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Updated the game client to be able to scale the rate at which players can join and create games based on server capacity.Īdded in-game messaging to communicate how much time is left before a player can join or create another gameĪdded join/create game rate refunding so that if a player joins a game that is full, in addition to other cases, they will now be able to immediately try to join another game rather than being limitedįixed a crash caused by the Amazon when using Arctic Blastįixed crashes that could occur when a user quits the game To report a PC bug, visit our Bug Report forum.įor troubleshooting assistance, visit our Technical Support forum. To share your feedback, please post in the Diablo II: Resurrected forum. In an effort to align patch versions, we will begin posting patch version #s and build #s for PC patches.Ī new patch will be available this morning for PC. Blizzard also released separate patch notes for consoles. Here are the official patch notes for PC. In-game messaging was added to communicate how much time is left before a player can join and/or create another game, and more. The client has been updated to scale the rate at which players can join and/or create games based on server capacity. We will continue to provide updates when available.Ī new patch is releasing for Diablo 2: Resurrected today.
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Thank you again for all your patience as you venture your way back into Hell in Diablo II: Resurrected. Lastly, we have some significant updates coming to the game in terms of bug fixes and features, and we are looking forward to going over all of those updates with you soon. This change will also give us a better way to adjust the number of players that can jump into the game during these moments. We will also be implementing a way to rate limit games with varying times to ensure we can get higher amounts of players in during peak playing periods. On top of that, we have another client patch that we expect to hit next week which will offer better transparency on queue times by adding time estimates alongside your placement in the queue. Once our internal load testing is complete, we will put up a PTR server with this fix to get some real-world testing before rolling out to the live game. Next week, our internal teams will begin testing a significant change by having saves occur more often on the regional end, rather than global, in hopes of alleviating some database stress.
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We wanted to provide an update on all the work the dev team has been putting in on addressing some of the database issues that we detailed in our post above a couple of weeks ago.Īs we mentioned in our last update, character saves have been occurring on the global database.
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