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Falirion

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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)
  16. - all mons on snowy mountain do x1.5 more damage due to the long reach field interactions conditions not being put into parenthesis properly (currently it reads long reach and mountain or snowy mountain) - same applies to fairy tale field due to the queenly majesty interaction not having parenthesis - refering to a previous report about partner AI in multibattles not having their items, same applies to opponents in multibattles, most notable in the valor mountain battle against geara & Zetta, zetta's silvally does not have the silvally crests effects - mist & misty terrain do not change the dragon's den field to fairy tale, like the field manual claims, they actually just do their normal effects of creating misty terrain
  17. Sooo leaving aside for a second my own problems of using the right tone when writting this post for which i do apologize, to be more precise in what my contentions with the arguments were. Greninja: i wasn't intending to cast aside the whole issue of Greninja, but it should be noted that Ice beam may have been a poor example, and being a protean user it's movepool is what makes or breaks the mon, to which i personally believe in rejuvenation specifically Greninja is being overvalued, since it takes quite a long time to come to the movepool that makes it the threat it is, and even as of the current endgame it just still missing some of these options. Is Greninja a powerful pokemon? absolutely no question. Would i argue it being a single mon that cleaves the game wide open? not really, when it comes to starters we have blaziken for that, and rillaboom as you noted rillaboom, being so gamebreaking they are reworking how grassy terrain (and other canon terrains) interact with the field system. Mega Lucario: While yes V13 is going to make the mega ring accessable to the player, i would actually be quite surprised if the lucarionite were the be avaiable, i am not questioning lucario's strengths in any way, my point here was more to the lines of making your argument of how other options are just as strong as gyarados if not stronger, these comparisions should not use mons that are just as unavaiable as gyarados is, to make the point of how gyarados is okay to have at this point. Lilligant: i will admit, that Lilligant can quite heavily use sleep moves combined with one of the most powerful setup moves in the game quite well, i personally would not put it on the same tier as gyarados, but i to be perfectly honest don't feel like digging a punch of calcs to make a prove for it, as this was neither my intention nor, nor am i in the mood for it. Volcarona: this is a fearsome beast that is avaiable, it's even in the mystery egg so even have a chance to be avaiable quite early, (with the downside that it only evolves very late as gen 5 mons do), now what was i trying to say with "it would not be able to do this" simple i do not believe volcarona to be able to do the same type of run, anyone who feels strongly enough about this, and has the freetime to do so can prove me wrong, start it as a level 5 volcarona for all i care, but that was all i was meaning to say with this, not that volcarona was worse than gyarados or whatever (same as you not saying that gyarados was a weak mon, i got that just fine) that being said volcarona's avaiability is definetly an argument to be made, when looking at other mons that are unavaiable. all of that aside, i truly didn't wish to make this seem as an attempt to "prove you wrong" or just disparaging the post. I just wanted to note what ultimately lead to me doing this run and used the wrong tone (i have since slightly changed the intro, anyone that wants to read what it said before myrrh has it quoted), and ultimately i just wanted to present this run (at the suggestion of someone else even, i was initially not even gonna make a post about it), if you think it impressive or not, fine with me, i certainly didn't intend to as a war of some description. The avaiability of mons, items and TMs in this game and any other can certainly be argued over, i know i have my own opinions about things that are avaiable too late, or even too early (too early is a dangerous argument to be made, but some things do deserve that distinction) I personally believe (especially after doing this run) that gyarados, is something that has perfectly good reason to not be accessable quite yet, (i do disaggre with the notion that it should be almost at the league late, that would be entirely to late, V14 maybe? seems fine)
