Releases

Patch notes

Every Project Lage release, newest first. The launcher installs new releases by itself.

Coming in the next release

These changes are done but not released yet; they reach your game with the next update.

General changes

  • New in the test build: the first three floors of the Diablo 1 dungeon (Cathedral Level 1 to 3) with stairs between them. Put a Scroll of Town Portal and a Scroll of Identify in the cube in the Rogue Encampment to open a red portal to floor 1. The Butcher waits in a dead-end room on floor 2 and always drops Butcher's Cleaver.
  • New in the test build: the Spellbook (Malah sells it there for now). Put it in the cube with a magic item to turn that item into a rare of the same base and item level, and the book comes back out, so it never runs out. It's the first piece of the new dungeon under the Rogue Encampment.
  • A rune's cube recipe now shows under the rune's name in its tooltip, not above it.
  • The spoken rune calls (Pul to Zod) are louder, and a new `voice-volume:` line at the top of your loot filter file (Saved Games\Diablo II Resurrected\mods\ProjectLage\lootfilter.txt) sets how loud they play, from 0 to 100.
  • Skill tooltips now match the class changes: every reworked skill shows its new synergies and effects (for example piercing Ice Blast and Holy Bolt, cleaving skeletons and golems, unkillable vines and spirits, Battle Orders' flat life and mana), and the new skill descriptions read in the right line order.
  • Loot filter: a rune's cube recipe and an orb's description no longer sit above the item's name on the ground. They show under the name when you hover the item.
  • The spoken rune calls (Pul to Zod) now ship in both sound formats and folders, to fix the silent drop sounds.
  • Rune drop voices really play now: the game's HD sound kept playing the normal rune clink instead of our voice calls, which is fixed.
  • Terror Zones now terrorize our maps: each terror event picks two or three maps (with their magic, rare and terrorized versions) instead of the old areas.
  • New map orb, the Map Worldstone (test build only for now, like the rolled maps): in the cube with a map it makes that map's terrorized version (monster level +5, more monsters, 50% more experience). Map bosses drop one in about 7 kills, and every monster in Hell drops it about as often as a Gul rune.
  • Unique maps got big modifiers (test build). The Sundered Crown: six times the monsters, 15 extra champion and unique packs, loot as if you had +1000% magic find, and about 11 times the runes. Vaelith's Frozen Throne, Morvane's Ossuary and Hrothgar's Last Stand get a quarter of that: +125% monsters, 4 extra packs, +250% magic find and +250% runes.
  • New painted inventory pictures for every map, map orb and currency orb, including a new one for the Map Worldstone.
  • Fixed: the player build no longer lists the Map Worldstone among Hell monster drops. The item only exists in the test build, so release 1523 named an item players don't have.
  • Fixed: the spot in the Rogue Encampment where the waypoint used to stand no longer shows a black square in the ground. The old waypoint's bare stone platform stays there now, without the waypoint.
  • Maps can no longer be corrupted. Instead every map now has five different rare versions (up from two), so rare maps and the Wayfinder's Compass reroll give much more variety.
  • Act 3 Iron Wolves cast stronger spells: fire ones Meteor, cold ones Frozen Orb, lightning ones Chain Lightning, plus their old second spell, at spell level 3 in Normal, 9 in Nightmare and 15 in Hell, growing about one level every 5 mercenary levels (no synergies or masteries).
  • The hire screen shows each mercenary's aura next to its type, for example "Combat - Prayer" or "Fire Arrow - Meditation".
  • The shared stash's Materials tab has slots for our own items, left and right of the Horadric Cube: the currency orbs (Corruption Orb, Orb of Shifting, Orb of Remaking, Orb of Ascension, Socketsmith's Box, Orb of Fortune) and the map orbs (Cartographer's Ink, Surveyor's Seal, Wayfinder's Compass, Blank Vellum, Map Worldstone), plus the unique maps and The Sundered Crown (test build). They stack there like keys and essences.
  • The developer fill commands (lage-fill and the new lage-fill-token) no longer work in ladder games, except lage-fill-token on the admin account.
  • Act 3 Iron Wolves now cast their big spell (Meteor, Frozen Orb or Chain Lightning) most often instead of rarely, and in Hell their spells are no longer weaker than before the merc rework.
  • The cold Act 1 Rogue now has Might in Normal, until Fanaticism takes over from Nightmare on.
  • Mercenaries can now wear an amulet, two rings, a belt, boots and gloves, like you. The new slots are on the mercenary screen, for every act's mercenary.
  • Every currency orb now has its own drop chance instead of all orbs sharing one Mal-rune roll: the Corruption Orb drops as often as a Pul rune (a Lem rune in Tier 3 maps), the Orb of Shifting, Orb of Remaking and Orb of Ascension each as often as an Um rune, the Socketsmith's Box like a Vex rune and the Orb of Fortune like a Mal rune.

