Diablo 2 Randomizer

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Sunbeam
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Diablo 2 Randomizer

Post by Sunbeam » Fri Jan 17, 2020 9:18 pm

Hello everyone!
A few weeks ago I released the first version of the Diablo 2 Randomizer. As with randomizers for other games the idea is to take some elements from the game and shuffle them around or assign completely new values. An example might be unique items with attributes from other unique items. Or shuffled set item stats. Or new colors for enemies.
Since no problems (bugs, crashes) were found I wanted to show the project to some more people.

You can see some examples of randomization here:
(Not everything is implemented in the program right now.)
https://imgur.com/a/08z2JQQ

The download can be found here:


A readme for the setup is included. The options currently have no detailed explanations. If something's not clear you'll have to try it out. This (as other things) is planned for the future.

I'm looking forward to your feedback. Have fun! :)

Should you have any good ideas for what to also randomize please let me know!

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Lady Isabelle
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Re: Diablo 2 Randomizer

Post by Lady Isabelle » Sat Jan 18, 2020 6:52 pm

I played it before, it definitely has a lot of potential. However with the surprisingly powerful items, the enemies leave almost no challenge.

You could consider:

Random monster placement, with perhaps some configuration on the range of monsters that can be picked depending on the area level. So if a player were to set in the program a level range of say 5, it'll only pick monsters that are between level 1 to 4 in the blood moor, and 80 to 90 in The Pit in hell difficulty.

Random treasure class. Shift around the items that are in the treasure class, and even the amount of picks and nodrop.

Random amount of Unique monsters

Random amount of monster density

Randomly shifted character skills. Warmth may be randomly swapped for Werewolf for example.

Random items sold by vendors

Randomly shifted cube outputs. For example, cubing 3 chipped gems could just give you a Zod.

Random resist and leech values

Random starting character stats and gear

Random amount of experience needed to levelup

Random sounds. Should note however that ambient sounds may cause issues so you should consider ignoring those.

Random weapon and armor values, speed, durability, and cost.

Random monster resistances, damage, life, armor, movement speed and attack rating. I would strongly suggest keeping these a random % increase/decrease instead of shuffling them between different monsters.

Sunbeam
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Re: Diablo 2 Randomizer

Post by Sunbeam » Sun Jan 19, 2020 12:44 pm

Thanks for your feedback. I had some of your ideas as well but chose to focus on the things that would affect all players / the whole game in the first version.

erevos
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Re: Diablo 2 Randomizer

Post by erevos » Tue Jan 21, 2020 2:52 am

Hi @Sunbeam, very nice work and idea!

I love the Randomizer. I too do believe that eventually the irem rolls wil make you overpowered. I get the feeling you increased chance drops too? If yes, i wish you will consider return them to default cause they will make you power faster.

I would recommend, perhaps rare, sets, uniques items to roll one or two less affixes to balance out the good rolls, and not to mess with monsters.

Another thing i would recommend is to exclude "increased stack size" to roll on bows, swords etc.

Random runewords would be nice too.

Cheers

Sunbeam
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Re: Diablo 2 Randomizer

Post by Sunbeam » Tue Jan 21, 2020 10:22 pm

erevos wrote:
Tue Jan 21, 2020 2:52 am
Hi @Sunbeam, very nice work and idea!
Thank you very much!
erevos wrote:
Tue Jan 21, 2020 2:52 am
I get the feeling you increased chance drops too? If yes, i wish you will consider return them to default cause they will make you power faster.
Actually the randomizer does not change these values. Must have been chance or a bug. 😉
erevos wrote:
Tue Jan 21, 2020 2:52 am
I would recommend, perhaps rare, sets, uniques items to roll one or two less affixes to balance out the good rolls, and not to mess with monsters.

Another thing i would recommend is to exclude "increased stack size" to roll on bows, swords etc.
Yes, some kind of balancing would definitely be better. For now I only shuffled the values. Interpreting them to balance them would be a bit harder. However the way it works now should in theory allow the use of mods which introduce new attributes (or whatever you may want to call them).
erevos wrote:
Tue Jan 21, 2020 2:52 am
Random runewords would be nice too.
I think these shouldn't be too hard. However I assume that players could be frustrated not knowing what's coming when they insert the runes into items... Finding an item with random stats requires no work beforehand.

erevos
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Re: Diablo 2 Randomizer

Post by erevos » Wed Jan 22, 2020 12:04 am

Well, probably its a bug, i've tried it with a 20ish char and with a new char, the newone had in the first 4 drops, 3 yellow items and a blue. That can never happen in vanilla game. Just an example.

About runewords, well, the old ones will work too so it is a matter of risk if someone wants to try a random one, like the gambler.

Im proposing less numbers of affixes cause there is a need for the player to make sacrifices and choices. Lets say that you leave it as it is, a 70-80-90 lvl char can easily roll in every piece of gear block chance, with a shield he could be a fortress. And with so many rolls/affixes he could have max res and high dmg.

I dont know the extend of the tool but if it can roll the number of affixes too, with a rarer chance to roll the full number, it would be another alternative with very little work.

Anyway, just some ideas, om not an expert in modding, i just love D2 :D

Sunbeam
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Re: Diablo 2 Randomizer

Post by Sunbeam » Wed Jan 22, 2020 10:54 am

erevos wrote:
Wed Jan 22, 2020 12:04 am
Well, probably its a bug, i've tried it with a 20ish char and with a new char, the newone had in the first 4 drops, 3 yellow items and a blue. That can never happen in vanilla game. Just an example.
It might be a leftover from testing. However I don't recall having a high droprate in my tests. Or did you just mean chance for magic items? The chance for unique items can be set in the randomizer as you have probably seen...
erevos wrote:
Wed Jan 22, 2020 12:04 am
About runewords, well, the old ones will work too so it is a matter of risk if someone wants to try a random one, like the gambler.
Yes, that would be the only way to do it. And then depending on the runes you have you could get something useful. Would be nice. ;)
erevos wrote:
Wed Jan 22, 2020 12:04 am
Im proposing less numbers of affixes cause there is a need for the player to make sacrifices and choices. Lets say that you leave it as it is, a 70-80-90 lvl char can easily roll in every piece of gear block chance, with a shield he could be a fortress. And with so many rolls/affixes he could have max res and high dmg.

I dont know the extend of the tool but if it can roll the number of affixes too, with a rarer chance to roll the full number, it would be another alternative with very little work.
The best way would probably be to only allow shuffling between items of similar level, so that level 1 items can not get stats from high level items.
erevos wrote:
Wed Jan 22, 2020 12:04 am
Anyway, just some ideas, om not an expert in modding, i just love D2 :D
I am not a modding expert myself. I read up everything I needed from this website. :D

erevos
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Re: Diablo 2 Randomizer

Post by erevos » Wed Jan 22, 2020 11:27 am

I mean for the yellow items.

Yes the range level on affixes probably is another good solution. Or since its a Randomizer with choices, you can have a choice for the range level, a choice for number or affixes etc. So someone could choose one of them or both of them.

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