About
FIXED: 12 / REPORTED: 138 = COMPLETION: 8.695%
The goal of the Diablo Fixed project is to create a mod aimed at complete resolution of all known bugs in Blizzard’s Diablo game. There is only one version, the ‘latest’, and it is always available here.
Instructions for use:
- Install Diablo.
- Patch the game up to 1.09b. Either log on to Battle.net, or use the downloadable updater from Blizzard Support: http://us.battle.net/support/en/article/diablo-patch-information
- Back up diablo.exe and patch_rt.mpq from your Diablo/ directory.
- Download the latest .zip above.
- Unpack it into your Diablo/ directory, overwriting the files as requested. You are ready to go!
Interested in playing online? Try out the dedicated PvPGN server! Details here.
This is a list of all known bugs in Diablo 1.09. It is taken directly from The DSF Buglist for Diablo Version 1.09 at www.lurkerlounge.com. I have left only the bug name and a brief description, for full details see the list above. As bugs are fixed, they will be linked to the appropriate page.
CHARGED BOLT – no bolts when cast from occupied tile
FIRE WALL – damage in spell book is listed incorrectly.
FIRE WALL – can walk through undamaged
TELEKINESIS – monsters can get pushed into walls.
TELEKINESIS – Telekineses cursor disables number-key belt usage
TELEKINESIS – won’t work on a monster unless it is activated.
TOWN PORTAL – can be used to dupe items.
TOWN PORTAL – bug when character dies while entering TP.
TOWN PORTAL – can cast spells while entering TP
TOWN PORTAL – Gargoyles’ lose “stone status” when returning through TP.
TOWN PORTAL – TP cursor disables number-key belt usage.
FLASH – Incorrect damage assigned from certain surrounding squares.
FLASH – grants temporary invulnerability
STONE CURSE – Stone Curse can hit teleporting enemies.
FLAME WAVE – Misses every other square when cast in cardinal directions.
FIREBALL – Does far more damage than listed in spellbook.
FIREBALL – Splash damage from Fireballs is stopped by objects.
MANA SHIELD – several bugs when a character is killed while Mana Shield is in effect
MANA SHIELD – Players can “block” stairways when entering, and Mana Shield causes this to happen always.
MANA SHIELD – All spell levels of Mana Shield have the same damage reduction effect
MANA SHIELD – Constricting Ring damaged reduced by only 25%
GOLEM – Spell Book description has no meaning.
GOLEM – if Golem accidentally hits a PC, it will continue to attack.
GOLEM – bug with a golem on your tile
GOLEM – attracts Succubus, Goat Archer, or Skeleton Archer AI attacks
GOLEM – minimal damage against witches trapped inside a Hell stairwell.
SPELL MEMORY CARRYOVER – the Null Skill can be activated
SPELL MEMORY CARRYOVER – spells can be loaded across characters
SPELL QUEUING – You can queue spells by casting one while another is already being cast
SPELL QUEUING – You can queue a spell before entering a level
SPELL QUEUING – You can queue a spell scroll behind a regular cast
SPELL QUEUING – You can queue staff spells
SCROLL SPELL LEVELS – Unlearnable spell scrolls cast from belt take the level of whatever you have queued in your spellbook.
INCORRECT SCROLL DESCRIPTIONS – Scrolls often have the wrong directions for casting.
INCORRECT SIGNED/UNSIGNED VALUES – you can cast spells while you have negative mana, and this has many side effects.
TOWN PLACEMENT OF “HOTPOINTS” – characters (“hotpoints”) in town can be moved due to conflicting gamestate.
TOWN PLACEMENT OF DROPPED ITEMS – new clients entering a game in progress may move items in town if no existing players are present town
DISAPPEARING ITEMS an item may simply disappear when a character tries to pick it up
DESYNCED LEVELS – level layouts may end up different for each player.
WRONG CHARACTER STATUS – game desync may cause characters to appear dead, stunned, etc.
