area will load with no interior walls, ramps, columns, curtains or other world objects with the exception of NPC's. NPC's will appear to floating on nothing and making your way around the invisible walls and up the invisible ramps can be a challenge. Leaving the area and coming back in seems to fix the problem, relogging does not seem to.
Added: Leaving a tavern or shop inside House D to enter the main area of House D will debuff you. You'll lose any buffs you have on in my testing (including the time pendant buff). I tested it on multiple characters and had a couple other people test it as well. (*I have not had time to test this myself but it seems like a very straightforward bug that can be easily tested so I'm trusting the poster and listing this unless some controversy arises)
Added: Multi class monks with spell points from their other class(s) have two small yellow bars for KI and SP - these should be blue and yellow.
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I can go back and update with additions and revisions, that's what I have so far that I have defiantely observed and which is not currently on the Known Issue List. Probably WAI, not a bug, just an Issue players deal with every day. This comment was originally meant to correct the pawnbroker listing, I put it in the wrong place, leading to more posts about the pawnbroker WAI - it has been labelled as such above.
Any revisions made in Cyan. Changed because Red was too rough on the eyes!
Items I find directly addressed by developers (and hence definately Known issues being fixed) I will add comments in yellow to indicate that they are no longer "unofficial" known issues.