  18. Come one, come all, and hear the legend of the most fearsome beast, the legend of greg, the mighty gyarados....... i am not going to do this whole thread in this style. So the title should already tell you this is about a recent run i did, a run in which i only used a gyarados (+a 2nd one for doubles, hence "solo", i could call it a duo run, but that is kinda not correct either, since i only uses 1 gyarados for most the battles). This was something that was started by mainly. me being the type of person that takes some statements as a challenge, in this case several forum user thinking gyarados is fine and should be avaiable already, in particular zumi once showed a specific forum post (by the user myrrh) in discord talking about how gyarados is fine enough to have in the game now, since other things are more broken, you may read the post yourself, i personally disagreed as a number of the examples given were mons that are also unavaible or with moves that are not accessable yet, while also based on competitive (which in a purely single player game, felt besides the point), that being said for kudos trying to make their point as extensively as they did. At which point i remembered the user and rejuv dev Azery to have done a solo run of gyarados in reborn, succesfully. and i decided to do the same. for intense Rejuv, at the time "as far as it will go", which turns out is all the way through the game. So let's talk about the run. sry @MattL stealing the formating THE RULES THE POKEMON THE MOVEPOOL HELD ITEMS THE BATTLES CONLUSION - Thanks to Matt, Pyuku, Marten, SG, Citrine & more for listening to me ramble about this so long and give their own suggestions on some of the more diffcult parts - Also thanks all the Rejuvenation devs, for this beatiful game that i can't help but replay with even the most ridicolous challenges
  19. All right this one is juicy, since it relates to Silvally crest and (more importantly) the AI just fucking kill me already Okay first off: AI partner trainers don't have their usable items (potions, silvally crest etc.) at all seems like their "inventory" (aka the @item array) isn't getting initialized, so for example the several instances where ren is a partner and has silvally that silvally isn't crested despite the PBS having a silvcrest as an item for him. then we have the Silvally crest itself and how AI interacts with it: 1. the AI seems to apply the silvally crests Stab boost to itself for selecting the moves (causing wildly different behaviour between the player having a silvally crest and them not having one) if the player has a silvally crest in their bag, no matter if the mon is silvally or not. example of this would be for instance this: The 2nd battle of the bladestar grunt gauntlet in the pyramid has reina as the players partner, she leads her ribombee, this ribombee usually always clicks sticky web. turn1 (i have literally never seen it use something else) now if they player has a silvally crest in their bag ribombee suddenly decides that it should bugbuzz the meowstic turn 1, every time, which doesn't kill (it does about 80%) without fail and this continues and affects opponents aswell, if the player has a silvally crest the AI heavily favors hitting things with their stab this is a message i hooked into the AIs stab check, it played about 20ish times per turn, even without a player on the field (the sableye is ren) it just to confirm that the AI just assumes silvally crest stab if the player has silvally crest in their bag, on any mon, no matter what 2. and on the reverse the AI does not seem to know it's stab is boosted if it uses silvally crest itself (without the player having a silvally crest anyway) now this i am less sure of but i am still think to this be the case, in the process of testing point 1 i hooked a message to the AIs stab modifier check, now battling zetta (Zetta,208: the valor mountain team) this message never came up, not even with silvally on the field, which makes me think that the AI if it has a silvally crest does not in fact know about the STAB boost, (pretty confident it knows about the abilities, normal vally definetly decided clicking return on ghosts was a worthwhile thing before, which with the crest it is) also: gogoat's sprite has an empty pixel in it's eye, the screenshot above should kinda show it, the dark green pixel in gogoat's eye
  20. this is not a bug for the main game, this is a bug with a mod, specifically the stat and type icons from the modpack (the modpack has this bug noted btw) just don't have these 2 mods active when you need to do something in the safari zone. anyway while i am here: -shedninja is still avoiding normal type moves on blessed field via wonder guard (normal moves are super effective against ghost on blessed and should hit) -also if a multihit moves triggers a focus sash, the sash will work against every hit of the multihit move (so for example sashed shedninja will live all 5 hits of a rockblast) -this is a little bit of a strange one, while battling the police gauntlet i noticed 2 things: 1. on the turn a pokemon wakes up from sleep it cannot be flinched, as a my pokemon (who came in with a sleep on the verge of waking) was getting fake'd out and still used it's move 2. and this is the tricky one, substitute seems to prevent