Patch Notes

This page lists patch notes for each season. The rest of the wiki is dedicated to covering the differences between the vanilla game and Project D2. Also see: Recent Patch Notes

= Upcoming Spoilers = NOTICE: Drop all maps from all your s6 characters and stash pages. Maps are being changed so that they can stack, and the old versions will prevent characters from being loaded.

Season 7 begins: April 28th

Open Beta: April 24-25

Closed Beta: April 15-23

Old Spoilers
{| class="wikitable mw-collapsible mw-collapsed"
 * + Season 7 Pre-Beta Spoilers

Spoilers from Dev Stream #1
VOD (2023-03-25): https://www.twitch.tv/videos/1775372320


 * New D2GL graphical improvement options (in-game menu to enable/disable different features) - Shout out to Bayaraa for making this
 * 60 fps (visual only, doesn't change breakpoints)
 * HD text/cursor
 * HD minimap in upper right
 * other options
 * DPS counter can be toggled from the settings menu (persists between games) and the DPS now automatically resets after being outside of combat for long enough
 * Regular (white) maps can now be stacked
 * Ohm Rune now gives +45% enhanced damage (was 40% in s6)
 * Stacked materials should be able to have innate descriptions now (may mean lootfilters need to be adjusted)
 * Blessed Aim now provides slightly less attack rating, but also provides deadly strike (5% base DS, +1% DS per 2 levels)
 * Poison Strike now has Bone Armor as a synergy instead of Poison Nova
 * Fixed "increased melee splash radius" (e.g. Tiger Strike, Frenzy, Werebear, Humongous)
 * Charge now gains up to 60% increased melee splash radius based on charging distance
 * Charge now hits correctly instead of being replaced by a basic attack when in melee range (charge bug should also be fixed)
 * Leap Attack will no longer reduce durability, will have slightly more aoe, and will do less damage
 * PvP merchants now sell "Dueling Mana Potions" which work normally in PvP arenas and cost very little gold
 * Other potions no longer work in PvP arenas
 * New map events
 * Gheed appears and sells 5 random uniques for 1 million gold each (can be affected by "reduced vendor prices", any unique can appear and the chance for each unique is customized independently of normal gambling chances - currently, each base is weighted by the number of uniques it has, and then if a base has multiple possible uniques, normal weighting applies)
 * A special altar will appear that will have some kind of in-map quest (currently a work-in-progress) and reward a new item which can be cubed with map items to give them "map contains a random event"
 * All trading should be centralized on the tradesite now that it's working well - discord trading channels will be disabled and the old tradesite will be taken down

Spoilers from Dev Stream #2
VOD (2023-04-01): https://www.twitch.tv/videos/1781876641

Tentative date for s7 is currently April 28 (actual date will be announced next week)


 * The current act 1 mercenaries will no longer use Strafe, and will instead use higher damage elemental skills:
 * Cold version will use Freezing Arrow
 * Fire version will use Exploding Arrow
 * New act 1 merc (physical damage focused) will use Magic Arrow, Strafe, and cast Slow Movement
 * New act 4 "Ascendant" Horadrim mage mercenaries which use staves:
 * "Light" version will use Holy Bolt, Holy Light, Holy Nova, and have Sanctuary aura
 * "Dark" version will use Teeth, Bone Spear, Bone Armor, and cast Amplify Damage
 * Current names for act 4 mercs: Anarel, Beradon, Erelune, Halleborn, Magoul, Vanoxet, Anuliath, Nys, Vextis, Aburaxen, Moradan, Balamir, Zarekoth, Nethysia, Maraxion, Raumeth, Aamoneth, Xaphanis, Tenebrisia, Malphasus
 * Additional info will be shown on the advanced character/mercenary screens:
 * Attack speed IAS breakpoints (and frames)
 * life/mana per kill
 * Sacrifice now triggers corpse explosion (damage is half phys, half magic) after killing a target and converts/applies "overkill" damage to the corpse explosion (overkill damage is any damage done which exceeds the target's remaining life)
 * Diablo-Clone and Rathma will now have multiple difficulty levels and be more accessible:
 * The default difficulty (level 0) will be lower, but the exclusive unique equipment items won't drop (Annihilus & Tainted Worldstone Shard will still drop)
 * Cubing a high rune with Vision of Terror (for Diablo-Clone) or Voidstone (for Rathma) will modify the difficulty level, with each level increasing the chance for the exclusive unique equipment items to drop
 * difficulty level 1 - Vex (lowest chance to get exclusive items, same difficulty as previously )
 * difficulty level 2 - Ohm
 * difficulty level 3 - Lo
 * difficulty level 4 - Sur (currently same difficulty as previously)
 * difficulty level 5 - Ber
 * difficulty level 6 - Jah
 * difficulty level 7 - Cham
 * difficulty level 8 - Zod (highest chance to get exclusive items)
 * Cosmetic aura rewards for first 3 Diablo-Clone/Rathma kills will be given for both standard kills and difficulty-level-8 kills

