Jump to content

keltena

Veterans
  • Posts

    102
  • Joined

  • Last visited

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

Desolation Dev Blog

Posts posted by keltena

  1. It looks like Future Sight can hit pokémon that are in the semi-invulnerable stage of a two-turn move. I've seen this happen once, with Future Sight used by a Meteor Grunt's Lunatone in Tanzan Mountain hitting my Gourgeist while it was in the semi-invulnerable stage of Phantom Force. As far as I'm aware, Future Sight shouldn't be able to do this.

  2. Aside from being her highest-level pokémon and the one in the last slot on her team (which I'm pretty sure all leaders' aces are), the TV profile of her specifically says it is. (And even if it wasn't her ace, she's still not reliably sending out her ace last; I've seen her send at least three different pokémon out last while trying to reproduce this.)

  3. Gym leaders are supposed to always send their ace out last, right? I battled Aya recently, and she sometimes sends out Dragalge when she still has other pokémon remaining. I don't have a play-by-play of the circumstances, but I've reproduced it a couple times; each time she's had one other pokémon alive on the field and one in reserve, and sent out Dragalge instead of the latter. Is this a bug, or is it normal for leaders who do doubles?

  4. As of Gen VI, Nature Power targets a selected pokémon, meaning you can choose the target in case it becomes a single-target move. Currently in Reborn, it seems to use the old behavior of targeting the user, resulting in it targeting a random opponent if it becomes a single-target move in a double battle.

  5. The Swamp Field's end-of-turn Speed debuff effect doesn't seem to activate on pokémon that were switched in that same turn. I've tested this with a number of different grounded pokémon in wild battles on Azurine Island, and the effect seems to activate normally on any pokémon that wasn't switched in earlier that turn (including switched-in pokémon starting the second turn they're in battle), so I'm assuming the switching is what causes it.

  6. I hadn't had a chance to see it come up with any other type combinations, which is why I specified that I didn't know if it was just this situation or a more general one.

     

    I have more recently run into the same thing with Guillotine used against Ghost types, though:

     

    Acj5SZI.pngqSoy0RO.png

     

    Guillotine occasionally displays the "does not affect" message, but more often it just misses and displays the miss message instead. So my guess would be that this probably does happen for all type immunity interactions, since I've seen it with two different ones now, but I don't know for sure.

  7. 15 hours ago, Jess said:

    I would like to hear the long explanation, since I get the impression that you avoid it, or think that we aren't intellectually capable of understanding it, which is kinda naive to think, judging by the fact that many forum users are highly educated and quite clever people. Aka, don't get too high of yourself and take the time to actually explain stuff.

    Wow is that an uncharitable reading of what they said. o_o All they said was that a fuller explanation would be very long and they'd only get into it if people really wanted them to, which seems perfectly reasonable to me—giving long explanations takes time and effort, so most people aren't going to want to drop everything to give one, especially when they don't even know for sure people want to hear it. That's not "getting too high of yourself" or refusing to explain things to people; they already did give a fairly detailed explanation right there! You don't necessarily have to like or agree with whatever Commander says, but there's no need to be rude to someone who's been taking the time to try to answer your questions.

  8. It seems to be possible for Ground-type moves with imperfect accuracy to display a "miss" message when used against Flying-type pokemon. I'm having trouble finding a source to confirm, but they should always display the "doesn't affect" message regardless of accuracy, not have a chance to miss, right?

     

    I've seen this happen twice with a Shellos using Mud Bomb against a Combee with Hustle. No Field Effect in play. I haven't seen if it happens with other type immunities as well.

  9. When Intimidate activates on a pokémon with Competitive, the stat up/down animations and ability activation messages display in what I'm pretty sure is the wrong order:

     

    1. The stat decrease animation plays

    2. The stat increase animation plays

    3. The "Competitive sharply raised your Special Attack" message displays

    4. The "Intimidate cut your Attack" message displays

     

    I'm guessing the order these should be happening in is 1->4->2->3?

     

    The same thing might happen with Intimidate + Defiant; I haven't had a chance to check, though.

  10. According to the field notes, the Corrosive Field should cause damage to sleeping pokémon every turn. I've battled a few times with sleeping pokémon on a Corrosive Field and never seen this happen. The pokémon I've tried it with are a Damp Swampert and a Competitive Wigglytuff, neither of which should be immune to field damage as far as I can see, battling wild pokémon on Route 1 with the field changed to a Corrosive Field by using Sludge Wave.