Client changes

  • Ladder and non-ladder characters can no longer play together. Play together now asks whether you host or join a ladder or a non-ladder game, and a game code only works for the same kind (and the same ladder season). If someone still ends up in a mixed game through a direct IP join, everyone sees a red warning to leave, and the ladder player's game is reported to the ladder admins.
  • Ladder: an account the cheat check flags is taken off the ladder right away (hidden from the leaderboard, ladder saves paused) until an admin reviews it. Nothing is deleted; if the flag turns out wrong, everything comes back as it was. Non-ladder play is not affected.
  • Ladder characters now live only on the ladder server. Play ladder downloads them when you start, and when the game closes the launcher uploads them and removes them from your PC. If an upload fails, that save stays on your PC and goes up the next time you play the ladder.
  • New player wiki at pl-d2r.online/wiki: every map, orb, unique, runeword, cube recipe, class skill and mercenary change with exact numbers, drop rates and our item pictures, plus searchable patch notes. The Unique items, Runewords, Base items and Set items pages list every item in the game, filterable by weapon and armor type, with a "New in this mod" switch.
  • Ctrl+F1 (or the new Wiki link in the launcher) opens the wiki in a small window on top of the game while the launcher is open; press it again to go back to the game. Works in windowed or borderless mode.
  • When a new version is out, the launcher shows a bar above What's new with an Update now button. One press installs it, and if the launcher itself changed, it closes and opens the new launcher by itself.
  • If a new release ever breaks the game, the admins can now roll back to the previous version in one step. Your launcher then installs the earlier working version by itself the next time it checks, even though it is older.
  • Singleplayer needs no account. Without a sign-in, Multiplayer Ladder and Play together's Host game and Join game are grayed out, with a note that they are for invited alpha testers and a Request invite button that opens the invite form on pl-d2r.online. Invited testers still click Sign in.
  • The website and wiki pages have clearer titles and descriptions for people searching for D2R maps, a bigger inventory, a charm inventory or runewords, and the home page FAQ answers three new questions: how online play works, how much inventory space you get and how the endgame maps work.
  • Nexus Mods: the launcher now tells Nexus which Project Lage version it is on every request, and Disconnect fully signs you out of Nexus on this PC. "Sign in with Nexus" (no more pasting an API key) is built in and switches on once Nexus approves Project Lage.
  • Friends chat in the game: press Ctrl + Enter to open a chat line at the bottom left, like the old Battle.net friends chat. Type to talk in the Project Lage channel, or use /f m1 <text> (friend 1 on your list), /f m <text> (all friends), /w <name> <text>, /f list and /who. Messages to you show up on your screen.
  • Friends chat signs you in with your launcher account by itself, so `lage-login` is only needed if you aren't signed in to the launcher. Chat problems are now written to the plugin log, so we can see what goes wrong.

Class changes

Necromancer
  • Skeleton warriors hit much harder: Raise Skeleton gives +15% damage per level after level 3 (was +10%), and Skeleton Mastery adds +5 damage per level (was +3). At 20 in both, that is +255% and +100 damage instead of +170% and +60. (Lowered from +20% per level, since their cleave now hits at full damage.)
  • Skeleton warriors, Clay Golem and Iron Golem now really use their Cleave: they walk up to the monster and hit everything around it at full weapon damage, instead of single target swings. (The borrowed Goatman Cleave only dealt half damage, which made skeletons weaker than before.)