PLAYER GHOSTS – players may leave a “ghost” if killed while exiting, etc.
EXITING PLAYERS – incorrect message when a player times out
STEALTH EFFECTS – light radius (for AI concerns) decreases only on level change.
STEALTH EFFECTS – -80% light radius is highly bugged.
HIGH DURABILITY WRAPAROUND – Raising item durability over 256 causes it to wrap back to (dur-256) again when saved.
HIGH DURABILITY WRAPAROUND – Items that reach exactly 255 durability become Indestructible.
HIGH DURABILITY WRAPAROUND – Items that reach exactly 256 durability end up with 0 and crash the game on repair, plus other bugs.
GRISWOLD’S REPAIRS – Sometimes Griswold will charge you for repairing an item and yet not repair it
GRISWOLD’S REPAIRS – Griswold will not repair a cursed item.
GRISWOLD’S REPAIRS – Griswold can only repair an item when at least 1% of its durability has been lost.
ADRIA’S ISSUES – Sometimes Adria will charge you for recharging a staff and yet not recharge it
ADRIA’S ISSUES – Adria will recharge a staff for free if the number of charges to be reset is less than 1% of the total number of charges on the staff.
ADRIA’S ISSUES – If you sell an item at Adria and you don’t have enough room for the cash to be placed in your inventory, the excess gold is lost.
DEADLY HUNTER – +200% damage vs. demons is ignored.
IMPOSSIBLE ITEMS – These unique items cannot be found in Multiplayer: Bramble, Crackrust, Lightforge, The Deflector, Gonnagal’s Dirk, and The Mangler.
KING’S VS. CHAMPION’S PREFIX – The prefix “Champion’s,” while being weaker than “King’s,” is considered more valuable in terms of rarity in the game. This causes “Champion’s” to be unfindable from any monster; it can only be bought from Wirt.
SWING SPEED – The suffix “of Haste” is supposed to be faster than “of Speed,” but they both produce the same swing speed as they eliminate the same number of animation frames on an attack.
SWING SPEED – The suffix “of readiness” is useless.
DEATH WITH CURSED ITEMS – Items that lower HP cause dead players to be stuck when the player is killed.
SHARP PREFIX – The prefix “Sharp” is considered a cursed prefix by the game
CURSED AC ROUNDING – cursed AC modifiers that round down to 0 loss will actually increase AC.
“RED” ITEMS – red items lose durability
“RED” ITEMS – red weapons modify damage vs. animals and undead by type
GRISWOLD/WIRT PRICING INCONSISTENCY – Items bought from Wirt and sold to Gris have wrong values
CORRUPTION SUFFIX – Equipping an item “of Corruption” when you have negative mana will actually GIVE you mana, setting your mana to zero.
CORRUPTION SUFFIX – If you equip an item of corruption and afterwards equip mana adding items, mana will still be added.
CORRUPTION SUFFIX – negative max mana + item Of Corruption + removal = game crash!
GOLD IMAGE STABILITY Images of gold piles are updated incorrectly sometimes.
UNFINDABLE ITEMS IN DUNGEONS – These prefixes and suffixes cannot be found on items dropped by monsters: Mammoth, Whale, Holy, Godly, Weird, Strange, Champion’s, Ruthless, Merciless, Carnage, Slaughter, Osmosis, Burning, and Thunder. Only Wirt can sell you these prefixes and suffixes. Hydra’s and Wyrm’s enchantments cannot be generated in town or in dungeon.
FIRE/LIGHTNING SUFFIX ISSUES – Damage from Fire or Lightning elemental arrows will occasionally be highly excessive.
FIRE/LIGHTNING SUFFIX ISSUES – When a monster is hit by a fire damage arrow, it stops regenerating hit points.
SCREEN DRAW ERRORS IN CAVES – Certain wall formations in the caves can cause screen draw problems which are harmless.
SCREEN DRAW ERRORS IN CAVES – “Mirroring” effects can be seen where a character’s image will appear in lava pools.
