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This page lists errors, unintended behavior, and glitches found in PD2. Some major vanilla bugs are also listed.

Also see: #known-bugs discord channel


Bugs introduced in PD2 due to new features

General Bugs:

  • Flawless gems can only be promoted to perfect gems while in their stacked form.
  • Sometimes when using the Cartographer's Orb recipe, the result is a Hand Axe instead of a map of a higher tier.
  • With cow portal already open, cube recipe still consumes legs. Recipe also works in other acts. Same with mini uber portals.
  • The monsters named "skeleton" (like those in mausoleum/crypt) don't drop loot.
  • Key Event mobs invisible in Maps in certain Act 5 tilesets.
  • Occasionally, maps won't spawn with enemies or will spawn with very few of them.
  • Shrieking Terror monsters in maps cause summon AI issues.
  • In Character Select screen, some characters are missing heads or appear to have different equipment.
  • Some people are crashing with HD text enabled (disable within ctrl+o menu if it's an issue)
  • Text/Quantity numbers show through UI elements
  • In some cases, having two equipment items of the same type within the cube when using a recipe which only requires one, one of those items may be destroyed.

Bugs for Specific Skills or Equipment:

  • Poison Creeper's synergies don't have any effect.
  • Revives' own summon/sentry abilities (e.g. hydras cast by revived council members) don't grant player experience or quest progress if they kill enemies.
  • Being in Whirlwind (Blade Dance) animation when leveling up on assassin locks up your animation.
  • Hydras spawned from the Dragon runeword (chest) are only staying up for ~1 second before despawning if trigged by whirlwind.
  • Fire Resist aura from Flickering Flame on merc reduces max res back to 75 on paladin.
  • Heart of the Wolverine (from Wisp Projector) despawns when you level up.
  • Some items in the Immortal King set have their set bonuses displayed in blue (like normal attributes) rather than in green.

BH-Related Bugs:

  • Attribute ranges on tooltips are sometimes incorrect
    • When multiple sources add the same attribute, only a single source's attribute range is shown rather than a combined range. Examples:
      • The 50% Damage to Undead automod for blunt weapons isn't included in the attribute's range.
      • Crafted items will display the standard attribute range (e.g. rolled affixes) without taking into account the attribute range from predetermined affixes.
      • When a runeword adds the same attribute as one of its runes, the attribute range doesn't include values from the rune. Example: Chains of Honor shows [35-45] all res in-game but is actually [50-60] since Um adds +15
      List of attribute sources: prefixes, suffixes, automods, superior affixes, predetermined crafting affixes, corruptions, socketed gems/runes/jewels, pointmods
    • When an item has a "hybrid" affix with multiple attributes, each attribute range is still treated separately which can result in inaccurate/ambiguous comparisons. Example:
      • A Fine Small Charm adds +[1-3] damage & +[10-20] AR but the attribute range for AR shows [2-36] in-game since the Bronze/Iron/Steel affixes can add that much AR (but of course those affixes don't add any damage)
    • The attribute range may only reference affixes which are possible for rare items so some higher magic-only affixes won't have accurate ranges
  • Magic items without a prefix/suffix will have an extra space in their name where the prefix/suffix name would be, making the overall name appear slightly off-center.
  • Some items have their default color built into %NAME%, so their color won't change unless their name is rewritten completely.
  • When changing zones via a portal, nearby items are updated before the MAPID gets updated so any items within a screen length of the portal will be displayed as if the character was still in the previous zone.

Note that attribute ranges and lootfilters are handled by PD2's open-source version of BH, which anyone may submit improvements for. The discord's #lootfilter channel may be a good place to learn more about it if you have questions, since devs and editors often frequent the channel and discuss BH-related changes there.

Singleplayer-Only Bugs

  • PlugY: Having too many maps in a stash page can cause crashes if that page is the most recently visited stash page
    Fix: Reduce the number of maps stored per page, or switch to another page before leaving the stash
  • PlugY: Having gold in the shared stash can cause issues such as preventing oskills from working correctly
    Fix: Remove all gold from the shared stash, or disable the shared gold feature in the config file
  • PlugY: The "toggle stash" button may be set to the wrong stash upon loading until interacting with the current stash - this happens if the most recent stash interaction prior to saving/exiting involved using a PlugY stash button instead of manipulating an item in the stash
    Workaround: Add or remove an item from the stash prior to saving/exiting (this also fixes the button at any time if it's set wrong)
  • PlugY: Stash navigation may be buggy if the stash pages are empty - the navigation will appear to jump between the wrong pages, but it is actually just displaying the wrong page numbers for all pages between the first page (page 1) and the first index (page 10)
    Fix: Put an item on page 10 or higher and save/exit
  • Andariel quest bug (vanilla bug - fixed in multiplayer)

For all singleplayer differences, see: Singleplayer


Bugs found in vanilla and PD2

  • Multiple corpse bug - rejoining a game with more than one corpse will result in only the highest value corpse being carried over and items on all other corpses being lost
  • Corpse limit bug - only ~15 corpses can exist simultaneously, so if a player dies while wearing gear and at the corpse limit, the gear will be lost even without rejoining a game
  • Strength bug - if stat requirements of equipped items are only met via the stats granted by those items, the gear won't be visible to other players; this may also contribute to losing items when there are multiple corpses or there isn't enough inventory space to store unequippable items when recovering them from a corpse
When recovering items from a corpse, they are re-equipped in the following order: helm, amulet, chest, left weapon/offhand, right weapon/offhand, left ring, right ring, belt, boots, gloves
  • Broken-offhand-whirlwind (BOW) bug - when dual-wielding and using whirlwind, if the offhand weapon is broken (0 durability) and has 1 gemmed socket (to prevent it from disappearing), the mainhand weapon is used as both the mainhand and offhand weapons
  • Failed-to-Join (FTJ) bug
  • Next-hit-always-misses (NHAM) bug
  • Blood Witch sometimes doesn't spawn in Halls of the Dead

For a more complete list of vanilla bugs, see wikis dedicated to vanilla. The Amazon Basin wiki does an especially good job, with bugs typically written in red in their relevant categories. Another example is this list of 200+ bugs that focuses on what should be fixed for D2: Resurrected.

For bugs fixed in PD2, see General Changes.