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Reborn Development Blog
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Post Comments posted by Zumi
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5 minutes ago, DaPika2 said:
All this art is great but i sense someone is lacking from these posts, wheres truck guys artwork?
if i got a dollar for every time i've gotten this question i'd be rich lmao
anyways he'll get art when i feel like it. it's not a necessity. same for piano lady and other minor characters like that
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3 hours ago, Master4058 said:
Two questions:
1. Will destiny bond work the same as 1-hit KO moves?
2. Does toxic work or is it still just like being poisoned regularly?
1) Yes. So does perish body/song and so on.
2) AFAIK it's treated as regular poison?
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12 minutes ago, Kyublivion said:
Very interested in the new Aevium form, but ill admit im apprehensive about the bosses gaining effects on shield break, especially if theyre random, as that could make or break a run on pure chance, and the more shields it has the more chances itd have to roll an effect that completely screws the player over, but thats just face value hearing about it, I could be completely wrong about it and its a great idea, so looking forward to getting to try them out when the version releases!
The effects that occur after a HP bar is depleted are predetermined (uniquely for each fight too!) unless actually specified to be random, so you'll usually have the same thing happen during specific spots in each boss fight!
Usually.
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1 hour ago, KolinKat said:
Crest For Delibird
stop
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1 hour ago, VMeemes said:
Wonder if this new mystery egg for route 2 (not sure if the route 2 egg and Crawli reward egg are one and the same, so I'll just assume it is until further information) is in addition to the mystery egg you would get for trading the phantump egg or if that's being moved to the route 2 reward. Because I don't know about you, but the chance for two mystery eggs (especially if it's generous and has a smaller pool of chances i.e, pokemon like togepi and whatnot being more common. Since there's no legit way on getting said pokemon as of right now) sounds pretty neat.
The egg on route 2 and the reward for Crawli's stuff are two completely different new eggs, the mystery egg on route 3 is staying in place.
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18 hours ago, TypeNull87 said:
Wait so to be clear here only Normal mode and easy mode will be around hard mode is gone right?
Yes! Though casual is getting renamed to Story mode instead. This really will be for players who just want to go through the game for the story with as little hindrance as possible, so it'll have a HUGE difficulty decrease in comparison to Normal mode.
17 hours ago, SUSPAIMON said:So when are these changes going to be added ? because it wasn't mentioned anywhere … And yeah, I know you did say that some of them haven't been tested out yet. So I am just asking in curiosity.
These changes will be added in the coming update, 13.5.
2 hours ago, MhicKy said:All I really want now is the same password system Reborn has so I can use the one that makes all Pokemons have 31IVs so I won't have to force myself to either breed one pokemon for hours or succumb to using debug mode for the convenience.
That's what we're aiming for! I'd imagine we don't share all of the same passwords but a lot of the ones in Reborn will likely be in rejuv as well i.e. the IV passwords and the like.
20 minutes ago, OrangeOrb said:1. regarding the game engine, will it be changed as well? because the engine reborn is using rn is making it load up a lot faster (in seconds) while rejuvenation loads up in 1-2 minutes as someone who mods the game, this is kinda annoying because i have to continuously restart the game and it takes so much time for it to start. (really minor but yeah)
2. I think jan said in one of his posts that he will add intense again when the game is on its final-semi final version, is it set in stone or intense mode is really not coming back? i am not an avid intense player but i like the difficulty but honestly, you all do what's convenient for you
. it will be easier for you while being a lot quicker to just remove the intense mode entirelyIn regards to question one, as Rejuvenation will be sharing most of its scripts with Reborn (and Desolation as well thanks to Cass' efforts) it'll likely carry over a ton of the optimizations as well, which should hopefully alleviate loading speed issues. As for question two, this is definitely not a decision that's been set in stone yet. Jan said it's a possibility, not a guarantee! It's probably best to not get your hopes up in that regards anyways as there's currently basically no desire to officially pick up and resume work on Intense again.
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hhhhhhhhookay so I think I need to clarify something and apologize here before more people think I'm blaming the WHOLE audience that's saying they like the challenge Rejuv offers for what we have to put up with; please understand that this is not the case and the comment was not aimed at everyone in that group.
I thought it was pretty obvious that the pointed comment of "MUH CHALLENGE" (and pretty much everything else at the start of the post) is directed at the ones who do harass the devs over any changes we make—even if it's a vocal minority who make those comments, we still end up seeing those messages often and it's pretty demotivating if you have to be on the receiving end of those on a frequent basis as often negative comments usually stick out more than the positive comments.