LEVEL RESETS – Occasionally, if you go down a set of stairs, back up, and back down again, the entire level changes.
HELL’S INVISIBLE WALLS – Sometimes in Hell levels, especially level 16, hidden walls exist which cannot be seen by the player but are treated as physical barriers that also block sight and shots.
HOLES IN THE WALL – Many walls in the game have holes in them that allow arrows and spells to leak through.
IMPOSSIBLE LEVELS – Very rarely a level will be generated that is not continuous
FAR OFF MAP SQUARES – Occasionally dotted map squares, corresponding to walls and inaccessible areas, will be visible on the map upon level entry – even when being very far away.
MONSTERS IN WALLS – Monsters will occasionally appear inside closed doors or walls, as they are generated there.
RANGED ATTACK ANGLES – Certain angles of ranged attack against monsters will result in a character being unable to hit them
SHARING SQUARES – When a character teleports/phases onto a square that a monster was moving in to, they will overlap.
SHARING SQUARES – If two characters wind up occupying the same square, bugs happen!
STAIRWAY PROBLEMS – A character can teleport/phase into a stairway leading down in Hell levels and “levitate” in the open area inside the “cage” of the stairway.
STAIRWAY PROBLEMS – There is a spot near the level 9 stairs that will let players easily reach the level 8 staircase.
STAIRWAY PROBLEMS – The game normally doesn’t generate monsters within a certain range of the stairs. This does not apply to rooms, however.
MONSTER AI – Monsters that use Hidden AI are always Active.
BOSS LIGHT RADII – All bosses in Diablo emit a light radius visible to players. It does not always follow the boss when you change levels.
LEVEL ENTRANCE DISPLACEMENT – When players use stairwells to go down, each player will see the other in the wrong spot at next level, with their player being in the “correct” position and the partner displaced.
LEVEL ENTRANCE DISPLACEMENT – a player taking another player’s Town Portal down to a level can wind up on the other side of a wall if the portal was placed just to the “north” of the wall.
TRAP RESETTING – If a door with a trap is opened, thus setting off the trap, and the door is closed again, you can “reset” the trap.
127 LIMIT – You cannot drop more than 127 items on the floor in any one level, including town.
127 LIMIT – Diablo also has a 127 limit as to the number of ongoing spell effects (including arrows) that can appear on a level at any one time.
ITEM DROPS ON SHRINE/BOOKCASE TILES – If an item drops on the tile for a shrine or bookcase, you cannot highlight or pick up the item until activating the shrine or bookcase.
MOONBENDER’S LIGHT RADIUS – The light square of Moonbender (a Blink boss) will freeze in place if it ‘blinks’ next to you, and won’t follow the boss even if the boss moves afterward.
UNHITTABLE WHEN WALKING HORIZONTALLY – When a character (or monster) walks horizontally on the screen (as in on your monitor), he/she/it cannot be hit by most spells and ALL arrows, even when fired on the same line of action of the walker.
GOING UP AND DOWN STAIRS – You will only descend a stairwell while you’re in “walk” mode.
DUPLICATES – Various duplication bugs/quirks exist in Diablo.
DUPLICATES – Vendors can occasionally sell duplicates. Duplicates of potions are somewhat common since the range of ID numbers assigned to potions is rather small
DUPLICATES – You’ll occasionally find the exact same item twice (or even thrice) in the same dungeon. After ID’ing, these items will produce a duplicate item message when simultaneously dropped.
DUPLICATES – The commonly abused duplication has to do with the item-pickup routine.
FIFTH SPELL BOOK PAGE – Clicking on the small area between the number 4 and the right edge of the spellbook causes a blank page to appear.
PRICE LIMIT – The upper limit to the price of items Griswold or Adria can sell you is 140,000 gold, even though a character could still buy an item that takes up six slots and carry 170,000 gold. Wirt’s limit is 135,000 gold.
