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Falirion

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Falirion last won the day on September 2 2020

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About Falirion

  • Birthday 11/19/1994

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    Fali
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  1. Hello good.... time of day ig So while i have localized what exactly caused this issue (I am one of the Script Devs, nominally a Rejuv Dev but this is a general scripting Bug) there is the issue of your pokemon already having the "cursed item" and it *is* a cursed item, and not a data chip (it shows as data chip due to that item being the last item in the item list) and will bug out at any given interaction with the mon that holds it we gonna need to manually fix your save to remove that item from the pokemon By which i mean you should probably pass your save over in Savefile Troubleshotting, or here, so it can be repaired and returned to you Damn it has been foreeeeeeever since i posted on the Forum
  2. I'd actually assume that that particular screen is a redesign of the hidden library particularly during the west gearen hidden library quest and not an even latter event involving karen and karrina. In any case, you devs should definetly work in the pace you want and not rush because some entitled people demand you to release faster or whatever, you have never commited to a "deadline" so they have no ground to stand on. (and even if you did commit to a certain deadline, nagging into the developers ears is still unreasonable). so good on you for not bending to that. As for the search for additional help, i hope you find the people you want and need for this project.
  3. Okay i already said my piece on the main topic, but i see this one a lot and have to say something. More natural, built in, field changes, sure, gladly, it would be interesting Terrain moves and surge abilities overwriting field effects? hard no, and not because "but it would make things easier" or "it's so cheesy" (i still think the latter, couldn't really care less about the former) From a design perspective terrain overwriting fields unconditionally is frankly speaking bad, it basically ruins the field system as a whole. some will say that reborn has it that way and it's fine, but i don't like reborn having it that way either AND reborn doesn't have early terrain surges, they have tapus in late postgame. But other field changes exist, so what is the difference? well with the built in field changes to a field, there is actual counterplay to be had (from both sides) usually anyway. With terrains overwriting fields it's just someone (usually the player) clicking a button (and sometimes not even that, with a terrain surge) to ignore the entirety of the field system, you will never fight on a different field than your chosen terrain again if you bring a terrain surge (and grookey is a starter). It's honestly to a point that one might aswell not even have fields at all. From a design perspective Terrains outright overwriting fields just breaks the entire mechanic. If people don't want to play with field effects, i'd suggest having a password that disables fields entirely (outside of terrain overlays so those moves and abilities still do something), it essentially does the same thing without making the player bring specific mons. Additionally the terrain overlays make it so that terrain moves are usable in general play for their effects without feeling like you just completly cheesed whatever you were battling. That's just my 2 cents though
  4. On danger of this post being a bit controversial i do have a few things to say: first the positives, of the shown field changes i am pretty much in favor, "balanced woods" did get its moniker for a reason and some toning down is definetly acceptable. Sky fields seed was frankly always a bit of a sore point as it essentially forced a counter seed of your own against souta or just fight at a much bigger disadvantage, which while i may take that challenge at times probably shouldn't be the standard, over the new effect can be argued ig but automatic tailwind is scary business, not only on souta either, so also welcomed. i am a little ??? on some of the (frozen) dimensional changes but rather see it in action than complain about them now, as it's not too egrious chandelure not being legitimate for that level is an odd thing to say about a stone evolution, but ig i can see the reasoning otherwise, i am not entirely sure how drifblim getting a burn from the seed is relevant last i checked normal mode drifblim was aftermath.... but once again not the end of the world. Crawli on swamp should be interesting, swamp is a field that doesn't usually get much spotlight so i am all for it really, even if I question how well the general audience will like it, swamp is a bit hit or miss in the likability of it. okay well that was less of the good and more a commentary on the changes, but mostly positive now to my beef: I really am not a fan of some of the charaterization that has cropped up lately. from zumi's post not the only ones but some of these feel like wanting a challenge is an unaccepted playstyle now, now granted i assume zumi is just done due to direct messages from more unsavory complainers, so i am just gonne give the benefit of the doubt here. now i will say this i disagree and am mildly insulted at the insinuation that all people that play (played) and liked intense mode are "birds of a feather" if you will, so no, i do not feel intense mode players as a whole have to apologize for anything, the people that were hounding jan, zumi and other devs have to apologize or realize they are not wanted, and i refuse to have intense players be put into the same box with them thank you very much. I feel sorry for jan and zumi having to deal with these people, but those have precious little to do with the whole of intense mode players I said it when the post about cutting intense mode was posted and i will say it now, making Intense mode a scapegoat for the bad behaviour of certain individuals helps no one at all. I have noticed a trend that feels like people that liked having more of a challenge being pushed away from the community whether they were elitist or not. and while with the former, they need to get their head on straight, the latter are as valid as players of this game as anyone else. And liking the challenge and liking the story is not mutually exclusive as some people might imply. that would be all, thank you.
  5. i don't think this is quite the right place for this as this isn't a bug the mirage tower first appears after visiting 3 oasis mirages, and then after that after visiting 4 (so it appears after visiting 3 then 7 then 11 and so forth) it being 4 after the first round has to do with how the counter works, but you can always make it reappear
  6. can confirm it working fine on windows OS i can't guarantee linux but like.... i can't guarantee the game itself running on linux properly so that would not be a surprise i think the patch link is marked as "for MAC users" presumably because they know the updater won't work for MAC and assumed windows and linux people can just... run the updater (and didn't expect people like us running ancient windows 7 that can't run the python version the updater runs on )
  7. in the main download post, you know this thing: near the bottom of the post