Regardless, the comment is not aimed at everyone who says they enjoy the challenge of the game, but it ended up surprising me that more people took offense to it than expected. I am not trying to lump in the intense crew by association if that's what people were getting from it, and we are not trying to alienate everyone who does like a challenge as we're trying to keep options open for that crew through passwords and letting people increase difficulty for themselves that way. But yeah, I can see how it might've come off as a bit too aggressive and how it unintentionally hurt more people than the intended receivers, so I'm sorry if it came across as hurtful in that sense. Apologies y'all
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1 hour ago, Shadow Angel said:
Is it too late to respond to the balance survey? I still haven’t completed V13 but probably only several weeks away, and I was planning to respond once I finished
Sorry but yes! We've closed the survey so we'll be using the data we've collected in order to adjust stuff where necessary. The survey was up for about a little less than one and a half month so it felt that it'd be a good time to close it at this point.
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6 minutes ago, N V said:
I’m going to assume there have been vocal and rude people harping on these points about difficulty, and that the arguing has happened for a while; because it’s very jarring as a casual player to be yelled at for enjoying the difficulty of the game…
It's not aimed at the casual playerbase. We've repeatedly gotten passive aggressive or downright rude messages from people thinking they can tell us how we should be doing things (Jan in particular has gotten a LOT), and every time any changes were made based on feedback we'd still get shit for it no matter the change, so I decided it'd be best to put my foot down about this stuff up front before we get another slew of these kinds of messages.
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do i gotta point out that these changes are preliminary. apparently i do
so here's a thing i put in rejupdates channel on the reborn evo discord after some discussion that occurred in rejuv gen the day this post came out
I get that people are upset that it's looking like we're toning down the difficulty, because................. yes that's kind of what we're doing. HOWEVER, easier =/= bad. It's because for the overall QOL of the game it'll be infinitely better if the difficulty curve isn't as fucked up as it is right now. For people who want the game to remain challenging, hopefully the passwords we'll likely be adding in will help with micromanaging difficulty better and make it so that people can still enjoy getting pulped by every fight if they want that. I want to make something VERY clear though before people get up in arms in that we're ruining the experience for some.
You know who gets the most shit thrown at them if the game doesn't feel fun to play through because people complain about the difficulty being unfair at many points? It's Jan. (which y'all shouldn't be doing btw because that's fucked up. stop harassing devs over things that REALLY do not matter that much but which you don't agree with. thanks)
He also has told us in the dev server that he doesn't even like testing his own game anymore because the battles feel like a hassle to get through. And as he mentioned in the post where he announced Intense is getting discontinued, if Jan stops having fun, Jan stops working on the game. The vanilla experience NEEDS WORK. And that's what we're trying to do. Besides, it's not like Normal mode is getting COMPLETELY reworked like Casual/Story mode is, the latter is what truly will be the easier experience if people just wanna go through the game for the story. Normal will still keep challenge to it! It just needs adjustments in a lot of places in order to not have people get completely walled as often in the vanilla experience as they do now.
The survey results post will go into further detail, but the explanation for the boss bars being removed is because according to our current survey results, more often than not people struggle on the fights that use boss shields, especially from Chapter 8 onwards. We understand that the boss bars are great from a narrative perspective because of the visual impact it has, hell it's literally the main reason why we decided to put those in in the first place—but in the mechanic's current state it's not fun to go against for several reasons and adding those in essentially did not pan out as we hoped for. This is not only a sentiment shared by a lot of people who filled in the survey, it's also something most of us on the dev team agree on.
If it's any consolation for those who REALLY do not want them to be gone—and this is literally a development that started yesterday, so we don't have anything concrete yet
don't YELL at me—we're currently looking into possible alternatives for the ways shields function, as these are the main reason why the battles don't feel fun as of right now. If we find something that works as a better middle ground that makes the shields less of a pain in the ass to deal, hopefully we can use that instead. But if we cannot find a solution that doesn't feel jank to go up against, we'll stick with our current decision to remove them entirely from main story fights and find a different approach to make boss battles stand out altogether.Please, have a bit of faith in us. We're doing our best to make the game a good experience for as many people as possible. I know it's impossible to please EVERYONE, but please also try to understand that Pokémon is literal ass to balance in such a way that everyone is pleased, especially with such a diverse and huge playerbase. We're trying to keep options open.