FAMILIARS – Familiars are demons and not animals like all of the other bat types.
BOSS AND MONSTER APPEARANCE – Due to the dungeon level assignments of bosses and their corresponding monster types in the code, certain bosses can never appear in the game. For example, Lord of the Pit (Azure Drake boss) is assigned to appear on dlvl 13. Azure drakes cannot appear on 13, thus no boss.
BOSS AND MONSTER APPEARANCE – Some bosses are assigned monster types which don’t appear in-game. Monsters that don’t appear: Invisible Lord, Lord Sayter, Wyrm, Cave Slug, Devil Wyrm, Devourer, Bone Demon, Red Death, Litch Demon, Undead Balrog, Incinerator, Flame Lord, Doom Fire, Hell Burner, Devil Kin Brute, Unraveler, Hollow One, Pain Master, Reality Weaver, The Arch-Litch Malignus. (Satyr Lords, Devil Kin Brutes, Bone Demons, and Unravelers do make an appearance in Hellfire, however.)
Bosses Not Appearing in This Picture
| Name | Type | Dlvl |
| Blightstone the Weak | Lord Sayter | 4 |
| Warmaggot the Mad | Wyrm | 6 |
| Wrathfire the Doomed | Incinerator | 8 |
| Doomgrin the Rotting | Red Death | 8 |
| Madburner | Flame Lord | 9 |
| Bonesaw the Litch | Litch Demon | 9 |
| Devilskull Sharpbone | Red Death | 9 |
| Warpfire Hellspawn | Hell Burner | 11 |
| Festerskull | Undead Balrog | 11 |
| Soulslash | Unraveler | 12 |
| Howlingire the Shade | Hollow One | 13 |
| Bloodmoon Soulfire | Pain Master | 13 |
| Zamphir | Reality Weaver | 15 |
SHRINES – An Enchanted Shrine will reduce a spell by two levels if it is base level 15, instead of just one spell level reduction. This is caused by how the shrine works – it raises all spell levels by one and then picks a spell to reduce by 2 levels. A level 15 spell will not raise to 16 and then go down to 14, it will stay 15 and be reduced to 13.
SHRINES – Mysterious Shrines, Tainted Shrines, and Fountains of Tears do the same kind of thing with character stats.
SHRINES – the “random seed” stored with ANY shrine is not initialized properly, and the shrine uses whatever happens to be in that memory location. At startup this memory will mostly be “empty”, which is read as zero, which then causes the non-random behavior. After the game is played for a while, the memory is much less likely to be zero, and therefore tends to approach randomness.
ZERO HIT POINT ISSUES – Under special circumstances a character can wind up with 0 hit points and yet not die. The character then is invincible to all forms of attack unless he/she heals or has Heal Other cast upon the character. This is apparently caused by some portions of the code treating -1 HP as death, not 0.
ZERO HIT POINT ISSUES – A character with negative hit points will be killed by any sort of Healing.
RESURRECT IN TOWN – Occasionally when a character is resurrected by another player in the dungeons, players in town can see the beam of light in town corresponding to the player’s position on a level in the dungeon.
DUPE MESSAGE ON GAME ENTRY – If a player enters a game at the exact same time that another player drops an item in town, the entering player will see a “A duplicate item has been detected from another player” message.
PLAYER FRIENDLY MODE IN DUELS – If you use a melee weapon against a character who has set themselves on “Player Friendly” you cannot stun lock him/her. This does not apply to attacks with a a bow.
KNOCKBACK PROBLEMS – When being hit by a creature with knockback power (or a character with a knockback weapon) such as Diablo or a charging beast, you can be knocked back physically, but your light radius does not move unless your character makes some form of move (either walking or attacking). Thus, you can eventually be knocked outside of your own light radius and all creatures will disappear.
KNOCKBACK PROBLEMS – Knockback bows do not knock enemies back 100% of the time.
KNOCKBACK PROBLEMS – Hitting a monster/player will knock them back according to the direction they are facing; thus, you can technically knock a creature back towards you if it’s facing away from you.