Please test

  • Spellbook (test build): cube it with a few magic items. Each should come out rare with the same base and the book should stay in the cube.
  • Friends chat: sign in to the launcher, start the game, press Ctrl + Enter, type hello and press Enter (or Send). Then try /f list and /f m1 hi with a friend. The lines should show bottom left without any lage-login. If the box doesn't open, tell us.
  • Test build: type `lage-fill-token` in the D2RLoader console (Ctrl + `). 20 Tokens of Absolution should appear in your inventory (any that don't fit go to your personal stash); `lage-fill-token 5` gives five. In a ladder game lage-fill answers that it is off, and lage-fill-token only works when you are signed in to the launcher as Lagencie.
  • Test build: lage-fill now also gives our currency orbs, map orbs (Map Worldstone included) and one of every map. Run it and check they show up in the shared stash.
  • Materials tab: our orbs now sit in slots left and right of the Horadric Cube (no painted squares yet) (currency orbs under the keys, map orbs and unique maps under the essences). Put a Corruption Orb and a map orb in, check the count, take one out again.
  • Test build: type lage-fill in the D2RLoader console (Ctrl + `) twice. Each time one more of every rune, gem, key and material should appear on the shared stash's normal tabs; `lage-fill 5` adds five of each.
  • Drop a high rune: is the voice loud enough now? Then set voice-volume: 50 in your loot filter file, restart through the launcher and check it gets quieter.
  • Play the ladder, close the game and check that your ladder save folder no longer has your characters; start the ladder again and they should all be back where you left them.
  • Host a ladder game with Play together and try to join it with a non-ladder character (and the other way round): the launcher should refuse. Then join the host's IP directly in D2RLoader with the other kind: both players should see the red warning.
  • Necromancer summons: raise skeletons and golems and fight a pack. They should walk up, cleave several monsters at once and still follow you between fights.
  • Hire an Act 3 Iron Wolf of each element in Hell and watch it fight: does it cast Meteor, Frozen Orb or Chain Lightning, and does it feel useful without being stronger than you?
  • Drop a Ber or Jah (lage-fill or a cube): the ground label shows only the rune's name, the cube recipe shows in the tooltip, and you hear the voice say the rune's name.
  • Terror Zones on maps (test build): the terror zone shown in game should be two or three of our maps; open one and check that it is terrorized (stronger monsters, terror message). If the game shows no terror zone at all, say so.
  • Map Worldstone (Malah sells it in the test build): cube it with a map and check you get a "Terrorized" version with stronger monsters.
  • Unique maps (test build): open The Sundered Crown and clear it. Does the game cope with six times the monsters and the extra packs (no crash, no lag), and do you see far more magic, rare and unique items and runes than on a normal Tier 3 map?
  • Rare maps (test build): use Surveyor's Seal and the Wayfinder's Compass on one map a few times and check you see different rare versions.
  • With the launcher open and D2R in windowed or borderless mode, press Ctrl+F1 in game: the wiki window opens on top, Ctrl+F1 again puts you back in the game. Try the Wiki link in the launcher too.
  • Leave the launcher open while a new version comes out: the Update now bar appears; press it (game closed) and the launcher updates, restarts itself and shows the new notes.
  • Sign out in the launcher: Multiplayer Ladder, Host game and Join game turn gray, Play together says they are for invited testers, Request invite opens the invite form, and Singleplayer still starts. Sign in again and everything is clickable.

Released

2026.10.07-1348 (2026-10-07)

General changes

  • Fixed: 2026.10.07-1321 stopped with "hireling.txt: no column 'WType1'" while installing. The mercenary changes now install.

Client changes

  • A new build that comes out while the launcher is open now installs itself right away when the game isn't running, and What's new switches to the new notes. While you play, the launcher still waits for Play.

Please test

  • Leave the launcher open without the game: when the next build comes out it should install itself and show the new notes under What's new.

