Travincal issue

Not so much a bug but a needed change. In d2r, you have a lot of areas (Pandemonium Fortress) where the objects that block your character change the opacity of the walls or pillars to be more transparent so players can see behind them (or see their character).

In d2LOD during travs (or even in legacy view when playing d2r) runs, the actual wall that leads to the council members has opacity and becomes transparent when we go near the inner walls close to the orb. The issue is during d2r graphics, this is not set. It’s caused a lot of conflict when trying to “locate” the council members because the opacity /transparency of the wall does not change.

Please make this change to respectfully adjust the transparency of the wall near travincal council members.

Sincerely,

An irritated horking barb

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Greetings,

I will add that graphical errors such as this are present in other locations of Act 3 while using Resurrected Graphics.

Several structures throughout Lower Kurast, Kurast Bazaar and Upper Kurast have incorrect wall and roof opacity. Some only partially fade, some do so before entry, and others - not at all.

It appears to be mostly larger structures that are affected.

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These opacity issues make it quite annoying (or impossible) to see monsters or items that are behind them, hopefully they get fixed to be on parity with walls/overhangs in original D2.

My fingers are crossed.

The passion put into the remaster is clear. The visuals are fantastic, however detail errors such as these stand out.

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