Spoilers from Dev Stream #3
VOD (2023-04-08): https://www.twitch.tv/videos/1788269545


 * New passive Barbarian skill "Deep Wounds" which increases the chance of inflicting open wounds and adds additional damage to open wounds, currently has Grim Ward as a synergy
 * Many items that have a chance of inflicting open wounds will have a new stat which adds additional damage to open wounds (reminder: enemies inflicted with open wounds take physical damage over 8 seconds)
 * Examples spoiled: The Meat Scraper (50% chance of OW; +[85-125] OW dps), Gut Siphon (33% chance of OW; +[350-400] OW dps), Messerschmidt's Reaver (20% chance of OW; +[250-300] OW dps)
 * New "curse resistance" stat which reduces the effectiveness of enemy curses (currently capped at 50%)
 * Example spoiled: Templar's Might (curse resistance +20%)
 * The current "curse duration reduction" stat (only reduces the duration of enemy curses) will now cap at 75% instead of 100%
 * The base duration of monster curses will be reduced
 * Mind Blast changed from dealing pure physical damage to dealing a mix of physical and magic damage (currently seems to be about 30% magic and 70% physical)
 * Tiger Strike changed back to a 1-handed attack instead of requiring dual-wielding
 * Spirit of Barbs now has a synergy (Carrion Vine) for anyone who wants to invest more into thorns damage
 * Uber difficulty levels based on high runes (described in previous stream) are still being balanced, but have been adjusted to make difficulty level 1 (Vex) match the previous season's difficulty rather than difficulty level 4 (Sur) as was initially planned
 * Fury, Fend, and Zeal will now gain melee splash radius for different attacks per 3-hit sequence
 * Attack 2: +20% melee splash radius
 * Attack 3: +40% melee splash radius
 * Feral Rage will no longer add melee splash radius (since Fury does instead)
 * New unique maps
 * can drop rarely or be gained via corruptions (map corruptions will sometimes tranform the map into a unique)
 * 2 unique maps this season - both will be T3 maps and have one or more unique modifiers (in future seasons, additional unique maps will also be made at T1 and T2 levels)
 * Zhar's Sanctum
 * has 2 charm-themed modifiers: Map boss drops skill charms, Monsters have +[2-5]% chance of dropping additional charms
 * contains 3 portals that lead to smaller miniature map zones (Hidden Waterways, Colonnades of Madness, Counselor's Causeway) where each zone will have a portal at the end, and a random one will lead to the boss: Zhar, the Mad
 * Stygian Caverns uses an entirely new tileset reminiscient of the caves from Diablo I and has a second zone within it (Stronghold of Acheron) with the boss: Warlord of Blood
 * Affix changes (for magic/rare/crafted items)
 * Many weaker affixes won't appear on higher level items
 * New affixes for "chance to cast X on cast" on staves and "chance to cast X on striking" on some melee weapons, other "chance to cast" effects will also be reviewed and adjusted as needed
 * Healing skills will no longer act as if the player was being attacked
 * }

Beta
Tentative Patch Notes: https://docs.google.com/document/d/1C4LPtMZmKoRduadzUZvXnPXSYZ91o18K6Al_A7Km9Gs

Lootfilter-Related Notes
Mid-season S6 updates you might've missed (see Item Filtering for details on these):
 * An update broke GEMLEVEL and replaced it with GEM (both work in s7)
 * New MAPTIER condition
 * New AUTOMOD condition (similar to PREFIX and SUFFIX)
 * New "between" operator ~ (tilde symbol) which can specify PREFIX and SUFFIX ranges (> and < didn't work well with them)
 * New MULTI#,# condition for STAT values that have multiple layers (ctc effects, skill charges, skill groups, auras, reanimate effects)
 * We realized %STAT-#% output keywords have been available all along (renamed to %STAT#% in s7)
 * We realized CHARSTAT# conditions have been available all along