stat lowering even after it gets broken, but not always, i used substitute against gumshoe and miles (aka intimidate spam: the battle) and even after breaking the substitute their intimidates would not lower my attack, until one of my mons used a buffing move (dragon dance) then this mon was affected by intimidate, the other one still wasn't. edit: and now for something really minor in hiyoshi city ren's silvally (formerly zetta's silvally) zepto, is not nicknamed, it is also not shiny, which it should be (all of ren's mons use the player's trainer ID aswell but that is really going to deep into the details) similar applies to nightmare city zetta's silvally melia's mimikyu and snorlax are also not nicknamed while playing as her in the scholar district library
  21. Huey,1 & 201 in addition to kecleon, gogoat and palossand have ability flag 2 set, but only abilities for 0 & 1 defined, causing a random ability For some reason a few moves show up twice in the PBS (ignoring moves like future sight, that have to be present twice) namely: Diamond Storm, Dragon Ascent, Origin Pulse, Precipice Blades, Steam Eruption, Thousand Arrows, Thousand Waves Note that an earlier report of thousand arrows not hitting levitate users is caused by this apparently Rift hippos use thousand arrows with the move ID 674, which isn't checked for when deciding if levitate negates the move Thousand arrows with the move ID 664 hits levitate mons as it should (it should still be changed to spread)
  22. - Will-o-Wisp bypasses substitute, pretty sure it's specifically wisp, as other status moves do get blocked by sub, - Shadow Blast is classified as special, it should be physical - Metronome can call animation placeholders and some other moves it should not be able to (for example protect and similar moves, apparently several legendary signature moves are blacklisted in canon games aswell, although i don't really see a reason to for those)
  23. Movebug: Ice Fang has a 10% effectchance in the PBS, but the function itself already has a 10% chance for both effects, which effectively makes ice fang only have 1% chance to freeze and a 1% chance to flinch
  24. Well Well a game of mafia is it? i really love how this story always manages to put it's own spin on things, it's really great. although i wouldn't exactly blame vanilla here on not seeing who else's behaviour was suspicious of the bunch, sometimes people can't see whats in front of them, especially when it's something one doesn't want to see. can't wait for the next chapter
  25. back again. as a continuation of the bug i reported a while ago about pikachu evolving into the wrong raichu form under certain circumstances, (see earlier post) another problem with pikachu line evolutions. if one breeds an alolan raichu the pichu that hatches from that egg is form 1 which causes the pichu to be unable to evolve for some reason, and even if it were able to, the resulting form 1 pikachu would always evolve into alola raichu, seems like it inherits raichu's form. this bug may extend to other similar situations aswell (for example cubone) i have not tested other cases besides raichu -> pichu additionally while i may have talked about these cases on the discord i don't think i ever officialy reported them so: Venam's Kiss has a staggering 95 PP but a 0% chance to poison, also it is not a contact move (while this was never claimed to be the case, it seems odd for a kiss move to not make contact) Spectral Scream: is classified as a contact move which seems odd (a scream/sound making contact?) Multipulse: is also classified as a contact move which again, seens strange considering the animation and discription of the move (also despite the name not classified as a "Pulse" move, (to work with mega launcher for example), but given it's nature as a gym leader sig this part is probably unnecessary) Thunder Pulse: as above not classified as a "pulse" move but again, may be unneccessary anyway Heavenly Wing: does not make contact, though this one may be meant to not make contact, but thought i'd mention it anyway Desert's Mark: the sandtomb damage from this seems to bypass magic guard (this is a 3rd hand report so not entirely sure) Shift/Temporal shift, these abilities are traceable, overwriteable and supressable, while similar abilities (power construct), are canonically not, in fact if i remember right power construct is currently also supressable in rejuvenation sky field: the field notes note the flying boost as x1.3 but it's actually a x1.5 boost, also cloud nine despite the field notes claiming it being able to remove strong winds, can in fact not remove strong winds Shadow Beldum can be purified like a normal shadow pokemon (even though it is supposed to be harder to purifiy for being an ace shadow) damn me for not reporting this stuff when i found it, completly slipped my mind, and now i am unsure if i forgot something, well will post more if i remember more
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