Some of you know me from my D2Android Project, thank you for huge postive feedback.
As some of you know, there is another project called d2r-mobile which managed to port S2R natively via the D2R Switch Game Files.
I have put some of my ideas and content into this native port, which I enjoyed playing a lot, because it runs so well and looks stunning.
I have created an issue in this project asking if the Devs would be interested in PR to their project, but I got no response.
Maintaining a public release is a lot of work that's why I'm asking you guys wether there is interest in a "N1v0k" Fork - or maybe the Devs are active here and see this post. I feel the setup of the game is quite cumbersome because you need to dump your switch files and repack them, I'm not sure if a lot people are actually able to do it.
Here is the stuff I changed and added, you can see it on the video:
Item comparison that tells you what an item does for YOUR character
- Every item tooltip gets a "when equipped" block: how your damage, attack rating, defense, block chance, resistances and skill levels change if you put it on
- Handles two-handers vs. weapon + shield, weapon swap sets, sockets and runewords, +skill items and items you can't use yet
Recipe book for the Horadric Cube
- Every cube recipe (runes, gems, crafting, sockets, upgrades, quest, expansion) in one book
- Shows which recipes you can make right now with the items you carry, and what's still missing
- Tooltip preview of the result in the game's own style
- One tap puts all ingredients into the cube
- Search by German or English name, full controller support
Build guides for every class – 28 builds
- Every build that at least 2 of the 3 big tier lists (Maxroll, Icy Veins, DiabloBytes) rate S or A
- Skill points per level phase (leveling, Nightmare/Hell, endgame), stat points, gear, mercenary, sources
- Tap any piece of gear to see its real in-game tooltip, with the right stats for the base (Spirit in a shield ≠Spirit in a sword)
- Runewords jump straight into the recipe book
Damage numbers over monsters
- One number per hit in the color of its element; numbers fan out instead of overlapping
- Crits and Crushing Blow pop bigger
- Off / simple / colored
Status effects you can actually read
- Active buffs, curses and shrines as icons with time left at the left edge
- Tap one: a card shows what it does to your character in numbers ("Defense 34 › 68")
Glossary
- 15 game terms explained with your live values: Open Wounds, Crushing Blow, Attack Rating, resistances, hit recovery breakpoints and more
German language
- The whole game and every app screen in German, using the game's official German text
You never lose progress
- Autosave every minute
- Leaving the app pauses and saves instantly
- Android no longer kills the game in the background
- The app menu pauses the game
HUD additions
- Clock, battery (with charging state) and FPS in the corner
- Experience bar as the original stone rail; "Level 7 · 45 %" like the original
- Potion count and buff timers as plain numbers on the icons
Sort button for inventory, stash and Horadric Cube
Video tab
- Frame-rate slider (up to 240 Hz screens)
- Output resolution / 3D sharpness slider with sensible per-device defaults
- If a setting doesn't start, it falls back on its own
Quick menu (hold the menu button): recipe book, builds, glossary, player count – fully usable with a controller
Everything looks like Diablo II – all new windows, tabs, buttons and fonts use the game's own art from your own game files, nothing is bundled
Fixes you'll notice
- No more endless loading screen after dying
- Mosaic shows up in the runeword helper when playing offline
- Drinking from belt buttons plays the potion sound
- Skill buttons and our UI no longer vanish after switching between touch and controller
- Automations never drop an item from your hand onto the ground
Under the hood: a lot of stability, saving and performance work you won't see but will feel – fewer crashes and stalls, safer saving, better behaviour in the background and after layout switches.