New s7 features and improvements:
 * Hidden gold will now automatically be picked up
 * Items names can now use %NL%, so long as the item is identified and its quality is magic or greater
 * Added Reload Config to the in-game settings menu
 * Added EDEF which will filter Enhanced Defense
 * Added EDAM which will filter Enhanced Damage
 * Added GEMLEVEL (same as GEM)
 * Added SOCKETS (same as SOCK)
 * Added %MULTI#,#% output keyword, and alternatively-named keywords which each do part of what MULTI can do: %SK#%, %OS#%, %CLSK#%, %TABSK#%
 * Added output keywords for named stats: %DEF% and all "named attribute codes" except MAXDUR (%ED%, %AR%, %RES%, %LIFE%, %MFIND%, etc.)
 * Renamed %STAT-#% to %STAT#% (now matches the input condition)
 * All valid conditions will now work with the 'between' (~) operator
 * Conditions with negative values should now work more intuitively (prior to this change, something like [REPLIFE>10] would also match items with negative Replenish Life, like Soul Drainer)
 * Added EDEF, EDAM, FCR, AR, REPLIFE, STAT3 (vit), STAT60 (life leech), STAT62 (mana leech) to "+" operator (addition can be applied to them)
 * Reworked PREFIX/SUFFIX/AUTOMOD to all start from ID 1. Previously the first PREFIX was 968 (Stout) but will now be 1. Likewise the first AUTOMOD (Fletcher's) was 1645 but will now be 1. This will prevent loot filters from needing updates every time a new PREFIX or SUFFIX is added

Item codes for new items:
 * t51 - Zhar's Sanctum (unique map by Alma, MAPID 176-180)
 * t52 - The Stygian Caverns (unique map by Aerlynn, MAPID 181 and 182)
 * cm2f - Hellfire Ashes (stackable "Hellfire Torch" ingredient for Voidstone recipe, made by cubing the torch with a key)
 * pvpp - Dueling Mana Potion (Super Mana Potion equivalent for PvP arenas only, sold by PvP vendors for 1 gold)
 * iwss - Catalyst Shard (adds "Area contains a random event" to maps, drops from new "Altar of the Catalyst" map event, filterable with STAT500)

Bug fixes:
 * Fixed a bug with 1H that prevented it from applying to Hand Axes
 * Fixed a bug with EQ2 using the wrong armor group (it incorrectly referred to ARMOR instead of CHEST)
 * Fixed a bug with EQUIPPED which caused items in the shared stash to be incorrectly considered "equipped"
 * Fixed a bug with SHOP that would sometimes cause the condition to incorrectly return true
 * Fixed a bug with GEM/GEMLEVEL that prevented unstacked flawless/perfect from filtering properly
 * Fixed a bug with Enhanced Defense and Enhanced Damage sometimes returning 0
 * Fixed an issue with MINDMG, MAXDMG, & STAT21-24 that would incorrectly filter on base min/max weapon damage instead of +min/+max damage bonuses
 * Fixed a bug with PRICE that would cause the condition to incorrectly return false in certain cases
 * Fixed an issue with SHOP that was incorrectly tagging other players items during inspection

Patch notes which may be relevant for lootfilter authors:
 * White maps can now be stacked
 * Ohm Rune 40% enhanced damage increased to 45%
 * Um Rune +25% open wounds reduced to +10% in weapons, and also has +120 open wounds damage per second in weapons
 * Zenith, Pride, Last Wish, Destruction, and Beast can all now be made in staves
 * New skill: Deep Wounds in Barbarian passive skill tree (skill code SK368)
 * The Stygian Caverns will have a chance for items to drop corrupted
 * D2GL: old color codes work with HD text (%CORAL%, %SAGE%, %TEAL%, %LIGHT_GRAY%) but still show up as gray with ddraw

Beta issues (may or may not be fixed for s7):
 * The new unique map names are the same as their bosses ("Zhar the Mad" and "Warlord of Blood") instead of what the areas are called: "Zhar’s Sanctum" and "Stygian Caverns"
 * These characters currently don't display anything when HD text is enabled: ¬, ÷, ±, ¤, soft hyphen (doesn't show up on wiki)
 * These characters display correctly when HD text is enabled: · and ¸ (they still display "?" if HD text is disabled)