  11. Re: Hardy, it's probably also worth noting that he's almost certainly going to give out the Rock Slide TM, so doubles seems like a good fit for that. Twice the targets, twice the flinch chance (and twice the chance of field damage from flinching if he's using the Rocky Field)...

     

    Also, Hardy doing doubles would add some kind of amusing subtext to Fern complaining back in Episode 7 that double battles are for talentless hacks and it totally doesn't count if you beat him in one. :')

  12. Quote

    Aggron *** (many common weaknesses, great mon otherwise, could also be his mega)

     

    The mental image of Hardy with a Mega Aggron is hilarious considering his whole deal is trying to prove Rock can be tougher than Steel. Not that we don't have any precedent for leaders with megas that break their type theme (looking at you, Ciel), but. That would be an impressive level of irony. ... Uh, no pun intended.

  13. Thanks so much for updating this! I'd really missed this mod; it makes the game feel so much more personal. ♥ Now I'm gonna have to walk around all the new areas and see what my pokémon have to say about them...

     

    I noticed a small typo in one of the messages while playing. Here's a screenshot, for reference:

    Spoiler

    liIe0jf.png

     

    EDIT: The graphics files in the mod also seem to have a different background image for the forest field than the main game does, somehow. o: I'm not really sure how that happened, but thought I'd mention it just so you know.

     

    EDIT x2: Whoops, sorry I keep adding things to this post. >_> Last one, I promise! I took another look, and it looks like a number of graphics files are different from the current E17 release. Specifically, I noticed that the small pokémon sprites in the menu seem to be different for most pokémon. Possibly there are other things like this too, but if so I haven't noticed. Here's a comparison to show what I mean:

     

    Spoiler

     

    1g5LrdZ.pngPsqugjz.png

    First screencap is from the follower mod, second is from vanilla E17

     

     

  14. I mean—the guides are made by fans. They're made when someone decides to and has the time and resources to make them. So it's not really possible to "know when we'll have them" unless you're making one yourself.

     

    Like people mentioned, there is a mostly-complete pokémon location guide that's updated through E17, and the E16 guides are still mostly correct for anything added before E17. Otherwise, either searching the forum or searching for a video on YouTube for the specific thing you're looking for will probably turn up answers; or if that doesn't work, you can always make a post asking.

  15. (This is already marked as Known/Fixed in the Known Bugs subforum, but since it seems to have been marked as fixed before E17's release and isn't listed in the known E17 battle errors, I thought it might be worth pointing out again just in case. If this is old news and it's already known, just ignore this post!)

     

    Non-Ghost-type Curse fails if used in a double battle when both opposing pokemon have already fainted, giving a "But there was no target..." message. I ran into this with Florinia's Cradily using Curse during the double battle against the Meteor Grunts in Fiore Mansion. I'm not sure if the same thing happens in single battles or not.

  16. The enemy AI doesn't seem to know to stop using Thunder Wave after it gets absorbed by Lightning Rod. I observed this in the double battle against Solaris and Orderly John, where John's Magnezone got stuck in a loop trying to Thunder Wave my Seaking for turn after turn despite it being absorbed every time.

     

    This doesn't seem to happen with damaging moves, judging by the fact that the Eelektross in the same fight never used anything but Giga Drain against my Seaking (though I'm not sure if this is because the AI had "learned" it had Lightning Rod earlier in the fight or just an instance of the AI accidentally mind-reading when doing damage calculations), so I'm guessing it's just a problem with status moves.

  17. Thanks to whoever put this little guy up for trade!

     

    DaxWLbf.png

     

    I'd already completed the Litten event when it was added to the game, so I'd missed out on getting one until now. I'll take good care of him! ♥

     

    Also, uh, sorry to anyone who's gotten like five identical Kecleons or Swinubs from me at this point? I may not have thought through how often that would happen on Wonder Trade with Reborn's comparatively small playerbase.

    • Like 1
  18. 1 hour ago, Titania said:

    I know I'm late to this party, but if some kind soul wouldn't mind doing the same for my save where I beat Serra pre-17 and editing in the aurora veil TM I would be very thankful :).  The file is zipped to circumvent the forum's file size limitation for uploads.

    Game.rxdata.zip

    Here, this should work:

    Game.rxdata

  19. 33 minutes ago, Mr.Fahzy said:

    Wait where is Corin-Rogue exactly? The pokemon he stole was going to be part of my team and I can't find him. He can't be in the fierce sandstorm, can he?