2026.10.07-1321 (2026-10-07)

General changes

  • Shrine buffs stack: a buff from one shrine no longer replaces the buff from another shrine, so you can run with several at once.
  • Mercenaries are tougher: every hire has 30% more life and life per level, 25% more defense, and +15 to all resistances (Hell Act 2 hires keep their bigger life boost).
  • Every mercenary now has an aura, and every mercenary aura gains one level about every 16 mercenary levels: Act 1 fire Rogues Meditation, cold Rogues Fanaticism (from Nightmare); Act 3 Iron Wolves the holy aura of their element (fire: Holy Fire, cold: Holy Freeze, lightning: Holy Shock); Act 5 Barbarians Concentration (two-handed, from Nightmare) or Might (one-handed). Holy Freeze moved from Act 2 to the Act 3 cold Iron Wolf; the Act 2 hire that had it now carries Salvation (more resistance to all elements), and from Nightmare the Act 2 hire that had Blessed Aim carries Concentration.

Client changes

  • Fixed: after a ladder game that didn't end normally (launcher closed or crashed while playing), Play showed only ladder characters and your own single-player characters seemed gone. Play now always switches back to your own characters first.
  • Closing the launcher now closes the game too. If the game is still running, pressing X first warns you that unsaved progress might get lost; on the ladder your characters upload one last time before the launcher closes.

Class changes

Amazon
  • Fire, Cold and Magic Arrow shoot a fan of arrows that grows with level, and half their damage turns into fire, cold or magic.
  • Multiple Shot starts with 3 arrows (shorter range); Strafe fires 5 much stronger shots; Ice, Exploding and Freezing Arrow got their PD2-style rework.
  • Javelins: Jab, Fend, Charged Strike, Lightning Strike and Lightning Fury (always 10 bolts) hit harder; Poison Javelin poisons within 1 second.
  • Inner Sight lowers enemy attack rating, Evade adds run speed, Penetrate lowers enemy defense, and Slow Missiles is now Slow Movement.
  • Valkyrie: a second one at level 20 and a third at 30, faster and stronger, with Pierce and Power Strike synergies.
Assassin
  • Martial arts hit more often and the elemental charge-ups boost each other; Dragon Talon kicks at most 3 times but much harder; Dragon Flight has a 2 second cooldown.
  • Psychic Hammer and Mind Blast deal more magic damage with Shadow synergies; Burst of Speed, Cloak of Shadows and Fade got smaller.
  • Fire Blast throws more bombs with hard points; Shock Web, Charged Bolt Sentry, Wake of Fire and Wake of Inferno hit harder; Lightning Sentry's synergies are smaller.
  • Blade Fury uses full weapon damage and pierces; Blade Sentinel lasts 8 seconds and doesn't count as a trap.
Barbarian
  • Shout, Battle Orders and Battle Command last 300 seconds; Battle Orders gives flat life and mana; Battle Command also gives skill levels by character level.
  • Battle Cry lowers enemy physical resistance; War Cry interrupts instead of stunning, reaches further and gets every warcry as synergy.
  • Increased Stamina is now Combat Reflexes (hit recovery and life); Iron Skin also reduces physical damage.
  • Bash, Double Swing, Frenzy, Stun, Concentrate, Leap, Leap Attack and Whirlwind got stronger; Berserk now deals physical damage that pierces physical resistance.
Druid
  • Spirit Wolves, Dire Wolves and Grizzly hit harder and have more life, and a second Grizzly comes at 20 hard points.
  • Ravens add cold damage, and up to 8 fly at once.
  • Poison Creeper, Carrion Vine and Solar Creeper can all stand together, and Poison Creeper gains damage from the other two vines.
  • Vines and spirits (Oak Sage, Heart of Wolverine, Spirit of Barbs) can't be killed.
  • Werewolf and Werebear no longer run out; Werewolf gives damage and damage reduction, Lycanthropy also gives attack rating; Fury always hits 3 times.
  • Fissure is shorter, denser and faster; Arctic Blast, Twister and Cyclone Armor are stronger; Hurricane lasts longer; Firestorm, Molten Boulder and Volcano scale a bit less.
  • Rabies is more accurate, spreads further and gets a Feral Rage synergy; Raven's tooltip shows its cold damage.
Necromancer
  • Golem tooltips list the new synergy: +4% damage to all golems per point in any golem skill.
  • Amplify Damage now lowers enemy physical resistance instead of doubling damage taken.
  • Teeth scales better from level 9; Dim Vision also lowers enemy attack rating; Terror also slows.
  • Skeleton warriors, Clay Golem and Iron Golem attack with a cleave that hits every enemy in front of them (splash damage).
Paladin
  • Prayer, Defiance, Vigor, Meditation and the resist auras give passive bonuses for every point, even when another aura is on.
  • Holy Fire, Freeze and Shock hit more often in a fixed radius; Sanctuary hurts every enemy; Might and Salvation got stronger; Conviction cuts much less.
  • Holy Bolt passes through everything; Smite, Zeal (3 hits), Sacrifice, Charge and Vengeance hit harder or more often; Fist of the Heavens has no cooldown.
Sorceress
  • Ice Bolt, Ice Blast (pierces), Glacial Spike and Frost Nova reworked; Frozen Orb has no cooldown but hits softer; Cold Mastery adds cold damage.
  • Telekinesis is a real damage spell; Nova is cheaper; Charged Bolt, Lightning, Chain Lightning, Thunder Storm and Energy Shield retuned.
  • Inferno, Fire Bolt and Meteor (now 25% physical) hit harder; Hydras shoot bursting fire balls; Enchant is now Enchant Fire; Fire Mastery pierces fire resistance.
Warlock
  • Summon Goatman cleaves from level 1, so his hits splash; he no longer uses Stun and Berserk.