SINGLE PLAYER DIFFICULTY LEVELS – difficulty is not reset to Normal on starting a single player game.
BOSS ERRORS – Powerful bosses in higher levels of difficulty have their experience level overflow, as the game calculates the experience level for them too many times.
BOSS ERRORS – Bosses in Nightmare and Hell difficulties are sometimes far weaker than they should be, with poor AC and to-hit%. This is because these values are byte values and they overflow with higher difficulty bonuses.
BOSS ERRORS – Diablo in Nightmare and Hell difficulties suffers from the same problem as the bosses above. Additionally, he is treated by the game as a Normal monster (i.e. not a Boss)
LEVEL 50 CROSSOVER PROBLEMS – Any partners in a game where a player levels up to 50 will still see the player as level 49 in that game.
LEVEL 50 CROSSOVER PROBLEMS – A character does not receive a hit point or mana point bonus on leveling to 50.
SINGLE PLAYER LEVEL BONUSES – Players get an extra 1/64th HP and MP on leveling up in single player in addition to a full 64/64.
GOLD LOSS ON DEATH – If you are carrying a large amount of gold in your inventory, you stand to lose much more than half of it when you die.
EARS – Ears from the same character are Duplicates.
EARS – If a player dies from a PK attack and an ear from that character is already on the floor somewhere, a new ear will not be generated. (it is a dupe)
YEAR 2039 RANDOMIZER ISSUE – The game engine will stop creating random levels after midnight of January 1, 2039. Any game started before January 1, 1970, will also not be random.
CHARACTER DAMAGE UPDATE UPON LEVEL UP – When a character levels up, the damage displayed in the character screen may be incorrect until the status of the character changes.
TRAP DAMAGE – Trap damage does not get increased by difficulty.
ATTRIBUTE WRAPAROUND – Attributes can go negative and wrap around on save/load cycle. Associated mana and HP gain/loss are unaffected.
BLOCK BONUS LOSS – Characters in Diablo are supposed to have a blocking bonus; 30 for a warrior, 20 for a rogue, and 10 for a sorcerer. This would be equivalent to a warrior having 30 more dexterity in terms of blocking ability, and likewise for the other two classes. However, this bonus is not saved with the character when it is saved (via Save Game in Single Player or Exit Game in Multiplayer).
TOWN TALKING – If you press F1 to open the help screen and then talk to a townsperson, pressing F1 to clear the help screen overlay causes the talk menu to stretch out across the screen.
ADDITIONAL BUGS
These bugs are NOT part of the DSF list, but may or may not be fixed as well. They are open for discussion.
XP MAXIMUM – the max XP attainable is far above the level 50 limit.
BLOCKING WITH RESIST – characters with > 0% magic resistance lose the ability to block spells
DAMAGE REDUCTION VS. PLAYERS – “damage reduced by X” equipment protects against monsters only
PENETRATE ARMOR – adjusted To Hit is not shown on character screen
FHR GEAR – Collecting all three FHR suffixes causes your recovery time to “stack”
STUCK BOSS ATTRIBUTES – Uniques with changed AC or To Hit values do not have their AC or To Hit updated by difficulty, causing them to be stuck at the original values. Additionally some bosses will never use a secondary attack.
BLOCK-LOCK – Enabling spellblock-with-resist causes players to get blocklocked and unable to act – this is not really a bug so much as an inadequate fix above.
June 2, 2008 at 7:25 pm
[...] More information, including a complete list of target bugs, is available on the About page [...]
October 9, 2011 at 11:19 am
Hey there, I just downloaded your patch and am using it, thanks very much, was just wondering if you were still working to fix all the other bugs? Cheers
March 29, 2012 at 12:35 pm
I’m wondering about the same as adiablofan, I would like to see this getting done and I could help you if you like. ( I know some assembly)
Write me an E-Mail if you like: gardebiter@tile44.org