    1) Have you done all the other parts of the quest up until now? From what I recall, you need to have found him in the city and seen him escape on the train, and then talked to the police in Jasper Ward about finding him in the desert, before you can finish the quest.

    2) Have you looked in Train Town at night? He should be standing outside somewhere along the right-hand side of the area.

  20. I agree with Commander that adding in easier methods of grinding would only be treating the symptoms, not addressing the actual problem, but I disagree pretty strongly about what that actual problem is. The root problem isn't that there's nowhere good to grind or that the grinding is boring because combat is boring; the problem is that grinding is ever necessary in the first place. Grinding isn't boring because the combat is boring; grinding is boring because grinding is boring, regardless of whether your combat system is fun or not. (I mean, I don't actually think Reborn's combat is boring—I wouldn't be playing it in the first place if I did—but grinding would still be a tedious, well, grind regardless of whether it was. That's kind of the definition of grinding.) It isn't necessarily an easily fixable problem, mind, but the source of the problem isn't that the game or the combat isn't suited to grinding, it's the fact that you have to grind at all.

     

    While I can only speak for myself here, I've always thought the general level curve of the game is fine—just playing through the trainer battles and a decent chunk of the wild encounters that come up during story events has always gotten me to an appropriate level by the time I hit the boss fights, without any need for extra grinding. The place where grinding becomes an issue for me, like a couple people in this thread have mentioned, is when you want to switch a new pokémon into your team, but you have to grind it all the way up to your current level before it'll be usable. It's a huge pain that can grind everything else you're doing to a halt while you finish leveling the pokémon in question (sometimes I've had luck just throwing the under-leveled pokémon in the back of my party with an EXP Share and going about my business, but that only works if you have enough story or sidequest content left to do it with), and honestly it ends up discouraging me from trying out new pokémon at all if they don't start at a usable level. Which is a really big shame, because trying out different pokémon is otherwise something Pokémon Reborn specifically encourages you to do, and imo it can be one of the most fun parts of strategizing; it just ends up being too inconvenient to bother with some of the time.

     

    In a lot of instances, this isn't really a problem that can be easily addressed by game design, save for finding a way to make it easier to grind under-leveled pokémon up to speed. I mean, for the most part new pokémon are initially distributed at levels that make it easy to throw them right into your party if you want to try them out (which I really appreciate), and it's not like the game can help it if I caught this Espurr in Episode 1 and only just decided to use it now. But in the case of some event pokémon, the game design is actively contributing to the problem. For example, someone earlier in this thread mentioned Gible? Gible is an event pokémon that first becomes available in E17, at a point in the game where wild pokémon's levels range from 70-90... and yet for some reason it's given to you at level 30. I have no idea why it's not, like, level 65 at least—as is, it's just literally impossible to use without having to grind it up like 40 levels first. And a number of other event pokémon have the same problem (sometimes even worse), especially the later you get into the game. As far as I can see, there's no reason to hand out pokémon at such low levels; the only purpose it serves is making people suffer through a bunch of unnecessary grinding if they want to actually use them. The level 5 Magikarp is an exception by virtue of being comedy gold.

     

    Fixing that still isn't going to change that sometimes people are gonna have to grind an under-leveled pokémon up to speed to use it, obviously—different pokémon are obtained at different points in the game, after all, and hatched pokémon will always start at level 1, and even with event pokémon you can't guarantee people will get them when they first become available. (...Though I dunno, maybe it'd be possible to set the level of event pokémon based on how many badges you have when you get them, or something? Would probably be a lot of work, though; it's just a thought that occurred to me while I was writing this.) So finding a way to make grinding up under-leveled pokémon less painful would still be really useful if possible, imo. I don't really know enough about game dev to know if there's actually any feasible way of doing that, especially this late in development (like, would it be possible to adjust EXP scaling to make significantly under-leveled pokémon level up faster or something, or would that just raise more problems?); but if there is, I do think it would be worth doing. It's still treating a symptom, yeah, but in this case I'm not sure the base problem is ever going to be fully solvable, so anything that helped would be worthwhile.

     

    (Actually, the best solution to this problem I've ever seen has been in RPGs with a system where fighting a single battle with an under-leveled character in a higher-level area will automatically level them up to a specific minimum level—usually one that's just slightly under-leveled for that area—and then you can continue getting them up to speed like normal without all the extra grinding. But I don't think that's really feasible to implement in a Pokémon game, so.)

×
×
  • Create New...