Please test

  • Hire a mercenary from every act and check its aura shows under your buffs and helps (Act 3 cold should slow monsters with Holy Freeze). Tell us which mercenary feels best now; none should be the only choice.
  • Tell us if mercenaries now feel too tough or still die too fast.
  • Take two different buff shrines one after the other: both buffs should stay active.
  • Druid: summon all three vines; none should replace another. Check that two Grizzlies stand at 20 hard points, ravens chill targets, and spirits survive big packs.
  • Druid: try Spirit Wolves, Dire Wolves and Grizzly together and tell us if one type unsummons another.
  • With the game running, press X on the launcher: you get a warning, "Keep playing" leaves both open and "Close both" closes the game and then the launcher.
  • Paladin: put points in Prayer, Defiance and Vigor, switch to another aura, and check the passive bonuses still show on the character screen.
  • Amazon: Fire/Cold/Magic Arrow should fire a fan of arrows; at skill level 20+ two Valkyries should stay out.
  • Druid: Werewolf/Werebear should never run out; Assassin: Fire Blast should throw several bombs at 8+ hard points.
  • Necromancer and Warlock: skeletons, Clay/Iron Golem and the Goatman should hit several monsters per swing; tell us if they stop attacking or look odd.
  • Every class got many skill changes: tell us anything that feels broken, too strong or too weak.

2026.10.07-0942 (2026-10-07)

Includes 2026.10.07-0913 (new launcher).

Added

  • New launcher look: one borderless window with its own title bar (drag it, minimise, close with the X), a painted hellfire background with a demon lord (our own art), and black, blood red and gold colours instead of brown.
  • Play together explains when you need it: only when port 4000 can't be forwarded on your router. The ? next to it explains port forwarding: why it's needed and how to set it up.
  • Plugins list: D2RLoader, Project Lage and Bind And Summon with their state, and the note that summons are lost when a player joins a host who doesn't have Bind And Summon.

Changed

  • The launcher is a single window now: no second console window next to it.
  • Necromancer summons, PD2-style: golems raise each other's damage and Golem Mastery adds golem damage, Skeleton Mastery makes skeletons and mages faster, skeleton mage bolts can pierce, and Revive gets its own damage and duration per level (starting at 3). Skill tooltips show the new numbers.
  • Dialogs (sign in, join a game, warnings) match the launcher instead of white Windows boxes.
  • The launcher no longer replaces itself while running (that caused "Error -3 while decompressing data"): a new launcher is put next to it and takes over the next time you open Project Lage.

Please test

  • Open the launcher: only one window, no console. Drag it by the top bar, minimise it, bring it back from the taskbar, close it with the X.
  • Sign in, Host game, Join game, Get Bind And Summon: every dialog should take typing and close with Esc or its X.
  • Necromancer: summon golems and skeletons and compare their damage and speed with before; check that the tooltips match.
  • Click the ? in Play together and read the port forwarding guide. Tell us if anything in it is unclear.