  8. yeah i have the same issue and if you run windows 7 you can probably just give up trying to make the updater work, the issue here is that it needs python 3.10 stuff, python 3.10 only supports windows 8.1 or newer (windows 7 is just too old to put in the work to support it) and if the updater needs functions from that well yeah, no dice then while a updater is convient i second that it would be reasonable for a manual download option to exist which thankfully there is but it's not all that obvious under the MAC users section is a DL-link for the current patch, while it says mac users that download also works for anyone else that may have issues with the updater.exe just download that unpack it and move the contents into your gamefolder and replace everything it asks you to
  9. Now i will have to say i am saddened by this decision, as intense mode did hit a certain "right" amount of difficulty that worked for me. putting aside some hickups in difficulty scaling that could be fixed. But ultimately if jan does feel that it warps what he wants out of the game then it's his right and he absolutely should to do what he thinks is best for his own project. I will note about the argument of toxicity over the difficulty, and people can feel free to disagree with me on this, that intense mode is a bit of a scapegoat here. People that that want to be elitist, that want to make themselves look better by judging people how well they do at a videogame (if this sounds silly, that's because it is) will always find other ways to make themselves look "better" than others, other things to judge over so i do think in terms of elitism and gatekeeping, this more like treating a symptom and not the disease. so I personally don't agree with this part of the reasoning. And i say this as someone that has seen people judge people for playing "not intense" or using certain mons or what have you, this is not really a case of what they are judging for and almost always a case of who is doing the judging, these same people will just find other things to judge for.
  10. And today we are doing an installment of "fun with transformations": In canon games most Form changing abilities do not work if obtained with transform/imposter (so stance change, power construct etc.) now this is a little sad but i think i realize now why. In this game stance change etc. do "work" after gaining them with transform/imposter, in a certain definition of "work", the ditto (or other transform user, say eevee) will turn into the mon, and when it triggers an ability, using stance change as an example, it will transform, but it will basically revert to being ditto (or whatever mon it was before using transform) but with the moves of the transformed mon, so transform into aegislash shield, click an attack, transforms into ditto (presumably form 1) with "stance change" and the aegislash's moves. TLDR: Transform janks up completely when it transforms into a mon with a form changing ability
  11. - Z moves seem to bypass sashes and similar items (say rampardos crest) - Endure's priority bracket isn't up to date with current mechanics, it should be +4 (as of gen V) it currently is +3 (essentials default i am guessing?) - Zoom lens has no script at all, it doesn't do anything - Silvally doesn't turn Dark type on blessed field or ???-type on glitch field, there is no scriptline that even attempts to do so
  12. Okay i am here with some fun ones this time: 1. Status applications caused by T-spikes, yawn or synchronize cause an error message due to an undefined value. when they are blocked by abilities or field interactions (basically anything that causes a message). this seems to be because these messages have an "if showMessage" attached, which in the status application functions for synchronize, yawn and t-spikes isn't an argument given to the function (for most cases in yawn "if showMessage" is already commented out, so ig this issue came up before, but wasn't fully fixed for every case it can happen in) 2. Normal moves converted by aerilate can't hit through shedninja's wonder guard, it seems to consider them still normal typed for that purpose 3. For the Incinerate TM there is no learn list no mon actually learns the move via TM as far as i can tell ( the move doesn't seem to be in the TM PBS at all) 4. this one is about AI behaviour, unlike for other screens, user of arenite wall will happily use arenite wall repeatedly when faced with brick break/Psychic fangs, if the brick breaker is slower than the arenite wall setter this can get the AI stuck in an endless loop of setting wall and getting hit by brick break (disregard this one, i accidentally had the game on 12.1 for that, on 12.2 this doesn't happen)
  13. so funny thing: i reported a while ago that desert's mark's chip damage bypasses magic guard, well this is true, but apparently this issue affects all trapping moves (fire spin, whirlpool ect) magic guard doesn't protect against the field damage from volcanic field (and dragon's den with volcanic as base field) Edit: Secret Power on Bewitched woods causes an error message if the additional effect selected is poison because the poison function is missing an argument.
  14. Julia managed to make this into a big ol camping trip and i love it. also julia is all like "BE FRIENDS!! smushes archer and vanilla together" as for the D&D alignement, Lawful vs chaotic is always a little bit tricky to explain. the way i understand it is that (seeing as alignements are personal in nature) is that whats important is to what the character holds themselves more than anything. breaking Laws doesn't automatically make you chaotic, (otherwise some poor paladin could walk into some distopia, where you get publically executed for wishing someone a nice day, or something and lose their fancy powers for not staying lawful). a character that breaks laws because they oppose the very system that made these laws (like vanilla) wouldn't really be indicative either way, if she were to break these laws just because she can, that would be chaotic. but as corso noted her own "code" matters aswell, lawful character would be someone who when the make a promise they will absolutely keep it, no matter what. while a chaotic person could go "you know, i just said that, i didn't really mean it". Lawful characters are ones that stick strongly to their word and oftentimes have their own personal "code of conduct" that they stick to, who would only go against a standing law if they have a reason for it. While chaotics are more freespirited, laws are kinda there and might sometimes be broken for the hell of it, but don't influence them either way, and they just kinda act according to what the feel is right in the moment, if asked about their beliefs/their moral code they probably wouldn't have a set view on complex topics but would have a view if certain things are right or wrong in their eyes that kinda got rambly.... sorry
  15. - Dazzling and Queenly Majesty don't protect their double Battle allies from priority, as they should - Strength Sap on bewitched woods (field number 42) doesn't lower special attack as noted, the effect is attached to corrupted cave (field number 41) EDIT: because imagine double posting - Rage Powder is +3 priority when as of gen 6 it should be +2, and more importantly currently ghost type pokemon are wrongfully immune to rage powder, and grass types are not (when they should be)
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