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24 minutes ago, Mei-o_Scarlett said:
sadge
back to cheesing bosses with D bond
See, this is a comment I will never understand-- How come you feel forced to use D-bond? The choice to do so is entirely up to the player because you could as easily just choose to not carry a mon on you with a cheese move, it's not something we as the devs obligate people to do or use. You can make a fight as easy or challenging as you want yourself, we're simply leaving the choice open for people if they don't want to spend a ton of time to beat a fight.
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Hi friends, wanted to chip in on the discussion about boss bars and explain that while yes, for more experienced players they feel like less of a roadblock and more like "a slightly bigger hurdle than usual", for new players they can straight up be run killers. I've seen several people grow frustrated and quit the game because they couldn't get past certain fights, and without giving too much away about survey results (as I want to cover some more stuff about balancing in a later post) we've seen the numbers that people struggle more often on fights with boss hp bars than not, so please also understand as of why we've come to this initial conclusion. If passwords are being added, you'll likely can micromanage the difficulty yourself and make things harder again if you want.
Things are still subject to change, like Jan said! But we're trying to look at things from the perspective of less experienced/new players too, and make the experience more smooth overall so people don't have to get walled at every turn.
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9 hours ago, cobraking111 said:
Wait, weird question, does that mean there will be changes to the story in this next update; once it is released that is?
Yes, Terajuma, Darchlight & GDC got major overhauls in terms of both visuals and story flow.
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1 hour ago, bruhtonium said:
This game is getting better with the update. I recently looked up an v10 let's play and I can't believe the improvement that happend between this 4 years. I am one hundred percent certain that when the game is done, it will be the most beautifull pokemon game I have ever seen.
Also how will the game be hidden. Will rejuvenation only be removed from the main page or will everything be temporarily hidden for the common user
Everything will be temporarily be inaccessible, including the club, download pages and other links. You can still access downloads and other additional stuff through our own site, though!
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ceri stop eating shrooms
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11 hours ago, Gummy_Dragon said:
I guarantee you that this is the first most of us are learning about Celine's prosthetics, and that no one would ever know about them based on her sprites alone.
It is mentioned directly by Alexandra at the start of V13 that she and Damien were able to make prosthetics out of black shards for Celine after she was grievously wounded by Madame X, which are the same prosthetics you see in her artwork! It's a detail that some might've overlooked when skimming through text, though.
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THERE HE IS... MY BOY
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please stop pushing for specific release windows (yes i see it in the other threads as well, not just here), it'll be done when it's done
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by the way, if you throw a shitfit in the comments about this decision, i will bite your head off
and that's a promise
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7 hours ago, AstralGuardian97 said:
I noticed that the wiki and the in-game Pokédex lack much information on the Aevian Forms of Pokémon. For example, I wasn't able to look up the base stats of Aevian Milotic.
The Pokédex is currently bugged and doesn't include the A-forms as a result. The wiki's pages work based on PBS files and since the alternate forms of every mon are script-side, they're not included on the pages. They'll manually be added at a later point, we're working on it!
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3 hours ago, Akin Elahi said:
Balance patch kinda trivializes the game somewhat in my opinion. Also i see Nova doesn't have that Lycanrock which was one of her strong ones.
Not necessarily, honestly. There's a lot of things in this balance patch that should've been addressed a long time ago (and there still are a lot of things that have gone unaddressed but we just simply didn't have time to make even bigger changes), and weren't decided to push through on just a whim. It's also a lot easier to crank up the difficulty after toning it down significantly in comparison to having to tone it down from an already way too difficult fight. Adjustments will be made where necessary in the future!
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hi i uh
forgot to add the updated artwork for emma
so there you go. the updated art for emma is now in there as well + on the sta.sh site
i cannot be assed to make wallpapers rn
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5 hours ago, _Zap_ said:
Will you continue to use the fandom/wikia one, or migrate elsewhere? I really don't want to support that platform.
Unfortunately we do not have an alternative so we're sticking with the fandom one.
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7 minutes ago, Dustpan said:
Does that fix the land of broken dreams part?
Yep!
A Deep Dive into Boss Battles (New music and Aevian mon reveal too!)
in Records
Posted
The OHKO moves are limited to one usage per boss fight, so there's no limit to using them during regular fights. Like I mentioned in a previous comment here as well, OHKO moves also include destiny bond and perish song (and perish body by extension), they'll reduce one hp bar once per battle and afterwards these moves will fail/abilities will no longer trigger for that battle.